Nyctos' Custom Monster Girls
Custom profiles for generic MGE, Legend of Zelda and Super Mario Bros.
A place where people can create and share their own monsters and world settings.
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- High Priestess
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Nyctos' Custom Monster Girls
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I may be well known now for my involvement with the Battlemamono Project, but it wasn't my first exposure to custom monster-girl profile writing. It was actually my fourth project. Gathered here are the results of all my pre-BM work, a showcase of all the strange monster-girls I was aever able to make. While there were/are many monster-girls I never wrote but wanted to (such as Death Giants, the Koopalings, etc), I have pretty much moved on to BM... but if people were ever interested, I might make a return here, especially to the Zelda and Mario MGs.
I would dearly love to receive feedback and critique on any of these cute critters, just so folks know,
I would dearly love to receive feedback and critique on any of these cute critters, just so folks know,
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Re: Nyctos' Custom Monster Girls
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Doll Golem Family
Type: Construct
Location: Wizard Lairs and Civilised Areas
Diet: Spiritual Energy
Doll Golems are a rare and specialized form of Construct mamono, usually only found in the lair of a powerful magic user (human or mamono) or in urbane areas. As the name suggests, they are Golem-like mamono who resemble living dolls and figurines; most common are variants that resemble children's toys, but there are versions that resemble fetishes and other small statuettes. While Doll Golems are seen in two different sizes, one about the size of a child, the other that of a fully grown woman, this appears to be more a matter of their creator's desire and their abilities and appearances don't change between the forms - some Doll Golems, or so it is said, can actually switch between the sizes. All Doll Golems can also disguise themselves by shrinking to the scale of an actual toy and then falling silent.
Doll Golems are commonly made for three purposes. The first is because their creator is fundamentally lonely and in need of companionship; Doll Golems are much more empathic, as a whole, than the average Golem. The second is for the purpose of being around children - to guard them, or to keep them amused, for the most part, although there are stories of Doll Golems also being used to "educate" young boys who have begun to develop sexually. The third is for darker, more secretive purposes - Doll Golems make excellent thieves and assassins. Who would suspect a toy of being something much more sinister? Witches and, to a somewhat lesser extent, Imps, are particularly fond of this last option and often have small but deadly entourages of Doll Golems, taking advantage of their child-like appearance. Baphomets, Fairies, Pixies and Leanan Sidhes also sometimes have Doll Golems in their service, but these seem to be more incidental - it is said, not without reason, that any child's toy that is filled with enough magical or demonic energy can become a Doll Golem. Alices also sometimes have Doll Golem followers, varying from "playmates" created (intentionally, or otherwise) to keep her company to "rogues" that follow her because she provides both excellent cover and an easy way to get access to men.
Doll Golems uniformly only need spiritual energy to sustain themselves, and in fact can drain this energy by touch. They don't require very much of it for their size, though, and so even a child will only feel slightly tired if fed from - some Doll Golem "nannies" actually use this on purpose to get particularly rowdy or rambunctious children to go to bed. By nature, Doll Golems are more interested in intimacy than outright sex, though this varies from model to model, but they quickly develop a liking for sex once exposed. They simply retain enough control that they usually won't ask for it outright, instead trusting to their master (and perhaps a little occasional flirtation) to take them to bed in more ways than one on occasion. As any "experienced" Doll Golem knows, cuddling in bed is great, but cuddling in bed and sharing the afterglow of a hearty bout of lovemaking is even better.
Wild Hunt Family
Type: Fey/Demon
Location: Predominantly Wilderness, can be found Anywhere
Diet: Carnivorous/Spirit Energy
The Wild Hunt is one of the more mysterious and frightening phenomena of the world, and little is known about it. A gathering of several different types of mamono, the Wild Hunt travels across the planes, sweeping with unearthly speed through the sky, over the plains, amongst the forests, anywhere in the many worlds they desire. A great pack of Hounds, and Hunters riding centaur Steeds, all led by the strange darkling entity known as the Mistress of the Wild Hunt, hearing the laughter and ecstatic cries of the Wild Hunt passing by is an ominous omen, and it is said that to see the Wild Hunt passing by is to foretell catastrophe.
And this is not merely an apocryphal saying; if the Wild Hunt passes by a settlement, or heads toward it, that settlement is almost certainly to be attacked. As the name implies, the Wild Hunt is chaotic, uncontrolled and driven by the urge to hunt worthy prey. At its least baleful, it swoops down on settlements and travellers to find men, snatching up any that are young and attractive and carrying them off for orgiastic rites - the lucky ones will be raped and then abandoned, sometimes miles away from where they were caught, and usually with plenty of silver coins or small magical trinkets for their time. The unlucky ones disappear; some say they are kept as husbands of the ones who caught them, other whisper of darker fates such as human sacrifice or cannibal feasts. More terribly, the Wild Hunt attacks other mamono, seeking out luckless individuals and driving them to flee for their lives, chasing them relentlessly until their quarry either drops from exhaustion, is cornered, or, most rarely, manages to evade them. Sometimes, if a quarry impressed the Wild Hunt, they will leave her alone, even showering her with money and magical items as a sign of this. More often, however, the Wild Hunt will kill her and take trophies from her corpse. Sometimes, they simply abandon her once she can no longer fight or flee, riding on to find other quarry.
The Wild Hunt operates by its own strange, unknown rules, one of the reasons why it is suspected that they may be some manner of faerie, but there are few certainly known ones. It is said that the Wild Hunt cannot attack somebody who is travelling if that traveller stays right in the middle of the road. Other stories say that one who manages to ignore the Wild Hunt, no matter how it may threaten them, will be left unmolested, while standing up against them will cause them to punish you - primarily by hunting you. If you help them, though, they will reward you - helping them, though, typically requires telling them where better quarry can be found. It is said there are certain dark rituals that can call the Wild Hunt to the caster, though apparently there are rituals that merely unleash the Wild Hunt to seek down any quarry they can find as well as rituals that call and bind the Wild Hunt to seek out whoever the caster may desire.
When it comes to quarry, the Wild Hunt is known to seek "worthy" prey. Children are almost always left unmolested, though there are stories of them being taken to serve as squires or simply to be given to better parents when left neglected or abused, and the Wild Hunt usually ignores relatively "common" and "weak" mamono, such as Werebats, Holstauruses, and Lamias. They seek out exceptional individuals, adventurers, heroes, villains, those with strength and courage to truly challenge them, as well as general members of particularly strong breeds of mamono - Vampires, Minotauruses, Trolls, Dragons of all types, Hydras, Baphomets and the like.
Type: Construct
Location: Wizard Lairs and Civilised Areas
Diet: Spiritual Energy
Doll Golems are a rare and specialized form of Construct mamono, usually only found in the lair of a powerful magic user (human or mamono) or in urbane areas. As the name suggests, they are Golem-like mamono who resemble living dolls and figurines; most common are variants that resemble children's toys, but there are versions that resemble fetishes and other small statuettes. While Doll Golems are seen in two different sizes, one about the size of a child, the other that of a fully grown woman, this appears to be more a matter of their creator's desire and their abilities and appearances don't change between the forms - some Doll Golems, or so it is said, can actually switch between the sizes. All Doll Golems can also disguise themselves by shrinking to the scale of an actual toy and then falling silent.
Doll Golems are commonly made for three purposes. The first is because their creator is fundamentally lonely and in need of companionship; Doll Golems are much more empathic, as a whole, than the average Golem. The second is for the purpose of being around children - to guard them, or to keep them amused, for the most part, although there are stories of Doll Golems also being used to "educate" young boys who have begun to develop sexually. The third is for darker, more secretive purposes - Doll Golems make excellent thieves and assassins. Who would suspect a toy of being something much more sinister? Witches and, to a somewhat lesser extent, Imps, are particularly fond of this last option and often have small but deadly entourages of Doll Golems, taking advantage of their child-like appearance. Baphomets, Fairies, Pixies and Leanan Sidhes also sometimes have Doll Golems in their service, but these seem to be more incidental - it is said, not without reason, that any child's toy that is filled with enough magical or demonic energy can become a Doll Golem. Alices also sometimes have Doll Golem followers, varying from "playmates" created (intentionally, or otherwise) to keep her company to "rogues" that follow her because she provides both excellent cover and an easy way to get access to men.
Doll Golems uniformly only need spiritual energy to sustain themselves, and in fact can drain this energy by touch. They don't require very much of it for their size, though, and so even a child will only feel slightly tired if fed from - some Doll Golem "nannies" actually use this on purpose to get particularly rowdy or rambunctious children to go to bed. By nature, Doll Golems are more interested in intimacy than outright sex, though this varies from model to model, but they quickly develop a liking for sex once exposed. They simply retain enough control that they usually won't ask for it outright, instead trusting to their master (and perhaps a little occasional flirtation) to take them to bed in more ways than one on occasion. As any "experienced" Doll Golem knows, cuddling in bed is great, but cuddling in bed and sharing the afterglow of a hearty bout of lovemaking is even better.
Wild Hunt Family
Type: Fey/Demon
Location: Predominantly Wilderness, can be found Anywhere
Diet: Carnivorous/Spirit Energy
The Wild Hunt is one of the more mysterious and frightening phenomena of the world, and little is known about it. A gathering of several different types of mamono, the Wild Hunt travels across the planes, sweeping with unearthly speed through the sky, over the plains, amongst the forests, anywhere in the many worlds they desire. A great pack of Hounds, and Hunters riding centaur Steeds, all led by the strange darkling entity known as the Mistress of the Wild Hunt, hearing the laughter and ecstatic cries of the Wild Hunt passing by is an ominous omen, and it is said that to see the Wild Hunt passing by is to foretell catastrophe.
And this is not merely an apocryphal saying; if the Wild Hunt passes by a settlement, or heads toward it, that settlement is almost certainly to be attacked. As the name implies, the Wild Hunt is chaotic, uncontrolled and driven by the urge to hunt worthy prey. At its least baleful, it swoops down on settlements and travellers to find men, snatching up any that are young and attractive and carrying them off for orgiastic rites - the lucky ones will be raped and then abandoned, sometimes miles away from where they were caught, and usually with plenty of silver coins or small magical trinkets for their time. The unlucky ones disappear; some say they are kept as husbands of the ones who caught them, other whisper of darker fates such as human sacrifice or cannibal feasts. More terribly, the Wild Hunt attacks other mamono, seeking out luckless individuals and driving them to flee for their lives, chasing them relentlessly until their quarry either drops from exhaustion, is cornered, or, most rarely, manages to evade them. Sometimes, if a quarry impressed the Wild Hunt, they will leave her alone, even showering her with money and magical items as a sign of this. More often, however, the Wild Hunt will kill her and take trophies from her corpse. Sometimes, they simply abandon her once she can no longer fight or flee, riding on to find other quarry.
The Wild Hunt operates by its own strange, unknown rules, one of the reasons why it is suspected that they may be some manner of faerie, but there are few certainly known ones. It is said that the Wild Hunt cannot attack somebody who is travelling if that traveller stays right in the middle of the road. Other stories say that one who manages to ignore the Wild Hunt, no matter how it may threaten them, will be left unmolested, while standing up against them will cause them to punish you - primarily by hunting you. If you help them, though, they will reward you - helping them, though, typically requires telling them where better quarry can be found. It is said there are certain dark rituals that can call the Wild Hunt to the caster, though apparently there are rituals that merely unleash the Wild Hunt to seek down any quarry they can find as well as rituals that call and bind the Wild Hunt to seek out whoever the caster may desire.
When it comes to quarry, the Wild Hunt is known to seek "worthy" prey. Children are almost always left unmolested, though there are stories of them being taken to serve as squires or simply to be given to better parents when left neglected or abused, and the Wild Hunt usually ignores relatively "common" and "weak" mamono, such as Werebats, Holstauruses, and Lamias. They seek out exceptional individuals, adventurers, heroes, villains, those with strength and courage to truly challenge them, as well as general members of particularly strong breeds of mamono - Vampires, Minotauruses, Trolls, Dragons of all types, Hydras, Baphomets and the like.
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Re: Nyctos' Custom Monster Girls
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Blood Rose
Giant Mantis
Meganulon
Wolf Spider
Spoiler: show
Type: Plant
Habitat: Dungeons, Ruins, Swamps
Disposition: Haughty, Proud, Alluring, Sadistic, Cunning
Diet: Blood, Sexual Fluids
The first Blood Rose was created when a mad Vampire took some Alraune seeds and watered them with her own blood, just to see what would happen, and the ritual is still passed down in certain books of black magic. However, the first Blood Roses have spread their seeds across the world since then - only their very specific requirements for growing successfully have kept their numbers relatively low. Blood Roses have distinct resemblances to both Alraune and Vampires, being tall and voluptuous, yet regal, with very pale green-white skin and black-red eyes, hair and lips. Unlike Alraune, though, Blood Roses do not reside within a large flower-pod; instead, each Blood Rose bears a bustle-like "bush" of large leaves and concealed roots on her rear - this is used to preserve her modesty and to conceal her roots, which she extend into and retract from the soil. Blood Roses can't bear bright light; unfiltered sunlight causes them severe pain, and they also have a considerable need for moisture. As a result, they are only to be found in areas that are dark and very moist, and usually spend most of their time either asleep or in a daydreaming state. Myriad long, graceful vines, tipped and covered with dark, bloody-red roses, sprout from their back all up their spine. Prehensile, these vines are covered in wickedly sharp, but hollow, thorns, which can lie flat or be erected as the Blood Rose desires.
Generally, Blood Roses are planted and grown deliberately as guardians, so feeding isn't a problem for most. Those that grow wild, however, have a harder time obtaining their nourishment and so tend to be slighter in build and more predatorily vicious - a wild Blood Rose often has the bodies of numerous animals and even other mamono buried nearby, sucked dry of blood and then composted for nourishment. Hunting remains the same, for both types; while a Blood Rose's perfume is not an aphrodesiac like that of their Alraune ancestors (in fact, it's actually a mild soporific, almost like an anasthesiac), it is still alluring, and they supplement this with deliberate seduction - Blood Roses bear keen minds from the Vampire blood that nourished them, though the average Blood Rose has no concern for anything besides feeding and mating. Once a victim is lured close enough, the Blood Rose's vines lash out and ensnare them - if she must, she will deploy her thorns and use them to anchor her vines to her victim's flesh, but she prefers not to. Grappled by the hard, pliable vines, her prey will, if an animal, be ruthlessly drained dry and then used for compost. Sentient victims, however, are stripped and then brought close enough to the Blood Rose that she can begin coupling with them, male or female - unlike the majority of "sexovores", Blood Roses derive nourishment from female sexual secretions as well as male semen, though it's speculated that male fluids are tastier or healthier for a Blood Rose. This act brings as much pain to her victim as it does pleasure; even beyond the Blood Rose's sadistic tastes, climax from her invariably results in her vines piercing the veins on her victim-lover to suck their blood.
The fate of a Blood Rose's victim depends on whether the Blood Rose is tame or wild. If tame, her master will eventually come to see what she has caught - many find this a relief. If wild, though, there are three possible fates, none of which are pleasant. The most common fate, sadly, is that the Blood Rose's victim fails to prove itself as anything more to her than food; in this case, she sucks them dry and then casts the empty husk aside. If the victim manages to pleasure her as well as sate her hunger, she releases them and forces them away from her resting place - sadly, in their dazed, confused state, many are either caught by other mamono or, sadly, fall victim to some terrible accident. Perhaps worst of all is if the Blood Rose takes a genuine liking to their prey; they won't be let go, but nor will they be killed. Instead, the Blood Rose will keep them, continuing to couple with them without end. Her thorns will become roots that grow into the veins on her victims, binding them together as a single organism... forever.
Habitat: Dungeons, Ruins, Swamps
Disposition: Haughty, Proud, Alluring, Sadistic, Cunning
Diet: Blood, Sexual Fluids
The first Blood Rose was created when a mad Vampire took some Alraune seeds and watered them with her own blood, just to see what would happen, and the ritual is still passed down in certain books of black magic. However, the first Blood Roses have spread their seeds across the world since then - only their very specific requirements for growing successfully have kept their numbers relatively low. Blood Roses have distinct resemblances to both Alraune and Vampires, being tall and voluptuous, yet regal, with very pale green-white skin and black-red eyes, hair and lips. Unlike Alraune, though, Blood Roses do not reside within a large flower-pod; instead, each Blood Rose bears a bustle-like "bush" of large leaves and concealed roots on her rear - this is used to preserve her modesty and to conceal her roots, which she extend into and retract from the soil. Blood Roses can't bear bright light; unfiltered sunlight causes them severe pain, and they also have a considerable need for moisture. As a result, they are only to be found in areas that are dark and very moist, and usually spend most of their time either asleep or in a daydreaming state. Myriad long, graceful vines, tipped and covered with dark, bloody-red roses, sprout from their back all up their spine. Prehensile, these vines are covered in wickedly sharp, but hollow, thorns, which can lie flat or be erected as the Blood Rose desires.
Generally, Blood Roses are planted and grown deliberately as guardians, so feeding isn't a problem for most. Those that grow wild, however, have a harder time obtaining their nourishment and so tend to be slighter in build and more predatorily vicious - a wild Blood Rose often has the bodies of numerous animals and even other mamono buried nearby, sucked dry of blood and then composted for nourishment. Hunting remains the same, for both types; while a Blood Rose's perfume is not an aphrodesiac like that of their Alraune ancestors (in fact, it's actually a mild soporific, almost like an anasthesiac), it is still alluring, and they supplement this with deliberate seduction - Blood Roses bear keen minds from the Vampire blood that nourished them, though the average Blood Rose has no concern for anything besides feeding and mating. Once a victim is lured close enough, the Blood Rose's vines lash out and ensnare them - if she must, she will deploy her thorns and use them to anchor her vines to her victim's flesh, but she prefers not to. Grappled by the hard, pliable vines, her prey will, if an animal, be ruthlessly drained dry and then used for compost. Sentient victims, however, are stripped and then brought close enough to the Blood Rose that she can begin coupling with them, male or female - unlike the majority of "sexovores", Blood Roses derive nourishment from female sexual secretions as well as male semen, though it's speculated that male fluids are tastier or healthier for a Blood Rose. This act brings as much pain to her victim as it does pleasure; even beyond the Blood Rose's sadistic tastes, climax from her invariably results in her vines piercing the veins on her victim-lover to suck their blood.
The fate of a Blood Rose's victim depends on whether the Blood Rose is tame or wild. If tame, her master will eventually come to see what she has caught - many find this a relief. If wild, though, there are three possible fates, none of which are pleasant. The most common fate, sadly, is that the Blood Rose's victim fails to prove itself as anything more to her than food; in this case, she sucks them dry and then casts the empty husk aside. If the victim manages to pleasure her as well as sate her hunger, she releases them and forces them away from her resting place - sadly, in their dazed, confused state, many are either caught by other mamono or, sadly, fall victim to some terrible accident. Perhaps worst of all is if the Blood Rose takes a genuine liking to their prey; they won't be let go, but nor will they be killed. Instead, the Blood Rose will keep them, continuing to couple with them without end. Her thorns will become roots that grow into the veins on her victims, binding them together as a single organism... forever.
Giant Mantis
Spoiler: show
Family: Mantis
Type: Insect
Habitat: Forests, Grasslands
Disposition: Quiet, Contemplative, Methodical, Opportunistic
Diet: Carnivorous, infamously Cannibalistic
The Giant Mantis stands roughly the same height, perhaps a little taller, then the Giant Honeybee, but is considerably less endowed in the chest, as befits a species orientated towards stealth and speed in its lifestyle. A pair of small, inefficient diamond-shaped wings sprout from her shoulders, and like the Giant Hornet and the Giant Honeybee an insectile abdomen sprouts from just above her rump, though hers is smaller and leaner then even the Hornet's. Long, sensitive antennae sprout from her head, and her eyes are large, wide and extremely keen, with an often unnervingly tense focus to her gaze. Her legs are long and slender, covered in chitin plating and ending in delicate, two-toed feet with surprisingly adept (and sharp) claws. Her arms, also, are covered with chitin plating, most thickly around the forearm - mounted on the upper forearm is a kind of organic sheath for a retractile claw, which appears as a long, slightly curved scythe-like blade of chitin with a wickedly serrated and barbed-looking underside. The talons of a Giant Mantis have roughly the same durability as good quality steel, and can regrow quite quickly if broken - tearing it out by the "roots" (the muscles used to extend/retract it and lock it into place), however, is indescribably painful, and it may take months for them to regenerate from such a wound. While usually of a duller shade then the chitin plating, her skin is also a hue of leafy green or bark brown, though stories of Giant Mantis with other "camouflage schemes" exist.
The Giant Mantis is graceful and extremely dexterous, naturally poised and keenly efficient in her motions. She can easily go from absolute stillness to instant motion, moving with a speed and surety matched by few other beings. This is instinctively used in hunting, with the Giant Mantis taking up some position in an ideal looking spot, then waiting motionlessly for prey to arrive and move into a position where she can lunge out and kill it. Given their size, the Giant Mantis preys most frequently on small and medium sized game, but they are not adverse to taking on even larger quarry if such a beast presents the opportunity for a (relatively) risk-free kill. Part of this is their voracious appetite; a Giant Mantis can and will quite easily consume twice her own bodyweight, and even more in some cases, if the opportunity presents itself.
Mantises take great pride in their physical skill, and spend much of their free time training in a self-developed physical form that mixes elements of both dancing and unarmed fighting style, which capitalizes on quick jabs, slicing blows from wrist and foot claws, and savage grapples. To become crippled is the worst nightmare of a Giant Mantis, and most will rather die then live in such a state. Despite the presence of wings on their back, they are not adept fliers, being slow and awkward.
The Giant Mantis has a very defined outlook of the world, applying their natural hunting technique to pretty much all other problems in life: observe in silence, await the right moment, act without hesitation. This can make them seem quite random and frightening to other beings, and definately makes it hard for anybody to stop a Giant Mantis from taking actions that might not be such a good idea, as not only does she react quickly and unpredictably, but she can also be quite stubborn. Perhaps because of this, Giant Mantises are notoriously quiet mamono: they will not speak to anyone, except their husbands, unless absolutely neccessary, and even with lovers and family members they speak little. Instead, they have a very well developed and surprisingly complex language of body motions and gestures, and those who spend much time interacting with other races tend to be quite expressive in their facial expressions, to help "highlight" their words. Amongst other Giant Mantises, though, such behavior is considered quite rude: it implies that the other party is fundamentally incapable of understanding "adult speech".
With their strange habits and solitary nature, Mantises would be distrusted by other monster-girls anyway. What makes them so feared and shunned by other mamono is one infamous fact. The Giant Mantis is a cannibal. They will frequently attack other Insect types as a source of prey, and there is a wide body of evidence for it - though somewhat less so for the stories of intercine cannibalism. Less realistic are the tales of Giant Mantis attacks on other mamono, mainly Beastgirls (who tend to be the ones most frequently encountered); it's not to say that there is no evidence for it happening whatsover, but it generally seems to be more fiction then fact. Most of the tales turn out to either be mistaken deciphering of the Mantis's actions, miscomprehension of a startled or defensive Mantis's intent, or attacks by truly starving Giant Mantis. That said, there are indeed some cases of a Giant Mantis truly choosing to hunt and attempt to eat another mamono.
Strangely, there is no evidence for tales of Giant Mantises consuming men. While there is fact to the stories involving a man being kidnapped by a Giant Mantis, this is actually a rather desperate part of the Mantis courtship ceremony. When she discovers a man she thinks is attractive, the Giant Mantis purposefully and intently stalks him - ironically, displaying more energy then she usually does when hunting for food. Purposefully, she makes her presence known to him, both by deliberately revealing herself to him so that he may see her face and be able to recognize her, and by delivering gifts to him in secret. These gifts most commonly consist of game animals, and occasionally treasure/weapons taken from more intelligent victims, intended as a sign that she can protect her "fiance" and provide for him and their future children, but other gifts are possible - such as special herbal compounds designed to keep him safe from such things as Hornet venom. Finally, when she decides it is time, she appears before him in a secluded place, even if she must abduct him and carry him there herself. It is there that she begins the final part of the courtship and begins to dance.
The mating dance of a Giant Mantis is a sight to behold, an intense display of physical condition, grace and coordination in which the Giant Mantis flaunts her skill and shows off in order to impress the man she desires. The dance consists of sweeping gestures with her arms, swift kicks and punches, leaps, sudden stops and starts, elaborate body flourishes and other motions that showcase just how good she is at controlling her body, and all the while she attempt to coax her potential groom to get up and dance himself. If he utterly refuses, or displays considerable reluctance or utter lack of coordination, the Mantis will sullenly reject him, ceasing her dance and pushing him out of the locale to find his way home. If he responds favorably (actually attempting to mimic her moves is not required, but will particularly impress the Mantis), she will begin intensifying the dancing, stripping both herself and her soon-to-be husband naked until they hit a crescendo, whereupon they begin mating. Once they awake, she considers him her husband and will bind herself to him for life.
Because of their terrible reputation, most Giant Mantises live in the wild. Those rare few that live in more civilized environs are invariably either following a mate who insisted on remaining in "civilization" or descendents of such a couple, and they are much "tamer" and more vocal then other Giant Mantises.
Type: Insect
Habitat: Forests, Grasslands
Disposition: Quiet, Contemplative, Methodical, Opportunistic
Diet: Carnivorous, infamously Cannibalistic
The Giant Mantis stands roughly the same height, perhaps a little taller, then the Giant Honeybee, but is considerably less endowed in the chest, as befits a species orientated towards stealth and speed in its lifestyle. A pair of small, inefficient diamond-shaped wings sprout from her shoulders, and like the Giant Hornet and the Giant Honeybee an insectile abdomen sprouts from just above her rump, though hers is smaller and leaner then even the Hornet's. Long, sensitive antennae sprout from her head, and her eyes are large, wide and extremely keen, with an often unnervingly tense focus to her gaze. Her legs are long and slender, covered in chitin plating and ending in delicate, two-toed feet with surprisingly adept (and sharp) claws. Her arms, also, are covered with chitin plating, most thickly around the forearm - mounted on the upper forearm is a kind of organic sheath for a retractile claw, which appears as a long, slightly curved scythe-like blade of chitin with a wickedly serrated and barbed-looking underside. The talons of a Giant Mantis have roughly the same durability as good quality steel, and can regrow quite quickly if broken - tearing it out by the "roots" (the muscles used to extend/retract it and lock it into place), however, is indescribably painful, and it may take months for them to regenerate from such a wound. While usually of a duller shade then the chitin plating, her skin is also a hue of leafy green or bark brown, though stories of Giant Mantis with other "camouflage schemes" exist.
The Giant Mantis is graceful and extremely dexterous, naturally poised and keenly efficient in her motions. She can easily go from absolute stillness to instant motion, moving with a speed and surety matched by few other beings. This is instinctively used in hunting, with the Giant Mantis taking up some position in an ideal looking spot, then waiting motionlessly for prey to arrive and move into a position where she can lunge out and kill it. Given their size, the Giant Mantis preys most frequently on small and medium sized game, but they are not adverse to taking on even larger quarry if such a beast presents the opportunity for a (relatively) risk-free kill. Part of this is their voracious appetite; a Giant Mantis can and will quite easily consume twice her own bodyweight, and even more in some cases, if the opportunity presents itself.
Mantises take great pride in their physical skill, and spend much of their free time training in a self-developed physical form that mixes elements of both dancing and unarmed fighting style, which capitalizes on quick jabs, slicing blows from wrist and foot claws, and savage grapples. To become crippled is the worst nightmare of a Giant Mantis, and most will rather die then live in such a state. Despite the presence of wings on their back, they are not adept fliers, being slow and awkward.
The Giant Mantis has a very defined outlook of the world, applying their natural hunting technique to pretty much all other problems in life: observe in silence, await the right moment, act without hesitation. This can make them seem quite random and frightening to other beings, and definately makes it hard for anybody to stop a Giant Mantis from taking actions that might not be such a good idea, as not only does she react quickly and unpredictably, but she can also be quite stubborn. Perhaps because of this, Giant Mantises are notoriously quiet mamono: they will not speak to anyone, except their husbands, unless absolutely neccessary, and even with lovers and family members they speak little. Instead, they have a very well developed and surprisingly complex language of body motions and gestures, and those who spend much time interacting with other races tend to be quite expressive in their facial expressions, to help "highlight" their words. Amongst other Giant Mantises, though, such behavior is considered quite rude: it implies that the other party is fundamentally incapable of understanding "adult speech".
With their strange habits and solitary nature, Mantises would be distrusted by other monster-girls anyway. What makes them so feared and shunned by other mamono is one infamous fact. The Giant Mantis is a cannibal. They will frequently attack other Insect types as a source of prey, and there is a wide body of evidence for it - though somewhat less so for the stories of intercine cannibalism. Less realistic are the tales of Giant Mantis attacks on other mamono, mainly Beastgirls (who tend to be the ones most frequently encountered); it's not to say that there is no evidence for it happening whatsover, but it generally seems to be more fiction then fact. Most of the tales turn out to either be mistaken deciphering of the Mantis's actions, miscomprehension of a startled or defensive Mantis's intent, or attacks by truly starving Giant Mantis. That said, there are indeed some cases of a Giant Mantis truly choosing to hunt and attempt to eat another mamono.
Strangely, there is no evidence for tales of Giant Mantises consuming men. While there is fact to the stories involving a man being kidnapped by a Giant Mantis, this is actually a rather desperate part of the Mantis courtship ceremony. When she discovers a man she thinks is attractive, the Giant Mantis purposefully and intently stalks him - ironically, displaying more energy then she usually does when hunting for food. Purposefully, she makes her presence known to him, both by deliberately revealing herself to him so that he may see her face and be able to recognize her, and by delivering gifts to him in secret. These gifts most commonly consist of game animals, and occasionally treasure/weapons taken from more intelligent victims, intended as a sign that she can protect her "fiance" and provide for him and their future children, but other gifts are possible - such as special herbal compounds designed to keep him safe from such things as Hornet venom. Finally, when she decides it is time, she appears before him in a secluded place, even if she must abduct him and carry him there herself. It is there that she begins the final part of the courtship and begins to dance.
The mating dance of a Giant Mantis is a sight to behold, an intense display of physical condition, grace and coordination in which the Giant Mantis flaunts her skill and shows off in order to impress the man she desires. The dance consists of sweeping gestures with her arms, swift kicks and punches, leaps, sudden stops and starts, elaborate body flourishes and other motions that showcase just how good she is at controlling her body, and all the while she attempt to coax her potential groom to get up and dance himself. If he utterly refuses, or displays considerable reluctance or utter lack of coordination, the Mantis will sullenly reject him, ceasing her dance and pushing him out of the locale to find his way home. If he responds favorably (actually attempting to mimic her moves is not required, but will particularly impress the Mantis), she will begin intensifying the dancing, stripping both herself and her soon-to-be husband naked until they hit a crescendo, whereupon they begin mating. Once they awake, she considers him her husband and will bind herself to him for life.
Because of their terrible reputation, most Giant Mantises live in the wild. Those rare few that live in more civilized environs are invariably either following a mate who insisted on remaining in "civilization" or descendents of such a couple, and they are much "tamer" and more vocal then other Giant Mantises.
Meganulon
Spoiler: show
Family: Dragonfly
Type: Insect
Habitat: Forests, Riversides, Wetlands, Swamps
Disposition: Easy-going, Flippant, Competitive
Diet: Omnivorous (but feeds almost exclusively on meat and sugary substances)
The Meganulon is one of the largest members of the Insect mamono, standing almost half again as tall as a Giant Hornet. These gargantuan dragonfly-girls have lean, toned builds, with extremely long slender abdomens used to help steer and four great translucent wings growing from their back, as well as long, sharp, non-retractile talons on their fingers and a surprisingly fierce set of fangs in their mouths. They have some of the largest eyes of any known mamono breed; large, clear, and inviting, in which their every emotion can be seen reflected. The saying "the eyes are windows to the soul" may well have been penned by someone who knew a Meganulon. Hair and eye color comes in an astonishing variety, often quite bright and striking; yellow with irregular black streaked hair and pale green eyes is one of the least exotic combinations!
Meganulon are rightfully feared as perhaps the most dangerous of all the flying Insects; their speed equals or exceeds several different varieties of Harpy, with only a few select species proving to be their superiors, and it is doubtful if any flying mamono meets the Meganulon's agility and maneuverability. Not only can they dart, wheel, whirl and change directions at just about any angle and without stopping the slightest, they can hover effortlessly and sit motionless in the air, just waiting for the right moment to strike. They effortlessly snatch birds, bats and insects from the air, or pluck fruits in fly-bys, grab fish that are coming to surface and even carry off small livestock, all to sate their considerable hunger - such energies come at a price. And yet, the fear is rather misplaced; unlike Giant Mantises, Meganulons are not cannibalistic in the slightest, and even raising the notion to one would probably cause her to faint dead away in horror.
Meganulon are, despite their predatory natures, very gentle and carefree mamono, who live to enjoy the sunshine and fly about having fun when not hunting to sate their appetites. A Meganulon can, and often will, spend an hour or more just lying in the sun and preening herself, or watching a flock of birds or a school of fish go past where she is sitting on a tree branch... of course, when her stomach starts rumbling, those birds or fish quickly head for cover! Though they can easily handle any other Insect type in a fair fight, they would much rather be friends; Hornets especially don't particularly like Meganulon, who can easily outfly and outfight them and would think nothing of beating up a Hornet raiding party - in fact, Giant Honeybees are quick to make friends with any local Meganulon, offering them gifts (well, alright, bribes) of their less aphrodesiacal honeys in exchange for protection.
Meganulon are attracted to small, light-framed men, as their favorite activities with others are flying and, while quite strong, there is a limit to how fast they can go while carrying somebody in their arms or on their back. Add to this their racial fetish for mating "on the wing", as it were, and one can understand why they favor men of that specific build. Meganulon also like to experiment with sexual positions, if they can - 69 while hovering several stories up is apparently quite an experience, or so they say.
Type: Insect
Habitat: Forests, Riversides, Wetlands, Swamps
Disposition: Easy-going, Flippant, Competitive
Diet: Omnivorous (but feeds almost exclusively on meat and sugary substances)
The Meganulon is one of the largest members of the Insect mamono, standing almost half again as tall as a Giant Hornet. These gargantuan dragonfly-girls have lean, toned builds, with extremely long slender abdomens used to help steer and four great translucent wings growing from their back, as well as long, sharp, non-retractile talons on their fingers and a surprisingly fierce set of fangs in their mouths. They have some of the largest eyes of any known mamono breed; large, clear, and inviting, in which their every emotion can be seen reflected. The saying "the eyes are windows to the soul" may well have been penned by someone who knew a Meganulon. Hair and eye color comes in an astonishing variety, often quite bright and striking; yellow with irregular black streaked hair and pale green eyes is one of the least exotic combinations!
Meganulon are rightfully feared as perhaps the most dangerous of all the flying Insects; their speed equals or exceeds several different varieties of Harpy, with only a few select species proving to be their superiors, and it is doubtful if any flying mamono meets the Meganulon's agility and maneuverability. Not only can they dart, wheel, whirl and change directions at just about any angle and without stopping the slightest, they can hover effortlessly and sit motionless in the air, just waiting for the right moment to strike. They effortlessly snatch birds, bats and insects from the air, or pluck fruits in fly-bys, grab fish that are coming to surface and even carry off small livestock, all to sate their considerable hunger - such energies come at a price. And yet, the fear is rather misplaced; unlike Giant Mantises, Meganulons are not cannibalistic in the slightest, and even raising the notion to one would probably cause her to faint dead away in horror.
Meganulon are, despite their predatory natures, very gentle and carefree mamono, who live to enjoy the sunshine and fly about having fun when not hunting to sate their appetites. A Meganulon can, and often will, spend an hour or more just lying in the sun and preening herself, or watching a flock of birds or a school of fish go past where she is sitting on a tree branch... of course, when her stomach starts rumbling, those birds or fish quickly head for cover! Though they can easily handle any other Insect type in a fair fight, they would much rather be friends; Hornets especially don't particularly like Meganulon, who can easily outfly and outfight them and would think nothing of beating up a Hornet raiding party - in fact, Giant Honeybees are quick to make friends with any local Meganulon, offering them gifts (well, alright, bribes) of their less aphrodesiacal honeys in exchange for protection.
Meganulon are attracted to small, light-framed men, as their favorite activities with others are flying and, while quite strong, there is a limit to how fast they can go while carrying somebody in their arms or on their back. Add to this their racial fetish for mating "on the wing", as it were, and one can understand why they favor men of that specific build. Meganulon also like to experiment with sexual positions, if they can - 69 while hovering several stories up is apparently quite an experience, or so they say.
Wolf Spider
Spoiler: show
Family: Arachne
Type: Insect
Habitat: Grasslands, Badlands, Scrub, Deserts
Disposition: Active, Playful, Protective, Outgoing
Diet: Carnivorous
The Wolf Spider is a member of the Arachne family noted for its energetic nature and active lifestyle. Unlike its kindred the Arachne and Jorogumo, who use silken nets to capture prey, or the Ant Arachne, which steals into the nests of Giant Ants to live off of their labors, the Wolf Spider is an active hunter, who seeks out and chases down prey, running them to exhaustion and killing them with poisoned bites. They are most similar in appearance to the Jorogumo, with long slender legs and rounded, but small and streamlined, abdomens. They are a rather dull earthen brown or gray color on their spider half, and their human hair isn't usually much brighter, and blotches or streaks of black on both parts merely enhance the effect. Their human halves are lightly built; athletically toned and muscled, resulting in smaller bosoms then those of other Arachnes, and their eye arrangements different - a Wolf Spider's primary eyes are large and found, while their other six eyes are spaced evenly around them. Wolf Spiders are known for their keen sense of sight, which is vital to help them chase down their quarry... both food and mates.
Wolf Spiders are a not-uncommon sight to those crossing the regions where they dwell, racing like the wind across the ground, and while they usually do not turn from their quarry, travellers keep a wary eye out all the same. If a Wolf Spider spots a man she judges to be good looking, she will approach him in a mock-threatening fashion, making fake charges, shouting curses, brandishing any weapons she may have, and otherwise doing whatever it takes to provoke him into running. If he can bring himself to stay absolutely still, she will eventually give up and go away, upset and, depending on how much she wanted to get him to "play", perhaps calling a few disheartened insults over her shoulder. If he starts to run, though, then he has sealed his fate: she will give chase, chasing him as long and as far as she can, spurring him on in the same way she "persuaded" him to run in the first place, until at last she either catches him or he runs out of the energy to run any more. In the latter case, her reaction will vary depending on how long he ran; if he fell to exhaustion too soon for her liking, she will turn away and leave in disgust, but if he gave her a good run, she will put him on her back and carry him to either where they began (if he did not display sufficient stamina to further her interest), or to somewhere private, where she will couple with him once he has regained his strength. If she catches him first, before he runs out of energy, she will be overcome with excitement and couple with him as much as they can stand before they both collapse from exhaustion. Depending on how hard a "quarry" he was to catch, she may either let him go upon regaining consciousness, or tell him to run again, promising to have sex with him if she can catch him and let him go if he can escape, depending on how attracted she is to him (the better the run he gave her, the more attracted she will be)
A man who manages to evade or outrun a Wolf Spider in the first run may find himself regretting it; she will become obsessed with having sex with him and will stalk him, waiting in plain sight (though carefully in a position from where she cannot be attacked) upon finding him until he finally comes out and lets her try to chase him again. It is said that a Wolf Spider will wait and wait until she dies of starvation, rather then let such a man get away without having sex with her.
If a Wolf Spider offers a man a chance to "run with her" again and catches him, on the second try, she will keep him, putting him on her back (webbing him up, if she feels she absolutely must) and running off with him into the wilderness. There, she will keep him with her for sex, giving him a new chance to try and run away under her initial "second chance" details at specific intervals - so long as he upholds a promise to only try and run in fair matches, she will give him total freedom, though those who break this promise will upset the Wolf Spider. She will track them down and drag them back with her, cocooning them in silk and leaving them hidden somewhere safe as a way to express her sorrow at being lied to - particularly hurtful betrayals may even be punished with a bite laden with paralytic venom instead. If a Wolf Spider retains a man long enough, she will consider herself to be in love with him and will make a present to him; something woven from her own silk, an Arachne standard, though Wolf Spiders tend to not be very good at the art. If he accepts this gruffly offered gift, she considers them husband and wife - if he rejects it, the heartbroken Wolf Spider will turn him free, carrying him to the nearest shelter if she must, and then run away from him.
Very few people, including other mamono, are stupid enough to fool with a Wolf Spider's lover or her younglings, on the occasions that they are found alone and not running with the Wolf Spider or being carried on her back. Wolf Spiders are fiercely protective of their family, and will attack those who threaten them without mercy. Even if she has not yet made her offer of marriage to her lover, or has had it rejected, a Wolf Spider will sooner die than allow him to come to harm, and attacking her children... well, you'd be better off slitting your own throat.
Type: Insect
Habitat: Grasslands, Badlands, Scrub, Deserts
Disposition: Active, Playful, Protective, Outgoing
Diet: Carnivorous
The Wolf Spider is a member of the Arachne family noted for its energetic nature and active lifestyle. Unlike its kindred the Arachne and Jorogumo, who use silken nets to capture prey, or the Ant Arachne, which steals into the nests of Giant Ants to live off of their labors, the Wolf Spider is an active hunter, who seeks out and chases down prey, running them to exhaustion and killing them with poisoned bites. They are most similar in appearance to the Jorogumo, with long slender legs and rounded, but small and streamlined, abdomens. They are a rather dull earthen brown or gray color on their spider half, and their human hair isn't usually much brighter, and blotches or streaks of black on both parts merely enhance the effect. Their human halves are lightly built; athletically toned and muscled, resulting in smaller bosoms then those of other Arachnes, and their eye arrangements different - a Wolf Spider's primary eyes are large and found, while their other six eyes are spaced evenly around them. Wolf Spiders are known for their keen sense of sight, which is vital to help them chase down their quarry... both food and mates.
Wolf Spiders are a not-uncommon sight to those crossing the regions where they dwell, racing like the wind across the ground, and while they usually do not turn from their quarry, travellers keep a wary eye out all the same. If a Wolf Spider spots a man she judges to be good looking, she will approach him in a mock-threatening fashion, making fake charges, shouting curses, brandishing any weapons she may have, and otherwise doing whatever it takes to provoke him into running. If he can bring himself to stay absolutely still, she will eventually give up and go away, upset and, depending on how much she wanted to get him to "play", perhaps calling a few disheartened insults over her shoulder. If he starts to run, though, then he has sealed his fate: she will give chase, chasing him as long and as far as she can, spurring him on in the same way she "persuaded" him to run in the first place, until at last she either catches him or he runs out of the energy to run any more. In the latter case, her reaction will vary depending on how long he ran; if he fell to exhaustion too soon for her liking, she will turn away and leave in disgust, but if he gave her a good run, she will put him on her back and carry him to either where they began (if he did not display sufficient stamina to further her interest), or to somewhere private, where she will couple with him once he has regained his strength. If she catches him first, before he runs out of energy, she will be overcome with excitement and couple with him as much as they can stand before they both collapse from exhaustion. Depending on how hard a "quarry" he was to catch, she may either let him go upon regaining consciousness, or tell him to run again, promising to have sex with him if she can catch him and let him go if he can escape, depending on how attracted she is to him (the better the run he gave her, the more attracted she will be)
A man who manages to evade or outrun a Wolf Spider in the first run may find himself regretting it; she will become obsessed with having sex with him and will stalk him, waiting in plain sight (though carefully in a position from where she cannot be attacked) upon finding him until he finally comes out and lets her try to chase him again. It is said that a Wolf Spider will wait and wait until she dies of starvation, rather then let such a man get away without having sex with her.
If a Wolf Spider offers a man a chance to "run with her" again and catches him, on the second try, she will keep him, putting him on her back (webbing him up, if she feels she absolutely must) and running off with him into the wilderness. There, she will keep him with her for sex, giving him a new chance to try and run away under her initial "second chance" details at specific intervals - so long as he upholds a promise to only try and run in fair matches, she will give him total freedom, though those who break this promise will upset the Wolf Spider. She will track them down and drag them back with her, cocooning them in silk and leaving them hidden somewhere safe as a way to express her sorrow at being lied to - particularly hurtful betrayals may even be punished with a bite laden with paralytic venom instead. If a Wolf Spider retains a man long enough, she will consider herself to be in love with him and will make a present to him; something woven from her own silk, an Arachne standard, though Wolf Spiders tend to not be very good at the art. If he accepts this gruffly offered gift, she considers them husband and wife - if he rejects it, the heartbroken Wolf Spider will turn him free, carrying him to the nearest shelter if she must, and then run away from him.
Very few people, including other mamono, are stupid enough to fool with a Wolf Spider's lover or her younglings, on the occasions that they are found alone and not running with the Wolf Spider or being carried on her back. Wolf Spiders are fiercely protective of their family, and will attack those who threaten them without mercy. Even if she has not yet made her offer of marriage to her lover, or has had it rejected, a Wolf Spider will sooner die than allow him to come to harm, and attacking her children... well, you'd be better off slitting your own throat.
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Re: Nyctos' Custom Monster Girls
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Formless Spawn
Illithid
Beholder
Spoiler: show
Family: Slime/Shapeshifter
Type: Half-Liquid
Habitat: Caves, Dungeons, Ruins
Disposition: Shy, Mysterious, Protective
Diet: Omnivorous/Semen
The slimes known as "Formless Spawn" are an unusually intelligent and malleable form of slime that favor dark, damp environments. A rich black in hue, which shifts into dark green and blue depending on how the light highlights them, Formless Spawn earn their name because of their unique physical structure. Whereas common slimes can merely assume either a female form or an amorphous blob-state, the Formless Spawn is an adept shapeshifter, capable of not only controlling its physical appearance, but extending psuedopods and reshaping them into any fine design they wish - whereas a normal slime locked in a room would need to find a crack so she could ooze out of, a Formless Spawn could just mould her hand into a key and open the door. This high control over their physical form comes at the expense of the stickiness present in common slimes - even the Bubble Slime is more inherently adhesive than a Formless Spawn. When they need to hold onto someone, then, they are thusly dependent on their ability to form myriad grappling appendages and on the elasticity of their make up, grabbing or enveloping their target and then condensing their bodies so that the victim cannot rip themselves free. Formless Spawn are easily as intelligent as any human, but unlike any other slimes they cannot speak - nobody knows why this is. Instead, they communicate through a mixture of touch, vibrations and body language.
Formless Spawn dislike bright light; it disorients and pains them, though there is no sign of this actually being able to hurt them. This is one of two reasons why they dwell in such underground or forsaken dens - the other is that Formless Spawn have an innate sense for magic and are drawn to areas where lost grimoires or artifacts reside. Some claim that the Formless do so out of a sense of inherent duty, that they feel they must protect such items. Others say that such behavior is little more that of a predator - using bait to lure prey close. Formless Spawn, it must be said, have a terrible reputation. It is true that the vast majority of men that a Formless Spawn meets will be in search of whatever relics it may be guarding, though. Formless Spawn do not encounter men often, and have very healthy libidos. As a result, it is usual for them to spring out of hiding upon sensing a man and embrace them, forcing their way into the man's pants and coupling with him frantically, much like a man dying of thirst who has suddenly found an oasis. This tendency towards surprise rape is one of the reasons behind their terrible reputation. Once she has shaken herself out of her pleasured stupor, she will usually be very contrite about her actions - of course, the vast majority of men will have taken this opportunity to flee while she was dazed from finally having sex. She will be upset, but will let them go - unless, of course, they have somehow managed to steal whatever treasures she may have been guarding, in which case she will pursue them, have sex with them again, and then take back the treasures.
If the man remains in her presence, though, she will consider it a sign that he and she are destined to be together. In this case, she becomes his loyal follower, eagerly flirtatious, but not sexually demanding, and will willingly give him her "hoard" if he will promise to let her come with him and love him. Formless Spawn are very protective of their lovers, and even in blinding sun will not hesitate to act in his defense. If, for whatever reason, she cannot react to a perceived assault on her lover immediately, she will seek out the one who wronged him and extract payback, even if her lover would not approve. The most notorious case of this was when a rowdy Minotaurus made the mistake of raping a Formless Spawn's lover. That night, she was awoken to find herself pinned down by the angry slime, who had bound her limbs and mouth with pseudpods and deliberately drew her attention to the slime's "crotch", which was shaped before her eyes into the semblance of a painfully large set of male genitalia. The Formless Spawn raped the Minotaurus for the rest of the night, disengaging and oozing back to her master with the coming of the dawn.
Sadly, in what proves just how terrible a reputation Formless Spawn have, the Minotaurus's humiliation has since become accepted in folklore as "proof" that the Formless Spawn don't even have the "decency" to fission to reproduce like normal slimes. Instead, they "blasphemously parody" the actions of other races by raping non-slime women in the aformentioned fashion when they have built up sufficient mass, "ejaculating" excess slime into their victim's womb. This "proto-slime" absorbs proteins and nourishment from its host like an ordinary baby, growing steadily larger, and then oozes out and begins its own life once it has built up sufficient mass. It should be noted that this is absolutely not the case; Formless Spawn reproduce like all slimes do and split off some of their mass to create a new Formless Spawn. What truly differs in Formless Spawn reproduction is that they have no reproductive "compulsion" - they aren't forced to split by reaching a certain size the way other slimes are. Instead, it is an act of will power, and a Formless Spawn that goes long enough without "birthing" new Formless Spawn can grow to impressive sizes, equivalent to the largest of Queen Slimes.
Type: Half-Liquid
Habitat: Caves, Dungeons, Ruins
Disposition: Shy, Mysterious, Protective
Diet: Omnivorous/Semen
The slimes known as "Formless Spawn" are an unusually intelligent and malleable form of slime that favor dark, damp environments. A rich black in hue, which shifts into dark green and blue depending on how the light highlights them, Formless Spawn earn their name because of their unique physical structure. Whereas common slimes can merely assume either a female form or an amorphous blob-state, the Formless Spawn is an adept shapeshifter, capable of not only controlling its physical appearance, but extending psuedopods and reshaping them into any fine design they wish - whereas a normal slime locked in a room would need to find a crack so she could ooze out of, a Formless Spawn could just mould her hand into a key and open the door. This high control over their physical form comes at the expense of the stickiness present in common slimes - even the Bubble Slime is more inherently adhesive than a Formless Spawn. When they need to hold onto someone, then, they are thusly dependent on their ability to form myriad grappling appendages and on the elasticity of their make up, grabbing or enveloping their target and then condensing their bodies so that the victim cannot rip themselves free. Formless Spawn are easily as intelligent as any human, but unlike any other slimes they cannot speak - nobody knows why this is. Instead, they communicate through a mixture of touch, vibrations and body language.
Formless Spawn dislike bright light; it disorients and pains them, though there is no sign of this actually being able to hurt them. This is one of two reasons why they dwell in such underground or forsaken dens - the other is that Formless Spawn have an innate sense for magic and are drawn to areas where lost grimoires or artifacts reside. Some claim that the Formless do so out of a sense of inherent duty, that they feel they must protect such items. Others say that such behavior is little more that of a predator - using bait to lure prey close. Formless Spawn, it must be said, have a terrible reputation. It is true that the vast majority of men that a Formless Spawn meets will be in search of whatever relics it may be guarding, though. Formless Spawn do not encounter men often, and have very healthy libidos. As a result, it is usual for them to spring out of hiding upon sensing a man and embrace them, forcing their way into the man's pants and coupling with him frantically, much like a man dying of thirst who has suddenly found an oasis. This tendency towards surprise rape is one of the reasons behind their terrible reputation. Once she has shaken herself out of her pleasured stupor, she will usually be very contrite about her actions - of course, the vast majority of men will have taken this opportunity to flee while she was dazed from finally having sex. She will be upset, but will let them go - unless, of course, they have somehow managed to steal whatever treasures she may have been guarding, in which case she will pursue them, have sex with them again, and then take back the treasures.
If the man remains in her presence, though, she will consider it a sign that he and she are destined to be together. In this case, she becomes his loyal follower, eagerly flirtatious, but not sexually demanding, and will willingly give him her "hoard" if he will promise to let her come with him and love him. Formless Spawn are very protective of their lovers, and even in blinding sun will not hesitate to act in his defense. If, for whatever reason, she cannot react to a perceived assault on her lover immediately, she will seek out the one who wronged him and extract payback, even if her lover would not approve. The most notorious case of this was when a rowdy Minotaurus made the mistake of raping a Formless Spawn's lover. That night, she was awoken to find herself pinned down by the angry slime, who had bound her limbs and mouth with pseudpods and deliberately drew her attention to the slime's "crotch", which was shaped before her eyes into the semblance of a painfully large set of male genitalia. The Formless Spawn raped the Minotaurus for the rest of the night, disengaging and oozing back to her master with the coming of the dawn.
Sadly, in what proves just how terrible a reputation Formless Spawn have, the Minotaurus's humiliation has since become accepted in folklore as "proof" that the Formless Spawn don't even have the "decency" to fission to reproduce like normal slimes. Instead, they "blasphemously parody" the actions of other races by raping non-slime women in the aformentioned fashion when they have built up sufficient mass, "ejaculating" excess slime into their victim's womb. This "proto-slime" absorbs proteins and nourishment from its host like an ordinary baby, growing steadily larger, and then oozes out and begins its own life once it has built up sufficient mass. It should be noted that this is absolutely not the case; Formless Spawn reproduce like all slimes do and split off some of their mass to create a new Formless Spawn. What truly differs in Formless Spawn reproduction is that they have no reproductive "compulsion" - they aren't forced to split by reaching a certain size the way other slimes are. Instead, it is an act of will power, and a Formless Spawn that goes long enough without "birthing" new Formless Spawn can grow to impressive sizes, equivalent to the largest of Queen Slimes.
Illithid
Spoiler: show
Family: Illithid
Type: Aberration
Habitat: Underdark, Ruins, Civilised Areas
Disposition: Enigmatic, Meddlesome, Shy, Reserved, Playful
Diet: Emovorous, Omnivorous
All Aberrations are strange mamono of mysterious origin and bizarre appearance, but the Illithids are notorious for being even more veiled in secrecy than normal aberrations, despite their racial lust to be among the civilised races and to go about in their midst. An Illithid, like any other aberration, is strange-looking even to other mamono; on the short and slender side of height and build, they are completely hairless from head to toe, their skin (which is always some shade of purple or blue) cooler and moister than even a Reptile mamono's, though never to the point of being outright cold or slimy. Their eyes are large, almond shaped, and quite beautiful once one gets accustomed to the milky/creamy-white color that is their entirety; though Illithids look blind, they actually have very good eyesight - however, they are more adapted for darkness than anything and while they can see easily without any light, they are pained by bright light. Their hands and feet are small and delicate, with three graceful fingers to a hand and two supple toes to a foot. The oddest thing of all is that an Illithid has retractile tentacles inside of her mouth, two of them from birth - while they can easily tuck them away so that they are unnoticeable, if they so desire, they can extend these to a distance of a meter or more, and they are both surprisingly strong and fully prehensile. An Illithid's tongue is identical in appearance to her tentacles, though it's impossible to say whether it's a tentacle that acts as a tongue or if her tentacles are actually extra tongues. As an Illithid grows in power and strength, she sprouts more tentacles inside her mouth, culminating in eight of them at the peak of her ability.
Those who have had sex with an Illithid and remember it swear that the tentacles make kissing and oral sex absolutely incredible.
Illithids are physically weak, but they are inherent masters of a strange sort of mental magic called "psionics". Telepathy and telekinesis come as easily to them as walking and talking come to others, and their power is considerable. A practiced Illithid can lift tons with merely her mind, or cloud the wits of a hundred people at once and leave them as bumbling fools for hours. Extremely secretive, Illithid contact with society generally takes two forms: the Illithid walking amongst them veiled in psionic illusions, causing those who meet them to perceive them as being of an entirely different breed, or the Illithid using her telepathy and astral projection to look into the lives (and minds) of others even if she may physically be miles away. Illithids generally don't mean any harm, but they do have a tendency to treat others as toys for their amusement - primarily, this takes the form of subtly feeding telepathic messages to others to goad them into taking a certain action, or manipulating the emotions of somebody who catches their attention to spark a reaction. Part of the reason for this is that Illithids, through some alien process, can literally feed on emotions; when a person feels something strongly, be it joy, lust, love, hate, sorrow or rage, any nearby Illithids can absorb the energy... somehow. The person loses nothing of what they're feeling, but it's quite noticeable that the Illithids are feeding - it makes no sense, but then again, little about aberrations does. The main reason, though, is for entertainment; while only the most twisted Illithids would endanger somebody for fun, much less kill them, Illithids generally derive considerable amusement from seeing what sort of chaos they can spark with a few well placed psychic interventions. They stir up love triangles, break ups, affairs, passionate new romances, bitter rivalries, sudden declarations of friendship, anything for their own amusement.
Ordinarily, Illithids seem to sate their lust by "feeding" on the emotions projected by couples having sex, but if asked will generally admit that such "second-hand" experiences are nowhere near as satisfying as the real thing. Typically, an Illithid will use her psionic abilities to lure someone that they find attractive into their bed, and then erase his memories once the deed is done; if she takes a particular fancy to him, she may continually bring him back. If she does so, or otherwise falls in love with a man, she will eventually bring herself to reveal her true form to him; if he accepts the way she looks, they will be considered married. Men with particularly strong wills, even without psionic or arcane power of their own, may be able to sense an Illithid's projection or see through their illusion - if such a man comes after her, an Illithid will be torn between fear and lust.
Type: Aberration
Habitat: Underdark, Ruins, Civilised Areas
Disposition: Enigmatic, Meddlesome, Shy, Reserved, Playful
Diet: Emovorous, Omnivorous
All Aberrations are strange mamono of mysterious origin and bizarre appearance, but the Illithids are notorious for being even more veiled in secrecy than normal aberrations, despite their racial lust to be among the civilised races and to go about in their midst. An Illithid, like any other aberration, is strange-looking even to other mamono; on the short and slender side of height and build, they are completely hairless from head to toe, their skin (which is always some shade of purple or blue) cooler and moister than even a Reptile mamono's, though never to the point of being outright cold or slimy. Their eyes are large, almond shaped, and quite beautiful once one gets accustomed to the milky/creamy-white color that is their entirety; though Illithids look blind, they actually have very good eyesight - however, they are more adapted for darkness than anything and while they can see easily without any light, they are pained by bright light. Their hands and feet are small and delicate, with three graceful fingers to a hand and two supple toes to a foot. The oddest thing of all is that an Illithid has retractile tentacles inside of her mouth, two of them from birth - while they can easily tuck them away so that they are unnoticeable, if they so desire, they can extend these to a distance of a meter or more, and they are both surprisingly strong and fully prehensile. An Illithid's tongue is identical in appearance to her tentacles, though it's impossible to say whether it's a tentacle that acts as a tongue or if her tentacles are actually extra tongues. As an Illithid grows in power and strength, she sprouts more tentacles inside her mouth, culminating in eight of them at the peak of her ability.
Those who have had sex with an Illithid and remember it swear that the tentacles make kissing and oral sex absolutely incredible.
Illithids are physically weak, but they are inherent masters of a strange sort of mental magic called "psionics". Telepathy and telekinesis come as easily to them as walking and talking come to others, and their power is considerable. A practiced Illithid can lift tons with merely her mind, or cloud the wits of a hundred people at once and leave them as bumbling fools for hours. Extremely secretive, Illithid contact with society generally takes two forms: the Illithid walking amongst them veiled in psionic illusions, causing those who meet them to perceive them as being of an entirely different breed, or the Illithid using her telepathy and astral projection to look into the lives (and minds) of others even if she may physically be miles away. Illithids generally don't mean any harm, but they do have a tendency to treat others as toys for their amusement - primarily, this takes the form of subtly feeding telepathic messages to others to goad them into taking a certain action, or manipulating the emotions of somebody who catches their attention to spark a reaction. Part of the reason for this is that Illithids, through some alien process, can literally feed on emotions; when a person feels something strongly, be it joy, lust, love, hate, sorrow or rage, any nearby Illithids can absorb the energy... somehow. The person loses nothing of what they're feeling, but it's quite noticeable that the Illithids are feeding - it makes no sense, but then again, little about aberrations does. The main reason, though, is for entertainment; while only the most twisted Illithids would endanger somebody for fun, much less kill them, Illithids generally derive considerable amusement from seeing what sort of chaos they can spark with a few well placed psychic interventions. They stir up love triangles, break ups, affairs, passionate new romances, bitter rivalries, sudden declarations of friendship, anything for their own amusement.
Ordinarily, Illithids seem to sate their lust by "feeding" on the emotions projected by couples having sex, but if asked will generally admit that such "second-hand" experiences are nowhere near as satisfying as the real thing. Typically, an Illithid will use her psionic abilities to lure someone that they find attractive into their bed, and then erase his memories once the deed is done; if she takes a particular fancy to him, she may continually bring him back. If she does so, or otherwise falls in love with a man, she will eventually bring herself to reveal her true form to him; if he accepts the way she looks, they will be considered married. Men with particularly strong wills, even without psionic or arcane power of their own, may be able to sense an Illithid's projection or see through their illusion - if such a man comes after her, an Illithid will be torn between fear and lust.
Beholder
Spoiler: show
Family: Beholder
Type: Aberration
Habitat: Worldwide
Disposition: Haughty, Superior, Vainglorious
Diet: Carnivorous
The Beholder is one of the more well known aberrations - their egos wouldn't permit anything else. Of medium height and slender build, with three-digited hands and feet, Beholders are strangely voluptuous despite their slender, graceful limbs and thin torso. They are better known for their unique faces more than anything - as unnerving as the array of needle-like fangs inside their surprisingly wide mouths is, most people are drawn to their eyes... all eleven of them. A Beholder has one eye in the center of her forehead, like a Cyclops, but also has ten eyes on the ends of prehensile tentacle-eyestalks, arranged in a crown-like pattern around the sides of her head. This gives her unparalleled vision in all directions when she extends these stalks to their meter-plus maximum length, but she can also compact them into a length of about ten centimeters or so, allowing her to hide them in her hair and, with some effort, pass for a hornless Cyclops. So long as she remembers to walk instead of levitating, anyway.
Beholder eye, skin and hair colors come in an incredibly diverse array; very few look more than closely alike, and Beholders can effortlessly spot even the most minute differences. As Beholders are exceptionally vain and arrogant, this contributes to their tendency to avoid each other: the typical Beholder considers her own appearance the epitome of beauty and can't help but look down upon other Beholders as "cheap imitations". There is a reason why the plural of Beholders is "war". The fact that all Beholders have mystical eyebeams as an inherent part of their being, which can take an incredible array of forms, just makes it all the more dangerous for two Beholders to be left in close contact for long. Telekinesis rays seem to be universal, but other rays include psychotropic swirls of color, black beams that disintegrate anything they touch, gray auras that transmute living flesh to lifeless stone, burning white beams of heat and blue beams of cold, freezing rays, bolts of flame; these are just a small sample of the powers any individual Beholder may be able to wield.
Family squabbling, thankfully, doesn’t occur until a Beholder’s daughter is around ten or so years old; up until then, her features are very “neutral”, and so she does not set off her mother’s superiority instincts. Once her colors come in, though, the two become increasingly irritable around each other, and so the daughter generally runs off to make her own way in the world. As Beholders mature very fast intellectually, and her powers have come in by this point, she is in little danger.
The epitome of "individualistic", there aren't many generalizations that can be made about Beholders. They go where they want, do where they want, make the plans and schemes they want, and chase the men they want - though Angels help the poor man who has two Beholders interested him at the same time! Beholders demand respect from others, but so long as their egos are flattered, they can be reasoned with easily enough. They are cunning and intelligent, and while it is possible to manipulate them by playing on their egos and their need to prove themselves superior, it is a risky gambit that could backfire with terrible consequences. Men who establish a lasting relationship with a Beholder typically learn how to flatter them and gently nudge them in the directions they want with compliments and insinuations, but when relaxed and feeling flirty, Beholders can be very playful lovers - especially because they happen to like having sex in midair.
Type: Aberration
Habitat: Worldwide
Disposition: Haughty, Superior, Vainglorious
Diet: Carnivorous
The Beholder is one of the more well known aberrations - their egos wouldn't permit anything else. Of medium height and slender build, with three-digited hands and feet, Beholders are strangely voluptuous despite their slender, graceful limbs and thin torso. They are better known for their unique faces more than anything - as unnerving as the array of needle-like fangs inside their surprisingly wide mouths is, most people are drawn to their eyes... all eleven of them. A Beholder has one eye in the center of her forehead, like a Cyclops, but also has ten eyes on the ends of prehensile tentacle-eyestalks, arranged in a crown-like pattern around the sides of her head. This gives her unparalleled vision in all directions when she extends these stalks to their meter-plus maximum length, but she can also compact them into a length of about ten centimeters or so, allowing her to hide them in her hair and, with some effort, pass for a hornless Cyclops. So long as she remembers to walk instead of levitating, anyway.
Beholder eye, skin and hair colors come in an incredibly diverse array; very few look more than closely alike, and Beholders can effortlessly spot even the most minute differences. As Beholders are exceptionally vain and arrogant, this contributes to their tendency to avoid each other: the typical Beholder considers her own appearance the epitome of beauty and can't help but look down upon other Beholders as "cheap imitations". There is a reason why the plural of Beholders is "war". The fact that all Beholders have mystical eyebeams as an inherent part of their being, which can take an incredible array of forms, just makes it all the more dangerous for two Beholders to be left in close contact for long. Telekinesis rays seem to be universal, but other rays include psychotropic swirls of color, black beams that disintegrate anything they touch, gray auras that transmute living flesh to lifeless stone, burning white beams of heat and blue beams of cold, freezing rays, bolts of flame; these are just a small sample of the powers any individual Beholder may be able to wield.
Family squabbling, thankfully, doesn’t occur until a Beholder’s daughter is around ten or so years old; up until then, her features are very “neutral”, and so she does not set off her mother’s superiority instincts. Once her colors come in, though, the two become increasingly irritable around each other, and so the daughter generally runs off to make her own way in the world. As Beholders mature very fast intellectually, and her powers have come in by this point, she is in little danger.
The epitome of "individualistic", there aren't many generalizations that can be made about Beholders. They go where they want, do where they want, make the plans and schemes they want, and chase the men they want - though Angels help the poor man who has two Beholders interested him at the same time! Beholders demand respect from others, but so long as their egos are flattered, they can be reasoned with easily enough. They are cunning and intelligent, and while it is possible to manipulate them by playing on their egos and their need to prove themselves superior, it is a risky gambit that could backfire with terrible consequences. Men who establish a lasting relationship with a Beholder typically learn how to flatter them and gently nudge them in the directions they want with compliments and insinuations, but when relaxed and feeling flirty, Beholders can be very playful lovers - especially because they happen to like having sex in midair.
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Re: Nyctos' Custom Monster Girls
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Ahuizotl
Bunyip
Fire Giant
Frost Giant
Hippocampus
Hound of the Wild Hunt
Hunter of the Wild Hunt
Steed of the Wild Hunt
Mistress of the Wild Hunt
Phoelarch
Sleipnir
Wagyl (aka "Rainbow Serpent")
Spoiler: show
Family: ???
Type: Beastman/Aquatic
Habitat: Tropical Waterways
Disposition: Selfish, Cunning, Timid, Vicious, Loyal
Diet: Piscovorous, Carnivorous
The Ahuizotl is a rare river and lake-inhabiting beastman mamono from the tropical regions of the world. Short, slender and athletic, the Ahuizotl mostly resembles a black-furred and haired otter-girl, though she also has the pointed, triangular ears of a dog-girl on her head. Her skin is coppery in colour, and her eyes are a warm dark brown or even black. Like most beastwomen, she has hair that covers her arms and legs, but unlike them she does not have paws for feet - in fact, she does not have feet. Much like the Bandar-Log, the Ahuizotl has a secondary set of hands at the ends of her legs. Unlike other beastmen, an Ahuizotl's hands are not furry and so appear much more human, though this illusion is somewhat spoiled by the fact that Ahuizotls have sharp claws and webbing between the fingers, to help her swim. Her hair, which is much coarser than her fur, is worn long and almost invariably reaches to her waist or further. The most startling physical trait of an Ahuizotl is their tail; not only is it long and thickly muscular, like an otter's, but it is capable of bending and flexing with the same ease as a monkey's tail - and much more shockingly, it is tipped with a fifth hand. There seems to be a roughly fifty-fifty chance of this being a right hand or a left hand.
The Ahuizotl spends most of her life living in the water, sleeping in well-hidden burrows or caves in the shores or that can only be accessed through an underwater tunnel, and drifting along or under the water when awake. Swift, graceful swimmers, she primarily feeds on fish and crustaceans snatched out of the water around her, though she has been known to ambush small mammals and sometimes even fishing birds on the shores, snatching them up with surprising strength and pulling them under the water to drown. For the most part, Ahuizotl are solitary beings; even beyond the fact that they are naturally timid, they also aren't the strongest of mamono in a straight-up fight and so they prefer to avoid being forced to fight. This is rather vital, as most mamono don't approve of the Ahuizotls "courtship technique" and an Ahuizotl who is caught by another mamono is very likely to receive a beating, if only on principal and not for any actual misdeeds she has committed.
The Ahuizotl idea of "courtship" leans rather heavily towards abduction and rape. Because Ahuizotls are generally too timid to approach men normally, they have a more direct method of doing things. Sometimes, Ahuizotls wait until a man they find attractive has gone swimming or fishing. Other times they will hide themselves in the water close to shore when their "lover" is walking nearby and imitate a drowning woman or an abandoned baby. Either way, the end result is the same; the man is seized by the wrist or ankle and dragged into the deep water. What follows is the most difficult and frightening part of the Ahuizotl's "courtship"; the Ahuizotl does not want to kill the man she's captured in the slightest, merely to frighten him so that he will be receptive to her advances, but there isn't much margin for error. Though the number of men actually drowned by Ahuizotls is surprisingly small, it has only worsened their reputation. The Ahuizotl quickly grapples her love-interest, seizing him so that he cannot break away, and kisses him deeply. While the Ahuizotl can't truly breathe water, she can store an incredible amount of oxygen, easily enough to remain underwater herself for hours, and she is able to literally share this stored air with her lover. By accepting her kiss, the man finds he can let her breathe for him, getting the oxygen he needs through their interlocked lips. Once he realizes this and stops struggling, the Ahuizotl (never taking her lips from his) will use her hands to peel off his clothing and start having sex with him.
Depending both on how attractive he is and how good he was, the Ahuizotl's response differs. If she is sated with that one coupling, she will carry him up to a safe part of the water, giving him one last lungful of air if need be, then break away from him and swim off, leaving him to swim to surface and the shore and head home, naked and soaked, but usually quite pleased. If she wants more from him, she will carry him away to her lair and keep him for several days, sharing her food and goods with him in exchange for sex, and being willing to drag him back into the water to repeat her aquatic rape if he refuses and she is horny. This is not an automatic proposal, but a chance to get to know him better; if she finds him to truly be a good mate, she will marry him and stay with him, but otherwise she will release him - if she fears that he may lead angry men or mamono back to her lair, she will knock him unconscious before taking him out of the lair and/or move herself once he is gone. Ahuizotls are viciously protective of their husbands and their children, and will savagely attack anyone who threatens them. If needs be, she will even move in order to follow him, though she greatly prefers to settle near water. As an Ahuizotl bride makes it very easy to become a prosperous fisherman and diver, most husbands are willing to tolerate this. On rare occasions, it is a man who approaches an Ahuizotl first rather than being abducted for sex; in this case, she is almost certain to ask him to marry her once she has tested his skills as a lover.
Once an Ahuizotl has chosen a man as her husband, she stops using her "aquatic rape" technique for sex, unless her husband actually asks for it. She does, however, prefer to make love in the water, floating and half-swimming on the surface and occasionally rolling deeper in the coupling.
Type: Beastman/Aquatic
Habitat: Tropical Waterways
Disposition: Selfish, Cunning, Timid, Vicious, Loyal
Diet: Piscovorous, Carnivorous
The Ahuizotl is a rare river and lake-inhabiting beastman mamono from the tropical regions of the world. Short, slender and athletic, the Ahuizotl mostly resembles a black-furred and haired otter-girl, though she also has the pointed, triangular ears of a dog-girl on her head. Her skin is coppery in colour, and her eyes are a warm dark brown or even black. Like most beastwomen, she has hair that covers her arms and legs, but unlike them she does not have paws for feet - in fact, she does not have feet. Much like the Bandar-Log, the Ahuizotl has a secondary set of hands at the ends of her legs. Unlike other beastmen, an Ahuizotl's hands are not furry and so appear much more human, though this illusion is somewhat spoiled by the fact that Ahuizotls have sharp claws and webbing between the fingers, to help her swim. Her hair, which is much coarser than her fur, is worn long and almost invariably reaches to her waist or further. The most startling physical trait of an Ahuizotl is their tail; not only is it long and thickly muscular, like an otter's, but it is capable of bending and flexing with the same ease as a monkey's tail - and much more shockingly, it is tipped with a fifth hand. There seems to be a roughly fifty-fifty chance of this being a right hand or a left hand.
The Ahuizotl spends most of her life living in the water, sleeping in well-hidden burrows or caves in the shores or that can only be accessed through an underwater tunnel, and drifting along or under the water when awake. Swift, graceful swimmers, she primarily feeds on fish and crustaceans snatched out of the water around her, though she has been known to ambush small mammals and sometimes even fishing birds on the shores, snatching them up with surprising strength and pulling them under the water to drown. For the most part, Ahuizotl are solitary beings; even beyond the fact that they are naturally timid, they also aren't the strongest of mamono in a straight-up fight and so they prefer to avoid being forced to fight. This is rather vital, as most mamono don't approve of the Ahuizotls "courtship technique" and an Ahuizotl who is caught by another mamono is very likely to receive a beating, if only on principal and not for any actual misdeeds she has committed.
The Ahuizotl idea of "courtship" leans rather heavily towards abduction and rape. Because Ahuizotls are generally too timid to approach men normally, they have a more direct method of doing things. Sometimes, Ahuizotls wait until a man they find attractive has gone swimming or fishing. Other times they will hide themselves in the water close to shore when their "lover" is walking nearby and imitate a drowning woman or an abandoned baby. Either way, the end result is the same; the man is seized by the wrist or ankle and dragged into the deep water. What follows is the most difficult and frightening part of the Ahuizotl's "courtship"; the Ahuizotl does not want to kill the man she's captured in the slightest, merely to frighten him so that he will be receptive to her advances, but there isn't much margin for error. Though the number of men actually drowned by Ahuizotls is surprisingly small, it has only worsened their reputation. The Ahuizotl quickly grapples her love-interest, seizing him so that he cannot break away, and kisses him deeply. While the Ahuizotl can't truly breathe water, she can store an incredible amount of oxygen, easily enough to remain underwater herself for hours, and she is able to literally share this stored air with her lover. By accepting her kiss, the man finds he can let her breathe for him, getting the oxygen he needs through their interlocked lips. Once he realizes this and stops struggling, the Ahuizotl (never taking her lips from his) will use her hands to peel off his clothing and start having sex with him.
Depending both on how attractive he is and how good he was, the Ahuizotl's response differs. If she is sated with that one coupling, she will carry him up to a safe part of the water, giving him one last lungful of air if need be, then break away from him and swim off, leaving him to swim to surface and the shore and head home, naked and soaked, but usually quite pleased. If she wants more from him, she will carry him away to her lair and keep him for several days, sharing her food and goods with him in exchange for sex, and being willing to drag him back into the water to repeat her aquatic rape if he refuses and she is horny. This is not an automatic proposal, but a chance to get to know him better; if she finds him to truly be a good mate, she will marry him and stay with him, but otherwise she will release him - if she fears that he may lead angry men or mamono back to her lair, she will knock him unconscious before taking him out of the lair and/or move herself once he is gone. Ahuizotls are viciously protective of their husbands and their children, and will savagely attack anyone who threatens them. If needs be, she will even move in order to follow him, though she greatly prefers to settle near water. As an Ahuizotl bride makes it very easy to become a prosperous fisherman and diver, most husbands are willing to tolerate this. On rare occasions, it is a man who approaches an Ahuizotl first rather than being abducted for sex; in this case, she is almost certain to ask him to marry her once she has tested his skills as a lover.
Once an Ahuizotl has chosen a man as her husband, she stops using her "aquatic rape" technique for sex, unless her husband actually asks for it. She does, however, prefer to make love in the water, floating and half-swimming on the surface and occasionally rolling deeper in the coupling.
Bunyip
Spoiler: show
Family: Unknown
Type: Beastman/Aquatic
Habitat: Rivers, Swamps, Billabongs
Disposition: Friendly, Cheerful, Optimistic, Lonely
Diet: Omnivorous, favors fish, crustaceans and shellfish
The Bunyip is one of the strangest and least understood mamono of Terra Incognito Australias; even the other mamono native to the land avoid all contact with her species. The usual excuse given is that the Bunyip causes bad luck; those who have met a Bunyip and returned claim that it is more a disdain for the Bunyip's stubbornly optimistic and often clingy personality... which, ironically, seems to develop because they are such ostracised mamono. The Bunyip is, in fact, very cheerful and upbeat, welcoming the presence of others, both man and mamono, and her sheer enthusiasm can be rather exhausting. The fact that Bunyips are so very much inclined to chatter in an airheaded fashion just makes things worse; they talk to themselves constantly to try and alleviate their loneliness, and when they finally have somebody else to talk to, they keep on talking in the same aimless, breathless fashion. Worse then the talking by far, however, is the singing; Bunyips love to sing, but they lack one very important thing: the slightest ounce of musical talent. While their sheer volume is stupefying (it is a well known fact that a Bunyip can be heard from miles away if she's so inclined), they have the astounding ability to produce an incredible array of whoops, howls, roars, bellows, shrieks, screams, booms, grunts and belches, without ever sounding like anything more then pure cacophony. Some locals claim that a Bunyip's "music" can turn clean dirty dishes and turn milk to yogurt - before it's even been taken out of the original container. To make matters worse, all Bunyips have a blind spot a mile wide for this inherent lack of talent, and refuse to pay any attention to people who try to point out they sound like two badly-assembled steam engines having passionate sex.
A common legend is that Bunyips were made from all the bits left over when the Creators were finished, and even Bunyips agree with this legend. It should be noted, however, that the Bunyip version of the tale is that they saw that, after the other mamono had taken on physical form, there were many perfectly good bits and pieces left over, so they decided to make use of them rather then see them go to the waste - the legend told by their neighbors portrays the Bunyips as itinerant thieves and beggars, who assembled their physical forms from the waste given away, thrown out or stolen from the others. Whether this is true or not, Bunyips are some of the strangest-looking mamono in the world. Standing roughly as tall as Red Oni, though less busty, Bunyips have long, serpentine tails that end in horse-like manes, powerful legs that end in wide, webbed feet to help propel them through the water and the mud alike, large hands with claws and webbing that helps in swimming and digging, and two shark-like dorsal fins on their back, one sprouting over either shoulder. Horizontally slit pupiled eyes glow in the dark like burning coals, glittering in the light over a mouth that frequently bears protruding fangs and/or tusks even when shut, thanks to the length of their formidable canines. A Bunyip may be covered in scales, sleek fur, waterproof feathers, or any combination of the three, and no Bunyip has the exact same pattern and pelt as another.
Though normally quite placid and peaceful, Bunyips may become somewhat desperate for company. Formidably strong (they are known to catch and kill crocodiles by snapping their spines), surprisingly agile and swift, and able to hold their breath for almost an hour, they have a not unfounded reputation for kidnapping men and carrying them away into their lairs deep in the swamp or under the banks of the waterway. Initially, this contact is only intended as a way to alleviate loneliness; what they want is someone to talk to. However, if the man is handsome and attentive enough, the loneliness may prompt them to try and quench that loneliness physically and so they will begin to seduce their captive. It must be noted that Bunyips will never try to force a man into sex, being too afraid of hurting him in the process, and have a natural abhorrence for cruelty that prevents them from trying anything as devious as torture. It must be strictly the man's choice to respond to her desire for physical attention, and if he continually refuses, she will sadly release him. If he does give in, after they have coupled several times, the Bunyip will "test" him by giving him an obvious chance to escape. If he tries to run, she will let him. If he stays, she will consider him her husband.
Because of their kind nature and hatred for cruelty, Bunyips are well-known to look out for children that have run away or gotten lost, and rescue them. Usually, if the child wants to return, the Bunyip will give them back to their parent/guardian, but until then, or if the child is fleeing abuse or tormentors, the Bunyip will care for them like her own. In fact, sometimes a Bunyip's loneliness may prompt her to keep a child despite her good intentions, though the longer this goes on the more the Bunyip is subconsciously compelled to give the child openings to run away and go home.
Needless to say, the only mamono for whom Bunyips can actually feel hatred are those with a noted reputation as being cruel and vicious - Dark Elves, Jorogumo, etcetera. Those mamono who are foolish enough to venture into a Bunyip's territory and fail to prove they are not like their "normal" cousins never come out.
Type: Beastman/Aquatic
Habitat: Rivers, Swamps, Billabongs
Disposition: Friendly, Cheerful, Optimistic, Lonely
Diet: Omnivorous, favors fish, crustaceans and shellfish
The Bunyip is one of the strangest and least understood mamono of Terra Incognito Australias; even the other mamono native to the land avoid all contact with her species. The usual excuse given is that the Bunyip causes bad luck; those who have met a Bunyip and returned claim that it is more a disdain for the Bunyip's stubbornly optimistic and often clingy personality... which, ironically, seems to develop because they are such ostracised mamono. The Bunyip is, in fact, very cheerful and upbeat, welcoming the presence of others, both man and mamono, and her sheer enthusiasm can be rather exhausting. The fact that Bunyips are so very much inclined to chatter in an airheaded fashion just makes things worse; they talk to themselves constantly to try and alleviate their loneliness, and when they finally have somebody else to talk to, they keep on talking in the same aimless, breathless fashion. Worse then the talking by far, however, is the singing; Bunyips love to sing, but they lack one very important thing: the slightest ounce of musical talent. While their sheer volume is stupefying (it is a well known fact that a Bunyip can be heard from miles away if she's so inclined), they have the astounding ability to produce an incredible array of whoops, howls, roars, bellows, shrieks, screams, booms, grunts and belches, without ever sounding like anything more then pure cacophony. Some locals claim that a Bunyip's "music" can turn clean dirty dishes and turn milk to yogurt - before it's even been taken out of the original container. To make matters worse, all Bunyips have a blind spot a mile wide for this inherent lack of talent, and refuse to pay any attention to people who try to point out they sound like two badly-assembled steam engines having passionate sex.
A common legend is that Bunyips were made from all the bits left over when the Creators were finished, and even Bunyips agree with this legend. It should be noted, however, that the Bunyip version of the tale is that they saw that, after the other mamono had taken on physical form, there were many perfectly good bits and pieces left over, so they decided to make use of them rather then see them go to the waste - the legend told by their neighbors portrays the Bunyips as itinerant thieves and beggars, who assembled their physical forms from the waste given away, thrown out or stolen from the others. Whether this is true or not, Bunyips are some of the strangest-looking mamono in the world. Standing roughly as tall as Red Oni, though less busty, Bunyips have long, serpentine tails that end in horse-like manes, powerful legs that end in wide, webbed feet to help propel them through the water and the mud alike, large hands with claws and webbing that helps in swimming and digging, and two shark-like dorsal fins on their back, one sprouting over either shoulder. Horizontally slit pupiled eyes glow in the dark like burning coals, glittering in the light over a mouth that frequently bears protruding fangs and/or tusks even when shut, thanks to the length of their formidable canines. A Bunyip may be covered in scales, sleek fur, waterproof feathers, or any combination of the three, and no Bunyip has the exact same pattern and pelt as another.
Though normally quite placid and peaceful, Bunyips may become somewhat desperate for company. Formidably strong (they are known to catch and kill crocodiles by snapping their spines), surprisingly agile and swift, and able to hold their breath for almost an hour, they have a not unfounded reputation for kidnapping men and carrying them away into their lairs deep in the swamp or under the banks of the waterway. Initially, this contact is only intended as a way to alleviate loneliness; what they want is someone to talk to. However, if the man is handsome and attentive enough, the loneliness may prompt them to try and quench that loneliness physically and so they will begin to seduce their captive. It must be noted that Bunyips will never try to force a man into sex, being too afraid of hurting him in the process, and have a natural abhorrence for cruelty that prevents them from trying anything as devious as torture. It must be strictly the man's choice to respond to her desire for physical attention, and if he continually refuses, she will sadly release him. If he does give in, after they have coupled several times, the Bunyip will "test" him by giving him an obvious chance to escape. If he tries to run, she will let him. If he stays, she will consider him her husband.
Because of their kind nature and hatred for cruelty, Bunyips are well-known to look out for children that have run away or gotten lost, and rescue them. Usually, if the child wants to return, the Bunyip will give them back to their parent/guardian, but until then, or if the child is fleeing abuse or tormentors, the Bunyip will care for them like her own. In fact, sometimes a Bunyip's loneliness may prompt her to keep a child despite her good intentions, though the longer this goes on the more the Bunyip is subconsciously compelled to give the child openings to run away and go home.
Needless to say, the only mamono for whom Bunyips can actually feel hatred are those with a noted reputation as being cruel and vicious - Dark Elves, Jorogumo, etcetera. Those mamono who are foolish enough to venture into a Bunyip's territory and fail to prove they are not like their "normal" cousins never come out.
Fire Giant
Spoiler: show
Family: Giant
Type: Demihuman/Elemental
Habitat: Volcanic Regions, Deserts, Tropical Badlands
Disposition: Passionate, Lively, Sensual
Diet: Omnivorous
Fire Giants are one of the more well-known giants, as much loved as they are feared. Like the flames they share an elemental affinity with, they can be dangerous; they are prone to intense explosions of rage, and are one of the more aggressive of the True Giant breeds, often seeking military dominance over areas of interest. However, they can also be charming, sweet, playful and tender. Like a campfire on a cold winter's night they light up their surroundings, bringing warmth and pleasure to those around them. Dance is very important to Fire Giants, for its symbolic connection to fire, and they prize those who possess grace, speed and agility; the easiest way to win a Fire Giant's admiration is to display skill in the arts of dancing, and passion is also a very admirable trait in others. To see a Fire Giant dance is considered a sight to behold, leaping and twirling and undulating in manners that call to mind the flame and honor its traits. Such is the connection between dancing and fire for these giants that even those who possess only a spark of elemental magic will cause flames around them to mirror their dances. Needless to say, the many pyromantic arts wielded by Fire Giants are typically invoked through song and dance, the blazing giant's sensuous motions calling forth fire and smoke and magma to consume their foes, and they favor relatively small, light weapons such as short swords, scimitars and daggers that allow them to fight with their typical agility and speed.
Fire Giants are among the smaller of the True Giants, typically averaging at about 3.7 meters tall, with the well-toned, muscular bodies of gymnasts and acrobats. Their skin and hair varies through a variety of fiery blacks and reds; any given individual may have skin the grayish color of fine ash and hair the bright yellow-orange of a camp fire, or dull red skin and soot-black hair, or any other combination you can imagine. Being impervious to heat and highly resistant to the touch of fire, as well as favoring hot regions to live in, Fire Giants typically wear very little - if not engaged in something that requires protection, the average Fire Giant is content to walk about with a small loincloth/satchel about her hips, a few choice bits of jewellery scattered about her body, and nothing else. They abhor the cold, obviously. Their skills as dancers and warriors make them very popular as entertainers, bodyguards, concubines and gladiators, but they are also renowned metallurgists; while not a true elemental connection, Fire Giants have something of a knack for finding deposits of metal ore, and they are renowned as smiths and metal-workers. Their elemental natures shield them from the heat of forges, allowing them to work unbothered in temperatures that would kill other smiths, and so they can produce marvels of metalcraft; arms and armor crafted by Fire Giants are sought out amongst the world, and if one needs an enchanted item that requires high temperatures to be crafted, Fire Giants are the people to commission it from.
With their passionate natures and graceful, toned figures, Fire Giants find love and lust alike come easy enough to them. Of all the giants, they perhaps enjoy flaunting their sensuality and eroticism the most, eagerly teasing and tantalizing others to arousal in any way they can. They delight in the burning of passion, and enjoy both being the aggressors and being the subjected; so long as the act of seduction is fuelled by emotions, and the sex wild and raw as fire, they are happy. Because of this, lurid tales of Fire Giants taking men captive from their raids as sexual playthings are inaccurate, at best. Fire Giants would never condone taking a slave as a lover, because they view submission as a sign of a lack of passion, and a man without passion is a man who can bring them no pleasure. A man who fights a Fire Giant and displays the passion she finds enticing, yes, he may arouse her such that she will try to take him for hers, if need be knocking him unconscious and stripping him so that she couple with him when he wakes and tries to fight his way free. Those pursuing pyromantic power, obviously, often find themselves courting Fire Giants, and the attraction is typically mutual, while other Fire Giant lovers tend to be skilled in the arts of swaying and controlling passion themselves.
Because passion is so important to Fire Giants, despite rumours to the contrary, they abhor the concept of slavery. Fire Giants do fight and conquer, but more for the thrill of fighting and the chance to burn with emotions than any actual desire for control. They take no slaves from the people they conquer, and such "serfs" are typically ignored; if anything, they find themselves treated as equals by the Fire Giants... so long as they at least tried to fight back. An immediate surrender typically results in the disappointed Fire Giants turning away and leaving the disappointing fight alone. Or they may burn the village, army, whatever, to the ground in disgust. They're fickle creatures. Similarly, Fire Giants make absolutely terrible slaves; they would rather die than be subjugated, and will invariably be resentful and rebellious. Many have learned over the eons that it is, ultimately, cheaper, safer and far less trouble to entice Fire Giants into service than to try and force them into it.
Type: Demihuman/Elemental
Habitat: Volcanic Regions, Deserts, Tropical Badlands
Disposition: Passionate, Lively, Sensual
Diet: Omnivorous
Fire Giants are one of the more well-known giants, as much loved as they are feared. Like the flames they share an elemental affinity with, they can be dangerous; they are prone to intense explosions of rage, and are one of the more aggressive of the True Giant breeds, often seeking military dominance over areas of interest. However, they can also be charming, sweet, playful and tender. Like a campfire on a cold winter's night they light up their surroundings, bringing warmth and pleasure to those around them. Dance is very important to Fire Giants, for its symbolic connection to fire, and they prize those who possess grace, speed and agility; the easiest way to win a Fire Giant's admiration is to display skill in the arts of dancing, and passion is also a very admirable trait in others. To see a Fire Giant dance is considered a sight to behold, leaping and twirling and undulating in manners that call to mind the flame and honor its traits. Such is the connection between dancing and fire for these giants that even those who possess only a spark of elemental magic will cause flames around them to mirror their dances. Needless to say, the many pyromantic arts wielded by Fire Giants are typically invoked through song and dance, the blazing giant's sensuous motions calling forth fire and smoke and magma to consume their foes, and they favor relatively small, light weapons such as short swords, scimitars and daggers that allow them to fight with their typical agility and speed.
Fire Giants are among the smaller of the True Giants, typically averaging at about 3.7 meters tall, with the well-toned, muscular bodies of gymnasts and acrobats. Their skin and hair varies through a variety of fiery blacks and reds; any given individual may have skin the grayish color of fine ash and hair the bright yellow-orange of a camp fire, or dull red skin and soot-black hair, or any other combination you can imagine. Being impervious to heat and highly resistant to the touch of fire, as well as favoring hot regions to live in, Fire Giants typically wear very little - if not engaged in something that requires protection, the average Fire Giant is content to walk about with a small loincloth/satchel about her hips, a few choice bits of jewellery scattered about her body, and nothing else. They abhor the cold, obviously. Their skills as dancers and warriors make them very popular as entertainers, bodyguards, concubines and gladiators, but they are also renowned metallurgists; while not a true elemental connection, Fire Giants have something of a knack for finding deposits of metal ore, and they are renowned as smiths and metal-workers. Their elemental natures shield them from the heat of forges, allowing them to work unbothered in temperatures that would kill other smiths, and so they can produce marvels of metalcraft; arms and armor crafted by Fire Giants are sought out amongst the world, and if one needs an enchanted item that requires high temperatures to be crafted, Fire Giants are the people to commission it from.
With their passionate natures and graceful, toned figures, Fire Giants find love and lust alike come easy enough to them. Of all the giants, they perhaps enjoy flaunting their sensuality and eroticism the most, eagerly teasing and tantalizing others to arousal in any way they can. They delight in the burning of passion, and enjoy both being the aggressors and being the subjected; so long as the act of seduction is fuelled by emotions, and the sex wild and raw as fire, they are happy. Because of this, lurid tales of Fire Giants taking men captive from their raids as sexual playthings are inaccurate, at best. Fire Giants would never condone taking a slave as a lover, because they view submission as a sign of a lack of passion, and a man without passion is a man who can bring them no pleasure. A man who fights a Fire Giant and displays the passion she finds enticing, yes, he may arouse her such that she will try to take him for hers, if need be knocking him unconscious and stripping him so that she couple with him when he wakes and tries to fight his way free. Those pursuing pyromantic power, obviously, often find themselves courting Fire Giants, and the attraction is typically mutual, while other Fire Giant lovers tend to be skilled in the arts of swaying and controlling passion themselves.
Because passion is so important to Fire Giants, despite rumours to the contrary, they abhor the concept of slavery. Fire Giants do fight and conquer, but more for the thrill of fighting and the chance to burn with emotions than any actual desire for control. They take no slaves from the people they conquer, and such "serfs" are typically ignored; if anything, they find themselves treated as equals by the Fire Giants... so long as they at least tried to fight back. An immediate surrender typically results in the disappointed Fire Giants turning away and leaving the disappointing fight alone. Or they may burn the village, army, whatever, to the ground in disgust. They're fickle creatures. Similarly, Fire Giants make absolutely terrible slaves; they would rather die than be subjugated, and will invariably be resentful and rebellious. Many have learned over the eons that it is, ultimately, cheaper, safer and far less trouble to entice Fire Giants into service than to try and force them into it.
Frost Giant
Spoiler: show
Family: Giant
Type: Demihuman/Elemental
Habitat: Artic Regions, Icy Mountains, Glaciers
Disposition: Aloof, Reserved, Regal
Diet: Omnivorous
Among the tallest of the True Giants, easily reaching 4.3 meters, Frost Giants are elegant, awe-inspiring figures, whose physiques are those of noble maidens; long supple limbs, flowing manes of hair, fine, coldly beautiful features, slender waists and full breasts. They easily blend into the cold environments they call home, with snow-white hair, skin the bluish-white of frostbitten flesh, and pale blue eyes - though certain tribes are known for alternate colorations, their forms always invoke the colors of ice and snow. They typically wear luxuriant robes, gowns and cloaks of fur, white fur by preferance, but these are for show and a symbol of a Frost Giant's wealth and power more than anything - as elemental-kin, they are impervious to the cold. Spoken of with equal parts reverence and fear in the northlands is the great Ithaqua, a mighty blizzard that arises once every five years in the deep tundra, in which virginal Frost Giant maidens gather to dance naked in homage to the ice and snow from which they draw their power. Though it is said that the heart of their great dance is so cold that none save another elemental could approach without being frozen solid, stories claim that a man who approaches the Ithaqua and manages to catch hold of a dancing Frost Giant will win her as his bride.
Frost Giants are a cool, cerebral people; they believe in keeping a control over their emotions and never show their feelings if they can avoid it. While strong as any giant, they disdain physical combat, seeing it as vulgar; they prefer to use their elemental magic to freeze foes where they stand. If absolutely forced to, they call upon their powers to shape weapons from ice and solidified snow, typically bringing all of their formidable power to bear with great maces, axes and heavy blades that freeze blood and chill flesh even as they crush or cut. As much as they try to keep themselves controlled and intellectual, there is a darkly mischievous streak to them and they are known to enjoy pranks on others that can sometimes turn deadly. Sneaking behind a hunter, for they can move with eerie silence and disappear into the tundra in the blink of an eye, and startling them so much that they end up running home in fear, for example. One of the darkest stories about Frost Giants describes them leading men astray or out of their shelters in blizzards, causing them to die of exposure.
But there are other stories to them as well, displaying a kinder, more gentle heart, for all that it remains locked away behind a cage of ice (literally, if you believe some stories). There are countless stories of Frost Giants guiding lost travellers and stray children to safety - one story in particular describes a hunter, near dead of cold and yet still struggling to get home with the meat his starving family needs, blacking out and then half-waking to find himself flying through the air, wrapped tightly in a strong embrace, then finding himself awake at his home, his family describing how they heard a great banging noise and came out to find him and his kill in front of the door, a cloak of polar bear fur draped over him. Frost Giants have also been known to save hunters from some of the more brutal dangers of their frozen domains, and they do not tolerate others attempting to harm the people who share the regions they claim as their territories. In the slightly warmer areas, where growing crops is possible, Frost Giants have been known to use their power to ward off chills and flash-freezes that can kill the crops and risk famine amongst "their" people. Those who believe Frost Giants dwell nearby typically leave gifts for them; a portion of the meat and furs, various small trinkets made in her honor, as much to thank them for their benevolent side as a bribe to ward off their darker side.
Frost Giants are loners by inclination. Dwelling in deep, snow-laden tunnels or in spectacular castles carved from living glaciers or the hollowed-out peak of a frozen jag of rock, they study their cryomantic powers and sometimes other arcane arts, usually alone save for, perhaps, a daughter too young to make her way alone yet, or a particularly close sister or friend. As chill as they are, Frost Giants are not immune to the siren calls of love and lust, and while they will try and retain a dignified level of detachment around their lovers (most typically those who sought out the Frost Giant to learn her magic), they... melt rather quickly into warm embraces, shall we say? The giggling of Frost Giants is said, by many an absently smiling cryomancer, to resemble the gentle music of tinkling icicles.
Type: Demihuman/Elemental
Habitat: Artic Regions, Icy Mountains, Glaciers
Disposition: Aloof, Reserved, Regal
Diet: Omnivorous
Among the tallest of the True Giants, easily reaching 4.3 meters, Frost Giants are elegant, awe-inspiring figures, whose physiques are those of noble maidens; long supple limbs, flowing manes of hair, fine, coldly beautiful features, slender waists and full breasts. They easily blend into the cold environments they call home, with snow-white hair, skin the bluish-white of frostbitten flesh, and pale blue eyes - though certain tribes are known for alternate colorations, their forms always invoke the colors of ice and snow. They typically wear luxuriant robes, gowns and cloaks of fur, white fur by preferance, but these are for show and a symbol of a Frost Giant's wealth and power more than anything - as elemental-kin, they are impervious to the cold. Spoken of with equal parts reverence and fear in the northlands is the great Ithaqua, a mighty blizzard that arises once every five years in the deep tundra, in which virginal Frost Giant maidens gather to dance naked in homage to the ice and snow from which they draw their power. Though it is said that the heart of their great dance is so cold that none save another elemental could approach without being frozen solid, stories claim that a man who approaches the Ithaqua and manages to catch hold of a dancing Frost Giant will win her as his bride.
Frost Giants are a cool, cerebral people; they believe in keeping a control over their emotions and never show their feelings if they can avoid it. While strong as any giant, they disdain physical combat, seeing it as vulgar; they prefer to use their elemental magic to freeze foes where they stand. If absolutely forced to, they call upon their powers to shape weapons from ice and solidified snow, typically bringing all of their formidable power to bear with great maces, axes and heavy blades that freeze blood and chill flesh even as they crush or cut. As much as they try to keep themselves controlled and intellectual, there is a darkly mischievous streak to them and they are known to enjoy pranks on others that can sometimes turn deadly. Sneaking behind a hunter, for they can move with eerie silence and disappear into the tundra in the blink of an eye, and startling them so much that they end up running home in fear, for example. One of the darkest stories about Frost Giants describes them leading men astray or out of their shelters in blizzards, causing them to die of exposure.
But there are other stories to them as well, displaying a kinder, more gentle heart, for all that it remains locked away behind a cage of ice (literally, if you believe some stories). There are countless stories of Frost Giants guiding lost travellers and stray children to safety - one story in particular describes a hunter, near dead of cold and yet still struggling to get home with the meat his starving family needs, blacking out and then half-waking to find himself flying through the air, wrapped tightly in a strong embrace, then finding himself awake at his home, his family describing how they heard a great banging noise and came out to find him and his kill in front of the door, a cloak of polar bear fur draped over him. Frost Giants have also been known to save hunters from some of the more brutal dangers of their frozen domains, and they do not tolerate others attempting to harm the people who share the regions they claim as their territories. In the slightly warmer areas, where growing crops is possible, Frost Giants have been known to use their power to ward off chills and flash-freezes that can kill the crops and risk famine amongst "their" people. Those who believe Frost Giants dwell nearby typically leave gifts for them; a portion of the meat and furs, various small trinkets made in her honor, as much to thank them for their benevolent side as a bribe to ward off their darker side.
Frost Giants are loners by inclination. Dwelling in deep, snow-laden tunnels or in spectacular castles carved from living glaciers or the hollowed-out peak of a frozen jag of rock, they study their cryomantic powers and sometimes other arcane arts, usually alone save for, perhaps, a daughter too young to make her way alone yet, or a particularly close sister or friend. As chill as they are, Frost Giants are not immune to the siren calls of love and lust, and while they will try and retain a dignified level of detachment around their lovers (most typically those who sought out the Frost Giant to learn her magic), they... melt rather quickly into warm embraces, shall we say? The giggling of Frost Giants is said, by many an absently smiling cryomancer, to resemble the gentle music of tinkling icicles.
Hippocampus
Spoiler: show
Family: Water Horse
Type: Beastman/Aquatic
Habitat: Shallow bays and coastal beaches
Disposition: Chaotic, Passionate, Whimsical
Diet: Omnivorous, mainly fish and sea plants
The Hippocampus is a strange member of the Centaur family, a member that the other Centaur deny exists, or at the very least they deny is related to them. A Hippocampus's tauric body is covered in triangular, fish-like scales, much like a Mermaid, and they have a short, powerful tail with a vertical fin in place of the horse's tail of a Centaur, as well as rudimentary gills on their human-like upper necks. The most notable difference is the Hippocampus's feet. Instead of hooves, a Hippocampus has fin-like structures - like a Centaur, or any horse, she walks on tiptoes, but whereas her land-dwelling kin have had the middle of their three toes elongate into a massive hoof, a Hippocampus still has three long, slender, blunt toes on which she stands, with a flexible membrane of skin stretched between them. As a result, Hippocampi are very quick swimmers, and can move reasonably well in the loose sand and soggy mud of coasts, but they are very awkward, slow and clumsy on dry land. As their fins are more sensitive than a Centaur's hooves, Hippocampi usually avoid going too far inland. However, they aren't well adapted for going too far out into the sea, either: while they can hold their breath for a long time, and they are able to absorb some oxygen from the water via their gills, they can't really breathe underwater and would be best described as "mildly amphibious". While quick swimmers, their bodies aren't really flexible enough to make them very agile in the water, and so they can be outmaneuvered by most aquatic mamono. So, they are forced to stay on the border between land and sea, sleeping on small rocks jutting from the ocean, or in sheltered coves or air-filled sunken caves.
As mentioned before, Centaurs refuse to admit any relationship to Hippocampi, but Mermaids are unusually hostile towards them as well. In fact, the only explanation for the Hippocampus's existence is a legend describes them as the result of a bitter enmity between a Mermaid and a Centaur, though the truth of this statement is impossible to discern. Making things worse is that there are two different versions told, primarily by Mermaids and by Centaurs, or by those who sympathise with one particular group. The version that the Mermaids tell speaks of a Mermaid who had a devoted lover who, on a trip inland, was attacked and raped by a drunken Centaur. Being in love with the Mermaid, the man refused to heed the Centaur's claims of being the victim and her demands that he take responsibility and wed her, returning to his beloved Mermaid even as the stubborn Centaur followed him. There on the coast, the Mermaid argued that the Centaur should take responsibility for her own drunken foolishness and admit that she was at fault and had no claim to the Mermaid's lover. Both were stubborn, and soon the argument grew so heated that they exchanged blows and drew blood. When it fell into the pounding surf and was mixed together, the first Hippocampus arose from it, though tellings differ on whether this happened after the two mamono slew each other or if they saw this gawky, awkward, clumsy creature created from their dispute and ceased their argument in shame. The Centaur version of the tale, meanwhile, speaks of a Mermaid and a Centaur who were friends. However, though the Centaur found a handsome, lovely man to wed, the Mermaid found nobody, and her heart grew poisoned with jealousy. One day, this tale goes, the Centaur came to her dear friend and begged for a small amount of the Mermaid's blood, so that the Centaur and her lover could enjoy a longer life together. Consumed by envy, the Mermaid gave her now-hated former friend some blood that she had cursed. When the Centaur drank it, she was warped into a ghastly aquatic parody of herself, and, horrified, fled to the ocean. To her dismay, she discovered she had been pregnant at the time and her foal was born deformed in the same way as her mother - thus was born the Hippocampus race.
Whichever version of these tales is true, or even if neither of them is true, Mermaids and Centaurs alike disdain the Hippocampi. And the Hippocampi, in turn, hate both of their "parents" and readily make war on them whenever possible. Though not as adept in either of their home environments, Hippocampi excel at luring them into the shallow waters and soggy beaches where they hold the advantage, and they are much stronger and fiercer than even Centaurs. Masters of the javelin, the harpoon, the spear, Hippocampi are given a wide berth by most mamono of the deep.
Outside of reciprocating this racial enmity, though, Hippocampi are usually not hostile towards other races. Of course, this doesn't exactly make them safe to deal with... much like the ocean to which they are tied, Hippocampi are known for their fickleness and intense emotions. They are creatures of whim, and their ever-shifting emotions easily flow into extremes - a Hippocampus who is calm and docile one moment may became screaming furious in a heart's beat, and it is this unpredictable nature that makes them avoided by most. To make matters more unusual, the Hippocampi suffer from something that they speak of, and only when pressed, as "La Lunatia" - "The Moon Madness". When the full moon rises above the horizon, all Hippocampi are filled with mad energy, hearts racing and bodies quivering with frenetic energy. As long as it shines in the sky, the Hippocampi race wildly through the surf, splashing through the waves and scrambling up onto the sand, only to then turn around and plunge madly back into the water. Throughout the night they splash and race and cavort and scream with delight, only ceasing when the sun rises and they collapse with exhaustion in the shallows... or if they meet a man while still in the grips of La Lunatia. If this happens, that Hippocampus will chase him down and, if she catches him, will force him to have sex with her until they both pass out from exhaustion. Should she waken and find him still with her after La Lunatia has passed, she will be embarrassed and shy, but will try and court him all the same; if he continues to remain with her, she will take him as her husband.
Type: Beastman/Aquatic
Habitat: Shallow bays and coastal beaches
Disposition: Chaotic, Passionate, Whimsical
Diet: Omnivorous, mainly fish and sea plants
The Hippocampus is a strange member of the Centaur family, a member that the other Centaur deny exists, or at the very least they deny is related to them. A Hippocampus's tauric body is covered in triangular, fish-like scales, much like a Mermaid, and they have a short, powerful tail with a vertical fin in place of the horse's tail of a Centaur, as well as rudimentary gills on their human-like upper necks. The most notable difference is the Hippocampus's feet. Instead of hooves, a Hippocampus has fin-like structures - like a Centaur, or any horse, she walks on tiptoes, but whereas her land-dwelling kin have had the middle of their three toes elongate into a massive hoof, a Hippocampus still has three long, slender, blunt toes on which she stands, with a flexible membrane of skin stretched between them. As a result, Hippocampi are very quick swimmers, and can move reasonably well in the loose sand and soggy mud of coasts, but they are very awkward, slow and clumsy on dry land. As their fins are more sensitive than a Centaur's hooves, Hippocampi usually avoid going too far inland. However, they aren't well adapted for going too far out into the sea, either: while they can hold their breath for a long time, and they are able to absorb some oxygen from the water via their gills, they can't really breathe underwater and would be best described as "mildly amphibious". While quick swimmers, their bodies aren't really flexible enough to make them very agile in the water, and so they can be outmaneuvered by most aquatic mamono. So, they are forced to stay on the border between land and sea, sleeping on small rocks jutting from the ocean, or in sheltered coves or air-filled sunken caves.
As mentioned before, Centaurs refuse to admit any relationship to Hippocampi, but Mermaids are unusually hostile towards them as well. In fact, the only explanation for the Hippocampus's existence is a legend describes them as the result of a bitter enmity between a Mermaid and a Centaur, though the truth of this statement is impossible to discern. Making things worse is that there are two different versions told, primarily by Mermaids and by Centaurs, or by those who sympathise with one particular group. The version that the Mermaids tell speaks of a Mermaid who had a devoted lover who, on a trip inland, was attacked and raped by a drunken Centaur. Being in love with the Mermaid, the man refused to heed the Centaur's claims of being the victim and her demands that he take responsibility and wed her, returning to his beloved Mermaid even as the stubborn Centaur followed him. There on the coast, the Mermaid argued that the Centaur should take responsibility for her own drunken foolishness and admit that she was at fault and had no claim to the Mermaid's lover. Both were stubborn, and soon the argument grew so heated that they exchanged blows and drew blood. When it fell into the pounding surf and was mixed together, the first Hippocampus arose from it, though tellings differ on whether this happened after the two mamono slew each other or if they saw this gawky, awkward, clumsy creature created from their dispute and ceased their argument in shame. The Centaur version of the tale, meanwhile, speaks of a Mermaid and a Centaur who were friends. However, though the Centaur found a handsome, lovely man to wed, the Mermaid found nobody, and her heart grew poisoned with jealousy. One day, this tale goes, the Centaur came to her dear friend and begged for a small amount of the Mermaid's blood, so that the Centaur and her lover could enjoy a longer life together. Consumed by envy, the Mermaid gave her now-hated former friend some blood that she had cursed. When the Centaur drank it, she was warped into a ghastly aquatic parody of herself, and, horrified, fled to the ocean. To her dismay, she discovered she had been pregnant at the time and her foal was born deformed in the same way as her mother - thus was born the Hippocampus race.
Whichever version of these tales is true, or even if neither of them is true, Mermaids and Centaurs alike disdain the Hippocampi. And the Hippocampi, in turn, hate both of their "parents" and readily make war on them whenever possible. Though not as adept in either of their home environments, Hippocampi excel at luring them into the shallow waters and soggy beaches where they hold the advantage, and they are much stronger and fiercer than even Centaurs. Masters of the javelin, the harpoon, the spear, Hippocampi are given a wide berth by most mamono of the deep.
Outside of reciprocating this racial enmity, though, Hippocampi are usually not hostile towards other races. Of course, this doesn't exactly make them safe to deal with... much like the ocean to which they are tied, Hippocampi are known for their fickleness and intense emotions. They are creatures of whim, and their ever-shifting emotions easily flow into extremes - a Hippocampus who is calm and docile one moment may became screaming furious in a heart's beat, and it is this unpredictable nature that makes them avoided by most. To make matters more unusual, the Hippocampi suffer from something that they speak of, and only when pressed, as "La Lunatia" - "The Moon Madness". When the full moon rises above the horizon, all Hippocampi are filled with mad energy, hearts racing and bodies quivering with frenetic energy. As long as it shines in the sky, the Hippocampi race wildly through the surf, splashing through the waves and scrambling up onto the sand, only to then turn around and plunge madly back into the water. Throughout the night they splash and race and cavort and scream with delight, only ceasing when the sun rises and they collapse with exhaustion in the shallows... or if they meet a man while still in the grips of La Lunatia. If this happens, that Hippocampus will chase him down and, if she catches him, will force him to have sex with her until they both pass out from exhaustion. Should she waken and find him still with her after La Lunatia has passed, she will be embarrassed and shy, but will try and court him all the same; if he continues to remain with her, she will take him as her husband.
Hound of the Wild Hunt
Spoiler: show
Family: Wild Hunt
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Energetic, Playful, Eager
Diet: Carnivorous
In those regions where the Wild Hunt is known to pass, people keep an ear out at all times, particularly at dusk and during the night. When they hear the sound of howling, drifting through the air, they shiver and listen to it harder - if it grows louder, they lock their doors, bar their windows, and barricade themselves in the attic or the basement, for the howling signifies the approach of the Hounds, the forerunners of the Wild Hunt. In a great tangle of fur and skin, laughing and cheering and shouting and always, always howling, they sweep through forests, valleys and towns alike, ever on the search for prey to chase and bring down for themselves - or at least, to delay until the other members of the Wild Hunt arrive. With their Werewolf-like appearance made more startling with their wild manes of silvery fur/hair, eldritch-hued eyes (gold-flecked green is common) and, as with all members of the Wild Hunt, their lurid tattoos of arcane sigils and their clothes made from the pelts and skins of those they have caught and killed, the Hounds are feared and reviled as heartless monsters, cruel and malicious to the core.
The truth is, that couldn't be further from the truth. The Hounds have much more in common with a bumbling, playful, overenthusiastic puppy than they do with a ruthless, savage beast. They hunt in the Wild Hunt because it's fun - the noise, the running, the chasing, the feasting, the drinking, it's all a great big game to the Hounds, one that's so very enjoyable they could happily spend their lives doing it. The sex sure doesn't hurt, either. The reality that the quarry they so often track and kill are people, with real thoughts and emotions, is something that they don't realise - they're actively encouraged not to think about it by the Mistress of the Wild Hunt. When a Hound does realise the pain she has been causing, their usual response is heartbroken guilt, swiftly running away from the Wild Hunt unless the Mistress manages to find them and "persuade" them that they are mistaken first.
As with all members of the Wild Hunt, the Hounds generally get men by chasing them down, catching them, and raping them. In fact, the Hounds typically have any man caught by the Wild Hunt first, then give him up to the Hunters... unless something about him as caught their fancy, then they keep him for as long as they like.
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Energetic, Playful, Eager
Diet: Carnivorous
In those regions where the Wild Hunt is known to pass, people keep an ear out at all times, particularly at dusk and during the night. When they hear the sound of howling, drifting through the air, they shiver and listen to it harder - if it grows louder, they lock their doors, bar their windows, and barricade themselves in the attic or the basement, for the howling signifies the approach of the Hounds, the forerunners of the Wild Hunt. In a great tangle of fur and skin, laughing and cheering and shouting and always, always howling, they sweep through forests, valleys and towns alike, ever on the search for prey to chase and bring down for themselves - or at least, to delay until the other members of the Wild Hunt arrive. With their Werewolf-like appearance made more startling with their wild manes of silvery fur/hair, eldritch-hued eyes (gold-flecked green is common) and, as with all members of the Wild Hunt, their lurid tattoos of arcane sigils and their clothes made from the pelts and skins of those they have caught and killed, the Hounds are feared and reviled as heartless monsters, cruel and malicious to the core.
The truth is, that couldn't be further from the truth. The Hounds have much more in common with a bumbling, playful, overenthusiastic puppy than they do with a ruthless, savage beast. They hunt in the Wild Hunt because it's fun - the noise, the running, the chasing, the feasting, the drinking, it's all a great big game to the Hounds, one that's so very enjoyable they could happily spend their lives doing it. The sex sure doesn't hurt, either. The reality that the quarry they so often track and kill are people, with real thoughts and emotions, is something that they don't realise - they're actively encouraged not to think about it by the Mistress of the Wild Hunt. When a Hound does realise the pain she has been causing, their usual response is heartbroken guilt, swiftly running away from the Wild Hunt unless the Mistress manages to find them and "persuade" them that they are mistaken first.
As with all members of the Wild Hunt, the Hounds generally get men by chasing them down, catching them, and raping them. In fact, the Hounds typically have any man caught by the Wild Hunt first, then give him up to the Hunters... unless something about him as caught their fancy, then they keep him for as long as they like.
Hunter of the Wild Hunt
Spoiler: show
Family: Wild Hunt
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Active, Passionate, Uncontrollable
Diet: Carnivorous
One cannot speak of the Wild Hunt without of course speaking of its Hunters. As much as the howling of the Hounds is a sign that brings fear to hear it, it is the sight of these feral elf-maids, snowy skinned, black of lips and bloody red of hair and eyes, racing along across the ground or riding upon their Steeds, that truly chills the blood. Clad in the pelts of those they have taken as their quarry, a motley of feathers, fur, leather and scales, clattering and clicking with their many amulets, waving barb-tipped spears and brandishing powerful compound bows, they are a sight to behold.
They are the ever-racing heart of the Wild Hunt, driven by the thrill of the chase and the lust for success. They are tempestuous creatures to whom "restraint" means nothing, ruled by passion and forever in pursuit of the emotional high. There is little, if any, malice in what they do or why they hunt, but the thrills and sensations of the hunt are beyond their denial, and morals that would interfere with their pleasures have no meaning to them. That said, they do have their own laws and codes, and harsh punishments for breaking them. Admittedly, the harshest of all is said to be reserved for those Mistresses who fail to provide the Wild Hunt with suitable quarry; the punishment, so it is said, is death.
It is said that one will never see a lone Hunter, and they are compelled to do things as a group. If one could seperate a Hunter from her team, legend says that she will grant any desire in order to gain her freedom and be reunited with them - though as much of that may come from her desire to return to the excitement and action she craves. This same lust for quarry is, perhaps, the root of the stories that the Wild Hunt can be summoned to do one's bidding. Fickle as the waves and the wind, a Hunter will gladly abandon a chase in order to pursue someone or something that she is told will prove even better quarry.
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Active, Passionate, Uncontrollable
Diet: Carnivorous
One cannot speak of the Wild Hunt without of course speaking of its Hunters. As much as the howling of the Hounds is a sign that brings fear to hear it, it is the sight of these feral elf-maids, snowy skinned, black of lips and bloody red of hair and eyes, racing along across the ground or riding upon their Steeds, that truly chills the blood. Clad in the pelts of those they have taken as their quarry, a motley of feathers, fur, leather and scales, clattering and clicking with their many amulets, waving barb-tipped spears and brandishing powerful compound bows, they are a sight to behold.
They are the ever-racing heart of the Wild Hunt, driven by the thrill of the chase and the lust for success. They are tempestuous creatures to whom "restraint" means nothing, ruled by passion and forever in pursuit of the emotional high. There is little, if any, malice in what they do or why they hunt, but the thrills and sensations of the hunt are beyond their denial, and morals that would interfere with their pleasures have no meaning to them. That said, they do have their own laws and codes, and harsh punishments for breaking them. Admittedly, the harshest of all is said to be reserved for those Mistresses who fail to provide the Wild Hunt with suitable quarry; the punishment, so it is said, is death.
It is said that one will never see a lone Hunter, and they are compelled to do things as a group. If one could seperate a Hunter from her team, legend says that she will grant any desire in order to gain her freedom and be reunited with them - though as much of that may come from her desire to return to the excitement and action she craves. This same lust for quarry is, perhaps, the root of the stories that the Wild Hunt can be summoned to do one's bidding. Fickle as the waves and the wind, a Hunter will gladly abandon a chase in order to pursue someone or something that she is told will prove even better quarry.
Steed of the Wild Hunt
Spoiler: show
Family: Wild Hunt
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Competitive, Athletic, Lustful
Diet: Carnivorous
The most overlooked members of the Wild Hunt, the Steeds resemble Centaurs, in that they have the upper torso of a Hunter rising from where the head should be on a great mare with a pelt of jet-black, bone-white or bloody-red fur. Proud and confident, they do not consider themselves to be of low importance in the Wild Hunt, but, in fact, to be its most vital members. They are the swiftest and the strongest of the Wild Hunters; the Hounds may seek the quarry and the Hunters bring it down, but without the Steeds, the quarry would escape and evade the Wild Hunt entirely. Fast, fierce and furious, Steeds of the Wild Hunt treat every excursion as a chance to compete against each other, aggressively striving to prove who is fastest, who is strongest, who has the greatest endurance. A Steed will run and run until her heart bursts from exertion to prove herself in the eyes of others, and it is said that the Steeds are the members of the Wild Hunt most willing to break from its ranks and operate on their own.
Haughty by inclination, Steeds are not the most common members of the Wild Hunt and they take full advantage of this; to ride a Steed is considered a status symbol amongst Hunters, and so they compete with each other for the right to approach one. Steeds, in return, will allow none to ride upon their backs unless they prove themselves to them, which can take a variety of elaborate ritual appeasments, sacrifices and hardships. Even once a rider has been accepted, they remain upon her back only at her sufferance; geases woven into her very blood and bone means that not only can nobody stay upon her back unless she grants her approval, once her approval is lost, no power known can keep a person mounted upon her. Even in the middle of a chase, a Steed of the Wild Hunt won't hesitate to hurl a Hunter from her back should she displease her. Some tales actually claim that a Steed will devour a rider who proves unworthy, though there is no factual evidence for this happening.
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Competitive, Athletic, Lustful
Diet: Carnivorous
The most overlooked members of the Wild Hunt, the Steeds resemble Centaurs, in that they have the upper torso of a Hunter rising from where the head should be on a great mare with a pelt of jet-black, bone-white or bloody-red fur. Proud and confident, they do not consider themselves to be of low importance in the Wild Hunt, but, in fact, to be its most vital members. They are the swiftest and the strongest of the Wild Hunters; the Hounds may seek the quarry and the Hunters bring it down, but without the Steeds, the quarry would escape and evade the Wild Hunt entirely. Fast, fierce and furious, Steeds of the Wild Hunt treat every excursion as a chance to compete against each other, aggressively striving to prove who is fastest, who is strongest, who has the greatest endurance. A Steed will run and run until her heart bursts from exertion to prove herself in the eyes of others, and it is said that the Steeds are the members of the Wild Hunt most willing to break from its ranks and operate on their own.
Haughty by inclination, Steeds are not the most common members of the Wild Hunt and they take full advantage of this; to ride a Steed is considered a status symbol amongst Hunters, and so they compete with each other for the right to approach one. Steeds, in return, will allow none to ride upon their backs unless they prove themselves to them, which can take a variety of elaborate ritual appeasments, sacrifices and hardships. Even once a rider has been accepted, they remain upon her back only at her sufferance; geases woven into her very blood and bone means that not only can nobody stay upon her back unless she grants her approval, once her approval is lost, no power known can keep a person mounted upon her. Even in the middle of a chase, a Steed of the Wild Hunt won't hesitate to hurl a Hunter from her back should she displease her. Some tales actually claim that a Steed will devour a rider who proves unworthy, though there is no factual evidence for this happening.
Mistress of the Wild Hunt
Spoiler: show
Family: Wild Hunt
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Cold, Cruel, Lustful
Diet: Carnivorous
All organizations need a leader of some description, and the Wild Hunt is no exception. A tall, statuesque, voluptuous Elf-woman with gnarled horns curving proudly over her brow, skin white as snow, lips black as sin and eyes & hair red as blood, the Mistress of the Wild Hunt is a chillingly regal, elegant figure. It is unknown if there is only one Mistress, who is some manner of immortal or demigodling, or if perhaps the Wild Hunt grows and splinters often, the most ruthless and successful of the Hunters taking charge of her own smallish pack and transforming into a Mistress in her own right. Whatever the case, unlike the other members of the Wild Hunt, the Mistress knows full well that the quarry they are stalking and killing are sentient beings like themselves - she just doesn't care.
No, that is incorrect; the fact that their victims are sentient just makes it all the more thrilling to her; being able to think means that they can pose more of a challenge, their capacity to feel fear and pain makes running them down and butchering them sweeter, and there is nothing so beautiful, in the eyes of the Mistress, than the clothes and ornaments that can be made from the skin and bones of other mamono. Knowing that her twisted livelihood depends on her ability to keep her followers in ignorance of what they do, the Mistress is driven to succeed. Only by keeping her minions locked in the excitement of a grand hunt, and lost in the stupor of one of their orgiastic celebrations, can she avoid them thinking too much about what they do, and she must ever be alert and aware for the sign of one of them developing doubts. If she can, she will bring sweet talk and slick arguments to dissuade them - if she can't, she lures them away from the rest of the Hunt and kills them, explaining their disappearance as her victim having seperated, gotten lost, or even an accident, facts of life for the Wild Hunt.
As the ruler of the Wild Hunt, the Mistress gets to choose her playmates, selecting the fittest, best-looking specimens from those captured by the Wild Hunt. Some stories are told of those who wish to summon the Wild Hunt first needing to call up the Mistress and persuade her to agree through their skills at lovemaking... but these may just be folklore and empty bragging.
Type: Demon/Fey
Habitat: With the Wild Hunt
Disposition: Cold, Cruel, Lustful
Diet: Carnivorous
All organizations need a leader of some description, and the Wild Hunt is no exception. A tall, statuesque, voluptuous Elf-woman with gnarled horns curving proudly over her brow, skin white as snow, lips black as sin and eyes & hair red as blood, the Mistress of the Wild Hunt is a chillingly regal, elegant figure. It is unknown if there is only one Mistress, who is some manner of immortal or demigodling, or if perhaps the Wild Hunt grows and splinters often, the most ruthless and successful of the Hunters taking charge of her own smallish pack and transforming into a Mistress in her own right. Whatever the case, unlike the other members of the Wild Hunt, the Mistress knows full well that the quarry they are stalking and killing are sentient beings like themselves - she just doesn't care.
No, that is incorrect; the fact that their victims are sentient just makes it all the more thrilling to her; being able to think means that they can pose more of a challenge, their capacity to feel fear and pain makes running them down and butchering them sweeter, and there is nothing so beautiful, in the eyes of the Mistress, than the clothes and ornaments that can be made from the skin and bones of other mamono. Knowing that her twisted livelihood depends on her ability to keep her followers in ignorance of what they do, the Mistress is driven to succeed. Only by keeping her minions locked in the excitement of a grand hunt, and lost in the stupor of one of their orgiastic celebrations, can she avoid them thinking too much about what they do, and she must ever be alert and aware for the sign of one of them developing doubts. If she can, she will bring sweet talk and slick arguments to dissuade them - if she can't, she lures them away from the rest of the Hunt and kills them, explaining their disappearance as her victim having seperated, gotten lost, or even an accident, facts of life for the Wild Hunt.
As the ruler of the Wild Hunt, the Mistress gets to choose her playmates, selecting the fittest, best-looking specimens from those captured by the Wild Hunt. Some stories are told of those who wish to summon the Wild Hunt first needing to call up the Mistress and persuade her to agree through their skills at lovemaking... but these may just be folklore and empty bragging.
Phoelarch
Spoiler: show
Family: Gestalt
Type: Fey (Phoelarch) / Elemental/Bird (Phoera)
Habitat: Anyplace hot and dry by preference
Disposition: Rebellious, Adventurous, Independent, Passionate
Diet: Omnivorous, with Phoera's supplimenting their diet with combustible materials - incenses and strong alcohols are a favorite treat
The Phoelarch is perhaps one of the strangest mamono known to exist, for it is functionally two mamono in one. While Phoelarch refers to the gestalt as a whole, it is also specifically used to refer to the most humanoid of the two "component" girls, with the harpy-like "component" being referred to specifically as a Phoera. Scholars don't know how this bond was formed, but its effects are undeniable; a Phoelarch shares such a tight spiritual bond that they are often referred to as being a single soul in two bodies. Despite this kinship, they are quite independent entities - any given half of a Phoelarch can only vaguely sense the moods and personality of the other, and each half's personality is that of a unique individual. However, slay one half and not only will the other half know *exactly* what has happened and who murdered her sister, she can also teleport to her sister's side to attempt to avenge her. Only by slaying both halves of an individual Phoelarch is it possible to slay the whole - if one half remains alive, the other will heal her wounds and return to life within a matter of days to weeks, depending on the severity of the damage.
A Phoelarch appears as a tall, willowly Elf with particularly long ears, eyes in a myriad of "fiery" hues, copper-tinted tanned skin, and long flowing flames in place of hair. A Phoera mostly resembles the Harpy, though her feathers are actually feathers of pure elemental fire - in fact, from a distance, Phoera's have sometimes been mistaken for Phoenixes, though those fire-birds are larger and have much grander plumage. With both halves, the color of the flames on their bodies serve as an indicator of their moods, while they more intense the motion of the flames, the more intense their feelings. When the flames are a dull, ember-like color, that means that the Phoelarch is depressed. When they turn blue-white, they are extremely angry or upset. A warm golden hue indicates contentment and peace. Finally, a greenish color (as happens when fire consumes salty wood) indicates desire and arousal.
Phoelarchs are fiercely independent; personal freedom and excitement are their holy grails. There is no worse fate that they can suffer then being chained down or imprisoned, and a Phoelarch who is kept in a cage will quickly grow weak and sickly. There is no compulsion for the two halves of a Phoelarch to remain together, and as they have different personalities, it is quite common for a Phoelarch's two halves to wander seperately of each other. Phoelarches are also known for their suspicion of governments, the ultimate expression in the mortal world of confinement and order, and often form devoted rebels against governments that they consider tyrannical (far too many, alas, become so passionate about this that they become among the worst sorts of anarchistic terrorists).
The key word to defining a Phoelarch is "passionate". While not actually stubborn, and in fact sometimes quite whimsical, if some mood or goal seizes them, they will pursue it tenaciously until either successful or diverted. This makes them great friends and terrible enemies, but can also be rather trying for those who lack the sheer exuberance of these gestalt mamono.
Phoelarchs, obviously, are highly resistant if not immune to flames, while also able to tame fire to their whim. This comes somewhat more naturally to the Phoera, but even the other half can still learn to wreath themselves and their weapons in hungry flames, or unleash burning conflagrations against their enemies. This control is also vital for their lovers, as this is how they prevent the fiercely raging flames surrounding them during coupling from so much as scalding the man they are with. Phoelarch lovers who have been coaxed to talk of the experience describe it as soft, warm and comforting, the flames gently surrounding and trickling across them.
Because of their passionate nature and devotion to freedom, Phoelarchs often find it hard to keep a steady lover - either their man finds them too irritating or restless to put up with, or he becomes too controlling for them to put up with and they move on. Many go their entire lives accepting this, drifting from one interesting lover to the next, but when a Phoelarch does find their 'ideal mate', they will stay with him forever. In fact, this is one of the most common reasons why both halves of a Phoelarch may be seen together; should one half find her dream lover, the other is compelled to travel to her soul-sister and the two will proceed to unhesitantly share him... no matter what he may think of the idea of being in a three-way. There are no known reports of two seperate halves finding different men they consider ideal, and so it is unknown what would happen then. Similarly, it's a mystery to scholars as to how the gestalt nature of the Phoelarch affects reproduction - this, however, is a subject that all Phoelarch's agree is nobody's business but their own.
Type: Fey (Phoelarch) / Elemental/Bird (Phoera)
Habitat: Anyplace hot and dry by preference
Disposition: Rebellious, Adventurous, Independent, Passionate
Diet: Omnivorous, with Phoera's supplimenting their diet with combustible materials - incenses and strong alcohols are a favorite treat
The Phoelarch is perhaps one of the strangest mamono known to exist, for it is functionally two mamono in one. While Phoelarch refers to the gestalt as a whole, it is also specifically used to refer to the most humanoid of the two "component" girls, with the harpy-like "component" being referred to specifically as a Phoera. Scholars don't know how this bond was formed, but its effects are undeniable; a Phoelarch shares such a tight spiritual bond that they are often referred to as being a single soul in two bodies. Despite this kinship, they are quite independent entities - any given half of a Phoelarch can only vaguely sense the moods and personality of the other, and each half's personality is that of a unique individual. However, slay one half and not only will the other half know *exactly* what has happened and who murdered her sister, she can also teleport to her sister's side to attempt to avenge her. Only by slaying both halves of an individual Phoelarch is it possible to slay the whole - if one half remains alive, the other will heal her wounds and return to life within a matter of days to weeks, depending on the severity of the damage.
A Phoelarch appears as a tall, willowly Elf with particularly long ears, eyes in a myriad of "fiery" hues, copper-tinted tanned skin, and long flowing flames in place of hair. A Phoera mostly resembles the Harpy, though her feathers are actually feathers of pure elemental fire - in fact, from a distance, Phoera's have sometimes been mistaken for Phoenixes, though those fire-birds are larger and have much grander plumage. With both halves, the color of the flames on their bodies serve as an indicator of their moods, while they more intense the motion of the flames, the more intense their feelings. When the flames are a dull, ember-like color, that means that the Phoelarch is depressed. When they turn blue-white, they are extremely angry or upset. A warm golden hue indicates contentment and peace. Finally, a greenish color (as happens when fire consumes salty wood) indicates desire and arousal.
Phoelarchs are fiercely independent; personal freedom and excitement are their holy grails. There is no worse fate that they can suffer then being chained down or imprisoned, and a Phoelarch who is kept in a cage will quickly grow weak and sickly. There is no compulsion for the two halves of a Phoelarch to remain together, and as they have different personalities, it is quite common for a Phoelarch's two halves to wander seperately of each other. Phoelarches are also known for their suspicion of governments, the ultimate expression in the mortal world of confinement and order, and often form devoted rebels against governments that they consider tyrannical (far too many, alas, become so passionate about this that they become among the worst sorts of anarchistic terrorists).
The key word to defining a Phoelarch is "passionate". While not actually stubborn, and in fact sometimes quite whimsical, if some mood or goal seizes them, they will pursue it tenaciously until either successful or diverted. This makes them great friends and terrible enemies, but can also be rather trying for those who lack the sheer exuberance of these gestalt mamono.
Phoelarchs, obviously, are highly resistant if not immune to flames, while also able to tame fire to their whim. This comes somewhat more naturally to the Phoera, but even the other half can still learn to wreath themselves and their weapons in hungry flames, or unleash burning conflagrations against their enemies. This control is also vital for their lovers, as this is how they prevent the fiercely raging flames surrounding them during coupling from so much as scalding the man they are with. Phoelarch lovers who have been coaxed to talk of the experience describe it as soft, warm and comforting, the flames gently surrounding and trickling across them.
Because of their passionate nature and devotion to freedom, Phoelarchs often find it hard to keep a steady lover - either their man finds them too irritating or restless to put up with, or he becomes too controlling for them to put up with and they move on. Many go their entire lives accepting this, drifting from one interesting lover to the next, but when a Phoelarch does find their 'ideal mate', they will stay with him forever. In fact, this is one of the most common reasons why both halves of a Phoelarch may be seen together; should one half find her dream lover, the other is compelled to travel to her soul-sister and the two will proceed to unhesitantly share him... no matter what he may think of the idea of being in a three-way. There are no known reports of two seperate halves finding different men they consider ideal, and so it is unknown what would happen then. Similarly, it's a mystery to scholars as to how the gestalt nature of the Phoelarch affects reproduction - this, however, is a subject that all Phoelarch's agree is nobody's business but their own.
Sleipnir
Spoiler: show
Family: Centaur
Type: Angel/Beastman
Habitat: Prairies, Plains, Forests - Favor Northerly climes in all cases.
Disposition: Mystical, Distant, Competitive
Diet: Omnivorous
Sleipnir are a mysterious and enigmatic branch of the Centaur family. Similar by far to Centaurs in appearance, the most obvious difference is that their hair frequently comes in shades of white or gray - and, far more noticably, they have eight legs, two limbs sprouting from the same joint on their horse-like lower bodies. They often bear tattoos or other designs of flame patterns, and they invariably mark an elaborate runic sigil tattoo around and over one eye. According to the legends of the Sleipnir, they are the daughters of a goddess (tales vary over what her precise power was) who fell in love with a beautiful and fleet-footed Centaur, coupling with her and making her pregnant with a Sleipnir foal on not one, but several occasions. The tales vary over precisely how she achieved this effect; some say she was able to do so because of her divine nature, and that she either wooed the Centaur to reciprocate first or took her against her will, while others insist the goddess possessed the Centaur's lover and her divine energies empowered his seed, causing his daughters to be the first Sleipnir.
Sleipnir, because of their "blessed" parentage, claim to be divinely empowered to a fault. They are almost invariably shamans, sorcerers and invokers, or sometimes other forms of arcanist, priest or primal master. Magic comes easily to them, and often a Sleipnir serves as a mystical leader to a larger body of people, most commonly a Centaur herd, but sometimes to other races. Even if a Sleipnir has no outright mystical abilities, all Sleipnir are incredibly fast - in fact, they claim to be the fastest of all Centaurs, if not all races, though the Dark Riders contest these claims. With their eight legs, they speed across the earth at incredible speeds, and more so besides. It is said that a Sleipnir who practices running enough will become swifter than any other race; first, they will be able to run so fast that they may race across water. Next, they will be swift enough that they can run on the air itself, in effect flying to wherever they may wish to go. Finally, they will be able to run so hard and fast that they may travel the impossible distances between worlds. It is said that when the wildest thunderstorms come to the plains and mountains, Sleipnir gather to race the lightning bolts and commune with the wildest of mystical forces.
Sleipnir usually hold themselves away from the presence of men, either so focused on "contemplating the greater mysteries" that they are unaware of male interest or believing that they must only give themselves to men who are "worthy" of them. Like all Centaurs, though, they have powerful libidos and once they are forced to acknowledge their desire for a man, they will move mountains to bring him to their bed.
Type: Angel/Beastman
Habitat: Prairies, Plains, Forests - Favor Northerly climes in all cases.
Disposition: Mystical, Distant, Competitive
Diet: Omnivorous
Sleipnir are a mysterious and enigmatic branch of the Centaur family. Similar by far to Centaurs in appearance, the most obvious difference is that their hair frequently comes in shades of white or gray - and, far more noticably, they have eight legs, two limbs sprouting from the same joint on their horse-like lower bodies. They often bear tattoos or other designs of flame patterns, and they invariably mark an elaborate runic sigil tattoo around and over one eye. According to the legends of the Sleipnir, they are the daughters of a goddess (tales vary over what her precise power was) who fell in love with a beautiful and fleet-footed Centaur, coupling with her and making her pregnant with a Sleipnir foal on not one, but several occasions. The tales vary over precisely how she achieved this effect; some say she was able to do so because of her divine nature, and that she either wooed the Centaur to reciprocate first or took her against her will, while others insist the goddess possessed the Centaur's lover and her divine energies empowered his seed, causing his daughters to be the first Sleipnir.
Sleipnir, because of their "blessed" parentage, claim to be divinely empowered to a fault. They are almost invariably shamans, sorcerers and invokers, or sometimes other forms of arcanist, priest or primal master. Magic comes easily to them, and often a Sleipnir serves as a mystical leader to a larger body of people, most commonly a Centaur herd, but sometimes to other races. Even if a Sleipnir has no outright mystical abilities, all Sleipnir are incredibly fast - in fact, they claim to be the fastest of all Centaurs, if not all races, though the Dark Riders contest these claims. With their eight legs, they speed across the earth at incredible speeds, and more so besides. It is said that a Sleipnir who practices running enough will become swifter than any other race; first, they will be able to run so fast that they may race across water. Next, they will be swift enough that they can run on the air itself, in effect flying to wherever they may wish to go. Finally, they will be able to run so hard and fast that they may travel the impossible distances between worlds. It is said that when the wildest thunderstorms come to the plains and mountains, Sleipnir gather to race the lightning bolts and commune with the wildest of mystical forces.
Sleipnir usually hold themselves away from the presence of men, either so focused on "contemplating the greater mysteries" that they are unaware of male interest or believing that they must only give themselves to men who are "worthy" of them. Like all Centaurs, though, they have powerful libidos and once they are forced to acknowledge their desire for a man, they will move mountains to bring him to their bed.
Wagyl (aka "Rainbow Serpent")
Spoiler: show
Family: Lamia
Type: Reptile/Elemental
Habitat: Rivers, Swamps, Billabongs, Wetlands... anyplace with lots of fresh water, really
Disposition: Self-Absorbed, Egotistical, Lazy
Diet: Carnivorous, favors fish, crustaceans and shellfish
The Wagyls, or Rainbow Serpents as they are more commonly known, are extremely powerful members of the Lamia family found only in Terra Incognito Australias, earning their names from the brilliant rainbow-colored and patterned scales that cover their extremely long tails - Wagyls are the largest known member of the Lamia family. Their hair, too, is often colored in striped patterns of multiple colors, and they are invariably hetereochromatic (that is, having different colored irises in either eye). The skin on their human halves is a dark, rocky brown, but covered in streak patterns of pipe clay white, charcoal black, and red and yellow ochre, making it similar to their serpentine half, if somewhat drabber. Because of their relatively sluggish, easy-going life, Wagyls frequently build up large reserves of fat, resulting in tails that are much thicker then those of an Echidna, and "zaftig" curves on their human bodies.
Wagyls are grudgingly respected in the New Land, because of their special powers. Wagyls have an elemental connection to water, allowing them to cause life-giving rains, create vital waterholes, and otherwise produce the most vital element in this dry country when pleased... and cause terrible droughts and floods when angered. In fact, an area where a Wagyl has settled invariably becomes much wetter, the climate changing and the land changing with it. Forests become swamps and wetlands, new rivers spring up, plains become marshes. In a very real way, the Wagyl breathes life into the hot, dry bush and scrub.
The problem is, Wagyls know of this power, and so have a bad tendency to let it go to their head. As their ability to create water can mean the difference between life and death, they can use this ability to extort obedience and reverence from others in exchange for doling out the precious water. By having others labor for them, they can enjoy a life of ease, doing nothing but deliberately not using their power to cause drought and occasionally causing rainstorms when their people need a good drink. It's less that they're wicked and more that they are fundamentally spoiled; the realization that they can get everything they want and never have to lift a finger for it, all by setting themselves up as a "water queen", leads many to do just that. For what it's worth, most Wagyls are relatively easy to get along with; flatter them when they want it, give them regular meals, and generally leave them alone unless they say otherwise. Not surprisingly, Wagyls tend to spend more time sleeping in a deep waterhole or sunbaking then doing anything else - though they insist that what they do is not, actually, slumber but a form of meditation through which they learn to better control their powers.
In general, the most malevolent that a Wagyl gets is toward other Wagyls; they will not tolerate the presence of others in the area that they claim as their territory. While occasionally two or more Wagyls form an alliance and rule over a joint territory, such affairs are extremely tenuous and invariably collapse due to the conflict between two such lazy and egotistical mamono. Even a Wagyl's own daughters are not immune to this; while they will receive the basic tutoring in using their powers from their mother, she will invariably have her driven away, forcing her to seek out her own place to live. This is, naturally, the hardest part of a Wagyl's life, for she must now fend for herself after having enjoyed a life of doting, coddling acquisence to her every whim, and more than a few don't survive.
Usually, a Wagyl will acquire a small number of allies during her journey - men and manono who choose, for whatever personal reason, to help her survive and find a new home. Usually, those who survive the journey are rewarded by becoming her closest council, though there are stories of particularly depraved and arrogant Wagyls who murdered their allies after establishing themselves, though such degenerates are loathed and disdained by all other Wagyls. The relationships that Wagyls forge during this "journey to womanhood" are generally rather... special. At this stage in their life, a Wagyl's people skills are pretty terrible: bullying and begging more or less sums up their entire social interaction. Depending on how well they've fared for themselves, either they try and intimidate their prospective ally into helping them through a variety of ways, promising them rewards in exchange for help, or finally break down and outright beg for it. It tends to be those who end up making use of the final option who are most likely to learn real people skills - some may even go so far as to forsake becoming petty tyrants, instead learning to appreciate a simpler, more honest life. Wagyls most commonly acquire their chosen life-mate during this youthful expedition; Wagyls who don't tend to be more casually flirtatious, randomly decreeing that this handsome man or that who has caught their eye must be their lover, then casting him aside when she gets bored.
Type: Reptile/Elemental
Habitat: Rivers, Swamps, Billabongs, Wetlands... anyplace with lots of fresh water, really
Disposition: Self-Absorbed, Egotistical, Lazy
Diet: Carnivorous, favors fish, crustaceans and shellfish
The Wagyls, or Rainbow Serpents as they are more commonly known, are extremely powerful members of the Lamia family found only in Terra Incognito Australias, earning their names from the brilliant rainbow-colored and patterned scales that cover their extremely long tails - Wagyls are the largest known member of the Lamia family. Their hair, too, is often colored in striped patterns of multiple colors, and they are invariably hetereochromatic (that is, having different colored irises in either eye). The skin on their human halves is a dark, rocky brown, but covered in streak patterns of pipe clay white, charcoal black, and red and yellow ochre, making it similar to their serpentine half, if somewhat drabber. Because of their relatively sluggish, easy-going life, Wagyls frequently build up large reserves of fat, resulting in tails that are much thicker then those of an Echidna, and "zaftig" curves on their human bodies.
Wagyls are grudgingly respected in the New Land, because of their special powers. Wagyls have an elemental connection to water, allowing them to cause life-giving rains, create vital waterholes, and otherwise produce the most vital element in this dry country when pleased... and cause terrible droughts and floods when angered. In fact, an area where a Wagyl has settled invariably becomes much wetter, the climate changing and the land changing with it. Forests become swamps and wetlands, new rivers spring up, plains become marshes. In a very real way, the Wagyl breathes life into the hot, dry bush and scrub.
The problem is, Wagyls know of this power, and so have a bad tendency to let it go to their head. As their ability to create water can mean the difference between life and death, they can use this ability to extort obedience and reverence from others in exchange for doling out the precious water. By having others labor for them, they can enjoy a life of ease, doing nothing but deliberately not using their power to cause drought and occasionally causing rainstorms when their people need a good drink. It's less that they're wicked and more that they are fundamentally spoiled; the realization that they can get everything they want and never have to lift a finger for it, all by setting themselves up as a "water queen", leads many to do just that. For what it's worth, most Wagyls are relatively easy to get along with; flatter them when they want it, give them regular meals, and generally leave them alone unless they say otherwise. Not surprisingly, Wagyls tend to spend more time sleeping in a deep waterhole or sunbaking then doing anything else - though they insist that what they do is not, actually, slumber but a form of meditation through which they learn to better control their powers.
In general, the most malevolent that a Wagyl gets is toward other Wagyls; they will not tolerate the presence of others in the area that they claim as their territory. While occasionally two or more Wagyls form an alliance and rule over a joint territory, such affairs are extremely tenuous and invariably collapse due to the conflict between two such lazy and egotistical mamono. Even a Wagyl's own daughters are not immune to this; while they will receive the basic tutoring in using their powers from their mother, she will invariably have her driven away, forcing her to seek out her own place to live. This is, naturally, the hardest part of a Wagyl's life, for she must now fend for herself after having enjoyed a life of doting, coddling acquisence to her every whim, and more than a few don't survive.
Usually, a Wagyl will acquire a small number of allies during her journey - men and manono who choose, for whatever personal reason, to help her survive and find a new home. Usually, those who survive the journey are rewarded by becoming her closest council, though there are stories of particularly depraved and arrogant Wagyls who murdered their allies after establishing themselves, though such degenerates are loathed and disdained by all other Wagyls. The relationships that Wagyls forge during this "journey to womanhood" are generally rather... special. At this stage in their life, a Wagyl's people skills are pretty terrible: bullying and begging more or less sums up their entire social interaction. Depending on how well they've fared for themselves, either they try and intimidate their prospective ally into helping them through a variety of ways, promising them rewards in exchange for help, or finally break down and outright beg for it. It tends to be those who end up making use of the final option who are most likely to learn real people skills - some may even go so far as to forsake becoming petty tyrants, instead learning to appreciate a simpler, more honest life. Wagyls most commonly acquire their chosen life-mate during this youthful expedition; Wagyls who don't tend to be more casually flirtatious, randomly decreeing that this handsome man or that who has caught their eye must be their lover, then casting him aside when she gets bored.
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Kraken
Leviathan
Emu
Kookaburra
Lyrebird
Spoiler: show
Family: Scylla
Type: Mollusc
Habitat: Cold Oceans and Seas
Disposition: Melancholic, Sleepy, Timid
Diet: Piscovorous
A distant cousin of the Scylla, the Kraken is perhaps the largest known mamono in the world. Dwelling in deeply cold bodies of salt water, Kraken spend much of their time far out to sea or deep below the surface in an effort to keep away from other mamono. At first glance, a Kraken clearly resembles a Scylla, but there are certain differences. A pair of vertically curved horns of solid bone grow from the Kraken's brow, one above either eye, and have earned it the rather inappropriate moniker of "devilfish". A Kraken also has ten tentacles instead of eight, with the extra pair being much longer (easily as long as the Kraken herself is) and tipped with a distinctive dactylus, a flattened pad of flesh rather like a crude hand. These are most obvious physical differences... outside of the fact that the Kraken can grow from anywhere between 4 and 5 1/2 meters long. Krakens have a distinctive pattern of icy white, gray and blue colors for hair, eyes and skin, though the precise arrangement of these colors varies from individual to individual. One Kraken might have white hair and gray & blue mottled skin, while another may have deep blue hair and snow white skin.
Despite their great size and incredible strength, Kraken are very docile and timid mamono; in fact, they are very much aware of their formidable physical prowess and are actually scared of it. More than one Kraken has explained that they regard it as being like living in a room full of exquisite, extremely delicate ice sculptures, all of which will shatter into pieces if touched too hard. Because of this, Kraken are very passive and nonaggressive, as well as keeping their distance from others. It's not that they don't want to interact with people, they're truly quite friendly and romantic, but they're so scared of hurting people that they feel they must stay away. This even extends to them refusing to fight back when attacked, at least more than is necessary to get away (which tends not to be very much -- Kraken can move with blistering speed through the water when motivated); this, sadly, means that Kraken are a choice target for the bullying Leviathans. Making matters even worse for the Kraken, they have a very poor body image of themselves and most consider themselves truly monstrous: they're well aware that their sheer size frightens others, and coupling this with the fact that they are distinctly zaftig compared to their Scylla cousins, and the fact that they are usually rather scarred (mainly due to the aforementioned Leviathan attacks, other sea-dwelling mamono being too gentle or too hesitant to attack a Kraken), just makes them feel even worse about themselves.
So, Kraken spend much of their time asleep, either in deep underwater crevices or drifting far out to sea. Innately talented in the art of lucid dreaming, Kraken prefer to retreat to the comfort of their dreams and imagination as an escape from the harsh bitter reality in which they live. Some sailors actually say that Kraken don't die of old age, they just grow so disappointed with the world that they sink to the bottom of the ocean in all-but-eternal slumber. Of course, these same sailors often claim that Kraken actually grow even bigger than five meters and the ones encountered by most sailors are either babies or runts -- a claim that the Kraken themselves are very quick to reproach and which they find rather insulting.
Needless to say, Kraken tend not to have many friends or romantic prospects, but if a man is gentle and patient, he will find winning her heart to be both easy and rewarding. When they find somebody that they think they may actually be able to become friends with, Kraken become very enthusiastic about proving themselves "worthy", and it must be noted that some rather cruel individuals, men and mamono, have actually taken advantage of this to get the Kraken to supply them with bountiful catches of fish or with treasure reclaimed from sunken ships. A true friend/lover of the Kraken will tell the Kraken that she doesn't need to bribe them to being friends, and if such a thing happens, the Kraken will bond to them for life. When this happens, the Kraken reveals a new side to herself: a fierce protective instinct, otherwise only seen when defending their children. A Leviathan who tries to steal a Kraken's lover will find herself in a very nasty, yet rather overdue, surprise...
Speaking of loving the Kraken, one final peculiarity distinguishes Kraken from their warmer-water cousins. Kraken not only possess the instinctive magic of water-breathing to bestow on their lovers, but a very unusual special ability that is quite comforting in the icy waters and bitter winds of their home domains. When feeling aroused, or even particularly happy, Kraken uncontrollably give off heat. Tremendous amounts of heat, as a matter of fact. Enough heat to bring the water around them and their lover to a delightfully steamy temperature, thus shielding him from the otherwise life-threatening chill. They also can induce this ability deliberately, and there are a plethora of stories of sailors lost overboard being returned to their comrades, alive only thanks to their having attracted the attention a nearby Kraken.
Type: Mollusc
Habitat: Cold Oceans and Seas
Disposition: Melancholic, Sleepy, Timid
Diet: Piscovorous
A distant cousin of the Scylla, the Kraken is perhaps the largest known mamono in the world. Dwelling in deeply cold bodies of salt water, Kraken spend much of their time far out to sea or deep below the surface in an effort to keep away from other mamono. At first glance, a Kraken clearly resembles a Scylla, but there are certain differences. A pair of vertically curved horns of solid bone grow from the Kraken's brow, one above either eye, and have earned it the rather inappropriate moniker of "devilfish". A Kraken also has ten tentacles instead of eight, with the extra pair being much longer (easily as long as the Kraken herself is) and tipped with a distinctive dactylus, a flattened pad of flesh rather like a crude hand. These are most obvious physical differences... outside of the fact that the Kraken can grow from anywhere between 4 and 5 1/2 meters long. Krakens have a distinctive pattern of icy white, gray and blue colors for hair, eyes and skin, though the precise arrangement of these colors varies from individual to individual. One Kraken might have white hair and gray & blue mottled skin, while another may have deep blue hair and snow white skin.
Despite their great size and incredible strength, Kraken are very docile and timid mamono; in fact, they are very much aware of their formidable physical prowess and are actually scared of it. More than one Kraken has explained that they regard it as being like living in a room full of exquisite, extremely delicate ice sculptures, all of which will shatter into pieces if touched too hard. Because of this, Kraken are very passive and nonaggressive, as well as keeping their distance from others. It's not that they don't want to interact with people, they're truly quite friendly and romantic, but they're so scared of hurting people that they feel they must stay away. This even extends to them refusing to fight back when attacked, at least more than is necessary to get away (which tends not to be very much -- Kraken can move with blistering speed through the water when motivated); this, sadly, means that Kraken are a choice target for the bullying Leviathans. Making matters even worse for the Kraken, they have a very poor body image of themselves and most consider themselves truly monstrous: they're well aware that their sheer size frightens others, and coupling this with the fact that they are distinctly zaftig compared to their Scylla cousins, and the fact that they are usually rather scarred (mainly due to the aforementioned Leviathan attacks, other sea-dwelling mamono being too gentle or too hesitant to attack a Kraken), just makes them feel even worse about themselves.
So, Kraken spend much of their time asleep, either in deep underwater crevices or drifting far out to sea. Innately talented in the art of lucid dreaming, Kraken prefer to retreat to the comfort of their dreams and imagination as an escape from the harsh bitter reality in which they live. Some sailors actually say that Kraken don't die of old age, they just grow so disappointed with the world that they sink to the bottom of the ocean in all-but-eternal slumber. Of course, these same sailors often claim that Kraken actually grow even bigger than five meters and the ones encountered by most sailors are either babies or runts -- a claim that the Kraken themselves are very quick to reproach and which they find rather insulting.
Needless to say, Kraken tend not to have many friends or romantic prospects, but if a man is gentle and patient, he will find winning her heart to be both easy and rewarding. When they find somebody that they think they may actually be able to become friends with, Kraken become very enthusiastic about proving themselves "worthy", and it must be noted that some rather cruel individuals, men and mamono, have actually taken advantage of this to get the Kraken to supply them with bountiful catches of fish or with treasure reclaimed from sunken ships. A true friend/lover of the Kraken will tell the Kraken that she doesn't need to bribe them to being friends, and if such a thing happens, the Kraken will bond to them for life. When this happens, the Kraken reveals a new side to herself: a fierce protective instinct, otherwise only seen when defending their children. A Leviathan who tries to steal a Kraken's lover will find herself in a very nasty, yet rather overdue, surprise...
Speaking of loving the Kraken, one final peculiarity distinguishes Kraken from their warmer-water cousins. Kraken not only possess the instinctive magic of water-breathing to bestow on their lovers, but a very unusual special ability that is quite comforting in the icy waters and bitter winds of their home domains. When feeling aroused, or even particularly happy, Kraken uncontrollably give off heat. Tremendous amounts of heat, as a matter of fact. Enough heat to bring the water around them and their lover to a delightfully steamy temperature, thus shielding him from the otherwise life-threatening chill. They also can induce this ability deliberately, and there are a plethora of stories of sailors lost overboard being returned to their comrades, alive only thanks to their having attracted the attention a nearby Kraken.
Leviathan
Spoiler: show
Family: Mermaid
Type: Fish
Habitat: Cold Oceans and Seas
Disposition: Aggressive, Egotistic, Jerkish
Diet: Piscovorous
As far as most people know, the Mermaid family is one of the friendliest, gentlest and easiest families of mamono to get along with. Needless to say, the Mermaids are thusly rather unhappy with the existence of their artic cousin, the Leviathan, and are quick to deny any relationship with her. In fact, some go so far as to claim that she is an aquatic branch of the Lamia family tree. Lamias who hear this deny it even more feverently, angrily insisting that the Leviathan truly is the dark seahorse of the Mermaid family. Leviathans usually don't hear about this argument, and those that do tend to mock the Mermaids as being "too soft" to be their kin, anyway.
Leviathans are perhaps the most unpleasant mamono to live in the sea. With an elongated, supple tail (its resemblance to that of a Lamia is why some are uncertain as to its actual relationship to the Mermaids), a rounded fluke at the end of that tail, shark-like fins on her forearms, and a lean, sinuous build, they are also the largest of the Mermaids, easily growing from 3 to 4 meters long. Leviathans, alas, are well aware of their strength and use it to become notorious bullies and braggarts, pushing around and beating on just about anything or anyone that catches their attention to prove that they are the roughest, toughest, meanest girls in the sea. Wearing the resultant scars with pride, regarding them as symbols of the Leviathan's strength and toughness, Leviathans lack all of the romantic nature and gentleness so commonly associated with the other members of their family. The easiest way to make a Leviathan mad or do something that you want is to challenge her toughness, prompting her to immediately exert herself to show that she is at least equal to the task, if not superior. The one good thing about a Leviathan is that they will at least fight fairly, in the sense of not attacking by surprise or picking on clearly inferior opponents. Make no mistake, this is because they consider winning in such a way unsatisfying, and if anything an indication of their own weakness, not because of honor. Leviathans are ruthless brawlers, not disciplined warriors, and will gladly make use of cheap shots in order to win.
Mermaids don't usually hang out in groups, but Leviathans are all but strictly solitary. They are far too stuck up and vicious to tolerate each other's presence for very long, and will immediately begin fighting each other on contact in order to discover which of them is the tougher girl. The loser may stick around for a time, or be bullied into going along with the dominant Leviathan's goals, but they will inevitably seperate. Leviathan families aren't much better; as should be clear by now, Leviathans are obsessed with strength and toughness, and so the love they show their offspring is very much "tough love". A Leviathan is far more used to receiving mockery, curses and cuffs from her mother than she is hugs and kisses, and in a way they actually kind of like it that way. This harsh childhood prepares the Leviathan for the rough and tumble life she will live, and "encourages" her to set off to establish herself as soon as she can. Leviathans want their children to be strong, fierce, independent and thick-skinned, and will be as rough and brutal as they feel they have to be in order to encourage these traits.
Needless to say, the majority of Leviathan lovers are fairly docile or passive men, who travel with the Leviathan and are imbued by her with the ability to breath underwater and ignore the cold. However, a significant minority of Leviathans actually find it enticing to take a man who is strong and defiant, considering the thrill of having to literally struggle for dominance when having sex to make it all the more potent. In either case, Leviathans are fairly direct about taking men for lovers; similarly to Krakens, Leviathans will sometimes rescue good-looking sailors that have fallen overboard. Whereas the Kraken does this as an act of kindness, the Leviathan will demand that the sailor pay her with sex in exchange for her help and will take her payment before taking him to the ship. If he refuses, she will often leave him to die. Some of the most ruthless Leviathans have even been known to attack and sink ships, observing the men flailing in the icy surf to judge the qualities she is looking for before spiriting away her "chosen one" and leaving the rest to fate.
Type: Fish
Habitat: Cold Oceans and Seas
Disposition: Aggressive, Egotistic, Jerkish
Diet: Piscovorous
As far as most people know, the Mermaid family is one of the friendliest, gentlest and easiest families of mamono to get along with. Needless to say, the Mermaids are thusly rather unhappy with the existence of their artic cousin, the Leviathan, and are quick to deny any relationship with her. In fact, some go so far as to claim that she is an aquatic branch of the Lamia family tree. Lamias who hear this deny it even more feverently, angrily insisting that the Leviathan truly is the dark seahorse of the Mermaid family. Leviathans usually don't hear about this argument, and those that do tend to mock the Mermaids as being "too soft" to be their kin, anyway.
Leviathans are perhaps the most unpleasant mamono to live in the sea. With an elongated, supple tail (its resemblance to that of a Lamia is why some are uncertain as to its actual relationship to the Mermaids), a rounded fluke at the end of that tail, shark-like fins on her forearms, and a lean, sinuous build, they are also the largest of the Mermaids, easily growing from 3 to 4 meters long. Leviathans, alas, are well aware of their strength and use it to become notorious bullies and braggarts, pushing around and beating on just about anything or anyone that catches their attention to prove that they are the roughest, toughest, meanest girls in the sea. Wearing the resultant scars with pride, regarding them as symbols of the Leviathan's strength and toughness, Leviathans lack all of the romantic nature and gentleness so commonly associated with the other members of their family. The easiest way to make a Leviathan mad or do something that you want is to challenge her toughness, prompting her to immediately exert herself to show that she is at least equal to the task, if not superior. The one good thing about a Leviathan is that they will at least fight fairly, in the sense of not attacking by surprise or picking on clearly inferior opponents. Make no mistake, this is because they consider winning in such a way unsatisfying, and if anything an indication of their own weakness, not because of honor. Leviathans are ruthless brawlers, not disciplined warriors, and will gladly make use of cheap shots in order to win.
Mermaids don't usually hang out in groups, but Leviathans are all but strictly solitary. They are far too stuck up and vicious to tolerate each other's presence for very long, and will immediately begin fighting each other on contact in order to discover which of them is the tougher girl. The loser may stick around for a time, or be bullied into going along with the dominant Leviathan's goals, but they will inevitably seperate. Leviathan families aren't much better; as should be clear by now, Leviathans are obsessed with strength and toughness, and so the love they show their offspring is very much "tough love". A Leviathan is far more used to receiving mockery, curses and cuffs from her mother than she is hugs and kisses, and in a way they actually kind of like it that way. This harsh childhood prepares the Leviathan for the rough and tumble life she will live, and "encourages" her to set off to establish herself as soon as she can. Leviathans want their children to be strong, fierce, independent and thick-skinned, and will be as rough and brutal as they feel they have to be in order to encourage these traits.
Needless to say, the majority of Leviathan lovers are fairly docile or passive men, who travel with the Leviathan and are imbued by her with the ability to breath underwater and ignore the cold. However, a significant minority of Leviathans actually find it enticing to take a man who is strong and defiant, considering the thrill of having to literally struggle for dominance when having sex to make it all the more potent. In either case, Leviathans are fairly direct about taking men for lovers; similarly to Krakens, Leviathans will sometimes rescue good-looking sailors that have fallen overboard. Whereas the Kraken does this as an act of kindness, the Leviathan will demand that the sailor pay her with sex in exchange for her help and will take her payment before taking him to the ship. If he refuses, she will often leave him to die. Some of the most ruthless Leviathans have even been known to attack and sink ships, observing the men flailing in the icy surf to judge the qualities she is looking for before spiriting away her "chosen one" and leaving the rest to fate.
Emu
Spoiler: show
Family: Harpy
Type: Bird
Habitat: Bushland, Savannah, Scrub
Disposition: Insecure, Jealous
Diet: Herbivorous, Insectivorous
Natives of Terra Incognito Australias, the Emu is the largest of all the Harpies, with many easily reaching the height of a Minotaurus. As a result of this, or perhaps it's the other way around, Emus are totally flightless - even the Cockatrice and manage inelegant mad flutters. As a consequence, whereas other Harpies have wings for arms, an Emu has pure arms, covered in feathers from shoulder to wrist, where they give way to a scaly hand, fingers tipped with thick, powerful claws. From thighs to knees her legs are also feathered, giving way to long, slender legs armored by tough brown-black scales and ending in tridactyl clawed feet - Emus are incredibly swift runners and have tremendous stamina, being able to cross miles with speed and little effort. Their shaggy, almost fur-like feathers and hair are a dusty brown-gray in color, their eyes are golden-brown to black, and their naked skin is a pale bluish-black. For some unknown reason, perhaps because they have no need for the streamlined build of even a Cockatrice, Emus are the only Harpy species that have fully developed breasts, as opposed to the "pettanko" flatness of other Harpies.
Sadly, their unique appearance is a source of shame and despair to Emus, who almost universally think of themselves as being plain, homely, even outright ugly. Add to this their inability to fly and their racial ineptitude at singing (at best producing loud, booming grunts that can be heard from miles away), and it should be of little surprise that Emus envy and resent their cousins. Most Emus are lone nomads, wandering the various regions of their homeland - their ugly-looking feathers actually insulate them very well from the heat, and so only the most arid environments are out of their reach. They do not seek out fights, instead preferring to be left alone, but only a fool would cross an Emu! They are adept at holding and bearing grudges, and if angered can be very quick to lash out - what's more, Emus are formidably strong, able to crush skulls in their hands and stave in ribcages with a single devastating kick. At most, Emus gather in small groups, and these groups can easily see off much larger groups of other mamono should they need to fight. A full blown "Emu army" happens maybe once a millenium, but when it does happen, it proves an unstoppable force that rolls over everything in its way.
Lonely as they are, all Emus dream of romance in private, spending their nights locked in dreams of comforting love and their days wandering and wishing. In public, though, they take on rather an opposite stance, gruffly mocking any display of love and boasting their own independence and lack of need for such "fluffy drivel" - this is an extension of their insecurity and their jealousy; they figure they cannot have what they desire, but they refuse to let others "taunt them" with what they have. When an Emu finds a man she is attracted to, though, she forgets all about this, instead shyly trailing after him and clumsily trying to court him - they are almost painfully inept at flirtation, but they are sincere and they mean everything they say. Should they actually succeed in courting the man they desire, they are devoted to a fault, but they can sometimes be overbearingly clingy, due to their fear of others stealing him away.
Needless to say, a wise man does not betray his Emu.
Type: Bird
Habitat: Bushland, Savannah, Scrub
Disposition: Insecure, Jealous
Diet: Herbivorous, Insectivorous
Natives of Terra Incognito Australias, the Emu is the largest of all the Harpies, with many easily reaching the height of a Minotaurus. As a result of this, or perhaps it's the other way around, Emus are totally flightless - even the Cockatrice and manage inelegant mad flutters. As a consequence, whereas other Harpies have wings for arms, an Emu has pure arms, covered in feathers from shoulder to wrist, where they give way to a scaly hand, fingers tipped with thick, powerful claws. From thighs to knees her legs are also feathered, giving way to long, slender legs armored by tough brown-black scales and ending in tridactyl clawed feet - Emus are incredibly swift runners and have tremendous stamina, being able to cross miles with speed and little effort. Their shaggy, almost fur-like feathers and hair are a dusty brown-gray in color, their eyes are golden-brown to black, and their naked skin is a pale bluish-black. For some unknown reason, perhaps because they have no need for the streamlined build of even a Cockatrice, Emus are the only Harpy species that have fully developed breasts, as opposed to the "pettanko" flatness of other Harpies.
Sadly, their unique appearance is a source of shame and despair to Emus, who almost universally think of themselves as being plain, homely, even outright ugly. Add to this their inability to fly and their racial ineptitude at singing (at best producing loud, booming grunts that can be heard from miles away), and it should be of little surprise that Emus envy and resent their cousins. Most Emus are lone nomads, wandering the various regions of their homeland - their ugly-looking feathers actually insulate them very well from the heat, and so only the most arid environments are out of their reach. They do not seek out fights, instead preferring to be left alone, but only a fool would cross an Emu! They are adept at holding and bearing grudges, and if angered can be very quick to lash out - what's more, Emus are formidably strong, able to crush skulls in their hands and stave in ribcages with a single devastating kick. At most, Emus gather in small groups, and these groups can easily see off much larger groups of other mamono should they need to fight. A full blown "Emu army" happens maybe once a millenium, but when it does happen, it proves an unstoppable force that rolls over everything in its way.
Lonely as they are, all Emus dream of romance in private, spending their nights locked in dreams of comforting love and their days wandering and wishing. In public, though, they take on rather an opposite stance, gruffly mocking any display of love and boasting their own independence and lack of need for such "fluffy drivel" - this is an extension of their insecurity and their jealousy; they figure they cannot have what they desire, but they refuse to let others "taunt them" with what they have. When an Emu finds a man she is attracted to, though, she forgets all about this, instead shyly trailing after him and clumsily trying to court him - they are almost painfully inept at flirtation, but they are sincere and they mean everything they say. Should they actually succeed in courting the man they desire, they are devoted to a fault, but they can sometimes be overbearingly clingy, due to their fear of others stealing him away.
Needless to say, a wise man does not betray his Emu.
Kookaburra
Spoiler: show
Family: Harpy
Type: Bird
Habitat: Bush, Scrub, Forests,
Disposition: Cheerful, Mischievous, Merry
Diet: Carnivorous (Snakes are a delicacy)
The Kookaburra is one of the most widespread of the harpies of Terra Incognito Australias. A surprisingly large monster-girl, perhaps head and shoulders above even Black Harpies, they have the same basic body type as both Black and Common Harpies. The most common Kookaburra, sometimes known as the Laughing Kookaburra, has white or cream-colored feathers on her head, with a prominent streak of brown running in a line from either eye, while her wings are brown and her long, narrow tailfeathers are a rusty reddish-orange with bars of dark brown and white tips. The somewhat less-common Bluewinged Kookaburra, as the name suggests, has deep blue "edge" feathers (the large, individually distinct feathers making up the outermost edge of the wing) and her tailfeathers are blue with white tips, while she also lacks the head-stripes of the Laughing Kookaburra. The Spangled Kookaburra, possibly a relative of the Bluewinged Kookaburra, has wings and tail of solid blue (brighter on the edge feathers) and head-feathers that are an intricate mottling of black and white. Despite the differences in appearance, all Kookaburras have the same attitudes and behavior.
Kookaburras are known for their jubilant outlook on life and unflagging optimism; life is one big joke, as far as they're concerned; laugh and the world laughs with you. They refuse to allow anything to bring down their spirits and try to keep a good humour about anything and everything. Of course, they are, like all harpies, surprisingly strong and "don't get mad, get even" is as much part of their philosphy as any other. Cross a Kookaburra and she will laugh at the joke - even as she plots her revenge. Some people are honestly wary of Kookaburras, citing that any species that can laugh even when furious is clearly unstable, but most people just see the Kookaburras as having an admirably positive view of life. That constant jesting and laughing can get annoying, though - particularly in the case of the Bluewinged Kookaburra, which is known to have a particularly manic, unhinged sounding cackle of a laugh. Kookaburras, needless to say, have a mischievous streak a mile wide and relish playing tricks or simply laughing at people who happen to have fallen into misfortune - they don't mean anything malicious by it, they are merely trying to share their philosophy with others. If you can learn to laugh at the world, why, the world will never bother you. This is their great wisdom, their secret to eternal happiness, and they want to share it with as many people as they can.
Obviously, Kookaburra lovers tend to be those who can learn to understand their viewpoint and share in their goal of laughing the world into submission. Such a couple may be rather noisy, and almost certainly spends much of its time caught up in fullscale (and often sexual) prank wars against each other, but it's always in good humor and is quite stable.
Type: Bird
Habitat: Bush, Scrub, Forests,
Disposition: Cheerful, Mischievous, Merry
Diet: Carnivorous (Snakes are a delicacy)
The Kookaburra is one of the most widespread of the harpies of Terra Incognito Australias. A surprisingly large monster-girl, perhaps head and shoulders above even Black Harpies, they have the same basic body type as both Black and Common Harpies. The most common Kookaburra, sometimes known as the Laughing Kookaburra, has white or cream-colored feathers on her head, with a prominent streak of brown running in a line from either eye, while her wings are brown and her long, narrow tailfeathers are a rusty reddish-orange with bars of dark brown and white tips. The somewhat less-common Bluewinged Kookaburra, as the name suggests, has deep blue "edge" feathers (the large, individually distinct feathers making up the outermost edge of the wing) and her tailfeathers are blue with white tips, while she also lacks the head-stripes of the Laughing Kookaburra. The Spangled Kookaburra, possibly a relative of the Bluewinged Kookaburra, has wings and tail of solid blue (brighter on the edge feathers) and head-feathers that are an intricate mottling of black and white. Despite the differences in appearance, all Kookaburras have the same attitudes and behavior.
Kookaburras are known for their jubilant outlook on life and unflagging optimism; life is one big joke, as far as they're concerned; laugh and the world laughs with you. They refuse to allow anything to bring down their spirits and try to keep a good humour about anything and everything. Of course, they are, like all harpies, surprisingly strong and "don't get mad, get even" is as much part of their philosphy as any other. Cross a Kookaburra and she will laugh at the joke - even as she plots her revenge. Some people are honestly wary of Kookaburras, citing that any species that can laugh even when furious is clearly unstable, but most people just see the Kookaburras as having an admirably positive view of life. That constant jesting and laughing can get annoying, though - particularly in the case of the Bluewinged Kookaburra, which is known to have a particularly manic, unhinged sounding cackle of a laugh. Kookaburras, needless to say, have a mischievous streak a mile wide and relish playing tricks or simply laughing at people who happen to have fallen into misfortune - they don't mean anything malicious by it, they are merely trying to share their philosophy with others. If you can learn to laugh at the world, why, the world will never bother you. This is their great wisdom, their secret to eternal happiness, and they want to share it with as many people as they can.
Obviously, Kookaburra lovers tend to be those who can learn to understand their viewpoint and share in their goal of laughing the world into submission. Such a couple may be rather noisy, and almost certainly spends much of its time caught up in fullscale (and often sexual) prank wars against each other, but it's always in good humor and is quite stable.
Lyrebird
Spoiler: show
Family: Harpy
Type: Bird
Habitat: Rainforests
Disposition: Shy, Lustful, Afraid of Commitment
Diet: Omnivorous (insects and seeds, mainly)
The Lyrebirds are a species of Siren native to Terra Incognito Australias, famous for their elaborate tails; long enough that they can fold them against their back and drape them, veil-like, over their heads, of the sixteen feathers, the outermost two are shaped like the arms of a lyre, while next comes a single guard plume on either side, and the twelve innermost feathers are delicate, lace-like feathers. The outermost lyre-feathers are a beautiful divide of brown (top) and white (below), with vertical stripes of creamy-brown running their length; the rest of a Lyrebird's feathers are a rather drab brown or grayish brown. In terms of physique they share more in common with the Cockatrice than the Siren; they are weak, clumsy flyers, and prefer to flee on foot and hide in caves or burrows rather than flying. They don't let this lack of capability in flight prevent them from climbing high into trees to sing, though.
Even more so than their distinctive tails, Lyrebirds are legendary for their songs. They are among the greatest mimics of mamonokind, able to reproduce almost any sound or sounds. Singing a duet by themselves is no challenge at all for a practiced Lyrebird. Not only do they mimic the songs of other Bird mamono, but the songs of other singing mamono, voices, even random noises like thunder, crying babies, boiling kettles, tools being used, just about anything they hear. Some actually wonder if Lyrebirds even have their own song, given their prospensity for singing by stringing together various mimiced sounds into arrangements that the Lyrebird finds interesting - they are always experimenting, trying to find just the right combination of sounds for their latest masterpiece.
Lyrebirds are very shy, retiring manono; they prefer to hide from other people, and even when they do trust somebody enough to be around them, they are very bashful, frequently veiling their face with their feathers when they get embarrassed. Conversely, they also have a very strong libido; as hard as they find it to talk to men face to face, they do enjoy sex. In fact, the typical "arrangement" for a Lyrebird is to lure a man into the jungle with her more unusual calls, or by mimicing the voice of a lady he may already be attached to if she must, and then use it to hypnotise him into having sex with her. They don't neccessarily run away while he's still sleeping it off, but, presumably as an extension of their shyness, Lyrebirds have a hard time committing themselves seriously to a relationship - typically, a man who wants to wed a Lyrebird will need to keep tracking her down after she runs away in embarrassment once the sex is over; even if she does keep luring him out for sex, she just can't bring herself to think of them as a real couple if he's not willing to prove that he thinks that they are. If this means raising any children alone, or being forced to watch as a man they actually were in love with ends up wedding some other mamono, they will accept this.
This gives them a rather unfair reputation for being promiscuous.
Type: Bird
Habitat: Rainforests
Disposition: Shy, Lustful, Afraid of Commitment
Diet: Omnivorous (insects and seeds, mainly)
The Lyrebirds are a species of Siren native to Terra Incognito Australias, famous for their elaborate tails; long enough that they can fold them against their back and drape them, veil-like, over their heads, of the sixteen feathers, the outermost two are shaped like the arms of a lyre, while next comes a single guard plume on either side, and the twelve innermost feathers are delicate, lace-like feathers. The outermost lyre-feathers are a beautiful divide of brown (top) and white (below), with vertical stripes of creamy-brown running their length; the rest of a Lyrebird's feathers are a rather drab brown or grayish brown. In terms of physique they share more in common with the Cockatrice than the Siren; they are weak, clumsy flyers, and prefer to flee on foot and hide in caves or burrows rather than flying. They don't let this lack of capability in flight prevent them from climbing high into trees to sing, though.
Even more so than their distinctive tails, Lyrebirds are legendary for their songs. They are among the greatest mimics of mamonokind, able to reproduce almost any sound or sounds. Singing a duet by themselves is no challenge at all for a practiced Lyrebird. Not only do they mimic the songs of other Bird mamono, but the songs of other singing mamono, voices, even random noises like thunder, crying babies, boiling kettles, tools being used, just about anything they hear. Some actually wonder if Lyrebirds even have their own song, given their prospensity for singing by stringing together various mimiced sounds into arrangements that the Lyrebird finds interesting - they are always experimenting, trying to find just the right combination of sounds for their latest masterpiece.
Lyrebirds are very shy, retiring manono; they prefer to hide from other people, and even when they do trust somebody enough to be around them, they are very bashful, frequently veiling their face with their feathers when they get embarrassed. Conversely, they also have a very strong libido; as hard as they find it to talk to men face to face, they do enjoy sex. In fact, the typical "arrangement" for a Lyrebird is to lure a man into the jungle with her more unusual calls, or by mimicing the voice of a lady he may already be attached to if she must, and then use it to hypnotise him into having sex with her. They don't neccessarily run away while he's still sleeping it off, but, presumably as an extension of their shyness, Lyrebirds have a hard time committing themselves seriously to a relationship - typically, a man who wants to wed a Lyrebird will need to keep tracking her down after she runs away in embarrassment once the sex is over; even if she does keep luring him out for sex, she just can't bring herself to think of them as a real couple if he's not willing to prove that he thinks that they are. If this means raising any children alone, or being forced to watch as a man they actually were in love with ends up wedding some other mamono, they will accept this.
This gives them a rather unfair reputation for being promiscuous.
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- High Priestess
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Re: Nyctos' Custom Monster Girls
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Bandar-Log
Black Unicorn
Chimera
Manticore
Platypus
Rikki-Tikki-Tavi
Weredingo
Wereglutton
Werehyena/Gnoll
Weretiger
Spoiler: show
Family: Demihuman
Type: Beastman
Habitat: Tropical Forests
Disposition: Playful, Inquisitive, Scatterbrained
Diet: Omnivorous, mainly fruit, leaves, roots and insects
The Bandar-Log are monkey-folk of the tropical regions, with lean, athletic frames and tanned skin. They do not possess fur on their bodies, like most Beastman types, but they do possess long, prehensile, furry tails and fur covering their pointed ears. Their eyes are large, warm and dark in color, and their canines grow into long and vicious-looking fangs that can punch through bone if the Bandar-Log is pushed. Most notably of all, however, is the fact that they do not possess feet; instead, a perfectly formed set of secondary hands sprouts at the end of their legs. This makes them rather slow and awkward at moving on the ground, but they are quick and agile in the trees - their arms are also slightly longer than their legs, a subtle difference but obvious once you realise it. Their hands (both sets) are soft and delicate looking, but their fingers end in short, but tough, claws and the surprising strength that lies in the bodies of one of these monkey-women means that they can rip through chainmail if they need to.
The Bandar-Log are universally regarded as pariahs in their homeland; at best as unpredictable savages, and at worst as mere beasts that happen to resemble true humans. While good natured and friendly, Bandar-Log are both whimsical and possess short attention spans; fixated entirely on themselves and what matters to them right now, Bandar-Log are recurrent nuisances. Whether it's trying to ape somebody at their task only to then get bored and wander off, leaving their "share" of the chore half-done, or unthinkingly stealing goods and food from people because they wanted something to eat, all other "sister" civilizations in the areas where Bandar-Log frequent are loathe to regard them as anything other than pests. This sourness of relations is not aided by the fact that the Bandar-Log not only see nothing wrong with their anarchistic and lacksadasical sets of values, but consider them right and true - the closest thing to a racial pasttime is the making of up of songs that glory in the Bandar-Log way and mock and/or pity the ways of other races. Other peoples usually consider them to not be truly dangerous, just annoying, and for the most part this is true - but be warned! The Bandar-Log can be quite vicious when provoked, and when given the chance to get into melee, they can quickly overwhelm the average foe. Worst still, the cheerful amorality of the Bandar-Log means that they have one truly terrible habit; if they should get their hands on children other than their own, then the Bandar-Log won't think twice about eating them. The worst Bandar-Log have even been known to purposefully steal into the settlements of other races and carry off babies to eat.
Because of this good-humored, scatter-brained way of life, the Bandar-Log usually live in two forms of social group; the nomadic Troop, which is generally made of random Bandar-Log who have all decided to travel together and where blood relationships are a matter of chance, and the more settled Tribe, a Troop that has found a male lover and the myriad children they have born him. Troops wander the jungle as they please, taking shelter wherever they will for the night, sleeping in the trees or empty caves and making no sort of organized camp. Tribes do not build settlements either, for all that they tend to settle down, instead establishing themselves around a particularly large bit of shelter, such as a truly massive tree, a set of caves in a mountain, or a ruined city.
While the Bandar-Log are truly far too anarchistic to truly be civilized, lacking the conviction to devote themselves to such things as religion, each Bandar-Log does believe in one thing: the evil spirit (or demon, or goddess) Kaa. According to their tales, Kaa is a giant serpent-woman, a cruel and wicked being with powerful enchantments and illusions - and a rapacious appetite for the flesh of the Bandar-Log. Kaa will devour any Bandar-Log she meets, whether it be a chance encounter with a lone traveler or even sneaking into a Tribe to consume every last monkey-woman she can find. She delights in the suffering of her prey, and while she will sometimes crush her victims to death, she prefers using her magic to deceive them into allowing her to swallow them whole, taking a vile ecstasy from their dying struggles in her belly. Kaa is the greatest source of fear to Bandar-Log, and some say that Kaa is the only thing that the Bandar-Log fear; no Bandar-Log will ever knowingly remain in the presence of a Lamia family mamono, or a Weresnake, for they fear these women as being somehow tied to Kaa and so flee at the instant they find them. Only the most astounding circumstances could cause a Bandar-Log to stand and face a serpent-woman.
Needless to say, the majority of Bandar-Log relationships with the opposite sex are short and sweet, chance encounters where the two share pleasure and then go their seperate ways - most villages have at least one man who is rumored to slip out into the jungle when they are unobserved to bed comely Bandar-Log, often receiving gifts from the monkey-women that they "court" for doing so. Conversely, when a Bandar-Log finds a man she truly thinks is attractive (and brains are as much a part of this as looks), she takes him, even if she must kidnap him and carry him off into the jungle to do so! Bandar-Log live in polygynous relationships as a whole; there is only ever one man to a Troop. If multiple men are brought to a Troop, its members will split apart, forming into smaller Troops (perhaps even as small as one Bandar-Log) centered around each man - that is, each Bandar-Log will "wed" the man she thinks is most attractive, and once the "wedding" is over, the various grooms and their respective brides go their seperate ways. These men are carried off into the jungle and become the lover of the Troop, the father of their children and the closest thing that they have to an actual "leader". Such "monkey-kings" tend to be regarded with pity or derision by others.
Type: Beastman
Habitat: Tropical Forests
Disposition: Playful, Inquisitive, Scatterbrained
Diet: Omnivorous, mainly fruit, leaves, roots and insects
The Bandar-Log are monkey-folk of the tropical regions, with lean, athletic frames and tanned skin. They do not possess fur on their bodies, like most Beastman types, but they do possess long, prehensile, furry tails and fur covering their pointed ears. Their eyes are large, warm and dark in color, and their canines grow into long and vicious-looking fangs that can punch through bone if the Bandar-Log is pushed. Most notably of all, however, is the fact that they do not possess feet; instead, a perfectly formed set of secondary hands sprouts at the end of their legs. This makes them rather slow and awkward at moving on the ground, but they are quick and agile in the trees - their arms are also slightly longer than their legs, a subtle difference but obvious once you realise it. Their hands (both sets) are soft and delicate looking, but their fingers end in short, but tough, claws and the surprising strength that lies in the bodies of one of these monkey-women means that they can rip through chainmail if they need to.
The Bandar-Log are universally regarded as pariahs in their homeland; at best as unpredictable savages, and at worst as mere beasts that happen to resemble true humans. While good natured and friendly, Bandar-Log are both whimsical and possess short attention spans; fixated entirely on themselves and what matters to them right now, Bandar-Log are recurrent nuisances. Whether it's trying to ape somebody at their task only to then get bored and wander off, leaving their "share" of the chore half-done, or unthinkingly stealing goods and food from people because they wanted something to eat, all other "sister" civilizations in the areas where Bandar-Log frequent are loathe to regard them as anything other than pests. This sourness of relations is not aided by the fact that the Bandar-Log not only see nothing wrong with their anarchistic and lacksadasical sets of values, but consider them right and true - the closest thing to a racial pasttime is the making of up of songs that glory in the Bandar-Log way and mock and/or pity the ways of other races. Other peoples usually consider them to not be truly dangerous, just annoying, and for the most part this is true - but be warned! The Bandar-Log can be quite vicious when provoked, and when given the chance to get into melee, they can quickly overwhelm the average foe. Worst still, the cheerful amorality of the Bandar-Log means that they have one truly terrible habit; if they should get their hands on children other than their own, then the Bandar-Log won't think twice about eating them. The worst Bandar-Log have even been known to purposefully steal into the settlements of other races and carry off babies to eat.
Because of this good-humored, scatter-brained way of life, the Bandar-Log usually live in two forms of social group; the nomadic Troop, which is generally made of random Bandar-Log who have all decided to travel together and where blood relationships are a matter of chance, and the more settled Tribe, a Troop that has found a male lover and the myriad children they have born him. Troops wander the jungle as they please, taking shelter wherever they will for the night, sleeping in the trees or empty caves and making no sort of organized camp. Tribes do not build settlements either, for all that they tend to settle down, instead establishing themselves around a particularly large bit of shelter, such as a truly massive tree, a set of caves in a mountain, or a ruined city.
While the Bandar-Log are truly far too anarchistic to truly be civilized, lacking the conviction to devote themselves to such things as religion, each Bandar-Log does believe in one thing: the evil spirit (or demon, or goddess) Kaa. According to their tales, Kaa is a giant serpent-woman, a cruel and wicked being with powerful enchantments and illusions - and a rapacious appetite for the flesh of the Bandar-Log. Kaa will devour any Bandar-Log she meets, whether it be a chance encounter with a lone traveler or even sneaking into a Tribe to consume every last monkey-woman she can find. She delights in the suffering of her prey, and while she will sometimes crush her victims to death, she prefers using her magic to deceive them into allowing her to swallow them whole, taking a vile ecstasy from their dying struggles in her belly. Kaa is the greatest source of fear to Bandar-Log, and some say that Kaa is the only thing that the Bandar-Log fear; no Bandar-Log will ever knowingly remain in the presence of a Lamia family mamono, or a Weresnake, for they fear these women as being somehow tied to Kaa and so flee at the instant they find them. Only the most astounding circumstances could cause a Bandar-Log to stand and face a serpent-woman.
Needless to say, the majority of Bandar-Log relationships with the opposite sex are short and sweet, chance encounters where the two share pleasure and then go their seperate ways - most villages have at least one man who is rumored to slip out into the jungle when they are unobserved to bed comely Bandar-Log, often receiving gifts from the monkey-women that they "court" for doing so. Conversely, when a Bandar-Log finds a man she truly thinks is attractive (and brains are as much a part of this as looks), she takes him, even if she must kidnap him and carry him off into the jungle to do so! Bandar-Log live in polygynous relationships as a whole; there is only ever one man to a Troop. If multiple men are brought to a Troop, its members will split apart, forming into smaller Troops (perhaps even as small as one Bandar-Log) centered around each man - that is, each Bandar-Log will "wed" the man she thinks is most attractive, and once the "wedding" is over, the various grooms and their respective brides go their seperate ways. These men are carried off into the jungle and become the lover of the Troop, the father of their children and the closest thing that they have to an actual "leader". Such "monkey-kings" tend to be regarded with pity or derision by others.
Black Unicorn
Spoiler: show
Family: Centaur
Type: Beastman
Habitat: Cities
Disposition: Lustful, Forthright, Vulgar, Hedonistic
Diet: Carnivorous
It is a mystery where Black Unicorns come from. Some say that they are what happens should a Unicorn somehow be impregnated by an Incubus. Others say they are the creation of black magic, resulting when a pregnant Unicorn is forced to drink a shot-glass's worth of Succubus blood. Others still say that they are result of some cosmic force working to balance everything, that for every action there is an equal and opposite reaction and thusly Black Unicorns are cosmic counterweights to Unicorns. The last group thinks the others are putting way too much drama into the affair and say that Black Unicorns just happen, that's all.
Whatever the case, Black Unicorns are recognized as generally being the complete opposite of Unicorns, in terms of personality. Whereas Unicorns are shy and demure, Black Unicorns are bold and profane. They do not hide themselves away in the wild, but eagerly plunge into cities, particularly because "that's where the best action is". They fight, drink copious amounts of alcohol, steal, get tattoos and piercings, swear profusely at the slightest provocation, listen to racous music, and chase boys with all the subtlety of a horny Minotaurus in a china shop.
Whereas regular Unicorns lose power if they have sex with men who have had sex with other mamono, Black Unicorns somehow feed on the demonic energy an "experienced" man carries and so the more monster-girls a man has sex with, the more interested a Black Unicorn will be in him. In fact, it is for this reason that Black Unicorns generally aren't interested in marriage; while they can and do fall in love with a single man and reserve their sexual favors for him alone, very few wish to cut off a source of power by making him be faithful to them alone. In fact, they eagerly arrange threesomes and polygynous relationships, as this lets them absorb a lot more demonic energy than normal and so helps their power level skyrocket. About the only similarity they have with Unicorns when it comes to romance is that they will never try and force a man to be with them, though in their case it's more a matter of egotism (namely, the belief that they can get any man they want without love magic of any kind) than compassionate demureness.
Crude and blunt, Black Unicorns seem to take a perverse joy in shocking people that somehow mistake them for their better known cousins. A typical Black Unicorn's outfit is an intricately skimpy array of black leather, studs and chains, and they earn their name due to the fact their horn, pelt and hair are all jet black - a Black Unicorn's skin may or may not be dark brown, and this seems to run in family lines. Whereas Unicorns possess powerful healing magic, a Black Unicorn possesses powerful battle magic - the ability to unleash raging fireballs, jets of ice, and crackling bolts of lightning. They often become powerful Warlocks and Sorcerers, and have been known to become adventurers - as much for the thrills and the spending money as a way to get out of places where their legal welcome has worn out.
Type: Beastman
Habitat: Cities
Disposition: Lustful, Forthright, Vulgar, Hedonistic
Diet: Carnivorous
It is a mystery where Black Unicorns come from. Some say that they are what happens should a Unicorn somehow be impregnated by an Incubus. Others say they are the creation of black magic, resulting when a pregnant Unicorn is forced to drink a shot-glass's worth of Succubus blood. Others still say that they are result of some cosmic force working to balance everything, that for every action there is an equal and opposite reaction and thusly Black Unicorns are cosmic counterweights to Unicorns. The last group thinks the others are putting way too much drama into the affair and say that Black Unicorns just happen, that's all.
Whatever the case, Black Unicorns are recognized as generally being the complete opposite of Unicorns, in terms of personality. Whereas Unicorns are shy and demure, Black Unicorns are bold and profane. They do not hide themselves away in the wild, but eagerly plunge into cities, particularly because "that's where the best action is". They fight, drink copious amounts of alcohol, steal, get tattoos and piercings, swear profusely at the slightest provocation, listen to racous music, and chase boys with all the subtlety of a horny Minotaurus in a china shop.
Whereas regular Unicorns lose power if they have sex with men who have had sex with other mamono, Black Unicorns somehow feed on the demonic energy an "experienced" man carries and so the more monster-girls a man has sex with, the more interested a Black Unicorn will be in him. In fact, it is for this reason that Black Unicorns generally aren't interested in marriage; while they can and do fall in love with a single man and reserve their sexual favors for him alone, very few wish to cut off a source of power by making him be faithful to them alone. In fact, they eagerly arrange threesomes and polygynous relationships, as this lets them absorb a lot more demonic energy than normal and so helps their power level skyrocket. About the only similarity they have with Unicorns when it comes to romance is that they will never try and force a man to be with them, though in their case it's more a matter of egotism (namely, the belief that they can get any man they want without love magic of any kind) than compassionate demureness.
Crude and blunt, Black Unicorns seem to take a perverse joy in shocking people that somehow mistake them for their better known cousins. A typical Black Unicorn's outfit is an intricately skimpy array of black leather, studs and chains, and they earn their name due to the fact their horn, pelt and hair are all jet black - a Black Unicorn's skin may or may not be dark brown, and this seems to run in family lines. Whereas Unicorns possess powerful healing magic, a Black Unicorn possesses powerful battle magic - the ability to unleash raging fireballs, jets of ice, and crackling bolts of lightning. They often become powerful Warlocks and Sorcerers, and have been known to become adventurers - as much for the thrills and the spending money as a way to get out of places where their legal welcome has worn out.
Chimera
Spoiler: show
Family: ???
Type: Beastman
Habitat: Wastelands, Mountains
Disposition: Chimerical
Diet: Carnivorous
Chimeras are rare, distrusted mamono that exist on the fringes of survivable land. They have the appearance of a voluptuous woman with feline ears and curving, ram-like horns atop their head, legs that end in powerful, goat-like hooves, and long, scaly tails. They can't fly, but they can jump extremely far, race up sheer surfaces like a goat and run extremely quickly. They are extremely strong and able to exhale powerful blasts of white-hot flame, strong enough to cause tempered iron to liquify with one breath. However, it is not their power that Chimeras are most notorious for, but their mecurial nature. Erratic, whimsical and driven entirely by impulse, Chimeras do as they like the instant they feel like it, uncaring of what the consequences may be. They're not entirely as likely to jump off of a bridge as they are to cross it, but if they think that jumping would be fun, they'll do it without the slightest hesitation.
It is because of this that most races are glad that Chimeras dwell in the forsaken regions beyond civilised lands and approach but rarely; depending on her mood, a Chimera can be charming and polite, lustful even beyond the loose proprietal standads of mamono, or hateful and vicious, and one can never quite predict how she will react from moment to moment. There are countless horror stories involving Chimeras, misdeeds such as seducing a man into kissing her only to breathe fire down his throat and burn him to death from the inside out, or being trusted with a child only for the horrified mother to return and find her baby torn apart just to see how the blood would smear. Quite often, when news gets around of a Chimera in the neighborhood, the locals call upon a hero to slay her - and for once, the slaying is not a metaphor. Chimeras, however, don't seem to mind - in fact, they actually seem to take it almost universally as some kind of foreplay. If the hero doesn't come back with proof of the Chimera's death, he comes back with his clothes shredded, clawmarks all over him (primarily on his back and shoulders), struggling to decide whether he should be looking embarrassed, ashamed or satisfied.
Type: Beastman
Habitat: Wastelands, Mountains
Disposition: Chimerical
Diet: Carnivorous
Chimeras are rare, distrusted mamono that exist on the fringes of survivable land. They have the appearance of a voluptuous woman with feline ears and curving, ram-like horns atop their head, legs that end in powerful, goat-like hooves, and long, scaly tails. They can't fly, but they can jump extremely far, race up sheer surfaces like a goat and run extremely quickly. They are extremely strong and able to exhale powerful blasts of white-hot flame, strong enough to cause tempered iron to liquify with one breath. However, it is not their power that Chimeras are most notorious for, but their mecurial nature. Erratic, whimsical and driven entirely by impulse, Chimeras do as they like the instant they feel like it, uncaring of what the consequences may be. They're not entirely as likely to jump off of a bridge as they are to cross it, but if they think that jumping would be fun, they'll do it without the slightest hesitation.
It is because of this that most races are glad that Chimeras dwell in the forsaken regions beyond civilised lands and approach but rarely; depending on her mood, a Chimera can be charming and polite, lustful even beyond the loose proprietal standads of mamono, or hateful and vicious, and one can never quite predict how she will react from moment to moment. There are countless horror stories involving Chimeras, misdeeds such as seducing a man into kissing her only to breathe fire down his throat and burn him to death from the inside out, or being trusted with a child only for the horrified mother to return and find her baby torn apart just to see how the blood would smear. Quite often, when news gets around of a Chimera in the neighborhood, the locals call upon a hero to slay her - and for once, the slaying is not a metaphor. Chimeras, however, don't seem to mind - in fact, they actually seem to take it almost universally as some kind of foreplay. If the hero doesn't come back with proof of the Chimera's death, he comes back with his clothes shredded, clawmarks all over him (primarily on his back and shoulders), struggling to decide whether he should be looking embarrassed, ashamed or satisfied.
Manticore
Spoiler: show
Family: Werecat
Type: Beastman
Habitat: Tropical Jungles & Plains
Disposition: Aggressive, Bad-Tempered, Lustful, Gluttonous
Diet: Carnivorous
Manticores are a strange subspecies of Werecat native to the tropical regions. They appear much like Werecats with red tiger-patterned hair and fur, but they have three rows of razor-sharp teeth, the wings of a bat sprouting from their shoulders, and a long scorpion's tail sprouting from their rear- this tail can also hurl its stings as venomous needles over a considerable distance. They are feared for their bad tempers and aggressive natures, which suits them well as they are loners by nature - to make matters worse, Manticores are frequently bullies and petty tyrants, using their flight and formidable physical prowess to terrorize other races into serving them in the regions they consider their own territories. Thoughtless and whimsical, Manticores make terrible leaders; all they care about is sating their own capricious desires, and they have no concern for their slaves.
This, in effect, tends to ensure that Manticores cannot establish themselves as leaders for particularly long, or over large areas. Respecting only brute force, Manticore "kingdoms" extend only so far as her fists can reach, so to speak, and sooner or later she will either push her "slaves" so much that they fight back, or she will render an area too decrepit to support her and will move on, leaving the remaining victims to try and rebuild their civilisation. While not cowards in the slightest, in fact eagerly hurling themselves against even impossible odds if their bravery is challenged, Manticores are aware that they are not the most powerful mamono in the world and typically go after small villages, or harrass caravans and trading routes - they just don't have the strength or the teamwork to threaten larger settlements. In general, Manticores are actually more likely to serve as thugs and muscle for much more cunning and people-savvy types - Rakshasi easily bend Manticores to their will with a combination of subtle manipulation, mind control and outright violence, while more than a few magicians have set out into the jungles to capture Manticores and dominate them with sex and magic. As much as they grumble about bowing to anyone, Manticores in the latter situation don't really seem to mind so much, particularly if their master is fairly regular in dominating her in bed.
Manticores have formidable appetites, both physically and sexually, and any Manticore would jump at the idea of spending all twelve hours of the day either eating or having sex. It almost never happens, which is actually something of a good thing as even a Manticore's metabolism couldn't handle six solid hours of eating without a fatal shutdown, but food and sex are still their favorite things to occupy their time with. Their vicious mouthfuls of fangs allow them to shred through flesh and bone with terrible efficiency, and they have a bad reputation as scavengers and even cannibals - both aspects of which anger Manticores, even if the first part is true. A common story describes a certain rare herb or fruit that is absolutely repellent to a Manticore; according to this jungle legend, if you can trick a Manticore into eating meat that has been tainted with this plant, she will be heartily sick and then run away from that area forever, for fear of being exposed to it again.
Type: Beastman
Habitat: Tropical Jungles & Plains
Disposition: Aggressive, Bad-Tempered, Lustful, Gluttonous
Diet: Carnivorous
Manticores are a strange subspecies of Werecat native to the tropical regions. They appear much like Werecats with red tiger-patterned hair and fur, but they have three rows of razor-sharp teeth, the wings of a bat sprouting from their shoulders, and a long scorpion's tail sprouting from their rear- this tail can also hurl its stings as venomous needles over a considerable distance. They are feared for their bad tempers and aggressive natures, which suits them well as they are loners by nature - to make matters worse, Manticores are frequently bullies and petty tyrants, using their flight and formidable physical prowess to terrorize other races into serving them in the regions they consider their own territories. Thoughtless and whimsical, Manticores make terrible leaders; all they care about is sating their own capricious desires, and they have no concern for their slaves.
This, in effect, tends to ensure that Manticores cannot establish themselves as leaders for particularly long, or over large areas. Respecting only brute force, Manticore "kingdoms" extend only so far as her fists can reach, so to speak, and sooner or later she will either push her "slaves" so much that they fight back, or she will render an area too decrepit to support her and will move on, leaving the remaining victims to try and rebuild their civilisation. While not cowards in the slightest, in fact eagerly hurling themselves against even impossible odds if their bravery is challenged, Manticores are aware that they are not the most powerful mamono in the world and typically go after small villages, or harrass caravans and trading routes - they just don't have the strength or the teamwork to threaten larger settlements. In general, Manticores are actually more likely to serve as thugs and muscle for much more cunning and people-savvy types - Rakshasi easily bend Manticores to their will with a combination of subtle manipulation, mind control and outright violence, while more than a few magicians have set out into the jungles to capture Manticores and dominate them with sex and magic. As much as they grumble about bowing to anyone, Manticores in the latter situation don't really seem to mind so much, particularly if their master is fairly regular in dominating her in bed.
Manticores have formidable appetites, both physically and sexually, and any Manticore would jump at the idea of spending all twelve hours of the day either eating or having sex. It almost never happens, which is actually something of a good thing as even a Manticore's metabolism couldn't handle six solid hours of eating without a fatal shutdown, but food and sex are still their favorite things to occupy their time with. Their vicious mouthfuls of fangs allow them to shred through flesh and bone with terrible efficiency, and they have a bad reputation as scavengers and even cannibals - both aspects of which anger Manticores, even if the first part is true. A common story describes a certain rare herb or fruit that is absolutely repellent to a Manticore; according to this jungle legend, if you can trick a Manticore into eating meat that has been tainted with this plant, she will be heartily sick and then run away from that area forever, for fear of being exposed to it again.
Platypus
Spoiler: show
Family: Unknown
Type: Unknown, assumed Beastman
Habitat: Rivers, Billabongs
Disposition: Affectionate, Athletic, Playful
Diet: Carnivorous (fish, crustaceans, worms, insect larvae)
Terra Incognito Australias has a reputation as being home to some of the weirdest-looking mamono in the world, and the Platypus, also known as the Lesser Bunyip, is a good example why. Platypi are of low-average height and slender in build; they have very unique mammary glands and consequently are both pettanko in chest size and utterly devoid of nipples - when a Platypus wishes to feed her children, she literally sweats milk from her chest, which is licked off by hungry tongues. Their limbs and torso are covered in dense brown fur, designed to trap insulating pockets of air when swimming, but their hands and feet are naked and covered in leathery skin, which extends into large webbing between their fingers - their toes are also webbed, but not as extensively; a swimming Platypus uses her feet to steer and her hands to propel herself. A thick, broad and flat tail sprouts from their rear, being used to aid in steering. Their hair is much like their fur and is typically worn long, primarily to conceal the fact that they lack ears, instead having small, oval-shaped holes near their lower jaws. These holes are surrounded by strong muscles that can close them off, sealing out water. Their skin is a tanned color, but a sizeable strip of darker skin, like a permanent blush, stretches over the horizontal length of their face, passing under each of their small, bright eyes and crossing over their nose - this patch is laden with powerful electroreceptors. Their nose is somewhat large and triangularly pointy, but their nostrils are small and, like their earholes, can be sealed off by muscle contractions.
Very active mamono, Platypi can easily spend up to twelve hours a day in the water, both playing and hunting for food. Unlike other aquatic monster-girls, they have no innate ability to breathe in water; they hold their breath and seal off their nostrils to avoid drowning while they are diving, and keep their eyes and ears closed to avoid injury or infection. Instead, they rely on a combination of touch and, primarily, the powerful electroreceptors in their face; as they swim along the bottom of the waterhole, they can sense the electrical fields of other creatures as their face passes near them, allowing them to then lash out and grab whatever is edible, and then make for the surface to eat it. Because they rely so much on the ability to sense electricity, even when not in the water they have an unconscious tendency to place their faces close to others so they can more easily sense their electrical fields, which can often startle or embarrass people.
Platypi are not violent individuals, much preferring to play than fight, but they are not defenseless. On either wrist, a Platypus has a small retractile spur, which carries a horrific toxin. Platypus venom isn't deadly, but most wish it was - it instead causes unspeakable, excruciating pain that no known anaesthetic can relieve. The pain lasts for days, potentially several weeks, and the after effect is body-wide hyperalgesia (in essence, extreme sensitivity to pain) that can last for months. Between this, and their preference for a "wild" lifestyle in which they reside in the bush (digging burrows in riverbanks for shelter) and live off of nature, only the most desperate or criminal would attack a Platypus.
Platypi may occasionally be equated to Bunyips, but they are not feared and reviled like they are - this does make Bunyips somewhat jealous, but as Platypi are among the few that can be said as a rule to sympathise and understand them, very few every express this. Because of their playful nature and athletically beautiful bodies, toned and sleek from constant swimming, Platypi are considered desireable and attractive, and they enjoy taking lovers - of course, for the relationship to get anywhere serious, the man should be good at swimming, able to tolerate her fondness for suddenly (and literally) "poking her nose into his face", and willing to be understanding about their diets (quite a few would-be Platypus grooms have been put off by the sight of her sucking down foot-long worms in a single gulp). Perhaps as a result of this, Platypi are very understanding of the idea of polygyny, and most are quite willing to share men - in fact, as the typical Platypus den consists of 2 or 3 Platypi sharing the same space (typically sisters or close friends), when one finds a lover, it is the custom for the others to consider themselves his wives as well. It is said that more than a few men who break it off with Platypi do so because they didn't like the way that they were expected to "share themselves around".
Platypi are odd lovers in more than just their willingness to share, though. Though quite mammalian in features, they have a certain quirk in common with reptiles: they lay eggs. When a Platypus conceives, she swells to a seemingly-full-term bulge with a speed that can be very alarming to someone not aware of this quirk; shortly thereafter, she lays one to three (two is most common) leathery-shelled eggs, which she will tuck away in a warm part of the burrow, spending the majority of her time curled around them until they hatch.
Type: Unknown, assumed Beastman
Habitat: Rivers, Billabongs
Disposition: Affectionate, Athletic, Playful
Diet: Carnivorous (fish, crustaceans, worms, insect larvae)
Terra Incognito Australias has a reputation as being home to some of the weirdest-looking mamono in the world, and the Platypus, also known as the Lesser Bunyip, is a good example why. Platypi are of low-average height and slender in build; they have very unique mammary glands and consequently are both pettanko in chest size and utterly devoid of nipples - when a Platypus wishes to feed her children, she literally sweats milk from her chest, which is licked off by hungry tongues. Their limbs and torso are covered in dense brown fur, designed to trap insulating pockets of air when swimming, but their hands and feet are naked and covered in leathery skin, which extends into large webbing between their fingers - their toes are also webbed, but not as extensively; a swimming Platypus uses her feet to steer and her hands to propel herself. A thick, broad and flat tail sprouts from their rear, being used to aid in steering. Their hair is much like their fur and is typically worn long, primarily to conceal the fact that they lack ears, instead having small, oval-shaped holes near their lower jaws. These holes are surrounded by strong muscles that can close them off, sealing out water. Their skin is a tanned color, but a sizeable strip of darker skin, like a permanent blush, stretches over the horizontal length of their face, passing under each of their small, bright eyes and crossing over their nose - this patch is laden with powerful electroreceptors. Their nose is somewhat large and triangularly pointy, but their nostrils are small and, like their earholes, can be sealed off by muscle contractions.
Very active mamono, Platypi can easily spend up to twelve hours a day in the water, both playing and hunting for food. Unlike other aquatic monster-girls, they have no innate ability to breathe in water; they hold their breath and seal off their nostrils to avoid drowning while they are diving, and keep their eyes and ears closed to avoid injury or infection. Instead, they rely on a combination of touch and, primarily, the powerful electroreceptors in their face; as they swim along the bottom of the waterhole, they can sense the electrical fields of other creatures as their face passes near them, allowing them to then lash out and grab whatever is edible, and then make for the surface to eat it. Because they rely so much on the ability to sense electricity, even when not in the water they have an unconscious tendency to place their faces close to others so they can more easily sense their electrical fields, which can often startle or embarrass people.
Platypi are not violent individuals, much preferring to play than fight, but they are not defenseless. On either wrist, a Platypus has a small retractile spur, which carries a horrific toxin. Platypus venom isn't deadly, but most wish it was - it instead causes unspeakable, excruciating pain that no known anaesthetic can relieve. The pain lasts for days, potentially several weeks, and the after effect is body-wide hyperalgesia (in essence, extreme sensitivity to pain) that can last for months. Between this, and their preference for a "wild" lifestyle in which they reside in the bush (digging burrows in riverbanks for shelter) and live off of nature, only the most desperate or criminal would attack a Platypus.
Platypi may occasionally be equated to Bunyips, but they are not feared and reviled like they are - this does make Bunyips somewhat jealous, but as Platypi are among the few that can be said as a rule to sympathise and understand them, very few every express this. Because of their playful nature and athletically beautiful bodies, toned and sleek from constant swimming, Platypi are considered desireable and attractive, and they enjoy taking lovers - of course, for the relationship to get anywhere serious, the man should be good at swimming, able to tolerate her fondness for suddenly (and literally) "poking her nose into his face", and willing to be understanding about their diets (quite a few would-be Platypus grooms have been put off by the sight of her sucking down foot-long worms in a single gulp). Perhaps as a result of this, Platypi are very understanding of the idea of polygyny, and most are quite willing to share men - in fact, as the typical Platypus den consists of 2 or 3 Platypi sharing the same space (typically sisters or close friends), when one finds a lover, it is the custom for the others to consider themselves his wives as well. It is said that more than a few men who break it off with Platypi do so because they didn't like the way that they were expected to "share themselves around".
Platypi are odd lovers in more than just their willingness to share, though. Though quite mammalian in features, they have a certain quirk in common with reptiles: they lay eggs. When a Platypus conceives, she swells to a seemingly-full-term bulge with a speed that can be very alarming to someone not aware of this quirk; shortly thereafter, she lays one to three (two is most common) leathery-shelled eggs, which she will tuck away in a warm part of the burrow, spending the majority of her time curled around them until they hatch.
Rikki-Tikki-Tavi
Spoiler: show
Family: Weasel
Type: Beastman
Habitat: Tropical Regions
Disposition: Contemplative, Devoted, Inquisitive
Diet: Carnivorous - favors the meat of poisonous creatures
The Rikki-Tikki-Tavi, more commonly referred to as just "the Tavi", are a species of mongoose Beastmen from the tropical regions, distantly related to the arctic-dwelling Wereglutton. Their arms and legs are covered in a thin layer of fine, delicate fur, they bear a long, supple furry tail growing from their rear, move on small, delicate paws instead of feet and possess pointed, furry ears. Their figures are slender, but muscular, and their features are sharp and well-defined. Their hair is usually cropped short, for reasons of both heat and combat effectiveness.
The Tavi are a mystical race, taking great pride in their physical abilities and training ceaselessly in order to achieve physical perfection, which they believes leads a person to enlightenment. Physical prowess is thusly highly attractive to them when it comes to selecting lovers, and they are famous for both their stamina and flexibility. Outside of the lewder arena, what attracts fame for them is their speed; few creatures, it is said, are faster than the Tavi when it comes to striking. A Tavi warrior can pluck a stone from amidst a roaring flame without being burnt, or swat a striking serpent aside without looking. Perhaps because of this, the Tavi have a deep abhorrence for poisons and diseases, things that rob a person of their rightful physical might and leave them shamefully weakened, and so they are as devoted to learning the arts of curing such afflictions as they are to honing their skills. Many lives have been saved by Tavi warrior-healers wandering the land and rescuing those afflicted by the bites of poisonous animals or struck by illness.
Do not mistake this for meaning that the Tavi are a race of saints! While many Tavi are benevolent healers and peaceful, others take their trials to hone their skills down a particularly dark route. Some become ruthless wandering warriors, who fight and even kill other strong fighters just to test their own strength. Others go so far as to become assassins for hire, murdering for the proof of their skills. Worst still, all Tavi have one dark lore: their racial abhorrence for poison stems to a bitter disdain for those who use it, considering them as being less than human. This means that certain races, such as the Girtablilu, are considered little more than dangerous animals by Tavi and which they feel honor-bound to drive away or murder if they encounter them. Some Tavi have even been known to eat such unfortunates, as they truly do see them as animals and not human.
Type: Beastman
Habitat: Tropical Regions
Disposition: Contemplative, Devoted, Inquisitive
Diet: Carnivorous - favors the meat of poisonous creatures
The Rikki-Tikki-Tavi, more commonly referred to as just "the Tavi", are a species of mongoose Beastmen from the tropical regions, distantly related to the arctic-dwelling Wereglutton. Their arms and legs are covered in a thin layer of fine, delicate fur, they bear a long, supple furry tail growing from their rear, move on small, delicate paws instead of feet and possess pointed, furry ears. Their figures are slender, but muscular, and their features are sharp and well-defined. Their hair is usually cropped short, for reasons of both heat and combat effectiveness.
The Tavi are a mystical race, taking great pride in their physical abilities and training ceaselessly in order to achieve physical perfection, which they believes leads a person to enlightenment. Physical prowess is thusly highly attractive to them when it comes to selecting lovers, and they are famous for both their stamina and flexibility. Outside of the lewder arena, what attracts fame for them is their speed; few creatures, it is said, are faster than the Tavi when it comes to striking. A Tavi warrior can pluck a stone from amidst a roaring flame without being burnt, or swat a striking serpent aside without looking. Perhaps because of this, the Tavi have a deep abhorrence for poisons and diseases, things that rob a person of their rightful physical might and leave them shamefully weakened, and so they are as devoted to learning the arts of curing such afflictions as they are to honing their skills. Many lives have been saved by Tavi warrior-healers wandering the land and rescuing those afflicted by the bites of poisonous animals or struck by illness.
Do not mistake this for meaning that the Tavi are a race of saints! While many Tavi are benevolent healers and peaceful, others take their trials to hone their skills down a particularly dark route. Some become ruthless wandering warriors, who fight and even kill other strong fighters just to test their own strength. Others go so far as to become assassins for hire, murdering for the proof of their skills. Worst still, all Tavi have one dark lore: their racial abhorrence for poison stems to a bitter disdain for those who use it, considering them as being less than human. This means that certain races, such as the Girtablilu, are considered little more than dangerous animals by Tavi and which they feel honor-bound to drive away or murder if they encounter them. Some Tavi have even been known to eat such unfortunates, as they truly do see them as animals and not human.
Weredingo
Spoiler: show
Family: Wolf
Type: Beastgirl
Habitat: Mountains, Deserts, Bushland
Disposition: Clever, Affectionate, Loyal, Shy
Diet: Carnivorous
The Weredingo is the Werewolf's counterpart in Terra Incognito Australias, and is believed to share a common ancestry with her, hence explaining her fairly similar physical appearance. Weredingos most commonly have hair and fur in a yellowish-tan and/or reddish-brown color, though they can also have markings or patterns of white, black, or bluish-grey; some rare individuals even have solid black or white fur, and many are bicolored. Weredingos are shorter, leaner, and more lightly built than Werewolves, with eyes of yellow-over-orange, orange or brown hue. Their ears are longer, thinner and more pointed then those of a Werewolf as well.
Though very sociable mamono, Weredingos don't form hunting packs the way that Werewolves do. Weredingos establish loose groups, often only two or three individuals strong, that communicate with each other sporadically for most part and mainly through a variety of howls and short, monosyllabic barks, usually coming together only when there is a problem that affects the whole group. Tough and resistant to environmental extremes, Weredingos can be found just about anywhere in the Unknown Southern Land, and are skilled and stealthy hunters that establish solidly defined, if large, territories for their pack, with each mamono hunting her own prey separately. Combat between Weredingos, whether over territory or a mate or, really, anything, is highly ritualized and more symbolic than anything: displays of strength and aggression coupled with a variety of growls (often growl-mix sounds) and silently snapping their teeth together: it takes extreme circumstances for a Weredingo to fight another, particularly if they are of the same pack. Other beings who provoke them, however, find the Weredingo far more aggressive and much more willing to get physical.
Unlike their Werewolf cousins, the Weredingo is not a particularly violent lover and most certainly does not practice group sex - they are jealously possessive of their men, and in fact are rather shy about general physical displays of affection in public, though nowhere near so shy in private. Touching another Weredingo's lover, in fact, is one of the easiest ways for one Weredingo to provoke another into actually hurting her. Like Werewolves, Weredingos hunt desirable men in the same way they hunt animals for food, but they do not attempt to rape them in the way their cousins from across the sea do. Instead, a Weredingo will track a desirable mate across her territory and even beyond, shadowing him for days if she has to, until she manages to corner him. Then, she will aggressively, but non-violently, court him, making it clear that she wants him, but not trying to physically coerce him the way a Werewolf would. If the man does not give in, she will allow him to leave, but will continue following him and trying to seduce him until either he gives in or she decides he's truly not interested and leaves.
Once she attaches herself to a man, she considers him and her to be the epicenter of her new pack; she may retain connections with her former packmates in the bush, but the relationship will be much more distant that it previously was. It isn't known if they have the Werewolf's ability to transform other women into more of her kind, as she lacks the intense pack instinct of that mamono, and their jealousy towards other women in regards their lovers means that they're unlikely to use such an ability even if they do have it. Like Werewolves, they have surprisingly powerful sex drives, and they are also very protective and loving mothers.
Type: Beastgirl
Habitat: Mountains, Deserts, Bushland
Disposition: Clever, Affectionate, Loyal, Shy
Diet: Carnivorous
The Weredingo is the Werewolf's counterpart in Terra Incognito Australias, and is believed to share a common ancestry with her, hence explaining her fairly similar physical appearance. Weredingos most commonly have hair and fur in a yellowish-tan and/or reddish-brown color, though they can also have markings or patterns of white, black, or bluish-grey; some rare individuals even have solid black or white fur, and many are bicolored. Weredingos are shorter, leaner, and more lightly built than Werewolves, with eyes of yellow-over-orange, orange or brown hue. Their ears are longer, thinner and more pointed then those of a Werewolf as well.
Though very sociable mamono, Weredingos don't form hunting packs the way that Werewolves do. Weredingos establish loose groups, often only two or three individuals strong, that communicate with each other sporadically for most part and mainly through a variety of howls and short, monosyllabic barks, usually coming together only when there is a problem that affects the whole group. Tough and resistant to environmental extremes, Weredingos can be found just about anywhere in the Unknown Southern Land, and are skilled and stealthy hunters that establish solidly defined, if large, territories for their pack, with each mamono hunting her own prey separately. Combat between Weredingos, whether over territory or a mate or, really, anything, is highly ritualized and more symbolic than anything: displays of strength and aggression coupled with a variety of growls (often growl-mix sounds) and silently snapping their teeth together: it takes extreme circumstances for a Weredingo to fight another, particularly if they are of the same pack. Other beings who provoke them, however, find the Weredingo far more aggressive and much more willing to get physical.
Unlike their Werewolf cousins, the Weredingo is not a particularly violent lover and most certainly does not practice group sex - they are jealously possessive of their men, and in fact are rather shy about general physical displays of affection in public, though nowhere near so shy in private. Touching another Weredingo's lover, in fact, is one of the easiest ways for one Weredingo to provoke another into actually hurting her. Like Werewolves, Weredingos hunt desirable men in the same way they hunt animals for food, but they do not attempt to rape them in the way their cousins from across the sea do. Instead, a Weredingo will track a desirable mate across her territory and even beyond, shadowing him for days if she has to, until she manages to corner him. Then, she will aggressively, but non-violently, court him, making it clear that she wants him, but not trying to physically coerce him the way a Werewolf would. If the man does not give in, she will allow him to leave, but will continue following him and trying to seduce him until either he gives in or she decides he's truly not interested and leaves.
Once she attaches herself to a man, she considers him and her to be the epicenter of her new pack; she may retain connections with her former packmates in the bush, but the relationship will be much more distant that it previously was. It isn't known if they have the Werewolf's ability to transform other women into more of her kind, as she lacks the intense pack instinct of that mamono, and their jealousy towards other women in regards their lovers means that they're unlikely to use such an ability even if they do have it. Like Werewolves, they have surprisingly powerful sex drives, and they are also very protective and loving mothers.
Wereglutton
Spoiler: show
Family: Lycanthrope
Type: Beastman
Habitat: Artic Forests & Mountains
Disposition: Boistrous, Carefree, Rough 'n' Tumble
Diet: Carnivore
Weregluttons are a distant branch of the Lycanthrope family, the same family as Werewolves, Werebats, Werecats, and Wererabbits, that dwell in the cold northern and southern regions of the world. Tough, hardy and all but innured to the cold, they thrive in this environment, in no small part because they are strong enough to push out anybody who tries to seriously threaten them. Weregluttons are short and kind of stocky in build, with an appearance kind of like a Werewolf. However, only somebody with poor vision or who only catches a very brief glimpse of one could confuse a Wereglutton for a Werewolf; a Wereglutton's ears are rounded and much smaller than a Werewolf's, to conserve heat, and their tail is long, rounded and solid, like that of a real wolverine's. Their paw-like feet are large and wide, to better support them in the snow, and they grow their hair long - easily reaching the ground, and often being used as a kind of cape to better keep them warm in the snow. Most notably, the hair that grows on the edge of a Wereglutton's hairline is a silvery white, spreading inwards so that it makes up perhaps 2/3rds of the total hair. The streak of hair down the center of her hairline is a rich hue of some darker color, most commonly black, dark brown, or mahogany. This hair color, as well as the strong-scented hydrophobic oils that seep from glands beneath the Weregluttons' fur and scalp, has earned them the nickname of "Skunk Bears", though fortunately Weregluttons don't seem to mind this nickname.
Despite their small build, Weregluttons are amongst the strongest lycanthropes in the world, if not the strongest, and their power and viciousness is legendary. Their reputation for strength and power is quite deserved; though few people have tried to actually study the Weregluttons, those few that have report that Wereglutton's dense muscle tissue not only makes for a natural armor, easily equal to cured hide armor, but also makes them anywhere from five to ten times stronger than they should be - Weregluttons effortlessly frighten off or even kill wild bears, despite being barely level with the average bear's ribcage and often inches shorter than that. Their reputation for viciousness and savagery, on the other hand, not so much. Despite packing a punch that could leave a Minotaurus seeing stars for a week, Weregluttons are actually very friendly, easy-going mamono who normally would not dream of actually hurting somebody (though it's a very good idea not to make them angry). However, the problem arises that Weregluttons have a rather boistrous attitude and tend to forget that others aren't quite as strong and durable as they are -- in fact, the standard greeting for two Weregluttons is to start brawling until one manages to knock the other out cold or trap her in a submission hold. There is no malice in such a fight and it is in fact considered good manners; Weregluttons just love to squabble, and are quite surprised to find others would take things so seriously. In their own "meeting brawls", the loser invariably compliments the winner on her strength, promises that she won't have it so easy next time, and they quickly begin chatting as though they've been friends forever.
Weregluttons, it must be noted, are very much creatures of instinct and whim, which gives them an undeserved reputation as being "stupid muscle". While it must be said that it is true that Weregluttons are usually book-dumb, they are not stupid and can be very intelligent and observant. It is simply that they have an attitude towards life that can be best summed up as "live in the positive moment"; they think only about what's going on immediately and focus on the positive side of things, rather than concern themselves with the distant past or the far-flung future, which they see as pointless worrying or moping. This routinely leads to the strange sight of two Weregluttons, previously acting like dear friends, suddenly stopping cold, giving each other a friendly farewell, and then walking away as though they had never even met each other.
This also affects their courtship behavior. While there are unconfirmed rumors that Weregluttons have a heat-season, like certain other Beastmen mamono, they are confirmedly opportunistic lovers. When they meet a man, they will do their best to "seduce" him, though observers usually tend to remark it's more like rape than courtship. Once sated, though, the Wereglutton will usually only hang around him a few days to a week or so, to determine whether or not she is pregnant. If she isn't, she will wander off and leave him. If she is, she will steadfastedly remain by his side for the duration of the pregnancy and then for about 4-8 years afterwards, after which she will then wander away from her family. Her daughters will also invariably leave their father several years after that, once they are mature enough to fend for themselves in the wild and considering themselves to no longer need their father's care and attention. It should be noted that, as devastating as this can seem (particularly in the latter case), it is not a sign of the Wereglutton being cruel, or that she does not feel love. Rather, as blunt and crude as they can be in their "courtship", Weregluttons have a very strong notion that a man has the right to determine whether or not they form a relationship. Staunch adherents to the belief in the sanctity of personal freedom, they feel it must be their lover's own choice as to stay with them; if he follows her and joins her, she will welcome him back until the day occurs that he leaves her of his own free will. If he never comes after her, though, she will accept that he does not want to be part of her life and move on.
It should be noted that the easiest way to find a Wereglutton is to leave out food. As their name implies, Weregluttons have tremendous appetites and will never pass down food if they can find it. It is evident Weregluttons have elastic stomachs that allow them to eat more than they should be physically capable of holding, though this results in quite obvious physical bloating as their gut distends to hold the mass within it. Usually, Weregluttons will only turn down food if they are physically incapable of eating any more, though it may take a couple of weeks for them to digest everything once they reach that point. Needless to say, if it reaches that point, it tends to be a rather painful experience. This actually seems to be something of an evolutionary trait, as Weregluttons can never be certain when they will next find food and so have adapted to be able to gorge themselves on whatever is available and live off of that until they find something else to eat.
Type: Beastman
Habitat: Artic Forests & Mountains
Disposition: Boistrous, Carefree, Rough 'n' Tumble
Diet: Carnivore
Weregluttons are a distant branch of the Lycanthrope family, the same family as Werewolves, Werebats, Werecats, and Wererabbits, that dwell in the cold northern and southern regions of the world. Tough, hardy and all but innured to the cold, they thrive in this environment, in no small part because they are strong enough to push out anybody who tries to seriously threaten them. Weregluttons are short and kind of stocky in build, with an appearance kind of like a Werewolf. However, only somebody with poor vision or who only catches a very brief glimpse of one could confuse a Wereglutton for a Werewolf; a Wereglutton's ears are rounded and much smaller than a Werewolf's, to conserve heat, and their tail is long, rounded and solid, like that of a real wolverine's. Their paw-like feet are large and wide, to better support them in the snow, and they grow their hair long - easily reaching the ground, and often being used as a kind of cape to better keep them warm in the snow. Most notably, the hair that grows on the edge of a Wereglutton's hairline is a silvery white, spreading inwards so that it makes up perhaps 2/3rds of the total hair. The streak of hair down the center of her hairline is a rich hue of some darker color, most commonly black, dark brown, or mahogany. This hair color, as well as the strong-scented hydrophobic oils that seep from glands beneath the Weregluttons' fur and scalp, has earned them the nickname of "Skunk Bears", though fortunately Weregluttons don't seem to mind this nickname.
Despite their small build, Weregluttons are amongst the strongest lycanthropes in the world, if not the strongest, and their power and viciousness is legendary. Their reputation for strength and power is quite deserved; though few people have tried to actually study the Weregluttons, those few that have report that Wereglutton's dense muscle tissue not only makes for a natural armor, easily equal to cured hide armor, but also makes them anywhere from five to ten times stronger than they should be - Weregluttons effortlessly frighten off or even kill wild bears, despite being barely level with the average bear's ribcage and often inches shorter than that. Their reputation for viciousness and savagery, on the other hand, not so much. Despite packing a punch that could leave a Minotaurus seeing stars for a week, Weregluttons are actually very friendly, easy-going mamono who normally would not dream of actually hurting somebody (though it's a very good idea not to make them angry). However, the problem arises that Weregluttons have a rather boistrous attitude and tend to forget that others aren't quite as strong and durable as they are -- in fact, the standard greeting for two Weregluttons is to start brawling until one manages to knock the other out cold or trap her in a submission hold. There is no malice in such a fight and it is in fact considered good manners; Weregluttons just love to squabble, and are quite surprised to find others would take things so seriously. In their own "meeting brawls", the loser invariably compliments the winner on her strength, promises that she won't have it so easy next time, and they quickly begin chatting as though they've been friends forever.
Weregluttons, it must be noted, are very much creatures of instinct and whim, which gives them an undeserved reputation as being "stupid muscle". While it must be said that it is true that Weregluttons are usually book-dumb, they are not stupid and can be very intelligent and observant. It is simply that they have an attitude towards life that can be best summed up as "live in the positive moment"; they think only about what's going on immediately and focus on the positive side of things, rather than concern themselves with the distant past or the far-flung future, which they see as pointless worrying or moping. This routinely leads to the strange sight of two Weregluttons, previously acting like dear friends, suddenly stopping cold, giving each other a friendly farewell, and then walking away as though they had never even met each other.
This also affects their courtship behavior. While there are unconfirmed rumors that Weregluttons have a heat-season, like certain other Beastmen mamono, they are confirmedly opportunistic lovers. When they meet a man, they will do their best to "seduce" him, though observers usually tend to remark it's more like rape than courtship. Once sated, though, the Wereglutton will usually only hang around him a few days to a week or so, to determine whether or not she is pregnant. If she isn't, she will wander off and leave him. If she is, she will steadfastedly remain by his side for the duration of the pregnancy and then for about 4-8 years afterwards, after which she will then wander away from her family. Her daughters will also invariably leave their father several years after that, once they are mature enough to fend for themselves in the wild and considering themselves to no longer need their father's care and attention. It should be noted that, as devastating as this can seem (particularly in the latter case), it is not a sign of the Wereglutton being cruel, or that she does not feel love. Rather, as blunt and crude as they can be in their "courtship", Weregluttons have a very strong notion that a man has the right to determine whether or not they form a relationship. Staunch adherents to the belief in the sanctity of personal freedom, they feel it must be their lover's own choice as to stay with them; if he follows her and joins her, she will welcome him back until the day occurs that he leaves her of his own free will. If he never comes after her, though, she will accept that he does not want to be part of her life and move on.
It should be noted that the easiest way to find a Wereglutton is to leave out food. As their name implies, Weregluttons have tremendous appetites and will never pass down food if they can find it. It is evident Weregluttons have elastic stomachs that allow them to eat more than they should be physically capable of holding, though this results in quite obvious physical bloating as their gut distends to hold the mass within it. Usually, Weregluttons will only turn down food if they are physically incapable of eating any more, though it may take a couple of weeks for them to digest everything once they reach that point. Needless to say, if it reaches that point, it tends to be a rather painful experience. This actually seems to be something of an evolutionary trait, as Weregluttons can never be certain when they will next find food and so have adapted to be able to gorge themselves on whatever is available and live off of that until they find something else to eat.
Werehyena/Gnoll
Spoiler: show
Family: Wolf
Type: Beastman
Habitat: Prairies, Savanhas, Bush
Disposition: Cunning, Sneaky, Mischievous
Diet: Carnivorous
Werehyenas are a variant of the Werewolf native to arid regions - though it should be noted that "Werehyena" is actually a name given to them by outsiders, and they personally find it somewhat insulting. Their own name for themselves is "Gnoll". They closely resemble their kindred, but their skins are dark brown, sometimes mistaken for black, and their fur and hair is a dusty sort of yellow-brown, typically adorned with spots or stripes of black - while the pattern is random, an individual is always either spotted or striped, never both. Though somewhat shorter than Werewolves, Gnolls have amazonian builds - with small, firm breasts and visibly developed muscles, and are thusly much stronger than Werewolves. They are particularly known for their powerful bite, which can crunch through skulls.
Gnolls have a terrible reputation in their own lands, making them shunned, feared and often hated by other mamono. The least aspect of this is that Gnolls are said to be cannibals, hunting and killing others to feed on their flesh. This is false; Gnolls do practice cannibalism, but as a funerary rite. The religious belief of Gnolls is that the spirit of one who has died is bound to their flesh, trapped within their corpse unless it is "mingled" with the spirit of someone living; by eating the flesh and bone of a dead person, a Gnoll allows their spirits to touch so that the soul of the dead person may share its life with one who still lives, after which it is able to pass on to the afterlife. In fact, burying a body intact is seen as a terrible punishment by Gnolls; they believe that such an individual will be trapped, smothered in eternal darkness, screaming in fear and loneliness below the earth until the end of time. Gnolls only bury the bodies their worst criminals and their most hated enemies, as well as those who died of disease - in the latter case, their belief is that the slow, wasting death gives the dead ample time to escape their body. In their own society, when a Gnoll dies, her closest ones, both the family members she was closest too and her must trusted friends, are invited to a ceremony in which stories are told celebrating the dead one's life and they are expected to ceremonially consume her flesh. By the time the ceremony has first degenerated into a wild party, a celebration of life, there is nothing left but gnawed, marrowless bones. What has made this belief in the Gnolls' cannibalistic tendencies so strong is the fact that many travelling Gnolls have come across people who have died of something in the wild, or who have seen bodies being buried from a distance, and been compelled to act as the proverbial "Good Samaritan". While they would only consume the whole body if desperate for provisions, with the norm being the mouthful or two expected of custom, other races take a dim view of these practices. The truth be told, any Gnoll that is found to have practiced "true" cannibalism, murdering others to feed on their flesh, is regarded as the worst of criminals, and there is only one punishment.
They are buried alive.
Another evil reputation that Gnolls have is that they are a race of black magicians, who stalk the night and perform evil rituals on people. While it is true that Gnolls do take well to magic if given the chance to learn it, the most "magic" the average Gnoll has is a supernatural skill for mimicry and ventriloquism, as well as a mischievous streak. Able to mimic just about any voice they hear, and project their voice a startling distance, Gnolls enjoy playing pranks with it - more than one pair of lovers, slipping out into the bush at night for some quiet time, has been sent scrambling in fear at the sudden sound of either angry parents coming for them, or their own voices harrassing them, often running naked right into people they least want to see, even as the maniac laughter of an amused Gnoll comes drifting after them.
About the only good reputation that Gnolls have is their reputation as skilled blacksmiths - many claim that Gnolls have the art of producing the best weapons around, and their reputation as masters of sorcery means they are often approached with the idea of producing magical weapons and items of metal. While the availability of Gnoll artificers is exaggerated, there are a considerable number of them, and Gnoll blacksmiths truly are capable of producing masterwork items. This is possibly because many people will only tolerate Gnolls visiting their villages, nevermind living there, in exchange for their famous smithcraft.
Gnolls acquire lovers in a variety of ways. Some men will trade sexual favors for particularly fine pieces of metalcraft, or to persuade a Gnoll to accept their commission. Others bond with Gnolls over a shared nature of mischief and cunning, finding a perfect partner in love and pranks. There are men who will come to the beds of Gnolls because they fear they are being pursued by evil magic and wish to plead for the Gnoll to ward it off, and there are men who Gnolls fake hauntings for in order to get them to accept their advances. Be it the desire to learn a Gnoll's secret arts, or simply an attraction to playfully aggressive women with well-developed physiques, Gnolls find lovers easily enough for all their terrible reputation.
Type: Beastman
Habitat: Prairies, Savanhas, Bush
Disposition: Cunning, Sneaky, Mischievous
Diet: Carnivorous
Werehyenas are a variant of the Werewolf native to arid regions - though it should be noted that "Werehyena" is actually a name given to them by outsiders, and they personally find it somewhat insulting. Their own name for themselves is "Gnoll". They closely resemble their kindred, but their skins are dark brown, sometimes mistaken for black, and their fur and hair is a dusty sort of yellow-brown, typically adorned with spots or stripes of black - while the pattern is random, an individual is always either spotted or striped, never both. Though somewhat shorter than Werewolves, Gnolls have amazonian builds - with small, firm breasts and visibly developed muscles, and are thusly much stronger than Werewolves. They are particularly known for their powerful bite, which can crunch through skulls.
Gnolls have a terrible reputation in their own lands, making them shunned, feared and often hated by other mamono. The least aspect of this is that Gnolls are said to be cannibals, hunting and killing others to feed on their flesh. This is false; Gnolls do practice cannibalism, but as a funerary rite. The religious belief of Gnolls is that the spirit of one who has died is bound to their flesh, trapped within their corpse unless it is "mingled" with the spirit of someone living; by eating the flesh and bone of a dead person, a Gnoll allows their spirits to touch so that the soul of the dead person may share its life with one who still lives, after which it is able to pass on to the afterlife. In fact, burying a body intact is seen as a terrible punishment by Gnolls; they believe that such an individual will be trapped, smothered in eternal darkness, screaming in fear and loneliness below the earth until the end of time. Gnolls only bury the bodies their worst criminals and their most hated enemies, as well as those who died of disease - in the latter case, their belief is that the slow, wasting death gives the dead ample time to escape their body. In their own society, when a Gnoll dies, her closest ones, both the family members she was closest too and her must trusted friends, are invited to a ceremony in which stories are told celebrating the dead one's life and they are expected to ceremonially consume her flesh. By the time the ceremony has first degenerated into a wild party, a celebration of life, there is nothing left but gnawed, marrowless bones. What has made this belief in the Gnolls' cannibalistic tendencies so strong is the fact that many travelling Gnolls have come across people who have died of something in the wild, or who have seen bodies being buried from a distance, and been compelled to act as the proverbial "Good Samaritan". While they would only consume the whole body if desperate for provisions, with the norm being the mouthful or two expected of custom, other races take a dim view of these practices. The truth be told, any Gnoll that is found to have practiced "true" cannibalism, murdering others to feed on their flesh, is regarded as the worst of criminals, and there is only one punishment.
They are buried alive.
Another evil reputation that Gnolls have is that they are a race of black magicians, who stalk the night and perform evil rituals on people. While it is true that Gnolls do take well to magic if given the chance to learn it, the most "magic" the average Gnoll has is a supernatural skill for mimicry and ventriloquism, as well as a mischievous streak. Able to mimic just about any voice they hear, and project their voice a startling distance, Gnolls enjoy playing pranks with it - more than one pair of lovers, slipping out into the bush at night for some quiet time, has been sent scrambling in fear at the sudden sound of either angry parents coming for them, or their own voices harrassing them, often running naked right into people they least want to see, even as the maniac laughter of an amused Gnoll comes drifting after them.
About the only good reputation that Gnolls have is their reputation as skilled blacksmiths - many claim that Gnolls have the art of producing the best weapons around, and their reputation as masters of sorcery means they are often approached with the idea of producing magical weapons and items of metal. While the availability of Gnoll artificers is exaggerated, there are a considerable number of them, and Gnoll blacksmiths truly are capable of producing masterwork items. This is possibly because many people will only tolerate Gnolls visiting their villages, nevermind living there, in exchange for their famous smithcraft.
Gnolls acquire lovers in a variety of ways. Some men will trade sexual favors for particularly fine pieces of metalcraft, or to persuade a Gnoll to accept their commission. Others bond with Gnolls over a shared nature of mischief and cunning, finding a perfect partner in love and pranks. There are men who will come to the beds of Gnolls because they fear they are being pursued by evil magic and wish to plead for the Gnoll to ward it off, and there are men who Gnolls fake hauntings for in order to get them to accept their advances. Be it the desire to learn a Gnoll's secret arts, or simply an attraction to playfully aggressive women with well-developed physiques, Gnolls find lovers easily enough for all their terrible reputation.
Weretiger
Spoiler: show
Family: Cat
Type: Beastman
Habitat: Tropical/Artic Plains and Forests
Disposition: Energetic, Cheerful, Vulgar/Lazy, Melancholic, Refined
Diet: Carnivorous
Weretigers are a member of the Werecat family, kindred of the Werecat and the Sphinx. Like them, they have the bodies of women, fur-covered arms, slit pupils, feline ears on the tops of their heads, tails sprouting from their buttocks, and paws in place of feet. Unlike their kin, though, Weretigers have humanoid hands, if fur-covered and tipped with claws - rather like Werewolves. They are taller and bustier than their kindred, graceful and athletic figures. Their fur and hair is twin streaked, being either a yellowish-orange or white with regular, slightly curved stripes of black. The two colors of Weretiger, sometimes known as "Summer" and "Winter" Weretigers respectively, have different personalities and territories.
Summer Weretigers are vivacious and lively, but also thoughtless and brash. Never stopping to think, they react on impulse and whim, throwing themselves headlong into whatever catches their fancy and never really learning from their mistakes. They are rough, crude and thuggish in personality, with no care whatsoever for social graces - they do what they want, when they want, and the rest of the world can go hang. They spend much of their time asleep or active, as the whim takes them - when they are up and about, they want to do things, running, climbing, swiming, anything that catches their attention. They are cheerfully enthusiastic lovers, though they have a tendency to get too rough and their stamina can be quite exhaustive.
Winter Weretigers, by contrast, are contemplative, melancholic creatures. They spend much of their time in seclusion, at most working on artworks such as painting or literature, more commonly daydreaming and brooding. They are fascinated with the darker side of life, and their works are often morbid or depressing. Gothic tastes appeal to them particularly. They have a great tolerance for the cold, and so occasionally leave their dens after heavy snowfalls or in mild blizzards to roam the icy countryside, taking inspiration or pure enjoyment from the stark, barren beauty. They are less interested in sex than their counterparts, but when the urge does take them, are slow and gentle lovers.
Summer Weretigers inhabit tropical regions, and Winter Weretigers inhabit arctic ones. However, it has been discovered that they are not truly different species at all. Should a Weretiger of either type settle in a temperate region, their fur and personality will change with the seasons. During the spring, they grow brighter before finally blooming into a Summer Weretiger, while autumn causes them to pale and darken into a Winter Weretiger.
Type: Beastman
Habitat: Tropical/Artic Plains and Forests
Disposition: Energetic, Cheerful, Vulgar/Lazy, Melancholic, Refined
Diet: Carnivorous
Weretigers are a member of the Werecat family, kindred of the Werecat and the Sphinx. Like them, they have the bodies of women, fur-covered arms, slit pupils, feline ears on the tops of their heads, tails sprouting from their buttocks, and paws in place of feet. Unlike their kin, though, Weretigers have humanoid hands, if fur-covered and tipped with claws - rather like Werewolves. They are taller and bustier than their kindred, graceful and athletic figures. Their fur and hair is twin streaked, being either a yellowish-orange or white with regular, slightly curved stripes of black. The two colors of Weretiger, sometimes known as "Summer" and "Winter" Weretigers respectively, have different personalities and territories.
Summer Weretigers are vivacious and lively, but also thoughtless and brash. Never stopping to think, they react on impulse and whim, throwing themselves headlong into whatever catches their fancy and never really learning from their mistakes. They are rough, crude and thuggish in personality, with no care whatsoever for social graces - they do what they want, when they want, and the rest of the world can go hang. They spend much of their time asleep or active, as the whim takes them - when they are up and about, they want to do things, running, climbing, swiming, anything that catches their attention. They are cheerfully enthusiastic lovers, though they have a tendency to get too rough and their stamina can be quite exhaustive.
Winter Weretigers, by contrast, are contemplative, melancholic creatures. They spend much of their time in seclusion, at most working on artworks such as painting or literature, more commonly daydreaming and brooding. They are fascinated with the darker side of life, and their works are often morbid or depressing. Gothic tastes appeal to them particularly. They have a great tolerance for the cold, and so occasionally leave their dens after heavy snowfalls or in mild blizzards to roam the icy countryside, taking inspiration or pure enjoyment from the stark, barren beauty. They are less interested in sex than their counterparts, but when the urge does take them, are slow and gentle lovers.
Summer Weretigers inhabit tropical regions, and Winter Weretigers inhabit arctic ones. However, it has been discovered that they are not truly different species at all. Should a Weretiger of either type settle in a temperate region, their fur and personality will change with the seasons. During the spring, they grow brighter before finally blooming into a Summer Weretiger, while autumn causes them to pale and darken into a Winter Weretiger.
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Re: Nyctos' Custom Monster Girls
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Abyssal Wurm
Genie
Jersey Devil
Legion Devil
Marilith
Rakshasa
Tiddalik/Molok
Redcap
Spoiler: show
Family: Lamia
Type: Demon
Habitat: Makai, Drawn to Portals
Disposition: Dutiful, Honor-bound, Patient
Diet: Spirit Energy
It is unknown from whence the Abyssal Wurms sprang. Some say they were unborn Chromatic dragons that were corrupted by demon magic. Others that a lesser demon (perhaps an Imp) once snuck into the lair of Tiamat, Goddess of Chromatic Dragons, and glutted herself fit to almost bursting upon Tiamat's breast milk, transforming into a strange, serpentine creature as a result. Others still s ay that the first Wurms sprang fully formed from the earth of Makai when the first portals leading to and from the plane of demons, the so-called demongates, came into existence. Whatever the case, Wurms are a frightening sight to the unwary; easily as large as the Echidna, a Wurm's lower half is a long, thickly-muscled serpent's tail, with scales the color of raw muscle and tough as steel, while her upper half is that of a proud Amazoness with bloody-hued hair and eyes that burn like coals. Abyssal Wurms possess a devastating breath weapon, a chaotic blast of energy that may become acidic fumes, frigid vapors, crackling lighting, hellish flames or flesh-rending screams, varying from moment to moment, hence the belief in their draconic lineage. Further more, when a Wurm uses her breath weapon, her body dissolves into the essence, allowing her to reform in a more advantageous spot touched by her attack - they typically use this to get into the thick of their enemies. When struck, an Abyssal Wurm retaliates with an aura of intense fear, weakening her opponents' will to fight. If truly desperate, an extremely rare occurence, an Abyssal Wurm can lash out with a suicidal presence attack, momentarily manifesting a mind-warping aura that induces whoever falls to its influence to strike themselves with one of their most basic attacks.
It is unknown why Abyssal Wurms are drawn to the natural portals between Makai and the other planes, but it is so, and they form natural guardians - any who would pass through the gate, from either side, must first deal with the Abyssal Wurms guarding it. And there is almost always more than one; Abyssal Wurms are born as identical twins - even when an Abyssal Wurm gives birth to multiple children, it's always a clutch of several sets of identical twins. Abyssal Wurms have a unique word, siafari, to refer to their identical twin - it doesn't translate well into other languages, but a rough equivalent would be "my soul's other half". Wurms do everything with their twins; they don't think strictly alike, but they are closer to their siafari then they are to anyone else. It's not unheard of for Wurms to disagree with their twins so badly that they decide they are not siafari and seperate, but it is quite rare - when this happens, neither blames the other, and both halves will almost certainly discover a similar "lone" Wurm and join with her, becoming shial-siafari - "the soul that lost its way and is now restored".
Because they regard it is as their born duty to "regulate" passage through the demongates, they have a very strong mutual love/hate relationship with Summoners - as these people have the greatest reason to desire to pass through the demongates, they thusly have incentive to make themselves attractive to Wurms. Their position is a lonely one, for all their sibling companionship, and so Wurms invariably demand that would-be travellers through their demongate must pay a toll (or a fine, if they are adamant that the trespasser will not be allowed to go through the gate): while they may accept "pretty baubles" as garnish, they are primarily interested in being amused - conversation and news is the very least they will accept. Male travellers are almost certain to be heavy-handedly "enticed" into offering their body to the Wurms - the twins will always share a lover, but will take turns with him, so that one of them will be on guard even as her sister is having her brains screwed out. As a result, while Summoners do tend to be the most entertaining people they meet (and are often very skilled lovers to boot), many Wurms have been seduced by them into aiding the Summoner's goals - however, all too often, this relationship breaks apart bitterly when it is revealed that the Summoner was just using the Wurm to his advantage. Naturally, Wurms learn at their mother's coil to distrust Summoners, but all too often, they need to have their heart broken before the lessons really sink in.
While in no position to be choosy, and reluctantly accepting of that, Wurms do dream of finding a man who is both smart enough to keep her from getting bored and capable enough in combat that he can assist the siblings in defending their demongate against those who would try and force their way through. If they do find a man that they think is like this coming into their grasp, Wurms will do everything in their power to try and persuade him to stay with them. Such men often become Warlocks, being pledged to the Wurms and able to draw upon their infernal power; Abyssal Wurms hate it when somebody manages to sneak through their demongate "unlawfully" and yearn to punish them for this act. However, Wurms are too firmly tied to Makai to be adept at hunting such "lawbreakers" down, and this is where their Warlock lovers come in - these men use the power given to them by the Wurms to go through the demongate and hunt down those who have "wronged" their lovers. It is a dangerous position; Wurms have a reputation, right or wrong, for typically punishing demon trespassers by devouring them, and in many cases the criminal in question is prone to responding to the Warlock's pursuit with lethal force. As a result, Wurms will only offer such a role to a lover they truly trust and respect, and even then, many of the criminals that he pursues will end up escaping because his patrons consider his life to be far more important than the mission.
Type: Demon
Habitat: Makai, Drawn to Portals
Disposition: Dutiful, Honor-bound, Patient
Diet: Spirit Energy
It is unknown from whence the Abyssal Wurms sprang. Some say they were unborn Chromatic dragons that were corrupted by demon magic. Others that a lesser demon (perhaps an Imp) once snuck into the lair of Tiamat, Goddess of Chromatic Dragons, and glutted herself fit to almost bursting upon Tiamat's breast milk, transforming into a strange, serpentine creature as a result. Others still s ay that the first Wurms sprang fully formed from the earth of Makai when the first portals leading to and from the plane of demons, the so-called demongates, came into existence. Whatever the case, Wurms are a frightening sight to the unwary; easily as large as the Echidna, a Wurm's lower half is a long, thickly-muscled serpent's tail, with scales the color of raw muscle and tough as steel, while her upper half is that of a proud Amazoness with bloody-hued hair and eyes that burn like coals. Abyssal Wurms possess a devastating breath weapon, a chaotic blast of energy that may become acidic fumes, frigid vapors, crackling lighting, hellish flames or flesh-rending screams, varying from moment to moment, hence the belief in their draconic lineage. Further more, when a Wurm uses her breath weapon, her body dissolves into the essence, allowing her to reform in a more advantageous spot touched by her attack - they typically use this to get into the thick of their enemies. When struck, an Abyssal Wurm retaliates with an aura of intense fear, weakening her opponents' will to fight. If truly desperate, an extremely rare occurence, an Abyssal Wurm can lash out with a suicidal presence attack, momentarily manifesting a mind-warping aura that induces whoever falls to its influence to strike themselves with one of their most basic attacks.
It is unknown why Abyssal Wurms are drawn to the natural portals between Makai and the other planes, but it is so, and they form natural guardians - any who would pass through the gate, from either side, must first deal with the Abyssal Wurms guarding it. And there is almost always more than one; Abyssal Wurms are born as identical twins - even when an Abyssal Wurm gives birth to multiple children, it's always a clutch of several sets of identical twins. Abyssal Wurms have a unique word, siafari, to refer to their identical twin - it doesn't translate well into other languages, but a rough equivalent would be "my soul's other half". Wurms do everything with their twins; they don't think strictly alike, but they are closer to their siafari then they are to anyone else. It's not unheard of for Wurms to disagree with their twins so badly that they decide they are not siafari and seperate, but it is quite rare - when this happens, neither blames the other, and both halves will almost certainly discover a similar "lone" Wurm and join with her, becoming shial-siafari - "the soul that lost its way and is now restored".
Because they regard it is as their born duty to "regulate" passage through the demongates, they have a very strong mutual love/hate relationship with Summoners - as these people have the greatest reason to desire to pass through the demongates, they thusly have incentive to make themselves attractive to Wurms. Their position is a lonely one, for all their sibling companionship, and so Wurms invariably demand that would-be travellers through their demongate must pay a toll (or a fine, if they are adamant that the trespasser will not be allowed to go through the gate): while they may accept "pretty baubles" as garnish, they are primarily interested in being amused - conversation and news is the very least they will accept. Male travellers are almost certain to be heavy-handedly "enticed" into offering their body to the Wurms - the twins will always share a lover, but will take turns with him, so that one of them will be on guard even as her sister is having her brains screwed out. As a result, while Summoners do tend to be the most entertaining people they meet (and are often very skilled lovers to boot), many Wurms have been seduced by them into aiding the Summoner's goals - however, all too often, this relationship breaks apart bitterly when it is revealed that the Summoner was just using the Wurm to his advantage. Naturally, Wurms learn at their mother's coil to distrust Summoners, but all too often, they need to have their heart broken before the lessons really sink in.
While in no position to be choosy, and reluctantly accepting of that, Wurms do dream of finding a man who is both smart enough to keep her from getting bored and capable enough in combat that he can assist the siblings in defending their demongate against those who would try and force their way through. If they do find a man that they think is like this coming into their grasp, Wurms will do everything in their power to try and persuade him to stay with them. Such men often become Warlocks, being pledged to the Wurms and able to draw upon their infernal power; Abyssal Wurms hate it when somebody manages to sneak through their demongate "unlawfully" and yearn to punish them for this act. However, Wurms are too firmly tied to Makai to be adept at hunting such "lawbreakers" down, and this is where their Warlock lovers come in - these men use the power given to them by the Wurms to go through the demongate and hunt down those who have "wronged" their lovers. It is a dangerous position; Wurms have a reputation, right or wrong, for typically punishing demon trespassers by devouring them, and in many cases the criminal in question is prone to responding to the Warlock's pursuit with lethal force. As a result, Wurms will only offer such a role to a lover they truly trust and respect, and even then, many of the criminals that he pursues will end up escaping because his patrons consider his life to be far more important than the mission.
Genie
Spoiler: show
Family: Genie
Type: Angel
Habitat: Anywhere
Disposition: Cunning, Mischievous, Lusty
Diet: Omnivorous/Spiritual Energy
Conventional wisdom about the Genie is that it is a powerful, magic using mamono that is, or considers itself to be, a kind of Angel mamono that turned its back on the Celestial Realm to instead involve itself with the world and its peoples. This may not be true, but is generally accepted as the truth. Genies resemble tall, athletic, well-built women with slightly tanned skin, bluish black hair, eyes that come in a variety of distinctly inhuman colors (such as red or gold) and are often heterochromatic, and the pointy ears common to all mamono. All Genies are spiritually bound to a specific item; oil lamps are the most common perception, but, in fact, rings, amulets, jars and statuettes are far more common. Genies cannot go too far from these "phylacteries", though they can interact with them physically, and if they are destroyed, the Genie will be severely weakened and will quickly die unless she has time and strength enough to reforge the bond with another item.
It is a well known fact that Genies will grant the wishes of whoever holds their phylactery, and while some may claim to only grant three wishes (or even only a single wish), they must in fact grant any wish that their "master" desires, so long as they hold possession of the Genie's phylactery. Despite common rumor, Genies do not have unlimited powers or anything resembling godlike ability (though extremely old and well-fed Genies do have incredible potency): instead, each Genie is a natural master of sorcery, and will make use of her spellcasting abilities (and any of her other talents and skills honed over the years) to bring about what their "master" desires. This means that there are wishes that a Genie just cannot grant, or which can only be granted by select genies.
Part of the reason Genies are such powerful spellcasters is their combination of the ability to drain spiritual energy from others through sex, like many Demons and Fey, and their tremendous reserves to store such energy - in fact, stories imply that Genies may have a literally infinite capacity to store spiritual energy. Thusly, whenever a person would call upon a Genie to grant their wish, they must first agree to feed the Genie with spiritual energy, either to enable them to perform such a task in the first place or to replenish their reserves quickly after they perform the task. While Genies usually expect to take this energy from their master, it is possible for them to have sex with others instead, particularly if their master is a woman or another mamono. Genies who find their masters especially attractive or very skilled lovers will be more willing to grant their master's wishes and will goad him to use their power. As well as deliberately finding reasons to make him have sex with them whether he's made a wish or not.
This, ultimately, is an expression of the same personality traits that makes owning a Genie rather dangerous. While generally friendly as a rule, Genies do have a considerable sense of pride and enjoy making mischief. If offended or otherwise displeased by their "master", they will strike back by corrupting their master's wishes, mostly by taking their wishes exactly as they were worded, adhering to the letter of the wish and ignoring the spirit in order to make their master realise they have offended the Genie. If truly angered, or their master continues to ignore their displeasure, Genies become spiteful and cruel, twisting even the wording of their master's wishes in order to ensure that using the Genie's power brings only despair and suffering to the master or those whom the master cares about. Treat a Genie well, however, and she will be as helpful and as loyal as any person could wish for. Those who would hunt a Genie should best be warned; there are tales of Genies who have been so abused they now lash out violently at all others for the sins of some long-dead master, and others of Genies who formed such close bonds to their masters that they at best refuse to hear anyone else and at worst they were parted so violently from them that they rage against the world for being so cruel.
While these fundamental facts remain the same, some archaic tomes depict Genies a little differently. These sources describe Genies as Elemental beings, divided into four tribes based around the four elements: the Dao of Earth, the Marids of Water, the Efreeti of Fire, and the Djinn of Air. These Genies wield elemental magic in addition to, or, in some tales, in case, of the generic sorcery of common Genies, and look notably different. In place of hair, they have certain elemental manifestations, their personalities are different to those of the "true" Genie, their skins and eyes come in colors associated with their element, and each type of Genie is supposedly better suited to granting a specific type of wish. In fact, many tales describe Dao and Marids as competing fiercely amongst themselves to prove who is better at granting wishes for wealth and prosperity, as both the earth and the sea can provide many treasures to one who knows how to tap them.
Dao are quiet and solemn, but also hold fierce grudges and can be very stubborn. Their skins and eyes come in various earthy reds, browns, grays and blacks, and they have crystalline growths on their heads in place of hair. It is said that a Dao's power and/or rank can be determined by what precise crystal her "hair" resembles; the more valuable the pseudo-gem appears, the greater the Dao. Dao are masters of granting wishes related to secrets and lost knowledge, for the Earth hears all, in time.
Marids are whimsical and chaotic, ever shifting in mood much like the water they are so close to. Described variously as bald, having flowing manes of semi-solid water, or locks of ever-slick waterweed in place of hair, their skins and eyes come in various shades of blue and watery green. Water is associated heavily with life, and so Marids excel at granting wishes to heal wounds, and to cure poisoning and disease -- or cause them.
Efreeti are proud, aggressive and honorable, passionate in all things. With roaring locks of flame flowing from their heads, changing in intensity and hue to emphasize their moods, there are also tales of Efreeti bearing wings of fire or smoke. The only Genies likely to wield weapons, their skins and eyes come in various fiery hues - oranges, copper, reds and yellows. Needless to say, Efreetis specialise in wishes relating to warfare and destruction, eagerly raining down fiery magics on any who threaten their master.
The Djinn, with their pale white, silver or gray hues and cloudy vapors for hair, are carefree and easy going, but can be as deadly as any tempest if angered. No Genie is better to ask for a wish to be transported elsewhere, for they can fly a person to any point in the world, or perhaps beyond, if they wish to. They are generally considered far too flippant to make good guides, as they are too prone to getting distracted and wandering on random tangents while still heading in the general direction of their destination, but if they consider the task serious enough they can fly straighter and swifter than any arrow could ever be.
No one is quite sure how to reconcile the tales of the Dao, Marid, Efreet, and Djinn with the present reality of the Genie. Some have suggested that these were the original Genies, and that either they have weakened to the extent that they now only exist as the modern day Genies, or they were destroyed or sealed away and the present Genies are angelic mamono that style themselves after the lost ones. A slowly growing chain of thought is that the Genies, past and present, actually represent different stages of a single mamono's life cycle: Genies are born in the state of the mamono currently considered to bear that name, but transform at random into a Dao, Marid, Efreet or Djinn after completing some special objective, generally considered to be successfully granting 1001 wishes.
Type: Angel
Habitat: Anywhere
Disposition: Cunning, Mischievous, Lusty
Diet: Omnivorous/Spiritual Energy
Conventional wisdom about the Genie is that it is a powerful, magic using mamono that is, or considers itself to be, a kind of Angel mamono that turned its back on the Celestial Realm to instead involve itself with the world and its peoples. This may not be true, but is generally accepted as the truth. Genies resemble tall, athletic, well-built women with slightly tanned skin, bluish black hair, eyes that come in a variety of distinctly inhuman colors (such as red or gold) and are often heterochromatic, and the pointy ears common to all mamono. All Genies are spiritually bound to a specific item; oil lamps are the most common perception, but, in fact, rings, amulets, jars and statuettes are far more common. Genies cannot go too far from these "phylacteries", though they can interact with them physically, and if they are destroyed, the Genie will be severely weakened and will quickly die unless she has time and strength enough to reforge the bond with another item.
It is a well known fact that Genies will grant the wishes of whoever holds their phylactery, and while some may claim to only grant three wishes (or even only a single wish), they must in fact grant any wish that their "master" desires, so long as they hold possession of the Genie's phylactery. Despite common rumor, Genies do not have unlimited powers or anything resembling godlike ability (though extremely old and well-fed Genies do have incredible potency): instead, each Genie is a natural master of sorcery, and will make use of her spellcasting abilities (and any of her other talents and skills honed over the years) to bring about what their "master" desires. This means that there are wishes that a Genie just cannot grant, or which can only be granted by select genies.
Part of the reason Genies are such powerful spellcasters is their combination of the ability to drain spiritual energy from others through sex, like many Demons and Fey, and their tremendous reserves to store such energy - in fact, stories imply that Genies may have a literally infinite capacity to store spiritual energy. Thusly, whenever a person would call upon a Genie to grant their wish, they must first agree to feed the Genie with spiritual energy, either to enable them to perform such a task in the first place or to replenish their reserves quickly after they perform the task. While Genies usually expect to take this energy from their master, it is possible for them to have sex with others instead, particularly if their master is a woman or another mamono. Genies who find their masters especially attractive or very skilled lovers will be more willing to grant their master's wishes and will goad him to use their power. As well as deliberately finding reasons to make him have sex with them whether he's made a wish or not.
This, ultimately, is an expression of the same personality traits that makes owning a Genie rather dangerous. While generally friendly as a rule, Genies do have a considerable sense of pride and enjoy making mischief. If offended or otherwise displeased by their "master", they will strike back by corrupting their master's wishes, mostly by taking their wishes exactly as they were worded, adhering to the letter of the wish and ignoring the spirit in order to make their master realise they have offended the Genie. If truly angered, or their master continues to ignore their displeasure, Genies become spiteful and cruel, twisting even the wording of their master's wishes in order to ensure that using the Genie's power brings only despair and suffering to the master or those whom the master cares about. Treat a Genie well, however, and she will be as helpful and as loyal as any person could wish for. Those who would hunt a Genie should best be warned; there are tales of Genies who have been so abused they now lash out violently at all others for the sins of some long-dead master, and others of Genies who formed such close bonds to their masters that they at best refuse to hear anyone else and at worst they were parted so violently from them that they rage against the world for being so cruel.
While these fundamental facts remain the same, some archaic tomes depict Genies a little differently. These sources describe Genies as Elemental beings, divided into four tribes based around the four elements: the Dao of Earth, the Marids of Water, the Efreeti of Fire, and the Djinn of Air. These Genies wield elemental magic in addition to, or, in some tales, in case, of the generic sorcery of common Genies, and look notably different. In place of hair, they have certain elemental manifestations, their personalities are different to those of the "true" Genie, their skins and eyes come in colors associated with their element, and each type of Genie is supposedly better suited to granting a specific type of wish. In fact, many tales describe Dao and Marids as competing fiercely amongst themselves to prove who is better at granting wishes for wealth and prosperity, as both the earth and the sea can provide many treasures to one who knows how to tap them.
Dao are quiet and solemn, but also hold fierce grudges and can be very stubborn. Their skins and eyes come in various earthy reds, browns, grays and blacks, and they have crystalline growths on their heads in place of hair. It is said that a Dao's power and/or rank can be determined by what precise crystal her "hair" resembles; the more valuable the pseudo-gem appears, the greater the Dao. Dao are masters of granting wishes related to secrets and lost knowledge, for the Earth hears all, in time.
Marids are whimsical and chaotic, ever shifting in mood much like the water they are so close to. Described variously as bald, having flowing manes of semi-solid water, or locks of ever-slick waterweed in place of hair, their skins and eyes come in various shades of blue and watery green. Water is associated heavily with life, and so Marids excel at granting wishes to heal wounds, and to cure poisoning and disease -- or cause them.
Efreeti are proud, aggressive and honorable, passionate in all things. With roaring locks of flame flowing from their heads, changing in intensity and hue to emphasize their moods, there are also tales of Efreeti bearing wings of fire or smoke. The only Genies likely to wield weapons, their skins and eyes come in various fiery hues - oranges, copper, reds and yellows. Needless to say, Efreetis specialise in wishes relating to warfare and destruction, eagerly raining down fiery magics on any who threaten their master.
The Djinn, with their pale white, silver or gray hues and cloudy vapors for hair, are carefree and easy going, but can be as deadly as any tempest if angered. No Genie is better to ask for a wish to be transported elsewhere, for they can fly a person to any point in the world, or perhaps beyond, if they wish to. They are generally considered far too flippant to make good guides, as they are too prone to getting distracted and wandering on random tangents while still heading in the general direction of their destination, but if they consider the task serious enough they can fly straighter and swifter than any arrow could ever be.
No one is quite sure how to reconcile the tales of the Dao, Marid, Efreet, and Djinn with the present reality of the Genie. Some have suggested that these were the original Genies, and that either they have weakened to the extent that they now only exist as the modern day Genies, or they were destroyed or sealed away and the present Genies are angelic mamono that style themselves after the lost ones. A slowly growing chain of thought is that the Genies, past and present, actually represent different stages of a single mamono's life cycle: Genies are born in the state of the mamono currently considered to bear that name, but transform at random into a Dao, Marid, Efreet or Djinn after completing some special objective, generally considered to be successfully granting 1001 wishes.
Jersey Devil
Spoiler: show
Family: Unknown
Type: Demon Beast
Habitat: Deep Forests
Disposition: Caring, Shy, Curious,
Diet: Carnivorous
The Jersey Devil is a strange mamono - it isn't even known if there is only one of them, or if they have propagated into a whole race. According to legend, the first Jersey Devil was created when a woman gave birth to her thirteenth daughter. The most common version of the tale is that the woman, already angered by having to produce 12 children and incensed to have yet another daughter to feed, abandoned her in the forest to die, only for kindly fey spirits to find and care for the infant. As she grew to maturity, her adoptive mothers each gave her a trait that they considered beautiful, resulting in a very distinctive appearance. In some variants of this tale, it is instead the result of having been fed by each spirit in turn and so absorbing some of their essence.
There is at least one version of the tale where the Jersey Devil's mother actually went to the shrines of various fey spirits and small gods of the woodland, praying for them to bless her child. However, for whatever reason, she approached multiple shrines and so her daughter received their combined blessings, thus explaining her unusual appearance.
A Jersey Devil has furry legs with cloven hooves in place of feet, scaly arms, clawed hands and a tail that are vaguely reminiscent of a Lizardgirl (though the Jersey Devil's tail is much longer), wings akin to those of a Werebat sprouting from her shoulders, and a surprisingly full hourglass figure. The somewhat unusual size of the Jersey Devil's breasts has caused some scholars and sages to speculate she stores fat in them to live off of during the lean times. A Jersey Devil's face is supposedly very beautiful, and some tellings depict them with one or more pairs of horns rising from their head. It must be noted that Jersey Devils are famous for being unhappy with their appearance; they see their strange mix of bodily features and consider themselves ugly, failing to realise either their well-toned bodies, beautiful faces, and wonderful personalities make them very attractive indeed.
Despite their commonly claimed origin, Jersey Devils bear no ill will towards civilised folk. In fact, they are rather curious about people, and are known to secretly leave presents for people they take a liking to, as well as leading lost folk out of their forests to safety. However, they are very closely associated with the fey, and this influences their behavior.
At its most benign, this means that Jersey Devils have a distinctive mischievous streak and like to play tricks and pranks - leading travellers astray, filching and then hiding personal belongings, spooking livestock, harmless yet annoying tricks that most locals quickly learn to put up with. It is said in some circles that proving oneself to be utterly indefatigable in regards to a Jersey Devil's pranks will make her stop tricking you in respect, and/or that if you can play a prank on a Jersey Devil, she is compelled to grant you a boon. At its worst, though, is a fierce protective instinct for their forest and the fey that live in it. Though not violent by nature, Jersey Devils can wreak merry havoc on anyone that harms the things under their protection, and they excel at frightening those people. It is said that forests under the claim of a Jersey Devil tend to have very low, or nonexistent, populations of Pixies; Jersey Devils tend to feel either that they aren't "real fey", or that their much nastier nature makes them a danger to the Fairies because they are likely to rouse humans to anger, or both.
Jersey Devils don't leave their forests often, but they are said to appear in areas where there will soon be disasters in an effort to try and make people leave so they aren't hurt - unfortunately, between their startling appearance and their chronic shyness, it's not very easy for them to communicate this. In some areas, they have even gained an unfair reputation as actually causing disasters.
Other than to try and protect people from disasters, or occasional nocturnal visits, Jersey Devils only leave their forests for one thing: romance. Jersey Devils are experts at watching those who pass through the wilderness without being seen themselves, and because they are shy and often lonely, they can become infatuated with kindly, nature-loving men. If a Jersey Devil becomes aware of such a man, she will shadow him, and even take to sneaking out of the forest at night, dusk and dawn to try and catch a glimpse of him at home, sitting on his roof to eavesdrop and peek in on him. Far too shy to confront him directly, she will instead make presents for him from items in the forest -necklaces, amulets and bracelets of hide, sinew, bone, rock, and sometimes shell and amber if she lives in the right sort of region- that she leaves for him to find. If he finds these and seems happy to have them, she will grow bolder, finally leaving him a letter telling him when and where to come and see her.
If he comes to her, and is not frightened of her appearance, she will claim him as her husband. Jersey Devils are said to mate for life, an easy claim to believe, though the stories that they will never rewed if their husband should die, or that they themselves will quickly die themselves from lack of a will to live, are harder to swallow. Usually, a Jersey Devil will continue to live in the forest and her lover will come to her as often as he can; men who prove willing to abandon civilisation and join her in the wilderness are highly prized. Sweetnatured and insecure about their looks as they are, Jersey Devils respond very well to positive comments on their appearance, and relish simple intimacies; it is not entirely an exaggeration to claim that an hour or so of cuddling with their lover is as satisfying as sex to a Jersey Devil. Conversely, they hate "rough stuff" such as bondage with a passion... it is sometimes said that "bullying" mamono, members of breeds noted for having sexual tastes that run the opposite way such as Dark Elves and Jorogumo, are distinctly unwelcome in a Jersey Devil's forests.
Tall tales occasionally arise of Jersey Devils abducting travelling men, carrying them somewhere deep in the forest and making passionate love to them before releasing them, greatly confused, near the forest's edge. Anyone who knows ANYthing about Jersey Devils dismisses such tales as complete and utter hogwash: Jersey Devils are far too timid and friendly to do such a thing!
Type: Demon Beast
Habitat: Deep Forests
Disposition: Caring, Shy, Curious,
Diet: Carnivorous
The Jersey Devil is a strange mamono - it isn't even known if there is only one of them, or if they have propagated into a whole race. According to legend, the first Jersey Devil was created when a woman gave birth to her thirteenth daughter. The most common version of the tale is that the woman, already angered by having to produce 12 children and incensed to have yet another daughter to feed, abandoned her in the forest to die, only for kindly fey spirits to find and care for the infant. As she grew to maturity, her adoptive mothers each gave her a trait that they considered beautiful, resulting in a very distinctive appearance. In some variants of this tale, it is instead the result of having been fed by each spirit in turn and so absorbing some of their essence.
There is at least one version of the tale where the Jersey Devil's mother actually went to the shrines of various fey spirits and small gods of the woodland, praying for them to bless her child. However, for whatever reason, she approached multiple shrines and so her daughter received their combined blessings, thus explaining her unusual appearance.
A Jersey Devil has furry legs with cloven hooves in place of feet, scaly arms, clawed hands and a tail that are vaguely reminiscent of a Lizardgirl (though the Jersey Devil's tail is much longer), wings akin to those of a Werebat sprouting from her shoulders, and a surprisingly full hourglass figure. The somewhat unusual size of the Jersey Devil's breasts has caused some scholars and sages to speculate she stores fat in them to live off of during the lean times. A Jersey Devil's face is supposedly very beautiful, and some tellings depict them with one or more pairs of horns rising from their head. It must be noted that Jersey Devils are famous for being unhappy with their appearance; they see their strange mix of bodily features and consider themselves ugly, failing to realise either their well-toned bodies, beautiful faces, and wonderful personalities make them very attractive indeed.
Despite their commonly claimed origin, Jersey Devils bear no ill will towards civilised folk. In fact, they are rather curious about people, and are known to secretly leave presents for people they take a liking to, as well as leading lost folk out of their forests to safety. However, they are very closely associated with the fey, and this influences their behavior.
At its most benign, this means that Jersey Devils have a distinctive mischievous streak and like to play tricks and pranks - leading travellers astray, filching and then hiding personal belongings, spooking livestock, harmless yet annoying tricks that most locals quickly learn to put up with. It is said in some circles that proving oneself to be utterly indefatigable in regards to a Jersey Devil's pranks will make her stop tricking you in respect, and/or that if you can play a prank on a Jersey Devil, she is compelled to grant you a boon. At its worst, though, is a fierce protective instinct for their forest and the fey that live in it. Though not violent by nature, Jersey Devils can wreak merry havoc on anyone that harms the things under their protection, and they excel at frightening those people. It is said that forests under the claim of a Jersey Devil tend to have very low, or nonexistent, populations of Pixies; Jersey Devils tend to feel either that they aren't "real fey", or that their much nastier nature makes them a danger to the Fairies because they are likely to rouse humans to anger, or both.
Jersey Devils don't leave their forests often, but they are said to appear in areas where there will soon be disasters in an effort to try and make people leave so they aren't hurt - unfortunately, between their startling appearance and their chronic shyness, it's not very easy for them to communicate this. In some areas, they have even gained an unfair reputation as actually causing disasters.
Other than to try and protect people from disasters, or occasional nocturnal visits, Jersey Devils only leave their forests for one thing: romance. Jersey Devils are experts at watching those who pass through the wilderness without being seen themselves, and because they are shy and often lonely, they can become infatuated with kindly, nature-loving men. If a Jersey Devil becomes aware of such a man, she will shadow him, and even take to sneaking out of the forest at night, dusk and dawn to try and catch a glimpse of him at home, sitting on his roof to eavesdrop and peek in on him. Far too shy to confront him directly, she will instead make presents for him from items in the forest -necklaces, amulets and bracelets of hide, sinew, bone, rock, and sometimes shell and amber if she lives in the right sort of region- that she leaves for him to find. If he finds these and seems happy to have them, she will grow bolder, finally leaving him a letter telling him when and where to come and see her.
If he comes to her, and is not frightened of her appearance, she will claim him as her husband. Jersey Devils are said to mate for life, an easy claim to believe, though the stories that they will never rewed if their husband should die, or that they themselves will quickly die themselves from lack of a will to live, are harder to swallow. Usually, a Jersey Devil will continue to live in the forest and her lover will come to her as often as he can; men who prove willing to abandon civilisation and join her in the wilderness are highly prized. Sweetnatured and insecure about their looks as they are, Jersey Devils respond very well to positive comments on their appearance, and relish simple intimacies; it is not entirely an exaggeration to claim that an hour or so of cuddling with their lover is as satisfying as sex to a Jersey Devil. Conversely, they hate "rough stuff" such as bondage with a passion... it is sometimes said that "bullying" mamono, members of breeds noted for having sexual tastes that run the opposite way such as Dark Elves and Jorogumo, are distinctly unwelcome in a Jersey Devil's forests.
Tall tales occasionally arise of Jersey Devils abducting travelling men, carrying them somewhere deep in the forest and making passionate love to them before releasing them, greatly confused, near the forest's edge. Anyone who knows ANYthing about Jersey Devils dismisses such tales as complete and utter hogwash: Jersey Devils are far too timid and friendly to do such a thing!
Legion Devil
Spoiler: show
Family: Devil
Type: Demon
Habitat: Makai, At Their Master's Side
Disposition: Cruel, Disciplined, Lustful, Militant
Diet: Spirit Energy
Legion Devils are a race of warrior-demons, the corestone of the armies of Makai, and frequently summoned to the mortal world by people who desire conquest in addition to sex. A Legion Devil shares similarities in appearance with a Succubus, although Legion Devils are taller, less buxom and more well toned in build. Their tails lack the 'heart pad' at their tip, as well as being longer and thicker - a Legion Devil's tail is prehensile and strong enough that they can, and frequently do, carry some sort of weapon in it. Legion Devils are wingless, and their horns positioned differently to those of a Succubus - they can be used as formidable natural weapons, as can the Legion Devil's fierce fangs and taloned fingers & toes. Legion Devils are almost never seen dressed in anything except their armor, which is form-fitting, but otherwise bears no concession to their feminity - Legion Devil armor is designed to be as intimidating as possible, with spikes and baroque stylings a matter of fact. Legion Devil skin, hair and eye color varies widely from individual to individual, though the colors involved are always bleached bone white, the dark red of heart's blood, and the black of charcoal from a funeral pyre.
Legion Devils thrive as much on violence as they do on sex; while a few are patient and cunning enough to forment conflict, most settle for more immediately gratifying means. Alone or in small packs, Legion Devils wander the mortal world, joining in battles and selling their services to would-be conquerers and warlords. As well as their strength and lust for battle, Legion Devils possess innate powers that serve them well as captains and sergeants; the potent charm ability of Succubi is mutated in them into an aura of terrifying dominance. Legion Devils relish tormenting and breaking the wills of their "recruits"; their frightful aura not only cows their victims so that they can't strike back against or defy the Legion Devil, but also imbues their words and blows with a kind of psychic poison, enabling a Legion Devil to drive her "soldiers" into a bloodcrazed frenzy composed of equal parts rage and fear, in which they are blind to everything save to the urge to attack their foes. Many Legion Devils bear some knowledge of arcana, though more in the instinctive fashion of the sorcerer and warlock as a matter of course, but all Legion Devils bear the ability to vomit gouts of white-hot flame against their foes.
Legion Devils are not entirely as sadistic as one might expect. It is true that a Legion Devil may very well enforce her dominance over those unfortunate enough to be her "recruits" by raping them, irregardless of their gender, if she gets sufficiently worked up, and the sight (and sensation) of battle does get them horny like nothing else, but they are most attracted to strength. After the battle is over, the survivors who will be dragged into a Legion Devil's bed are those that proved themselves to be strong and fearless warriors; Legion Devils also enjoy being dominated as much as they enjoy dominating. The vast majority of those who would command a Legion Devil must first dominate her in a ritual that is half unarmed combat, half violent sex act; only by defeating her here does one receive the right to command her sword and not be commanded by her.
Type: Demon
Habitat: Makai, At Their Master's Side
Disposition: Cruel, Disciplined, Lustful, Militant
Diet: Spirit Energy
Legion Devils are a race of warrior-demons, the corestone of the armies of Makai, and frequently summoned to the mortal world by people who desire conquest in addition to sex. A Legion Devil shares similarities in appearance with a Succubus, although Legion Devils are taller, less buxom and more well toned in build. Their tails lack the 'heart pad' at their tip, as well as being longer and thicker - a Legion Devil's tail is prehensile and strong enough that they can, and frequently do, carry some sort of weapon in it. Legion Devils are wingless, and their horns positioned differently to those of a Succubus - they can be used as formidable natural weapons, as can the Legion Devil's fierce fangs and taloned fingers & toes. Legion Devils are almost never seen dressed in anything except their armor, which is form-fitting, but otherwise bears no concession to their feminity - Legion Devil armor is designed to be as intimidating as possible, with spikes and baroque stylings a matter of fact. Legion Devil skin, hair and eye color varies widely from individual to individual, though the colors involved are always bleached bone white, the dark red of heart's blood, and the black of charcoal from a funeral pyre.
Legion Devils thrive as much on violence as they do on sex; while a few are patient and cunning enough to forment conflict, most settle for more immediately gratifying means. Alone or in small packs, Legion Devils wander the mortal world, joining in battles and selling their services to would-be conquerers and warlords. As well as their strength and lust for battle, Legion Devils possess innate powers that serve them well as captains and sergeants; the potent charm ability of Succubi is mutated in them into an aura of terrifying dominance. Legion Devils relish tormenting and breaking the wills of their "recruits"; their frightful aura not only cows their victims so that they can't strike back against or defy the Legion Devil, but also imbues their words and blows with a kind of psychic poison, enabling a Legion Devil to drive her "soldiers" into a bloodcrazed frenzy composed of equal parts rage and fear, in which they are blind to everything save to the urge to attack their foes. Many Legion Devils bear some knowledge of arcana, though more in the instinctive fashion of the sorcerer and warlock as a matter of course, but all Legion Devils bear the ability to vomit gouts of white-hot flame against their foes.
Legion Devils are not entirely as sadistic as one might expect. It is true that a Legion Devil may very well enforce her dominance over those unfortunate enough to be her "recruits" by raping them, irregardless of their gender, if she gets sufficiently worked up, and the sight (and sensation) of battle does get them horny like nothing else, but they are most attracted to strength. After the battle is over, the survivors who will be dragged into a Legion Devil's bed are those that proved themselves to be strong and fearless warriors; Legion Devils also enjoy being dominated as much as they enjoy dominating. The vast majority of those who would command a Legion Devil must first dominate her in a ritual that is half unarmed combat, half violent sex act; only by defeating her here does one receive the right to command her sword and not be commanded by her.
Marilith
Spoiler: show
Family: Lamia
Type: Demon
Habitat: Makai
Disposition: Aggressive, Forceful, Proud
Diet: Spirit Energy, Carnivorous
Makai is a place where passions run hot; it is a land of lusts and hates, of anguish and ecstasy, of joy and rage. And nowhere is this more obvious than in the demons known as the Marilith. Resembling voluptuous lamia with six pairs of arms, Mariliths are considered the most formidable warriors of all demonkind. Wherever passions boil over into violence and the very earth seems to scream in equal parts fury and delight, there they may be found, plunging headlong into the thickest part of the fray, faces alight with ecstasy and bodies twisting and writhing in the most disturbingly sensual manner. Favoring the longsword, the rapier and the scimitar, their serpentine lower torsos carry them with sinous grace and speed across the battlefield, the six blades in their hands whirling and spinning in an intricate cage of razor edges and piercing points. The blade-dance of the Marilith is as beautiful as it is deadly, and legendary even beyond their home plane. Slick with gore and burning with desire, Mariliths rarely stop to bathe once the fighting is over, instead coupling ferociously with whoever they may have taken as a lover - rare indeed is the fight that doesn't end with the Marilith either dead or too horny to think straight.
Needless to say, most Marilith lovers were comely male warriors who managed to impress her sufficiently in battle that, when they threw down their weapons and yielded, she chose to have sex with them - sometimes, she may keep them once she wakes from her post-copulation slumber, other times they flee or she turns them loose. They are also highly prized as concubine-bodyguards by Summoners and similar self-proclaimed "Demon Lords"; their high libidos, passion for fighting, incredible combat skill and sensual nature makes even a single Marilith a highly tempting piece of "eye candy"... of course, trying to persuade her to agree to such an arrangement can be more dangerous than any assassins her "master" may be seeking to discourage.
In a similar fashion to Lizardmen, Mariliths desire skilled warriors as their lovers and husbands, and so seek out men who are capable of defeating them with then intent of taking such men as their grooms. As Mariliths have much more of an unfair advantage in their combat skills than Lizardmen, they are thusly more flexible about this matter; men can actually defeat them in armed combat are rare to the extreme. Instead, most frequently, Mariliths will defeat a man in battle, then keep him as a "squire", a combination of sex-slave and protoge in the arts of the blade - no matter what he may have to say. His progress at learning the lore she has to teach him - Mariliths are aware that no man could ever duplicate their ability to strike from multiple angles at once, but are steadfast that a true warrior can learn to compensate for that disadvantage, and they do have more general techniques as well - determines his fate. Those deemed barely adequate (at best) will be released to make their own way in the world - such (un)fortunates often end up highly prized as lovers by Lizardwomen and Legion Devils. Those that have "passed" the tests are proclaimed worthy and taken as the Marilith's husband.
Marilith society is split on the issue of martial strength vs. magical strength - suffice it to say that the general attitude is divided between those who think that only men of fighting skill are worthy to be the grooms of Mariliths and those who think that magic wielders are just as valid a choice of lovers. Swordmages, who fight by channeling magical energy through swords, are a particularly contentious issue. However, even among those who do accept men who prove powerful magic wielders as husband-material, Mariliths who themselves wield magic are quite rare - typically, they themselves follow the path of the Swordmage, but there is a small, almost outcast minority that forsakes bladecraft entirely for the arts arcane.
Type: Demon
Habitat: Makai
Disposition: Aggressive, Forceful, Proud
Diet: Spirit Energy, Carnivorous
Makai is a place where passions run hot; it is a land of lusts and hates, of anguish and ecstasy, of joy and rage. And nowhere is this more obvious than in the demons known as the Marilith. Resembling voluptuous lamia with six pairs of arms, Mariliths are considered the most formidable warriors of all demonkind. Wherever passions boil over into violence and the very earth seems to scream in equal parts fury and delight, there they may be found, plunging headlong into the thickest part of the fray, faces alight with ecstasy and bodies twisting and writhing in the most disturbingly sensual manner. Favoring the longsword, the rapier and the scimitar, their serpentine lower torsos carry them with sinous grace and speed across the battlefield, the six blades in their hands whirling and spinning in an intricate cage of razor edges and piercing points. The blade-dance of the Marilith is as beautiful as it is deadly, and legendary even beyond their home plane. Slick with gore and burning with desire, Mariliths rarely stop to bathe once the fighting is over, instead coupling ferociously with whoever they may have taken as a lover - rare indeed is the fight that doesn't end with the Marilith either dead or too horny to think straight.
Needless to say, most Marilith lovers were comely male warriors who managed to impress her sufficiently in battle that, when they threw down their weapons and yielded, she chose to have sex with them - sometimes, she may keep them once she wakes from her post-copulation slumber, other times they flee or she turns them loose. They are also highly prized as concubine-bodyguards by Summoners and similar self-proclaimed "Demon Lords"; their high libidos, passion for fighting, incredible combat skill and sensual nature makes even a single Marilith a highly tempting piece of "eye candy"... of course, trying to persuade her to agree to such an arrangement can be more dangerous than any assassins her "master" may be seeking to discourage.
In a similar fashion to Lizardmen, Mariliths desire skilled warriors as their lovers and husbands, and so seek out men who are capable of defeating them with then intent of taking such men as their grooms. As Mariliths have much more of an unfair advantage in their combat skills than Lizardmen, they are thusly more flexible about this matter; men can actually defeat them in armed combat are rare to the extreme. Instead, most frequently, Mariliths will defeat a man in battle, then keep him as a "squire", a combination of sex-slave and protoge in the arts of the blade - no matter what he may have to say. His progress at learning the lore she has to teach him - Mariliths are aware that no man could ever duplicate their ability to strike from multiple angles at once, but are steadfast that a true warrior can learn to compensate for that disadvantage, and they do have more general techniques as well - determines his fate. Those deemed barely adequate (at best) will be released to make their own way in the world - such (un)fortunates often end up highly prized as lovers by Lizardwomen and Legion Devils. Those that have "passed" the tests are proclaimed worthy and taken as the Marilith's husband.
Marilith society is split on the issue of martial strength vs. magical strength - suffice it to say that the general attitude is divided between those who think that only men of fighting skill are worthy to be the grooms of Mariliths and those who think that magic wielders are just as valid a choice of lovers. Swordmages, who fight by channeling magical energy through swords, are a particularly contentious issue. However, even among those who do accept men who prove powerful magic wielders as husband-material, Mariliths who themselves wield magic are quite rare - typically, they themselves follow the path of the Swordmage, but there is a small, almost outcast minority that forsakes bladecraft entirely for the arts arcane.
Rakshasa
Spoiler: show
Family: Giant
Type: Demon Beast
Habitat: Tropical Jungles, Ruins, Cities
Disposition: Mischious, Smug, Deceptive, Playful, Cruel
Diet: Carnivorous
Rakshasas are a breed of demonic mamono native to the tropical regions, where they control a large if disorganized (as in plagued by assassinations, prone to civil wars and with politics that frequently lean towards the Byzantine when the nobles aren't killing each other off) empire in which they rule and other breeds of mamono are second-class. Technically part of the Giant family, Rakshasas (more commonly referred to in the plural as Rakshasi) thusly possess far greater physical strength than their small(ish - they are still quite tall, even if nowhere near the size of even an Oni, much less a True Giant), well-curved frames may suggest, and they are both very cunning and highly intelligent. Furthermore, they possess strange and potent mind powers, an art similar-to-yet-different-from magic and which the Rakshasa refer to as "psionics" - in fact, the Rakshasa are known for regarding arcane magic as being something akin to a dangerous toy, and usually look down on those who wield it. Their "psionics" enable them to read thoughts, control bodies, plant false memories, distort perceptions and other such tricks, depending on how well the Rakshasa trains her abilities and what sort of training she undergoes.
Rakshasa are sometimes mistaken for Weretigers at first glance, even if they are not using psionic illusions, and the mistake is quite understandable. Both species resemble woman with furred legs that end in feline paws, delicately fingered hands that bear both razor-sharp claws (rumored to be venomous, in the case of the Rakshasi) and a coating of thin fur from the elbows down, tiger-like tails, eyes and the ears of tigers sprouting from the tops of their heads. Only two physical differences are really obvious, though a certain devilish spark can be noted in the eyes of a Rakshasa - even magic, arcane or psionic, cannot obscure this. Firstly, Rakshasi fur/hair comes in a variety of colors very different to the orange with black stripes of a Weretiger (or a real tiger, for that matter). Secondly, and usually more dramatically, a Rakshasa's hands face the wrong way around - when holding their hands so the thumb points straight up, a Rakshasa's right hand faces left and her left hand faces right. Despite how awkward this looks to others, it does not bother Rakshasi in the slightest and they are noted for their fine motor control and graceful gesticulations.
Rakshasi are most well-known for their attitudes, which their powers make truly dangerous. Rakshasi unthinkingly manipulate, deceive, trick and use any non-Rakshasa around them - and manipulating other Rakshasi is considered the greatest of sports. At its most benevolent, a Rakshasa does so to amuse itself and to satisfy its own ego, being driven not by malice but a rather cruel form of playfulness and a desire to wallow in its own "superiority". However, their great pride means that a Rakshasa who considers herself "wounded" or "insulted" will quickly up the ante to frightful levels, and their self-centeredness means that they will not think about sacrificing others to achieve their goals or protect themselves. They revere intelligence and cunning, and such traits are the easiest way to earn a Rakshasa's respect, however grudgingly - they look down on "mindless" types and their feelings for such people are, at best, those of a person for a rather endearing pet. In fact, a person who manages to see through or deliberately interfere with a Rakshasa's plans will earn tremendous respect - if more from that Rakshasa's fellows than the Rakshasa herself.
In fact, one of the oldest laws in Rakshasa society, and perhaps the only one that is truly incorruptible, is that a non-Rakshasa who can actually best a Rakshasa in terms of plotting will be given that Rakshasa's place - he or she will receive the Rakshasa's place in society, all of her belongings, and even be allowed to keep her as a personal slave to do with as the "promoted one" pleases, even execute her. Of course, this also means that they will inherit the "deposed one's" enemies, debts and other negative parts of that position as well... This does not prevent Rakshasi from trying their hardest to cover things up when a non-Rakshasa manages to get the better of them, including being quite willing to appear before their "nemesis" and make a straight-up deal for them to keep their silence. It is said that the threat of blackmail from a "lesser" being is one of the few things that will ensure that a Rakshasa, no matter how corrupt she is, will keep her word.
In fact, such is the Rakshasa respect for those with wits and skill of mind that if a man can not only see through a Rakshasa's plotting, but actually turn it to his own advantage - not merely causing it to fail, but to succeed in granting him one or more goals that he desires or turning it to ensnare the Rakshasa in her own plot - the Rakshasa will become consumed with lust for him. She will do everything she can to lure him into her clutches, finally chasing him down herself if she must, and will begin to hungrily couple with him as soon as she can get him into her hands. It is said that, amongst Rakshasi, no coupling is as passionate or as satisfying to the Rakshasa as such a coupling as this, and she will almost invariably propose marriage to the man once she awakens from her satisfied stupor.
Type: Demon Beast
Habitat: Tropical Jungles, Ruins, Cities
Disposition: Mischious, Smug, Deceptive, Playful, Cruel
Diet: Carnivorous
Rakshasas are a breed of demonic mamono native to the tropical regions, where they control a large if disorganized (as in plagued by assassinations, prone to civil wars and with politics that frequently lean towards the Byzantine when the nobles aren't killing each other off) empire in which they rule and other breeds of mamono are second-class. Technically part of the Giant family, Rakshasas (more commonly referred to in the plural as Rakshasi) thusly possess far greater physical strength than their small(ish - they are still quite tall, even if nowhere near the size of even an Oni, much less a True Giant), well-curved frames may suggest, and they are both very cunning and highly intelligent. Furthermore, they possess strange and potent mind powers, an art similar-to-yet-different-from magic and which the Rakshasa refer to as "psionics" - in fact, the Rakshasa are known for regarding arcane magic as being something akin to a dangerous toy, and usually look down on those who wield it. Their "psionics" enable them to read thoughts, control bodies, plant false memories, distort perceptions and other such tricks, depending on how well the Rakshasa trains her abilities and what sort of training she undergoes.
Rakshasa are sometimes mistaken for Weretigers at first glance, even if they are not using psionic illusions, and the mistake is quite understandable. Both species resemble woman with furred legs that end in feline paws, delicately fingered hands that bear both razor-sharp claws (rumored to be venomous, in the case of the Rakshasi) and a coating of thin fur from the elbows down, tiger-like tails, eyes and the ears of tigers sprouting from the tops of their heads. Only two physical differences are really obvious, though a certain devilish spark can be noted in the eyes of a Rakshasa - even magic, arcane or psionic, cannot obscure this. Firstly, Rakshasi fur/hair comes in a variety of colors very different to the orange with black stripes of a Weretiger (or a real tiger, for that matter). Secondly, and usually more dramatically, a Rakshasa's hands face the wrong way around - when holding their hands so the thumb points straight up, a Rakshasa's right hand faces left and her left hand faces right. Despite how awkward this looks to others, it does not bother Rakshasi in the slightest and they are noted for their fine motor control and graceful gesticulations.
Rakshasi are most well-known for their attitudes, which their powers make truly dangerous. Rakshasi unthinkingly manipulate, deceive, trick and use any non-Rakshasa around them - and manipulating other Rakshasi is considered the greatest of sports. At its most benevolent, a Rakshasa does so to amuse itself and to satisfy its own ego, being driven not by malice but a rather cruel form of playfulness and a desire to wallow in its own "superiority". However, their great pride means that a Rakshasa who considers herself "wounded" or "insulted" will quickly up the ante to frightful levels, and their self-centeredness means that they will not think about sacrificing others to achieve their goals or protect themselves. They revere intelligence and cunning, and such traits are the easiest way to earn a Rakshasa's respect, however grudgingly - they look down on "mindless" types and their feelings for such people are, at best, those of a person for a rather endearing pet. In fact, a person who manages to see through or deliberately interfere with a Rakshasa's plans will earn tremendous respect - if more from that Rakshasa's fellows than the Rakshasa herself.
In fact, one of the oldest laws in Rakshasa society, and perhaps the only one that is truly incorruptible, is that a non-Rakshasa who can actually best a Rakshasa in terms of plotting will be given that Rakshasa's place - he or she will receive the Rakshasa's place in society, all of her belongings, and even be allowed to keep her as a personal slave to do with as the "promoted one" pleases, even execute her. Of course, this also means that they will inherit the "deposed one's" enemies, debts and other negative parts of that position as well... This does not prevent Rakshasi from trying their hardest to cover things up when a non-Rakshasa manages to get the better of them, including being quite willing to appear before their "nemesis" and make a straight-up deal for them to keep their silence. It is said that the threat of blackmail from a "lesser" being is one of the few things that will ensure that a Rakshasa, no matter how corrupt she is, will keep her word.
In fact, such is the Rakshasa respect for those with wits and skill of mind that if a man can not only see through a Rakshasa's plotting, but actually turn it to his own advantage - not merely causing it to fail, but to succeed in granting him one or more goals that he desires or turning it to ensnare the Rakshasa in her own plot - the Rakshasa will become consumed with lust for him. She will do everything she can to lure him into her clutches, finally chasing him down herself if she must, and will begin to hungrily couple with him as soon as she can get him into her hands. It is said that, amongst Rakshasi, no coupling is as passionate or as satisfying to the Rakshasa as such a coupling as this, and she will almost invariably propose marriage to the man once she awakens from her satisfied stupor.
Tiddalik/Molok
Spoiler: show
Family: Frog
Type: Demon
Habitat: Wetlands/Wastelands
Disposition: Shortsighted, Greedy, Selfish
Diet: Carnivorous (eats water animals and insects, mostly), Ambient Life Force
This is a story that is told throughout the lands of Terra Incognito Australias. In the time of dreaming, there was a little frog who wanted to be bigger, as she thought she was too short and too flatchested, but she could not think of how to get bigger. One day, when the sun was shining hot, she went to the billabong for a drink. It was very hot, and she was very thirsty, so she drank and she drank and, before she knew it, she had drunk the billabong dry. She stood up in the mud, blinked at what she had done, and then looked at herself; it looked as though she had gotten a little taller, and like her breasts had gotten a little bigger. To see if she had really done so, she went to another waterhole that she knew of, uncaring of the way that the dry billabong quickly baked into lifeless sand behind her, the trees dying because she had taken all of the water.
When she drank the second waterhole dry, she saw that she had indeed gotten bigger, though her belly had also gotten a little rounder. Consumed with desire, she went to a great wide river and she drank it all up - though her belly now bounced in her lap, her breasts were much bigger and she was twice as tall as she had been. Greedily, she then began to leap from waterhole to waterhole, river to river, drinking all of the water and getting bigger and bigger. By the time she thought she was big enough, she had drunk up all the water in the land. The people began to die of thirst and so they went to the greedy frog to try and get the water back. Some tried to beg her to give it back; but she was selfish and would not listen to them, instead admiring her hugeness. Some tried to fight her, but she was so big she and her belly looked like two mountains sitting together; those who did not flee in fear of her size found their blows just bounced off of her. And still she did nothing.
Finally, a wise person stepped forward - some say it was a wise old mamono, others a clever little boy, or anything in between. And do you know what that wise person did? They tickled the greedy frog until she burst out laughing, and all of the water came roaring out, flooding the land and bringing life back to the parched ground. Some say that the greedy frog drowned in all of the water as it came pouring out of her mouth. Others say that she drifted with the final tides until some angry people found her, exhausted and battered, and chopped her into pieces for her callous theft. Whatever happened, she was never seen again. But where the greedy little frog had sat until the people had made her give back the water was a great big stone, shaped like an egg. And this egg-mountain broke, and lots of even smaller little frogs came spilling out, almost identical to the first greedy frog. And the people were frightened and angry; they called these frogs "Tiddalik" (in some dialects, "Molok"), meaning "The Great Drinker", and chased them away into the barren regions in hopes they would never see them again. But the Tiddaliks did not die, and sometimes they come back, drinking up the water and bringing drought and famine with them.
And so it goes.
Scholars from other lands have read the tale, and wondered just how this connects to the beings currently called "Tiddaliks", demonic frog-girls who drain the very land around them of life. It is simple; in all lands, water is symbolic of life, and nowhere is that symbolism stronger than in Terra Incognito Australias. The Tiddaliks may lack the sheer prodigious appetite of their mythological forebearer, but they are her spawn all the same.
Tiddaliks appear as short (five feet square is the tallest they get), slightly built mamono, with long arms and legs, large feet with fully webbed toes, long spindly fingers with full webbing, and big eyes. Their tongues are very long, easily as long as or longer than the Tiddalik is tall, and prehensile, and their skin is an earthy mottling of browns, while their hair is black. Tiddaliks, like the frogs they resemble, are excellent leapers and swimmers, but they are most infamous for their ability to draw the ambient life energy from the land around them - unlike their mythological progenitor, they don't grow any taller by doing this, but their stomach and breasts do swell as hers did. When they do this, the earth grows dry and brittle, crumbling up into lifeless dust, water disappears and plants shrivel up and dry. As a Tiddalik feeds, the area she drains from grows wider and wider as she completely drinks the life force around her - unlike their mother, they have definate limits to how much they can absorb. The most powerful of Tiddaliks can drain the life from an area several miles across, but at the end of this, would be completely unable to move a step - hampered by a stomach two or three times bigger than her body and breasts easily the size of a pregnant woman's belly.
Why, then, would they do this? Firstly, the rush - draining life energy is a euphoric experience for Tiddaliks, many of whom describe it as being "good as really great sex and much easier to get". Secondly, sustenance; so long as a Tiddalik has even a small bit of life force within her belly, she has no need to eat and is supernaturally resistant to injury and disease. Finally, power; Tiddaliks are normally very weak in the typical array of powers availible to a demon mamono, but the more life force they have stolen, the more powerful they are - a fully bloated Tiddalik may be a match for two or even three Baphomets working in tandem! If a Tiddalik wishes it, is slain, or is induced to laugh, the life force she has stolen will come rushing out, restoring the lands she has ruined.
Tiddaliks don't find lovers too often, but are enthusiastic about the prospect - many, in fact, actually drain life force from the land for the sole hope of receiving sex, either as a bribe to restore it, or as payment for ruining the land of a rival. Many Tiddaliks who find a permanent lover do so in the arms of particularly amoral and/or power-hungry magic users.
Needless to say, Tiddaliks are not liked by the other races of Terra Incognito Australias, most especially the Wagyls - Wagyls will drive away, kill, even eat any Tiddalik they come across.
Type: Demon
Habitat: Wetlands/Wastelands
Disposition: Shortsighted, Greedy, Selfish
Diet: Carnivorous (eats water animals and insects, mostly), Ambient Life Force
This is a story that is told throughout the lands of Terra Incognito Australias. In the time of dreaming, there was a little frog who wanted to be bigger, as she thought she was too short and too flatchested, but she could not think of how to get bigger. One day, when the sun was shining hot, she went to the billabong for a drink. It was very hot, and she was very thirsty, so she drank and she drank and, before she knew it, she had drunk the billabong dry. She stood up in the mud, blinked at what she had done, and then looked at herself; it looked as though she had gotten a little taller, and like her breasts had gotten a little bigger. To see if she had really done so, she went to another waterhole that she knew of, uncaring of the way that the dry billabong quickly baked into lifeless sand behind her, the trees dying because she had taken all of the water.
When she drank the second waterhole dry, she saw that she had indeed gotten bigger, though her belly had also gotten a little rounder. Consumed with desire, she went to a great wide river and she drank it all up - though her belly now bounced in her lap, her breasts were much bigger and she was twice as tall as she had been. Greedily, she then began to leap from waterhole to waterhole, river to river, drinking all of the water and getting bigger and bigger. By the time she thought she was big enough, she had drunk up all the water in the land. The people began to die of thirst and so they went to the greedy frog to try and get the water back. Some tried to beg her to give it back; but she was selfish and would not listen to them, instead admiring her hugeness. Some tried to fight her, but she was so big she and her belly looked like two mountains sitting together; those who did not flee in fear of her size found their blows just bounced off of her. And still she did nothing.
Finally, a wise person stepped forward - some say it was a wise old mamono, others a clever little boy, or anything in between. And do you know what that wise person did? They tickled the greedy frog until she burst out laughing, and all of the water came roaring out, flooding the land and bringing life back to the parched ground. Some say that the greedy frog drowned in all of the water as it came pouring out of her mouth. Others say that she drifted with the final tides until some angry people found her, exhausted and battered, and chopped her into pieces for her callous theft. Whatever happened, she was never seen again. But where the greedy little frog had sat until the people had made her give back the water was a great big stone, shaped like an egg. And this egg-mountain broke, and lots of even smaller little frogs came spilling out, almost identical to the first greedy frog. And the people were frightened and angry; they called these frogs "Tiddalik" (in some dialects, "Molok"), meaning "The Great Drinker", and chased them away into the barren regions in hopes they would never see them again. But the Tiddaliks did not die, and sometimes they come back, drinking up the water and bringing drought and famine with them.
And so it goes.
Scholars from other lands have read the tale, and wondered just how this connects to the beings currently called "Tiddaliks", demonic frog-girls who drain the very land around them of life. It is simple; in all lands, water is symbolic of life, and nowhere is that symbolism stronger than in Terra Incognito Australias. The Tiddaliks may lack the sheer prodigious appetite of their mythological forebearer, but they are her spawn all the same.
Tiddaliks appear as short (five feet square is the tallest they get), slightly built mamono, with long arms and legs, large feet with fully webbed toes, long spindly fingers with full webbing, and big eyes. Their tongues are very long, easily as long as or longer than the Tiddalik is tall, and prehensile, and their skin is an earthy mottling of browns, while their hair is black. Tiddaliks, like the frogs they resemble, are excellent leapers and swimmers, but they are most infamous for their ability to draw the ambient life energy from the land around them - unlike their mythological progenitor, they don't grow any taller by doing this, but their stomach and breasts do swell as hers did. When they do this, the earth grows dry and brittle, crumbling up into lifeless dust, water disappears and plants shrivel up and dry. As a Tiddalik feeds, the area she drains from grows wider and wider as she completely drinks the life force around her - unlike their mother, they have definate limits to how much they can absorb. The most powerful of Tiddaliks can drain the life from an area several miles across, but at the end of this, would be completely unable to move a step - hampered by a stomach two or three times bigger than her body and breasts easily the size of a pregnant woman's belly.
Why, then, would they do this? Firstly, the rush - draining life energy is a euphoric experience for Tiddaliks, many of whom describe it as being "good as really great sex and much easier to get". Secondly, sustenance; so long as a Tiddalik has even a small bit of life force within her belly, she has no need to eat and is supernaturally resistant to injury and disease. Finally, power; Tiddaliks are normally very weak in the typical array of powers availible to a demon mamono, but the more life force they have stolen, the more powerful they are - a fully bloated Tiddalik may be a match for two or even three Baphomets working in tandem! If a Tiddalik wishes it, is slain, or is induced to laugh, the life force she has stolen will come rushing out, restoring the lands she has ruined.
Tiddaliks don't find lovers too often, but are enthusiastic about the prospect - many, in fact, actually drain life force from the land for the sole hope of receiving sex, either as a bribe to restore it, or as payment for ruining the land of a rival. Many Tiddaliks who find a permanent lover do so in the arms of particularly amoral and/or power-hungry magic users.
Needless to say, Tiddaliks are not liked by the other races of Terra Incognito Australias, most especially the Wagyls - Wagyls will drive away, kill, even eat any Tiddalik they come across.
Redcap
Spoiler: show
Family: Goblin
Type: Fairy
Habitat: Castles, Forts, Watchtowers, Dark Elf territory
Disposition: Cheerful, Vicious, Bloodthirsty
Diet: Carnivorous, often eat their meat raw - the bloodier, the better
Nobody is quite sure where Redcaps came from. The official story, told by any Dark Elf asked about it, is that when they were "unjustly exiled" from the courts of the other Fairies, some Fairies loyally joined the Dark Elves in their new life, becoming Redcaps in the same way that Dark Elves changed from being Elves. Other races have different stories; one story, never told where either a Dark Elf or a Goblin can hear, is that Redcaps are the result of experiments by Dark Elves on Goblins to create a race of expendable warrior-slaves, a strange mingling of Dark Elf and Goblin. The Redcaps themselves don't know, and they don't give a damn.
Physically, a Redcap appears much like a Goblin, but one with retractile claws in place of fingernails, slicing fangs in place of teeth, and red hair - though there are debates over whether this uniformity in hair color is natural or due to culture (dye, in other words).
In fact, the main differences are psychological. Redcaps, much like Dark Elves, are quite sadistic - but whereas Dark Elves get off on the feeling of power tormenting others gives them, Redcaps are driven by the sheer sensation of violence. The delicious taste and tantalizing color and smell of blood, the feel of flesh ripping, the sound of bones crunching, the pulsing zing of adrenaline and fear as two foes struggle for life itself - these excite and arouse the Redcaps in the deepest parts of their minds and souls. They don't care who is being hurt, so long as someone gets hurt, and strong, determined victims are actually preferred - the harder the fight, the harder it is to break someone, the more pleasure they can derive from it. In fact, the vast majority of Redcap "lovers" are men who faced them in battle, but fought hard enough that their 'mistress' became too aroused to fight on, instead casting her weapon (and his) aside and taking him right there and then. Assuming he doesn't escape, or die from either the brawling that constitutes Redcap foreplay or the blood-letting that invariably occurs during sex itself, the Redcap will be monogamous to a fault and jealously defend her chosen lover from any and all threats.
As a matter of fact, this series of factors is why those who believe Redcaps were a Dark Elf experiment are a failure. Not only do they get so turned on by fighting that they may forget about the battle to start screwing their latest conquest, not only are they so protective of their lover/pet that they have been known to turn on their Dark Elf mistresses to protect them (no Redcap Handler has failed to hear the story of the Dark Elf who took too great a liberty with a "tame" Redcap's chosen consort, and whom the Redcap promptly scalped - with her teeth), but they can get so caught up in their own pleasure that, even if they kill their current target, they may forget about the battle to instead keep mutiliating the corpse.
Redcaps are perfectly capable of fighting with tooth and nail, but frequently wield bladed weapons as well. Scholars argue whether the general lack of size compared to the weapons typically wielded by Goblins indicates that Redcaps have less strength, or if simply means that the Redcaps prefer more control (which thusly means their prey doesn't bleed out too quickly). Redcaps are often seen bearing polearms, such as halberds, but almost never reported using them - such defensive weapons, and the long reach, are unsatisfying to Redcaps, who want to see the blood flowing from their victim's wounds and watch them gasp their last breath up close and personal.
While their strength is debated, their speed and endurance is not. Redcaps are superb long-distance runners, capable of going for hours without rest and, over short distances, at speeds faster then even Centaurs or Cockatrices can run. In fact, Redcaps are invariably seen wearing boots of solid iron or steel, which are generally believed to be neccessary to withstand the abuse travelling at such speed generates, though some believe that these are instead intended to protect extremely soft and delicate feet, which they say are the sole weakspot of a Redcap.
All Redcaps bear a kind of "lucky charm", a talisman of cloth or wool or cotton that is soaked in the blood of every opponent that Redcap has fought. While these don't seem to have any actual mystical properties, Redcaps are quite superstitous about them, and damaging one - or even touching one without permission - can induce a terrible rage in its owner.
Type: Fairy
Habitat: Castles, Forts, Watchtowers, Dark Elf territory
Disposition: Cheerful, Vicious, Bloodthirsty
Diet: Carnivorous, often eat their meat raw - the bloodier, the better
Nobody is quite sure where Redcaps came from. The official story, told by any Dark Elf asked about it, is that when they were "unjustly exiled" from the courts of the other Fairies, some Fairies loyally joined the Dark Elves in their new life, becoming Redcaps in the same way that Dark Elves changed from being Elves. Other races have different stories; one story, never told where either a Dark Elf or a Goblin can hear, is that Redcaps are the result of experiments by Dark Elves on Goblins to create a race of expendable warrior-slaves, a strange mingling of Dark Elf and Goblin. The Redcaps themselves don't know, and they don't give a damn.
Physically, a Redcap appears much like a Goblin, but one with retractile claws in place of fingernails, slicing fangs in place of teeth, and red hair - though there are debates over whether this uniformity in hair color is natural or due to culture (dye, in other words).
In fact, the main differences are psychological. Redcaps, much like Dark Elves, are quite sadistic - but whereas Dark Elves get off on the feeling of power tormenting others gives them, Redcaps are driven by the sheer sensation of violence. The delicious taste and tantalizing color and smell of blood, the feel of flesh ripping, the sound of bones crunching, the pulsing zing of adrenaline and fear as two foes struggle for life itself - these excite and arouse the Redcaps in the deepest parts of their minds and souls. They don't care who is being hurt, so long as someone gets hurt, and strong, determined victims are actually preferred - the harder the fight, the harder it is to break someone, the more pleasure they can derive from it. In fact, the vast majority of Redcap "lovers" are men who faced them in battle, but fought hard enough that their 'mistress' became too aroused to fight on, instead casting her weapon (and his) aside and taking him right there and then. Assuming he doesn't escape, or die from either the brawling that constitutes Redcap foreplay or the blood-letting that invariably occurs during sex itself, the Redcap will be monogamous to a fault and jealously defend her chosen lover from any and all threats.
As a matter of fact, this series of factors is why those who believe Redcaps were a Dark Elf experiment are a failure. Not only do they get so turned on by fighting that they may forget about the battle to start screwing their latest conquest, not only are they so protective of their lover/pet that they have been known to turn on their Dark Elf mistresses to protect them (no Redcap Handler has failed to hear the story of the Dark Elf who took too great a liberty with a "tame" Redcap's chosen consort, and whom the Redcap promptly scalped - with her teeth), but they can get so caught up in their own pleasure that, even if they kill their current target, they may forget about the battle to instead keep mutiliating the corpse.
Redcaps are perfectly capable of fighting with tooth and nail, but frequently wield bladed weapons as well. Scholars argue whether the general lack of size compared to the weapons typically wielded by Goblins indicates that Redcaps have less strength, or if simply means that the Redcaps prefer more control (which thusly means their prey doesn't bleed out too quickly). Redcaps are often seen bearing polearms, such as halberds, but almost never reported using them - such defensive weapons, and the long reach, are unsatisfying to Redcaps, who want to see the blood flowing from their victim's wounds and watch them gasp their last breath up close and personal.
While their strength is debated, their speed and endurance is not. Redcaps are superb long-distance runners, capable of going for hours without rest and, over short distances, at speeds faster then even Centaurs or Cockatrices can run. In fact, Redcaps are invariably seen wearing boots of solid iron or steel, which are generally believed to be neccessary to withstand the abuse travelling at such speed generates, though some believe that these are instead intended to protect extremely soft and delicate feet, which they say are the sole weakspot of a Redcap.
All Redcaps bear a kind of "lucky charm", a talisman of cloth or wool or cotton that is soaked in the blood of every opponent that Redcap has fought. While these don't seem to have any actual mystical properties, Redcaps are quite superstitous about them, and damaging one - or even touching one without permission - can induce a terrible rage in its owner.
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Re: Nyctos' Custom Monster Girls
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Balor
Duergar
Dwarf
Hill Giant
Hobgoblin
Kobold
Ork
Shojo
Troll
Spoiler: show
Family: Giant
Type: Demihuman
Habitat: Anywhere they please
Dispositon: Boistrous, Energetic, Light-hearted, Playful
Diet: Omnivorous, favors strong flavors in general, particularly likes red meat and alcohol
Balors are a relative of the Cyclops, though many who are familiar with the two would find it hard to believe that there is any relation between the two, even if they are both one-eyed giants. Whereas Cyclopsi are known for being docile, passive and tight-lipped about their emotions, Balors are riotous, aggressive, and wear their hearts on their sleeves (so to speak). Passionate and fun-loving, Balors go through their lives with great gusto and determined to live as fully as they can, throwing themselves wholeheartedly into anything that catches their attention, be it brawling, working or lovemaking. Work hard, play hard, live well is their racial motto.
Balors, like Cyclopsi, appear as unusually tall human girls with pointy ears and a single large eye in the center of their forehead, but lack the blue skin and single horn of their cousins. A Balor typically has ruddy or freckled skin and red hair, but there are exceptions. Balor enjoy proving their toughness and so are typically covered in tattoos - the larger and/or more ornate, the more respect she enjoys from her fellows. A few may also indulge in scarification, but these tend to do so more in an incidental fashion (liking to show off the marks from a particularly brutal brawl or a hard-fought battle). Piercings are almost unheard of; the love Balors have for brawling makes them dangerous. Balors differ most physically from Cyclopsi in that they possess a special gaze attack, generally referred to as "The Evil Eye".
Like a Cyclops, a Balor is incredibly strong, but they lack the supernatural skill for craftsmanship their cousins possess. A Balor will willingly tackle any task she feels like, and the more physically taxing the better, but generally the result will be "enthusiastic" rather then "well crafted". A Balor-dug mine won't blend seamlessly through the rock or last for centuries after it's abandoned, but will be dug faster then any human could dig. Asking a Balor to forge you a weapon will get you something decent enough, but they lack the patience and finess a Cyclops would have, and so the resultant weapon will have what a Balor typically excuses as "personality".
The ideal day for a Balor is to wake up, enjoy the first of several hearty meals, throw themselves into hard work or a good brawl for most of the day, end the day by throwing a raucous party with plenty of food, drinks and good friends, then climaxing (no pun intended) with a hearty bout of lovemaking until she falls asleep from exhaustion. Needless to say, Balor's tend to be very divisive mamono, with pretty much all people who meet them either admiring them or hating them, and they are frequently found working as lumberjacks, farmers, millers, stoneworkers and miners.
However, those who have a Balor working for them should be careful not to take advantage of them or exploit them; as much as Balors enjoy proving their strength and endurance, they are aware when they are being taken advantage of and are known to have a vengeful streak. At best, they will loudly and prominently declaim their former employer, often in language that would make an orc dockworker blush, and leave forever - and usually they will throw in a beating for good measure. There are stories of Balors using more "subtle" methods to punish those who transgress against them, usually involving either the Balor being in love with the man doing so and/or portraying their victim as not intentionally meaning to take advantage of the Balor. One of the most famous stories depicts a Balor who has become indentured to a rather greedy farmer, who works her from sunrise to sunset on his farm to produce an incredibly abundant crop that she believes he intends to share out with his neighbours. When she discovers that his intention is to make a fortune by selling all of the food she had worked to grow, then use that fortune to buy all of his neighbours as servants, she promptly gathers the entire harvest and, in an awful (in both senses of the word) display of stubbornness and gluttony, manages to devour almost every last scrap single-handed. The "happy" ending has her falling into a stupor from over-eating, spending at least a week unconscious before she finally wakes up and walks away forever, leaving the farmer with just enough of the harvest remaining to survive until the next harvest can be gathered. The unhappy ending has her die of a ruptured stomach and the farmer is forced to sell his farm and become a beggar because he has nothing left to grow.
Type: Demihuman
Habitat: Anywhere they please
Dispositon: Boistrous, Energetic, Light-hearted, Playful
Diet: Omnivorous, favors strong flavors in general, particularly likes red meat and alcohol
Balors are a relative of the Cyclops, though many who are familiar with the two would find it hard to believe that there is any relation between the two, even if they are both one-eyed giants. Whereas Cyclopsi are known for being docile, passive and tight-lipped about their emotions, Balors are riotous, aggressive, and wear their hearts on their sleeves (so to speak). Passionate and fun-loving, Balors go through their lives with great gusto and determined to live as fully as they can, throwing themselves wholeheartedly into anything that catches their attention, be it brawling, working or lovemaking. Work hard, play hard, live well is their racial motto.
Balors, like Cyclopsi, appear as unusually tall human girls with pointy ears and a single large eye in the center of their forehead, but lack the blue skin and single horn of their cousins. A Balor typically has ruddy or freckled skin and red hair, but there are exceptions. Balor enjoy proving their toughness and so are typically covered in tattoos - the larger and/or more ornate, the more respect she enjoys from her fellows. A few may also indulge in scarification, but these tend to do so more in an incidental fashion (liking to show off the marks from a particularly brutal brawl or a hard-fought battle). Piercings are almost unheard of; the love Balors have for brawling makes them dangerous. Balors differ most physically from Cyclopsi in that they possess a special gaze attack, generally referred to as "The Evil Eye".
Like a Cyclops, a Balor is incredibly strong, but they lack the supernatural skill for craftsmanship their cousins possess. A Balor will willingly tackle any task she feels like, and the more physically taxing the better, but generally the result will be "enthusiastic" rather then "well crafted". A Balor-dug mine won't blend seamlessly through the rock or last for centuries after it's abandoned, but will be dug faster then any human could dig. Asking a Balor to forge you a weapon will get you something decent enough, but they lack the patience and finess a Cyclops would have, and so the resultant weapon will have what a Balor typically excuses as "personality".
The ideal day for a Balor is to wake up, enjoy the first of several hearty meals, throw themselves into hard work or a good brawl for most of the day, end the day by throwing a raucous party with plenty of food, drinks and good friends, then climaxing (no pun intended) with a hearty bout of lovemaking until she falls asleep from exhaustion. Needless to say, Balor's tend to be very divisive mamono, with pretty much all people who meet them either admiring them or hating them, and they are frequently found working as lumberjacks, farmers, millers, stoneworkers and miners.
However, those who have a Balor working for them should be careful not to take advantage of them or exploit them; as much as Balors enjoy proving their strength and endurance, they are aware when they are being taken advantage of and are known to have a vengeful streak. At best, they will loudly and prominently declaim their former employer, often in language that would make an orc dockworker blush, and leave forever - and usually they will throw in a beating for good measure. There are stories of Balors using more "subtle" methods to punish those who transgress against them, usually involving either the Balor being in love with the man doing so and/or portraying their victim as not intentionally meaning to take advantage of the Balor. One of the most famous stories depicts a Balor who has become indentured to a rather greedy farmer, who works her from sunrise to sunset on his farm to produce an incredibly abundant crop that she believes he intends to share out with his neighbours. When she discovers that his intention is to make a fortune by selling all of the food she had worked to grow, then use that fortune to buy all of his neighbours as servants, she promptly gathers the entire harvest and, in an awful (in both senses of the word) display of stubbornness and gluttony, manages to devour almost every last scrap single-handed. The "happy" ending has her falling into a stupor from over-eating, spending at least a week unconscious before she finally wakes up and walks away forever, leaving the farmer with just enough of the harvest remaining to survive until the next harvest can be gathered. The unhappy ending has her die of a ruptured stomach and the farmer is forced to sell his farm and become a beggar because he has nothing left to grow.
Duergar
Spoiler: show
Family: Dwarf
Type: Demihuman
Habitat: Isolated Lairs
Disposition: Egotistic, Flamboyant, Ruthless
Diet: Omnivorous
It is said, not without merit, that one of the reasons Dwarves disdain Elven arrogance so is that it reminds them of a dark path that any Dwarf can end up walking, should she not retain proper control of herself. Invariably drawn from the ranks of magi and mekanicians (it is suggested that only those reality-warping arts can bolster the ego in such a fasion), Duergar are Dwarves that have become consumed by their own hubris and lost most, or even all, of their moral restrictions. It is usually easy enough to note when a Dwarf is going down that road; the Duergar-to-be becomes more arrogant and conceited, boasting of her accomplishments and dismissing or excusing her failures -- or blaming their failure on the interference of others. Prospective Duergar also commonly begin to dabble in areas that even Dwarves consider "things that should not be known" -- gruesome experiments in necromancy, in mekanikal implants, in surgical procedures best left undescribed, in emotional manipulation and mind control. Invariably, such a Dwarf is discovered -- if, sadly, sometimes only after she has caused considerable damage with her bizarre experiments -- and must flee for her life.
Thus outcast, the now Duergar is considered beyond all Dwarf society. Usually, they vow revenge against the "cowardly fools" who "failed" to realise the Duergar's genius, but others seek more flamboyant goals such as domination and conquest, and yet others merely delve deeper and deeper into their experiments. Self-centered to the extreme, Duergar are usually very eccentric individuals at best and perhaps some of the most dangerous mamono in the world. Whereas most mamono just want to live their lives like normal, a Duergar's obsessions frequently bring about disaster and suffering -- even if that's not her intention. Growing ever-more convinced of their own brilliance and infallibility, Duergar often make foolish mistakes or fail to consider the consequences of their experiments, which makes them a danger to themselves and everyone around them.
Duergar are far less discerning about men then Dwarves are; what a Duergar looks for in a man is nothing but pure sex appeal. As far as the average Duergar is concerned, she's the brains of the operation, and the only things her man has to worry about are looking good and being great in bed.
Type: Demihuman
Habitat: Isolated Lairs
Disposition: Egotistic, Flamboyant, Ruthless
Diet: Omnivorous
It is said, not without merit, that one of the reasons Dwarves disdain Elven arrogance so is that it reminds them of a dark path that any Dwarf can end up walking, should she not retain proper control of herself. Invariably drawn from the ranks of magi and mekanicians (it is suggested that only those reality-warping arts can bolster the ego in such a fasion), Duergar are Dwarves that have become consumed by their own hubris and lost most, or even all, of their moral restrictions. It is usually easy enough to note when a Dwarf is going down that road; the Duergar-to-be becomes more arrogant and conceited, boasting of her accomplishments and dismissing or excusing her failures -- or blaming their failure on the interference of others. Prospective Duergar also commonly begin to dabble in areas that even Dwarves consider "things that should not be known" -- gruesome experiments in necromancy, in mekanikal implants, in surgical procedures best left undescribed, in emotional manipulation and mind control. Invariably, such a Dwarf is discovered -- if, sadly, sometimes only after she has caused considerable damage with her bizarre experiments -- and must flee for her life.
Thus outcast, the now Duergar is considered beyond all Dwarf society. Usually, they vow revenge against the "cowardly fools" who "failed" to realise the Duergar's genius, but others seek more flamboyant goals such as domination and conquest, and yet others merely delve deeper and deeper into their experiments. Self-centered to the extreme, Duergar are usually very eccentric individuals at best and perhaps some of the most dangerous mamono in the world. Whereas most mamono just want to live their lives like normal, a Duergar's obsessions frequently bring about disaster and suffering -- even if that's not her intention. Growing ever-more convinced of their own brilliance and infallibility, Duergar often make foolish mistakes or fail to consider the consequences of their experiments, which makes them a danger to themselves and everyone around them.
Duergar are far less discerning about men then Dwarves are; what a Duergar looks for in a man is nothing but pure sex appeal. As far as the average Duergar is concerned, she's the brains of the operation, and the only things her man has to worry about are looking good and being great in bed.
Dwarf
Spoiler: show
Family: Dwarf
Type: Demihuman
Habitat: Mountains, Caves
Disposition: Thoughtful, Methodical, Diligent, Humble
Diet: Omnivorous
Similarly to Elves, Dwarves are an old and familiar species of mamono who have been around for centuries. This does not breed much familiarity between the two races, though, and they are well known for disliking each other: Elves because... well, they look down on everything and everyone that they think isn't elfish enough, and Dwarves because Elves piss them off with that attitude. Conversely, Dwarves get on very well with humans and are welcome just about anywhere in human society. Part of this may be because Dwarves look so very much like humans. Other than the pointed ears that mark all mamono, and the animal-like luminescence that makes their eyes glow eerily in the right angles of light (Dwarves cannot function with no light, but need much less than many other races to see), a Dwarf looks very much like a human woman. Except for the fact she is built to a scale that means she usually doesn't stand more than four feet tall.
Dwarves tend to have very pale complexions, due to spending much of their time in dark places, and their eyes come in various colors, as does their hair. Their hair, in fact, is the envy of many other women and mamono alike, being naturally luxurious, vibrant, fast growing, durable and generally beautiful. Dwarves, however, don't find it attractive at all -- in fact, they regard it very much as a nuisance and will usually crop it short, though the sheer abundance and natural qualities of it mean that many then go on to use it like wool. Only those who are particularly wealthy or otherwise have plenty of leisure time will grow it long, and even then they will roll it into tight, simple buns and curls against their head. This is for practicality's sake, and stems from the most defining trait of the Dwarven race.
Dwarves are natural scholars and thinkers, possessed from birth by a deep inquisitiveness and an insatiable appetite for knowledge. Relishing the opportunity to get their hands dirty (so to speak), and justifying it as the only true way to learn, Dwarves are driven to experiment and investigate, and are invariably tinkering with something or other. As a whole, their race can be said to be split into two factions; one focusing on scientific laws and studies, examining the natural theorems and guidelines of creation, and the other focusing on magic, exploring the apparently limitless potential of this chaotic power. Though healthy competition does arise between the two factions, outright hostility is strictly outlawed - and hardly needs to be, as most Dwarves find themselves hardpressed to get into a rivalry with somebody studying a completely different topic and save academic (and not so academic) warfare for rivals in the same field. What does chemistry have to do with geomancy? What does an enchanter have to argue about with a mechanic? That is what Dwarves say. In fact, the elite members of Dwarven society, generally known as "Mekanicians", actually work to blend the two studies together, mixing science and magic to create semi-permanent spells and magitek wonders for which the Dwarves are best known.
It should be noted that, because of this racial obsession, Dwarves have rather antagonistic relationships with Orcs and Goblins. Orcs, as a whole, dislike Dwarves; they regard the various Dwarven creations as "cheating" as they can upset the balance of strength that is so important to the Orc way of defining the world. Dwarves generally just ignore Orcs, and at worst usually regard them as thickheaded bullies who need to have their egos pricked. Conversely, Goblins like Dwarves -- and therein lies the problem. The last thing any Dwarf needs or wants is for some mischievous Goblin to tear up her notes, break her inventions, hide her tools, or scribble over her blueprints -- a Goblin that manages to get into a Dwarf's quarters will usually find herself evicted post-haste and rather violently.
When it comes to men, Dwarves generally dream of finding men with the same interests and focuses; smart, caring men who will understand their desires for making things and help them with their research and construction. While this is the romantic ideal, it usually doesn't happen. Some Dwarves never meet a suitable man and throw themselves into their work all the harder. Many who do find their "dream man" end up in rather tempestual relationships, disagreements and envy often ruining such an "ideal" marriage. A surprisingly large amount of Dwarves instead end up wedding patient, thoughtful men who leave the Dwarf to pursue her "career" and pursue their own seperate interests, even if that only extends to tending to the Dwarf herself and their children -- quite a few of these men were actually originally hired as housekeepers, Dwarves having something of a tendency to get so caught up in their work they forget about little things like buying groceries, cleaning, and taking baths.
Type: Demihuman
Habitat: Mountains, Caves
Disposition: Thoughtful, Methodical, Diligent, Humble
Diet: Omnivorous
Similarly to Elves, Dwarves are an old and familiar species of mamono who have been around for centuries. This does not breed much familiarity between the two races, though, and they are well known for disliking each other: Elves because... well, they look down on everything and everyone that they think isn't elfish enough, and Dwarves because Elves piss them off with that attitude. Conversely, Dwarves get on very well with humans and are welcome just about anywhere in human society. Part of this may be because Dwarves look so very much like humans. Other than the pointed ears that mark all mamono, and the animal-like luminescence that makes their eyes glow eerily in the right angles of light (Dwarves cannot function with no light, but need much less than many other races to see), a Dwarf looks very much like a human woman. Except for the fact she is built to a scale that means she usually doesn't stand more than four feet tall.
Dwarves tend to have very pale complexions, due to spending much of their time in dark places, and their eyes come in various colors, as does their hair. Their hair, in fact, is the envy of many other women and mamono alike, being naturally luxurious, vibrant, fast growing, durable and generally beautiful. Dwarves, however, don't find it attractive at all -- in fact, they regard it very much as a nuisance and will usually crop it short, though the sheer abundance and natural qualities of it mean that many then go on to use it like wool. Only those who are particularly wealthy or otherwise have plenty of leisure time will grow it long, and even then they will roll it into tight, simple buns and curls against their head. This is for practicality's sake, and stems from the most defining trait of the Dwarven race.
Dwarves are natural scholars and thinkers, possessed from birth by a deep inquisitiveness and an insatiable appetite for knowledge. Relishing the opportunity to get their hands dirty (so to speak), and justifying it as the only true way to learn, Dwarves are driven to experiment and investigate, and are invariably tinkering with something or other. As a whole, their race can be said to be split into two factions; one focusing on scientific laws and studies, examining the natural theorems and guidelines of creation, and the other focusing on magic, exploring the apparently limitless potential of this chaotic power. Though healthy competition does arise between the two factions, outright hostility is strictly outlawed - and hardly needs to be, as most Dwarves find themselves hardpressed to get into a rivalry with somebody studying a completely different topic and save academic (and not so academic) warfare for rivals in the same field. What does chemistry have to do with geomancy? What does an enchanter have to argue about with a mechanic? That is what Dwarves say. In fact, the elite members of Dwarven society, generally known as "Mekanicians", actually work to blend the two studies together, mixing science and magic to create semi-permanent spells and magitek wonders for which the Dwarves are best known.
It should be noted that, because of this racial obsession, Dwarves have rather antagonistic relationships with Orcs and Goblins. Orcs, as a whole, dislike Dwarves; they regard the various Dwarven creations as "cheating" as they can upset the balance of strength that is so important to the Orc way of defining the world. Dwarves generally just ignore Orcs, and at worst usually regard them as thickheaded bullies who need to have their egos pricked. Conversely, Goblins like Dwarves -- and therein lies the problem. The last thing any Dwarf needs or wants is for some mischievous Goblin to tear up her notes, break her inventions, hide her tools, or scribble over her blueprints -- a Goblin that manages to get into a Dwarf's quarters will usually find herself evicted post-haste and rather violently.
When it comes to men, Dwarves generally dream of finding men with the same interests and focuses; smart, caring men who will understand their desires for making things and help them with their research and construction. While this is the romantic ideal, it usually doesn't happen. Some Dwarves never meet a suitable man and throw themselves into their work all the harder. Many who do find their "dream man" end up in rather tempestual relationships, disagreements and envy often ruining such an "ideal" marriage. A surprisingly large amount of Dwarves instead end up wedding patient, thoughtful men who leave the Dwarf to pursue her "career" and pursue their own seperate interests, even if that only extends to tending to the Dwarf herself and their children -- quite a few of these men were actually originally hired as housekeepers, Dwarves having something of a tendency to get so caught up in their work they forget about little things like buying groceries, cleaning, and taking baths.
Hill Giant
Spoiler: show
Family: Giant
Type: Demihuman
Habitat: Mountains, Hills,
Disposition: Shy, Gentle, Eager, Timid
Diet: Omnivorous
Hill Giants are the most common member of the "True Giants", and sometimes considered the weakest - unlike their kin, the Giants of Fire, Frost, Storm, Stone, Death and Eldritch, they have no innate mystical powers. However, they make up for this lack of magical ability with a seeming double dose of physical strength and durability; Hill Giants can tear trees up from the ground and use them as greatclubs, or pluck boulders from the earth and hurl them as devastating missles that can crush a typical caravan in one sickening impact. They seem to be almost blind to pain, and unless it removes the head or a limb, or punctures the heart, any one wound they may take, no matter how deep or how much it bleeds, will heal. They appear more or less totally human, save for the pointed ears that all mamono have - and, of course, their sheer size. Hill Giants are also considered the bustiest of all giants, perhaps of all land-dwelling mamono. This is somewhat exaggerated, but they are considerably buxom; a Hill Giant's breasts are, proportionally, equal in size to those of a Holstaurus. As a Hill Giant, at 3.5 to 4 meters tall, is generally twice the size of a Holstaurus all-round, their breasts are thusly much bigger when compared directly.
For all their great size, Hill Giants are actually rather shy creatures - though, unfortunately for all concerned, they can sometimes react to this shyness with violent attempts to drive off people who intimidate or embarrass them. They don't mean any harm, but when mature tree trunks and boulders are being thrown at you, people tend not to stick around and sometimes get hurt even if they do flee at the first sign of trouble. If approached cautiously, Hill Giants can be befriended fairly easily; they are eager for companionship, particularly as they are actually somewhat cowardly and so appreciate people who can reassure them and assuage their fears. This eagerness manifests itself as a willingness to go along with whatever their "little friend" may have in mind, which has led to the untrue stereotype that Hill Giants are dim-witted and gullible. While they do trust considerably, they are not stupid in the slightest and anyone who tries to use them will end up regretting it sooner or later. Unfortunately, this has led to Hill Giants being taken advantage of more than once; criminal groups, especially those comprised of Goblins, Orcs, Hobgoblins and Orks, have been known to lure them into their bands and use them as a very literal source of muscle. The fact that if their antics prove too much for the Hill Giant to ignore will invoke retribution that they may not survive does little to dissuade these gangs, who typically don't have much use for forethought.
Hill Giants, like all mamono, are very much interested in the pleasures of the flesh - in fact, when criminal bands do lure Hill Giants into their service, the typical enticement is the promise of lots of good food, strong drink, and her pick of pretty boys. Unbonded Hill Giants are also notorious for holding up male travellers in their territory and demanding they pay with sex for right of passage; given their imposing stature, and the fact they are typically holding a boulder or a tree trunk for emphasis, most men comply. Given the chance, though, Hill Giants will eagerly bond to a specific man, regarding him as their husband and following him wherever they go, fiercely protecting him from any threat. Given their choice of territory, many Hill Giants end up wedding foresters, lumberjacks, prospectors and similar folks who spend much of their time out in the wilderness - they also tend to be most appreciative of a big, strong wife to warm the cold nights, help with the heavy labor and make supplies out of any careless wildlife that gets too close to camp for comfort. Of course, it also means that they tend to shack up with less savory types; bandit chiefs and outcast magi, for example.
Type: Demihuman
Habitat: Mountains, Hills,
Disposition: Shy, Gentle, Eager, Timid
Diet: Omnivorous
Hill Giants are the most common member of the "True Giants", and sometimes considered the weakest - unlike their kin, the Giants of Fire, Frost, Storm, Stone, Death and Eldritch, they have no innate mystical powers. However, they make up for this lack of magical ability with a seeming double dose of physical strength and durability; Hill Giants can tear trees up from the ground and use them as greatclubs, or pluck boulders from the earth and hurl them as devastating missles that can crush a typical caravan in one sickening impact. They seem to be almost blind to pain, and unless it removes the head or a limb, or punctures the heart, any one wound they may take, no matter how deep or how much it bleeds, will heal. They appear more or less totally human, save for the pointed ears that all mamono have - and, of course, their sheer size. Hill Giants are also considered the bustiest of all giants, perhaps of all land-dwelling mamono. This is somewhat exaggerated, but they are considerably buxom; a Hill Giant's breasts are, proportionally, equal in size to those of a Holstaurus. As a Hill Giant, at 3.5 to 4 meters tall, is generally twice the size of a Holstaurus all-round, their breasts are thusly much bigger when compared directly.
For all their great size, Hill Giants are actually rather shy creatures - though, unfortunately for all concerned, they can sometimes react to this shyness with violent attempts to drive off people who intimidate or embarrass them. They don't mean any harm, but when mature tree trunks and boulders are being thrown at you, people tend not to stick around and sometimes get hurt even if they do flee at the first sign of trouble. If approached cautiously, Hill Giants can be befriended fairly easily; they are eager for companionship, particularly as they are actually somewhat cowardly and so appreciate people who can reassure them and assuage their fears. This eagerness manifests itself as a willingness to go along with whatever their "little friend" may have in mind, which has led to the untrue stereotype that Hill Giants are dim-witted and gullible. While they do trust considerably, they are not stupid in the slightest and anyone who tries to use them will end up regretting it sooner or later. Unfortunately, this has led to Hill Giants being taken advantage of more than once; criminal groups, especially those comprised of Goblins, Orcs, Hobgoblins and Orks, have been known to lure them into their bands and use them as a very literal source of muscle. The fact that if their antics prove too much for the Hill Giant to ignore will invoke retribution that they may not survive does little to dissuade these gangs, who typically don't have much use for forethought.
Hill Giants, like all mamono, are very much interested in the pleasures of the flesh - in fact, when criminal bands do lure Hill Giants into their service, the typical enticement is the promise of lots of good food, strong drink, and her pick of pretty boys. Unbonded Hill Giants are also notorious for holding up male travellers in their territory and demanding they pay with sex for right of passage; given their imposing stature, and the fact they are typically holding a boulder or a tree trunk for emphasis, most men comply. Given the chance, though, Hill Giants will eagerly bond to a specific man, regarding him as their husband and following him wherever they go, fiercely protecting him from any threat. Given their choice of territory, many Hill Giants end up wedding foresters, lumberjacks, prospectors and similar folks who spend much of their time out in the wilderness - they also tend to be most appreciative of a big, strong wife to warm the cold nights, help with the heavy labor and make supplies out of any careless wildlife that gets too close to camp for comfort. Of course, it also means that they tend to shack up with less savory types; bandit chiefs and outcast magi, for example.
Hobgoblin
Spoiler: show
Family: Goblin
Type: Demihuman
Habitat: See Goblin
Disposition: Clever, Patient, Long-Suffering, Mischievous, Disciplined
Diet: See Goblin
A very close relative of the Goblin, the Hobgoblin can best be described as the Eternal Teen to the Goblin's Eternal Child: they look identical to Goblins, but have the bodies and physiques of teenagers or young adults, rather than those of a child. Not only are Hobgoblins more physically mature than Goblins, they are also more mentally mature, and so as a race they feel compelled to take charge of and look after their "little sisters". Goblins being Goblins, this is not an easy affair: usually being found in the position of one or two Hobgoblins to a tribe of Goblins, many onlookers have likened the scene to beleaguered teenage girls struggling to maintain any semblance of discipline over a dozen or more rowdy, wild, mischievous, bratty little sisters. Needless to say, Hobgoblins have very long tempers, but when they reach their limit, they snap.
It should not be surprising, therefore, that many Hobgoblins either leave their Goblins or never find them, instead preferring to assimilate into human society or form small cliques of their own kind. Hobgoblins in human society often face prejudice due to their kinship with Goblins, but if given the chance most discover that Hobgoblins are far more productive and easy to get along with. They naturally gravitate towards low-level positions of authority: nurses, sergeants, petty officials and other such roles, as their personality (and experience handling their "little sisters") makes them well suited for the tasks and responsibilities.
Hobgoblins that form into Hobgoblin cliques, however, are sadly much less productive. Though the position of authority they find themselves in generally persuades them to hold it back, Hobgoblins are as much full of mischief and cunning as their little sisters, and their more mature mindset and greater patience makes them able to pull off far more elaborate and complex mayhem. A Hobgoblin clique can frankly be a worse danger to their surroundings than a whole Goblin tribe; free of their responsibilities, their mutual presence seems to bring out the worst of each other - like drunken teens they revel in their independence and newfound freedom, goading each other to greater extents in order to relieve their boredom and fiercely competing against each other: leadership of a clique tends to be decided through either elaborate pranks, cunning schemes, bare knuckle brawls (and as Hobgoblins retain the Goblin aptitude for strength, but are proportionally stronger, this tends to be devastating), or any combination of the three.
This is not to say that Hobgoblins in Goblin or Human society are exempt from the desire for mischief, but their responsibilities mean that they usually control their urges. Even in such a position, though, a Hobgoblin will occasionally pull off relatively small and simple tricks, just to keep her hand in, and will never do something that would endanger the people she lives with.
Hobgoblins have different approaches to getting men depending on their role. Hobgoblins that lead Goblin tribes will usually instigate a rule that men who are captured by the tribe must be presented to her first. At the very least, no man will be allowed to leave the tribe, no matter how many of the Goblins take him, until the Hobgoblin has seen him and determined if she wants him or not. Hobgoblin cliques take a somewhat more Goblin-like approach to men, tracking guys they find attractive and either pranking them or challenging them to wrestling matches in order to get an excuse to have sex with them. Cliques, it must be noted, do not share their men, as a general rule: a Hobgoblin who has a man will fiercely defend him as her exclusive property... so long as she remains interested in him. If he falls out of her favor, she will grant him freedom... but if he isn't quick and cunning enough, he may find himself merely taken as the lover of a second Hobgoblin instead of fleeing. Hobgoblins in human society will take a more human approach, but they still will find every excuse they can to play pranks on him: this both shows their interest in him and allows them to test his character. No matter where she lives, all Hobgoblins want a man who shares their love of fun and can understand the "wild side" they keep locked away: a man who proves to be... unsuitable... will be rejected.
Type: Demihuman
Habitat: See Goblin
Disposition: Clever, Patient, Long-Suffering, Mischievous, Disciplined
Diet: See Goblin
A very close relative of the Goblin, the Hobgoblin can best be described as the Eternal Teen to the Goblin's Eternal Child: they look identical to Goblins, but have the bodies and physiques of teenagers or young adults, rather than those of a child. Not only are Hobgoblins more physically mature than Goblins, they are also more mentally mature, and so as a race they feel compelled to take charge of and look after their "little sisters". Goblins being Goblins, this is not an easy affair: usually being found in the position of one or two Hobgoblins to a tribe of Goblins, many onlookers have likened the scene to beleaguered teenage girls struggling to maintain any semblance of discipline over a dozen or more rowdy, wild, mischievous, bratty little sisters. Needless to say, Hobgoblins have very long tempers, but when they reach their limit, they snap.
It should not be surprising, therefore, that many Hobgoblins either leave their Goblins or never find them, instead preferring to assimilate into human society or form small cliques of their own kind. Hobgoblins in human society often face prejudice due to their kinship with Goblins, but if given the chance most discover that Hobgoblins are far more productive and easy to get along with. They naturally gravitate towards low-level positions of authority: nurses, sergeants, petty officials and other such roles, as their personality (and experience handling their "little sisters") makes them well suited for the tasks and responsibilities.
Hobgoblins that form into Hobgoblin cliques, however, are sadly much less productive. Though the position of authority they find themselves in generally persuades them to hold it back, Hobgoblins are as much full of mischief and cunning as their little sisters, and their more mature mindset and greater patience makes them able to pull off far more elaborate and complex mayhem. A Hobgoblin clique can frankly be a worse danger to their surroundings than a whole Goblin tribe; free of their responsibilities, their mutual presence seems to bring out the worst of each other - like drunken teens they revel in their independence and newfound freedom, goading each other to greater extents in order to relieve their boredom and fiercely competing against each other: leadership of a clique tends to be decided through either elaborate pranks, cunning schemes, bare knuckle brawls (and as Hobgoblins retain the Goblin aptitude for strength, but are proportionally stronger, this tends to be devastating), or any combination of the three.
This is not to say that Hobgoblins in Goblin or Human society are exempt from the desire for mischief, but their responsibilities mean that they usually control their urges. Even in such a position, though, a Hobgoblin will occasionally pull off relatively small and simple tricks, just to keep her hand in, and will never do something that would endanger the people she lives with.
Hobgoblins have different approaches to getting men depending on their role. Hobgoblins that lead Goblin tribes will usually instigate a rule that men who are captured by the tribe must be presented to her first. At the very least, no man will be allowed to leave the tribe, no matter how many of the Goblins take him, until the Hobgoblin has seen him and determined if she wants him or not. Hobgoblin cliques take a somewhat more Goblin-like approach to men, tracking guys they find attractive and either pranking them or challenging them to wrestling matches in order to get an excuse to have sex with them. Cliques, it must be noted, do not share their men, as a general rule: a Hobgoblin who has a man will fiercely defend him as her exclusive property... so long as she remains interested in him. If he falls out of her favor, she will grant him freedom... but if he isn't quick and cunning enough, he may find himself merely taken as the lover of a second Hobgoblin instead of fleeing. Hobgoblins in human society will take a more human approach, but they still will find every excuse they can to play pranks on him: this both shows their interest in him and allows them to test his character. No matter where she lives, all Hobgoblins want a man who shares their love of fun and can understand the "wild side" they keep locked away: a man who proves to be... unsuitable... will be rejected.
Kobold
Spoiler: show
Family: Goblin
Type: Demihuman
Habitat: Mountains, Caves, Underground
Disposition: Industrious, Avaricious, Inquisitive
Diet: Indifferently Omnivorous (despite rumors to the contrary, they do not eat gems)
Kobolds are a relative of the Goblin considered far less irritating then their "cousins". These goblinoids are distinguishable by their much larger ears (which more closely resemble those of an elf), their dust-brown or rock-gray skin, and the fact that their hair comes only in colors and hues resembling those of various precious and semi-precious stones. Somewhat amusingly, Kobolds are notorious miners - while they can be found in just about any job that requires working with their hands, and their dexterity, strength, stamina and dedication makes them much sought after as workers, there is an undeniable subtle (and sometimes not so subtle) bias amongst them in regards those who are not miners. The key reason is the fact that Kobolds are fanatically obsessed with gold, silver and, especially, gems of all shapes and sizes. Kobolds are said to be able to do just about anything for a sufficient reparation in jewels, and their success in being able to locate ideal places to mine or prospect for them has led to some bitter jokes that they can literally hear the stones and minerals with their unusual ears.
Kobolds tend to live in places where they can indulge their passion for mining, naturally, usually living in small clans of distantly-related and non-related Kobolds referred to as "work gangs" - like Goblins, Kobolds tend to have litters of daughters and invariably foster their daughters off to different work gangs, with it being a matter of personal preference whether they raise and teach their child themselves or leave that to the work gang she will most likely spend most of her life with. When a particularly promising and/or large vein is discovered by Kobolds, multiple work gangs will inevitably descend on it and set up a mining town of their own design, vanishing to the winds when the mine is worked out. Given the chance, Kobolds will usually live underground or in caves, but they are also adept at setting up sturdy wooden or stone cottages, large enough to house the entire work gang. These cottages usually have underground chambers and passages, though.
When it comes to acquiring men, Kobolds adopt a rather unique approach. They hire them. For all their skill at mining and forgework, Kobolds are hopeless at domestic tasks, and so invariably pool their earnings together to hire a human man to look after the place while they are busy digging or smelting. If they're handsome enough, these "domestic workers" invariably find their job expanding to unofficially include "communal lover". In a mining town, the availability of men actually helps form the social hierarchy; those who have no men form the bottom of the social ladder, then the higher-ups are those who must share their men with fewer of their fellows, and the pinnacle are those Kobolds who have men strictly to themselves. When a Kobold intends to take a man for a husband, she courts him with gifts of polished gems and worked gold & silver - acceptance of these indicates a reciprocation of feeling, and the more extravagant the gifts she can give him, the more she cares for him and the better she can provide for him. This practice means that it's not unheard of for two or more Kobolds to pool their personal wealth to court the same desirable guy, or to compete for affection by trying to outdo each other in terms of gift giving.
For those who might be tempted to try and steal from Kobolds: don't. Their interests and skills make them expert trap-makers, and their workplaces and residences are invariably littered with the nastiest, most creative traps they can come up with. If cornered, their preferred fighting style being to run and lead the foe into yet more traps, they can fight with considerable savagery, using their usual mining tools to deadly effect.
Type: Demihuman
Habitat: Mountains, Caves, Underground
Disposition: Industrious, Avaricious, Inquisitive
Diet: Indifferently Omnivorous (despite rumors to the contrary, they do not eat gems)
Kobolds are a relative of the Goblin considered far less irritating then their "cousins". These goblinoids are distinguishable by their much larger ears (which more closely resemble those of an elf), their dust-brown or rock-gray skin, and the fact that their hair comes only in colors and hues resembling those of various precious and semi-precious stones. Somewhat amusingly, Kobolds are notorious miners - while they can be found in just about any job that requires working with their hands, and their dexterity, strength, stamina and dedication makes them much sought after as workers, there is an undeniable subtle (and sometimes not so subtle) bias amongst them in regards those who are not miners. The key reason is the fact that Kobolds are fanatically obsessed with gold, silver and, especially, gems of all shapes and sizes. Kobolds are said to be able to do just about anything for a sufficient reparation in jewels, and their success in being able to locate ideal places to mine or prospect for them has led to some bitter jokes that they can literally hear the stones and minerals with their unusual ears.
Kobolds tend to live in places where they can indulge their passion for mining, naturally, usually living in small clans of distantly-related and non-related Kobolds referred to as "work gangs" - like Goblins, Kobolds tend to have litters of daughters and invariably foster their daughters off to different work gangs, with it being a matter of personal preference whether they raise and teach their child themselves or leave that to the work gang she will most likely spend most of her life with. When a particularly promising and/or large vein is discovered by Kobolds, multiple work gangs will inevitably descend on it and set up a mining town of their own design, vanishing to the winds when the mine is worked out. Given the chance, Kobolds will usually live underground or in caves, but they are also adept at setting up sturdy wooden or stone cottages, large enough to house the entire work gang. These cottages usually have underground chambers and passages, though.
When it comes to acquiring men, Kobolds adopt a rather unique approach. They hire them. For all their skill at mining and forgework, Kobolds are hopeless at domestic tasks, and so invariably pool their earnings together to hire a human man to look after the place while they are busy digging or smelting. If they're handsome enough, these "domestic workers" invariably find their job expanding to unofficially include "communal lover". In a mining town, the availability of men actually helps form the social hierarchy; those who have no men form the bottom of the social ladder, then the higher-ups are those who must share their men with fewer of their fellows, and the pinnacle are those Kobolds who have men strictly to themselves. When a Kobold intends to take a man for a husband, she courts him with gifts of polished gems and worked gold & silver - acceptance of these indicates a reciprocation of feeling, and the more extravagant the gifts she can give him, the more she cares for him and the better she can provide for him. This practice means that it's not unheard of for two or more Kobolds to pool their personal wealth to court the same desirable guy, or to compete for affection by trying to outdo each other in terms of gift giving.
For those who might be tempted to try and steal from Kobolds: don't. Their interests and skills make them expert trap-makers, and their workplaces and residences are invariably littered with the nastiest, most creative traps they can come up with. If cornered, their preferred fighting style being to run and lead the foe into yet more traps, they can fight with considerable savagery, using their usual mining tools to deadly effect.
Ork
Spoiler: show
Family: Ork
Type: Demihuman
Habitat: Worldwide
Disposition: Boistrous, Belligerent, Crude, Good-Humored, Lustful
Diet: Omnivorous
Most people of the world are familiar with the Orc, the porcine beastwoman mamono. What few realise is that there is an entirely different species of mamono with a very similar name, which has led to a great deal of confusion on a casual level as those who have experienced one species come into contact with those who are familiar with the other. When actually seen in the flesh, the difference between Orcs and Orks (linquists generally agree that Orc should be pronounced "Or-keh", while the proper pronounciating for Ork is "Or-kuh") is quite obvious; for a start, Orks are demihumans, rather than beastwomen. Orks stand taller than Orcs and they do not have the "zaftig" builds of their name-kin, lacking the wide hips, softly pudgy torsos & limbs, and plump, firm breasts and buttocks of the pig-girls. Instead, Orcs have more in common with the Amazoness in build, being fit and athletically muscled - of course, one of their more distinctive quirks means that almost any Ork of considerable age has the generous busts and hips, and abdominal and glutal padding, induced by serial pregnancies. Orks have long and pointed ears, leading some to wonder if they may not be a derivative of the Elf family tree, and somewhat squarish faces; their teeth grow into sharp points, and their lower canines extend into tusks that invariably jut at least a little past their lips - this means Orks tend to have a lisp unless they have devoted time and effort to overcoming that. Ork skin is invariably either a strong, bright green, a green-tinged gray that reminds most rather unpleasantly of a corpse, or a green so dark and dull it appears black at first glance. Their hair is black, and usually allowed to grow into a wild, tangled mane, and their eyes are fierce reds or yellows in color.
Orks are a wild and passionate race with a richly earned reputation as warriors. Ork society revels in battle; brawling is a daily aspect of life in an Ork tribe, and Orks are never truly happy unless they have a chance to win glory by fighting. Orks do not, however, share the same idea of "glory" as similar races; their idea of glory comes from pure strength and toughness. Orks revere a quality that they describe as "badass", a kind of mixture of grit, willpower, fighting power, and sheer "cool" that inspires awe, admiration and fear in roughly equal levels. Orks glorify those who prove themselves "badass", and all Orks yearn to prove themselves. Ork armies, therefor, are usually not considered anything more than disorganized rabbles, where every member merely wants to prove her personal glory in the fight - and there is merit to that consideration. Do not underestimate the Orks for their disorganized fighting style, though! They have no fear of death, have incredible fortitude, and are ferociously strong; anyone who has fought an Ork charge and lived to tell of it never dream of underestimating them again.
Ork society is rough, tumble, and quite barbaric. Forthright and straightforward, Orks don't go in much for rules and, as something of an extension of this, are very crude and uncivilized in general. Orks don't bandy words about but jump straight to the point, aggressively demanding rather than asking and bluntly speaking the underlying truth of any matter. Delicacy is not something they prize; in fact, their admiration of toughness means that they actually find delicacy, in any way, at best stupid and at worse insulting. An Ork would much rather have a thick metal goblet than a fine glass, would rather engage in a fist-fight or belching contest to settle an argument than debate, and would prefer a wild party with flamboyant dancing to the tune of pounding drums to a slow, refined waltz in formal wear to violins. This "down to earth" nature means that Ork society has a very simplistic idea of religion; the usual faith in an Ork tribe is in the primal spirits, entities akin to gods, but reflecting or originating from the material world. Naturally, "badass" Ork ancestor-spirits form the foundation of those primal spirits revered, but tribes will also worship other spirits, such as the spirit of a local mountain or of a particular type of animal with qualities that the Ork finds admirable (bears and boars, for example). Sad to say, but coming to more organized religion tends to actually be a bad thing for Orks; the deities most likely to be able to appeal to Orken values are those of concepts such as savagery, brutality, destruction, conquest and chaos - being brought to the worship of such gods almost inevitably leads to Orks running rampant in great hordes that bring murder and mayhem wherever they pass, as they seize onto these like-yet-unlike values with fanaticism and whip themselves into a glory-hungry frenzy.
The final, most notable quirk of Orks (both physically and socially) is their considerable fertility. No one quite knows why, but Orks seem to have a very bad relationship with contraceptives (this is more a tendency to not use them at all or be unfamiliar with how to use them than something like the contraceptives being more likely to fail for them, just to clarify) and a very, very bad (or good, depending on how you look at it) relationship with getting pregnant. To some observers, it seems any time an Ork has unprotected sex without already being pregnant, she's certain to get pregnant, and multiples are so common amongst Orks as to almost be the norm. When they bother to speculate about this, Orks generally assume the belief that the spirits blessed them with such fertility to ensure that their racial drive for glory and love of fighting did not cause them to be wiped out. Other races assume much the same cause, but as a curse on them instead of a blessing on the Orks. Because the Ork libido means that an Ork who has a man is pretty much inevitably going to get pregnant, and because their considerable libido is not diminished by pregnancy (and, some state, because Orks are exactly the sort of women you least want to insinuate are fat/unattractive because they're pregnant), Ork society not only encourages Orks to enjoy sex while pregnant, but actively portrays pregnant Orks as being at their most beautiful. Furthermore, Orks do not discourage pregnant tribeswomen from fighting or seeking glory the way that, say, an Amazoness or Lizardwoman would - indeed, being pregnant actually makes it easier for an Ork to seek glory. Because pregnancy is, while beautiful (as any Ork would hasten to say), a rather considerable physical impairment, any Ork who manages to do something "badass" while pregnant is, thusly, even more "badass" than a non-pregnant Ork who managed to do the same thing. "Pregnant badasses" tend to be the most well-noted and/or well-respected of a tribe's ancestor spirits, and Ork mythology across the world is full of accounts of such feats as defeating a foe while in the throes of labor, or giving birth in the middle of a full-scale battle and then jumping right back into the fray, baby strapped to their back and still naked from the waist down.
Orks are very active when it comes to seeking out mates; the most common sources of lovers for Orks are men captured in "glory-raids" (noisy, but small-scale and ultimately harmless assaults made on neighboring villages and towns) or men who lost to the Ork in a fight or a contest of some kind. Men who do something that an Ork considers "badass" will find themselves being eagerly flocked by Orks, all of whom want to bed him due to equal parts attraction and hope that his glory will "rub off on them", so to speak. Orks don't tend to be interested in long term relationships - or, rather, they don't believe in making the first move once the initial sex has been had. If the man keeps staying with her, she will be loyal to him; if he stays with her long enough, she'll marry him. For somewhat obvious reasons, Orks are more inclined to actively encourage a man to stay if he proves to be good with/fond of children, actively likes the idea of a large family, or reveals to her that he genuinely finds her to be sexy when pregnant - perhaps partially due to the social acceptance of being pregnant, Orks are particularly prone to gravidophilia (a fetish for being pregnant) and while not universal, Orks who genuinely do consider themselves to be particularly attractive when expectant are so common as to almost be considered the majority in some places. This, naturally, means that they are especially attracted to maieusophiliac (fetish for pregnant women) men - the most "romantic ideal" in Ork society, the sort of guy that little Orks dream of marrying when they grow up and that lonely teen Orks pleasure themselves to, is a maieusophiliac badass.
Type: Demihuman
Habitat: Worldwide
Disposition: Boistrous, Belligerent, Crude, Good-Humored, Lustful
Diet: Omnivorous
Most people of the world are familiar with the Orc, the porcine beastwoman mamono. What few realise is that there is an entirely different species of mamono with a very similar name, which has led to a great deal of confusion on a casual level as those who have experienced one species come into contact with those who are familiar with the other. When actually seen in the flesh, the difference between Orcs and Orks (linquists generally agree that Orc should be pronounced "Or-keh", while the proper pronounciating for Ork is "Or-kuh") is quite obvious; for a start, Orks are demihumans, rather than beastwomen. Orks stand taller than Orcs and they do not have the "zaftig" builds of their name-kin, lacking the wide hips, softly pudgy torsos & limbs, and plump, firm breasts and buttocks of the pig-girls. Instead, Orcs have more in common with the Amazoness in build, being fit and athletically muscled - of course, one of their more distinctive quirks means that almost any Ork of considerable age has the generous busts and hips, and abdominal and glutal padding, induced by serial pregnancies. Orks have long and pointed ears, leading some to wonder if they may not be a derivative of the Elf family tree, and somewhat squarish faces; their teeth grow into sharp points, and their lower canines extend into tusks that invariably jut at least a little past their lips - this means Orks tend to have a lisp unless they have devoted time and effort to overcoming that. Ork skin is invariably either a strong, bright green, a green-tinged gray that reminds most rather unpleasantly of a corpse, or a green so dark and dull it appears black at first glance. Their hair is black, and usually allowed to grow into a wild, tangled mane, and their eyes are fierce reds or yellows in color.
Orks are a wild and passionate race with a richly earned reputation as warriors. Ork society revels in battle; brawling is a daily aspect of life in an Ork tribe, and Orks are never truly happy unless they have a chance to win glory by fighting. Orks do not, however, share the same idea of "glory" as similar races; their idea of glory comes from pure strength and toughness. Orks revere a quality that they describe as "badass", a kind of mixture of grit, willpower, fighting power, and sheer "cool" that inspires awe, admiration and fear in roughly equal levels. Orks glorify those who prove themselves "badass", and all Orks yearn to prove themselves. Ork armies, therefor, are usually not considered anything more than disorganized rabbles, where every member merely wants to prove her personal glory in the fight - and there is merit to that consideration. Do not underestimate the Orks for their disorganized fighting style, though! They have no fear of death, have incredible fortitude, and are ferociously strong; anyone who has fought an Ork charge and lived to tell of it never dream of underestimating them again.
Ork society is rough, tumble, and quite barbaric. Forthright and straightforward, Orks don't go in much for rules and, as something of an extension of this, are very crude and uncivilized in general. Orks don't bandy words about but jump straight to the point, aggressively demanding rather than asking and bluntly speaking the underlying truth of any matter. Delicacy is not something they prize; in fact, their admiration of toughness means that they actually find delicacy, in any way, at best stupid and at worse insulting. An Ork would much rather have a thick metal goblet than a fine glass, would rather engage in a fist-fight or belching contest to settle an argument than debate, and would prefer a wild party with flamboyant dancing to the tune of pounding drums to a slow, refined waltz in formal wear to violins. This "down to earth" nature means that Ork society has a very simplistic idea of religion; the usual faith in an Ork tribe is in the primal spirits, entities akin to gods, but reflecting or originating from the material world. Naturally, "badass" Ork ancestor-spirits form the foundation of those primal spirits revered, but tribes will also worship other spirits, such as the spirit of a local mountain or of a particular type of animal with qualities that the Ork finds admirable (bears and boars, for example). Sad to say, but coming to more organized religion tends to actually be a bad thing for Orks; the deities most likely to be able to appeal to Orken values are those of concepts such as savagery, brutality, destruction, conquest and chaos - being brought to the worship of such gods almost inevitably leads to Orks running rampant in great hordes that bring murder and mayhem wherever they pass, as they seize onto these like-yet-unlike values with fanaticism and whip themselves into a glory-hungry frenzy.
The final, most notable quirk of Orks (both physically and socially) is their considerable fertility. No one quite knows why, but Orks seem to have a very bad relationship with contraceptives (this is more a tendency to not use them at all or be unfamiliar with how to use them than something like the contraceptives being more likely to fail for them, just to clarify) and a very, very bad (or good, depending on how you look at it) relationship with getting pregnant. To some observers, it seems any time an Ork has unprotected sex without already being pregnant, she's certain to get pregnant, and multiples are so common amongst Orks as to almost be the norm. When they bother to speculate about this, Orks generally assume the belief that the spirits blessed them with such fertility to ensure that their racial drive for glory and love of fighting did not cause them to be wiped out. Other races assume much the same cause, but as a curse on them instead of a blessing on the Orks. Because the Ork libido means that an Ork who has a man is pretty much inevitably going to get pregnant, and because their considerable libido is not diminished by pregnancy (and, some state, because Orks are exactly the sort of women you least want to insinuate are fat/unattractive because they're pregnant), Ork society not only encourages Orks to enjoy sex while pregnant, but actively portrays pregnant Orks as being at their most beautiful. Furthermore, Orks do not discourage pregnant tribeswomen from fighting or seeking glory the way that, say, an Amazoness or Lizardwoman would - indeed, being pregnant actually makes it easier for an Ork to seek glory. Because pregnancy is, while beautiful (as any Ork would hasten to say), a rather considerable physical impairment, any Ork who manages to do something "badass" while pregnant is, thusly, even more "badass" than a non-pregnant Ork who managed to do the same thing. "Pregnant badasses" tend to be the most well-noted and/or well-respected of a tribe's ancestor spirits, and Ork mythology across the world is full of accounts of such feats as defeating a foe while in the throes of labor, or giving birth in the middle of a full-scale battle and then jumping right back into the fray, baby strapped to their back and still naked from the waist down.
Orks are very active when it comes to seeking out mates; the most common sources of lovers for Orks are men captured in "glory-raids" (noisy, but small-scale and ultimately harmless assaults made on neighboring villages and towns) or men who lost to the Ork in a fight or a contest of some kind. Men who do something that an Ork considers "badass" will find themselves being eagerly flocked by Orks, all of whom want to bed him due to equal parts attraction and hope that his glory will "rub off on them", so to speak. Orks don't tend to be interested in long term relationships - or, rather, they don't believe in making the first move once the initial sex has been had. If the man keeps staying with her, she will be loyal to him; if he stays with her long enough, she'll marry him. For somewhat obvious reasons, Orks are more inclined to actively encourage a man to stay if he proves to be good with/fond of children, actively likes the idea of a large family, or reveals to her that he genuinely finds her to be sexy when pregnant - perhaps partially due to the social acceptance of being pregnant, Orks are particularly prone to gravidophilia (a fetish for being pregnant) and while not universal, Orks who genuinely do consider themselves to be particularly attractive when expectant are so common as to almost be considered the majority in some places. This, naturally, means that they are especially attracted to maieusophiliac (fetish for pregnant women) men - the most "romantic ideal" in Ork society, the sort of guy that little Orks dream of marrying when they grow up and that lonely teen Orks pleasure themselves to, is a maieusophiliac badass.
Shojo
Spoiler: show
Family: Unknown (often presumed Goblin)
Type: Demihuman
Habitat: Riversides and coastal regions - basically, anywhere that's got good climate and plenty of water
Disposition: Cheerful, Playful, Fun-Loving
Diet: Alcohol, fruit, sweets, plants, occasional meat
The Shojo is one of the most human-looking of all mamono, most easily distinguished by their size, for Shojos are in the same size range as Goblins, their pale white skin, their pointed ears, their long, wild manes of deep red hair, and their perpetually red-flushed faces. Shojo are an uncommon but quite popular species of mamono, known throughout the lands as master brewers and devout party-girls. The true meaning of life, if you ask a Shojo, is to drink hard, party hard, and enjoy every moment that you live. They are obsessed with brewing newer, bigger and more potent batches of alcohol, every type under the sun, and drink it all in raucous parties where they feast, shout, sing, rut, joke and otherwise live their lives the way they want. Shojos are friends to all and enemies to none: so long as you don't go bringing trouble, anyone and everyone is welcome at a Shojo drinking fest. As the Shojos say, there is nothing as pleasurable as sharing a drink with a new friend... unless it's sharing a dozen drinks with old friends. So skilled are Shojo at brewing that their alcohols can have curative or even magical properties.
If there is a flaw with the Shojo, it is this: fundamentally, they are rather lazy. They would much rather drink and party then work, and so do as little labor as possible. The only exception to this laziness is in the brewing of new drinks, and even then the Shojo is ultimately fixated on the end result, when they will be able to taste that cool, delicious new booze they've brewed. In fact, as a result of this constant drinking and sedentary lifestyle, Shojo invariably sport pot bellies - and if you want to pick out the leader of a group of Shojo, look at the bellies. The bigger the belly, the more respect she gets from her drinking sisters. Shojos, you see, respect wisdom and cleverness - and the way they see it, a Shojo with a particularly large belly is obviously clever indeed, as she clearly doesn't have to leave off the drinking and partying very much. Shojo bow to the authority of those they consider wiser then themselves and turn to them for advice, but given their happy-go-lucky nature and anarchic lifestyle, such "leaders" generally don't do much leading by the standards of other races. Be warned; because of the symbolic role they play in Shojo society, touching a Shojo's belly without permission is very rude, and telling one to go on a diet is about the worst insult you can throw at her.
Though fundamentally quite placid, and prone to simply upping and leaving if the locals prove too much of a hassle, a Shojo is not helpless and all of them practice a curious fighting style that takes advantage of their near-constantly drunk status. Strapping on "gutplates", round shield-like devices intended to protect their vulnerable bellies, but otherwise unarmed, they use stumbling, lurching gaits and uneven bouts of speed to throw their foes of balance, striking hard with clumsy-seeming, yet deadly punches and a wide array of improvised weapons. Generally, however, Shojo don't reach that level of hostility... partly because they are not adverse in the slightest to serving up nasty or even toxic brews to people who are provoking them as a warning that their patience is being reached. Because of this, and the fact that Shojo fundamentally just want to be friends with everyone, they are usually left alone.
It might come as a surprise, in fact, to learn that the one type of mamono with which Shojo do not get on is the type that, at first glance, seems best suited to being friends with them. Shojo detest Red Oni, and unless something is preventing them, will quickly move on at word of their approach. The reason for this uncharacteristic hostility is simple: Red Oni not only share the profuse love for alcohol that Shojo do, but are also bigger, stronger and more aggressive then the playful little dwarves. All too often, Red Oni have stumbled into a Shojo party and drunk all of the booze themselves, even if it means kicking the Shojo and any guests they have around and carrying the remaining barrels away for later. Some of the nastiest or most ambitious ones have even enslaved Shojo and forced them to brew beers and wines only for the Red Oni and anyone she may care to share it with. Naturally, Shojo prefer to avoid the company of a Red Oni unless they have no other choice.
Shojo usually don't have trouble finding men to be their lovers, and as in pretty much everything are nonchalant about the matter - if they don't have a man, they are quite happy to make love to other women/mamono, or masturbate, if they feel the urge for sex. Given the reputation for Shojos and their brews, however, they generally have men coming for them wherever they are. While Shojos are quite happy to enjoy a tumble with just about any man when single, they always keep their eye out for their ideal man to take as a husband. Shojos like men who aren't serious and know how to relax (though there are plenty of stories of Shojos teasing and flirting with more stoic and solemn types in an effort to make them loosen up), and they're particularly interested in men who are fun to be around. Good singers, jokers, storytellers, musicians and dancers are all highly prized by Shojos, given their frequent parties.
Type: Demihuman
Habitat: Riversides and coastal regions - basically, anywhere that's got good climate and plenty of water
Disposition: Cheerful, Playful, Fun-Loving
Diet: Alcohol, fruit, sweets, plants, occasional meat
The Shojo is one of the most human-looking of all mamono, most easily distinguished by their size, for Shojos are in the same size range as Goblins, their pale white skin, their pointed ears, their long, wild manes of deep red hair, and their perpetually red-flushed faces. Shojo are an uncommon but quite popular species of mamono, known throughout the lands as master brewers and devout party-girls. The true meaning of life, if you ask a Shojo, is to drink hard, party hard, and enjoy every moment that you live. They are obsessed with brewing newer, bigger and more potent batches of alcohol, every type under the sun, and drink it all in raucous parties where they feast, shout, sing, rut, joke and otherwise live their lives the way they want. Shojos are friends to all and enemies to none: so long as you don't go bringing trouble, anyone and everyone is welcome at a Shojo drinking fest. As the Shojos say, there is nothing as pleasurable as sharing a drink with a new friend... unless it's sharing a dozen drinks with old friends. So skilled are Shojo at brewing that their alcohols can have curative or even magical properties.
If there is a flaw with the Shojo, it is this: fundamentally, they are rather lazy. They would much rather drink and party then work, and so do as little labor as possible. The only exception to this laziness is in the brewing of new drinks, and even then the Shojo is ultimately fixated on the end result, when they will be able to taste that cool, delicious new booze they've brewed. In fact, as a result of this constant drinking and sedentary lifestyle, Shojo invariably sport pot bellies - and if you want to pick out the leader of a group of Shojo, look at the bellies. The bigger the belly, the more respect she gets from her drinking sisters. Shojos, you see, respect wisdom and cleverness - and the way they see it, a Shojo with a particularly large belly is obviously clever indeed, as she clearly doesn't have to leave off the drinking and partying very much. Shojo bow to the authority of those they consider wiser then themselves and turn to them for advice, but given their happy-go-lucky nature and anarchic lifestyle, such "leaders" generally don't do much leading by the standards of other races. Be warned; because of the symbolic role they play in Shojo society, touching a Shojo's belly without permission is very rude, and telling one to go on a diet is about the worst insult you can throw at her.
Though fundamentally quite placid, and prone to simply upping and leaving if the locals prove too much of a hassle, a Shojo is not helpless and all of them practice a curious fighting style that takes advantage of their near-constantly drunk status. Strapping on "gutplates", round shield-like devices intended to protect their vulnerable bellies, but otherwise unarmed, they use stumbling, lurching gaits and uneven bouts of speed to throw their foes of balance, striking hard with clumsy-seeming, yet deadly punches and a wide array of improvised weapons. Generally, however, Shojo don't reach that level of hostility... partly because they are not adverse in the slightest to serving up nasty or even toxic brews to people who are provoking them as a warning that their patience is being reached. Because of this, and the fact that Shojo fundamentally just want to be friends with everyone, they are usually left alone.
It might come as a surprise, in fact, to learn that the one type of mamono with which Shojo do not get on is the type that, at first glance, seems best suited to being friends with them. Shojo detest Red Oni, and unless something is preventing them, will quickly move on at word of their approach. The reason for this uncharacteristic hostility is simple: Red Oni not only share the profuse love for alcohol that Shojo do, but are also bigger, stronger and more aggressive then the playful little dwarves. All too often, Red Oni have stumbled into a Shojo party and drunk all of the booze themselves, even if it means kicking the Shojo and any guests they have around and carrying the remaining barrels away for later. Some of the nastiest or most ambitious ones have even enslaved Shojo and forced them to brew beers and wines only for the Red Oni and anyone she may care to share it with. Naturally, Shojo prefer to avoid the company of a Red Oni unless they have no other choice.
Shojo usually don't have trouble finding men to be their lovers, and as in pretty much everything are nonchalant about the matter - if they don't have a man, they are quite happy to make love to other women/mamono, or masturbate, if they feel the urge for sex. Given the reputation for Shojos and their brews, however, they generally have men coming for them wherever they are. While Shojos are quite happy to enjoy a tumble with just about any man when single, they always keep their eye out for their ideal man to take as a husband. Shojos like men who aren't serious and know how to relax (though there are plenty of stories of Shojos teasing and flirting with more stoic and solemn types in an effort to make them loosen up), and they're particularly interested in men who are fun to be around. Good singers, jokers, storytellers, musicians and dancers are all highly prized by Shojos, given their frequent parties.
Troll
Spoiler: show
Family: Goblin
Type: Giant
Habitat: Any place suitably dark and wild
Disposition: Uncomplicated, Gluttonous, Honorable
Diet: Omnivorous
Trolls are a rarely seen member of the Goblin family who dwell in dark, out of the way places - their eyes are quite sensitive to light, and so they avoid bright lights, such as an unshaded sun, whenever possible. Members of the Giant type, Trolls easily stand eight feet tall, and many reach nine or even ten feet. With skin in various shades and patterns of rocky gray, mossy or grassy green, and wood brown, Trolls easily blend in to their surroundings, and they are surprisingly stealthy for such large mamono. Their ears are long and pointed, very Elf-like, to enhance their sense of hearing, and their noses tend to be somewhat large and are invariably pointy, which marks their keen sense of smell - a practiced Troll can easily navigate entirely with these senses, allowing her to go out amidst the glaring sun by wrapping her eyes and trusting to scent and hearing to let her get around. The strongest of all the Goblin family, and with their fingers naturally growing into powerful claws, Trolls are terrible opponents to face in a fight.
Unfortunately for other races, Trolls are quite uncomplicated mamono, who enjoy showing off their strength and are quite dismissive of the other races because of their general inability to match up to Trolls - or, rather, their tendency to immediately run or surrender at the first sign of a challenge. Despite the popular stereotype, Trolls are not stupid: they are well aware that they are stronger than almost any other creature, and so they almost never intend to go full out against an opponent, but they disdain those who refuse to even try and fight back. Facing a Troll, even if you lose, immediately wins you her respect, and they are quite free with generosity and aid to those who do so.
Actually defeating a Troll usually requires incredible skill, cunning, luck, or a combination of the three... but those who defeat a Troll may find that their victory is more Phyrric than anything. Trolls consider those who can actually defeat them to be marked by Destiny, and, as in everything else, they have a very straightforward belief about what this means. Clearly, they reason, they must be supposed to go with such a warrior and aid them in achieving their Destiny, otherwise Destiny would never have brought them to meet the Troll in the first place. Which means that they will tag along with the "Chosen One", despite their feelings on the matter, until the Troll feels she has accomplished what Destiny meant her to do. For men, this can be especially trying, as Trolls almost inevitably become convinced that at least part of Destiny's plan is sleeping with the Chosen One, though the reasons for this vary - despite what many assume, the belief that Destiny intends for the Troll to bear a similarly Chosen child is actually a rare one among Trolls.
Despite this firm belief in Destiny, it must be noted that Trolls have very little track with religion or faith: Trolls seem to find such things needlessly complicated, if not outright pointless, and prefer their own way of sorting out problems.
Trolls also have a very strong belief in reciprocity: if you do a Troll a favor, then she will return it, no matter the cost - it is believed that the closest thing Trolls have to damnation is bestowed only upon those who refuse to clear a debt. On the other hand, slight a Troll, and she will move the mountains in order to obtain revenge. Few collections of Troll-lore exist that don't include at least one telling of stories such as "The Troll-mother's Boon", in which a young lad out in the woods hears crying from a nearby cave and throws in some of his food, only to be rewarded by a Troll with a magical weapon for having fed her hungry daughters, or "The Dark Elves' Doom", about a band of Dark Elves who kidnap a Troll's lover and torture him for fun, bringing his angry lover to level their camp and abduct their surviving children in retaliation.
Trolls generally ignore the other races, and most commonly met when they are out searching for food; even for their size, Trolls have incredible appetites, and can easily devour large quantities of food - an old story about a man who wed a Troll to secure her aid against an enemy clan describes the blushing bride as single-handedly devouring three whole roast cattle at the wedding feast and draining three firkins (9 gallon barrels) of ale before stumbling, drunk and sated, to the wedding bed with her new groom. The result of this is that very few Trolls do not keep small herds of semi-tame livestock around their homes, along with well-tended crop gardens, and still spend much of their time hunting or fishing.
Type: Giant
Habitat: Any place suitably dark and wild
Disposition: Uncomplicated, Gluttonous, Honorable
Diet: Omnivorous
Trolls are a rarely seen member of the Goblin family who dwell in dark, out of the way places - their eyes are quite sensitive to light, and so they avoid bright lights, such as an unshaded sun, whenever possible. Members of the Giant type, Trolls easily stand eight feet tall, and many reach nine or even ten feet. With skin in various shades and patterns of rocky gray, mossy or grassy green, and wood brown, Trolls easily blend in to their surroundings, and they are surprisingly stealthy for such large mamono. Their ears are long and pointed, very Elf-like, to enhance their sense of hearing, and their noses tend to be somewhat large and are invariably pointy, which marks their keen sense of smell - a practiced Troll can easily navigate entirely with these senses, allowing her to go out amidst the glaring sun by wrapping her eyes and trusting to scent and hearing to let her get around. The strongest of all the Goblin family, and with their fingers naturally growing into powerful claws, Trolls are terrible opponents to face in a fight.
Unfortunately for other races, Trolls are quite uncomplicated mamono, who enjoy showing off their strength and are quite dismissive of the other races because of their general inability to match up to Trolls - or, rather, their tendency to immediately run or surrender at the first sign of a challenge. Despite the popular stereotype, Trolls are not stupid: they are well aware that they are stronger than almost any other creature, and so they almost never intend to go full out against an opponent, but they disdain those who refuse to even try and fight back. Facing a Troll, even if you lose, immediately wins you her respect, and they are quite free with generosity and aid to those who do so.
Actually defeating a Troll usually requires incredible skill, cunning, luck, or a combination of the three... but those who defeat a Troll may find that their victory is more Phyrric than anything. Trolls consider those who can actually defeat them to be marked by Destiny, and, as in everything else, they have a very straightforward belief about what this means. Clearly, they reason, they must be supposed to go with such a warrior and aid them in achieving their Destiny, otherwise Destiny would never have brought them to meet the Troll in the first place. Which means that they will tag along with the "Chosen One", despite their feelings on the matter, until the Troll feels she has accomplished what Destiny meant her to do. For men, this can be especially trying, as Trolls almost inevitably become convinced that at least part of Destiny's plan is sleeping with the Chosen One, though the reasons for this vary - despite what many assume, the belief that Destiny intends for the Troll to bear a similarly Chosen child is actually a rare one among Trolls.
Despite this firm belief in Destiny, it must be noted that Trolls have very little track with religion or faith: Trolls seem to find such things needlessly complicated, if not outright pointless, and prefer their own way of sorting out problems.
Trolls also have a very strong belief in reciprocity: if you do a Troll a favor, then she will return it, no matter the cost - it is believed that the closest thing Trolls have to damnation is bestowed only upon those who refuse to clear a debt. On the other hand, slight a Troll, and she will move the mountains in order to obtain revenge. Few collections of Troll-lore exist that don't include at least one telling of stories such as "The Troll-mother's Boon", in which a young lad out in the woods hears crying from a nearby cave and throws in some of his food, only to be rewarded by a Troll with a magical weapon for having fed her hungry daughters, or "The Dark Elves' Doom", about a band of Dark Elves who kidnap a Troll's lover and torture him for fun, bringing his angry lover to level their camp and abduct their surviving children in retaliation.
Trolls generally ignore the other races, and most commonly met when they are out searching for food; even for their size, Trolls have incredible appetites, and can easily devour large quantities of food - an old story about a man who wed a Troll to secure her aid against an enemy clan describes the blushing bride as single-handedly devouring three whole roast cattle at the wedding feast and draining three firkins (9 gallon barrels) of ale before stumbling, drunk and sated, to the wedding bed with her new groom. The result of this is that very few Trolls do not keep small herds of semi-tame livestock around their homes, along with well-tended crop gardens, and still spend much of their time hunting or fishing.
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- High Priestess
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Re: Nyctos' Custom Monster Girls
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Homunculus
Iron Golem
Iron Maiden
Lich & Death Knight
Ghoul
Spoiler: show
Family: Golem
Type: Construct or Undead (it's debated)
Habitat: Wherever their masters are, gravitate to mausoleums, cemeteries and ruins when freed.
Disposition: Obedient, Loyal, Exaggerated (see below), Sadomasochistic
Diet: None needed, but can eat just about anything - most frequently dines upon preservative chemicals, blood, and rotten meat, unless instructed otherwise.
The Homunculus is a monster girl artificially grown through certain secret necro-alchemical processes, so they are almost invariably seen in the company of the necromancer or alchemist who made them. These golem-like beings are created for their loyalty, intelligence and relative controllability - the creator of a Homunculus usually doesn't have to worry about their creation forgetting all about their duties to seduce their master, or attempting to dominate him instead like a vampire might. Homunculi do have a strong emotional bond with their chosen "master" (which is, by default, the one who created the Homunculus) however, and a failure to regularly provide them with sex means that the Homunculus will become despondent and listless, moping around and performing their tasks only half-heartedly until reassured of their master's "love".
Homunculi generally look perfectly human, but their skin color is uniformly a dull, bleached-looking gray color, and their artificial nature means that many sport unnatural hair or eye colors, or even stranger alterations- deliberately cultured bone growths to form horns, or armor plates, or blades, multiple limbs, wings, anything that their creator may have envisioned and cultured during their growth. Homunculi are also quite adept sorcerer-surgeons in their own right, and so are quite fond of growing and attaching new "components" to themselves as they mature.
An attempt at artificially creating life, a seemingly inevitable side-effect of the process is that all Homunculi have one personality trait that is quite exaggerated, a mental characteristic that seems to dominate their psyche and form the cornerstone of their whole personality. This usually does not go to truly dangerous extremes, fortunately. Despite this, there are certain traits common to all Homunculi.
For one thing, Homunculi have very little capacity for pain- their unnatural senses and inhuman vitality means they can barely register it. Homunculi are formidable fighters, as they can keep going despite wounds that would cripple or kill even another monster girl, and also means that they have a considerable fetish for self-mutilation. Surgically modifying themselves is as much an extension of their fondness for scarification, tongue-splitting, piercings and other such body modifications as it is a practical method of augmenting their capabilities.
Another common trait is that Homunculi don't get on well with each other. Should two Homunculi from different masters meet, they will invariably start fighting unless doing so would endanger their master or they have been forbidden otherwise. Even then, they will still bicker, argue, posture and generally try and provoke each other. Should multiple Homunculi serve the same master and be allowed or forced to remain in close proximity, things will get truly brutal, with each attempting to dominate and bully the others into submissiveness.
This violent jealousy invariably ends with the two battling to the death, the winner surgically "cannibalizing" the loser (that is, removing and integrating undamaged components that they think are of interest, like a particularly strong heart or pretty eye). The climax of this is the "injestion" of the loser's essence, which can take many forms, the details of all of which are best left undescribed.
This results in the victor assimilating the the loser's memories, but also causes "mental contamination". At the least, the loser's dominant emotion is absorbed into the winner's psyche, making them prone to dramatic mood swings - a Homunculus previously noted for being extremely shy and demure might suddenly develop a habit of throwing wild temper tantrums when provoked. At the most, this results in the loser's personality being implanted fully in the winner's mind, inducing a permanent form of multiple personality disorder. Needless to say, Homunculi who have won many such interpersonal battles are quite mentally unstable, their moods swinging from moment to moment, frequently babbling in arguments with the other personas living in their heads.
Type: Construct or Undead (it's debated)
Habitat: Wherever their masters are, gravitate to mausoleums, cemeteries and ruins when freed.
Disposition: Obedient, Loyal, Exaggerated (see below), Sadomasochistic
Diet: None needed, but can eat just about anything - most frequently dines upon preservative chemicals, blood, and rotten meat, unless instructed otherwise.
The Homunculus is a monster girl artificially grown through certain secret necro-alchemical processes, so they are almost invariably seen in the company of the necromancer or alchemist who made them. These golem-like beings are created for their loyalty, intelligence and relative controllability - the creator of a Homunculus usually doesn't have to worry about their creation forgetting all about their duties to seduce their master, or attempting to dominate him instead like a vampire might. Homunculi do have a strong emotional bond with their chosen "master" (which is, by default, the one who created the Homunculus) however, and a failure to regularly provide them with sex means that the Homunculus will become despondent and listless, moping around and performing their tasks only half-heartedly until reassured of their master's "love".
Homunculi generally look perfectly human, but their skin color is uniformly a dull, bleached-looking gray color, and their artificial nature means that many sport unnatural hair or eye colors, or even stranger alterations- deliberately cultured bone growths to form horns, or armor plates, or blades, multiple limbs, wings, anything that their creator may have envisioned and cultured during their growth. Homunculi are also quite adept sorcerer-surgeons in their own right, and so are quite fond of growing and attaching new "components" to themselves as they mature.
An attempt at artificially creating life, a seemingly inevitable side-effect of the process is that all Homunculi have one personality trait that is quite exaggerated, a mental characteristic that seems to dominate their psyche and form the cornerstone of their whole personality. This usually does not go to truly dangerous extremes, fortunately. Despite this, there are certain traits common to all Homunculi.
For one thing, Homunculi have very little capacity for pain- their unnatural senses and inhuman vitality means they can barely register it. Homunculi are formidable fighters, as they can keep going despite wounds that would cripple or kill even another monster girl, and also means that they have a considerable fetish for self-mutilation. Surgically modifying themselves is as much an extension of their fondness for scarification, tongue-splitting, piercings and other such body modifications as it is a practical method of augmenting their capabilities.
Another common trait is that Homunculi don't get on well with each other. Should two Homunculi from different masters meet, they will invariably start fighting unless doing so would endanger their master or they have been forbidden otherwise. Even then, they will still bicker, argue, posture and generally try and provoke each other. Should multiple Homunculi serve the same master and be allowed or forced to remain in close proximity, things will get truly brutal, with each attempting to dominate and bully the others into submissiveness.
This violent jealousy invariably ends with the two battling to the death, the winner surgically "cannibalizing" the loser (that is, removing and integrating undamaged components that they think are of interest, like a particularly strong heart or pretty eye). The climax of this is the "injestion" of the loser's essence, which can take many forms, the details of all of which are best left undescribed.
This results in the victor assimilating the the loser's memories, but also causes "mental contamination". At the least, the loser's dominant emotion is absorbed into the winner's psyche, making them prone to dramatic mood swings - a Homunculus previously noted for being extremely shy and demure might suddenly develop a habit of throwing wild temper tantrums when provoked. At the most, this results in the loser's personality being implanted fully in the winner's mind, inducing a permanent form of multiple personality disorder. Needless to say, Homunculi who have won many such interpersonal battles are quite mentally unstable, their moods swinging from moment to moment, frequently babbling in arguments with the other personas living in their heads.
Iron Golem
Spoiler: show
Family: Golem
Type: Construct
Habitat: Dwarf Settlements/Wandering
Disposition: Shy, Stubborn, Obedient
Diet: Not Required/Spirit Energy
Iron Golem is actually something of a misnomer; the standard Golem rituals can be applied to metal statues as well as clay ones, but such Golems are identical to their clay "sisters" and so are not discerned from them. A proper Iron Golem is a mekanikal Construct, a feminine form made from mechanical innards beneath metal skin and given life and motion by arcane energies. Needless to say, most Iron Golems are Dwarven or Duergar creations, but there are members of other races who have learned the art and so Iron Golems are slowly growing in number. They are sometimes divided into 'sub species' based on the precise methods used to animate them, which can sometimes influence their abilities. "Ticktocks" are clockwork based, and while some require regular "winding" with a magic-infused key, others are possessed of internal perpetual motion engines, the arcane energy driving their gears around in endlessly stable rhythms. Ticktock Iron Golems tend to have the most variable physical forms, some even able to reshape themselves on the fly to better suit their purposes. "Hotheads" are fuelled by steam, usually a mingling of elemental water essence with elemental fire essence. Needless to say, Hothead Iron Golems tend to be very skilled fighters, as they can often project tremendous heat or gouts of blistering steam in an offensive. Finally, "Sparks" have elemental lightning essence sealed within their frames, and usually crackle with barely-restrained electricity.
Like their Golem cousins, Iron Golems are made to serve, but unlike Golems usually aren't dispatched for the purposes of collecting semen/spiritual energy for mystical rituals. An Iron Golem's labors tend to be either defensive or just manual labor. Though often formidable in appearance, Iron Golems are actually rather shy and gentle by nature, but they are inherently obedient and, once set on a course, can be all but impossible to dissuade. This can actually be somewhat problematic for their makers, especially the arrogant and often short-sighted & abusive Duergar: like Golems, Iron Golems can and will fall in love with men, and their peculiar nature makes them if anything easier to entice than a normal Golem. Once she has fallen for a man, an Iron Golem's loyalties switch almost irreversibly to him, and that stubborn side of her nature will easily overwhelm her usual shyness for his sake.
While they do not require semen for fuel the way that Golems do, Iron Golems do appreciate a regular infusion of spirit energy and without it often become sluggish and clumsy. However, Iron Golems can only take this energy if given willingly, even if they do attempt to rape others; some mekanicians, mainly Duergar, speculate that this may be a mental block caused by their shyness.
Type: Construct
Habitat: Dwarf Settlements/Wandering
Disposition: Shy, Stubborn, Obedient
Diet: Not Required/Spirit Energy
Iron Golem is actually something of a misnomer; the standard Golem rituals can be applied to metal statues as well as clay ones, but such Golems are identical to their clay "sisters" and so are not discerned from them. A proper Iron Golem is a mekanikal Construct, a feminine form made from mechanical innards beneath metal skin and given life and motion by arcane energies. Needless to say, most Iron Golems are Dwarven or Duergar creations, but there are members of other races who have learned the art and so Iron Golems are slowly growing in number. They are sometimes divided into 'sub species' based on the precise methods used to animate them, which can sometimes influence their abilities. "Ticktocks" are clockwork based, and while some require regular "winding" with a magic-infused key, others are possessed of internal perpetual motion engines, the arcane energy driving their gears around in endlessly stable rhythms. Ticktock Iron Golems tend to have the most variable physical forms, some even able to reshape themselves on the fly to better suit their purposes. "Hotheads" are fuelled by steam, usually a mingling of elemental water essence with elemental fire essence. Needless to say, Hothead Iron Golems tend to be very skilled fighters, as they can often project tremendous heat or gouts of blistering steam in an offensive. Finally, "Sparks" have elemental lightning essence sealed within their frames, and usually crackle with barely-restrained electricity.
Like their Golem cousins, Iron Golems are made to serve, but unlike Golems usually aren't dispatched for the purposes of collecting semen/spiritual energy for mystical rituals. An Iron Golem's labors tend to be either defensive or just manual labor. Though often formidable in appearance, Iron Golems are actually rather shy and gentle by nature, but they are inherently obedient and, once set on a course, can be all but impossible to dissuade. This can actually be somewhat problematic for their makers, especially the arrogant and often short-sighted & abusive Duergar: like Golems, Iron Golems can and will fall in love with men, and their peculiar nature makes them if anything easier to entice than a normal Golem. Once she has fallen for a man, an Iron Golem's loyalties switch almost irreversibly to him, and that stubborn side of her nature will easily overwhelm her usual shyness for his sake.
While they do not require semen for fuel the way that Golems do, Iron Golems do appreciate a regular infusion of spirit energy and without it often become sluggish and clumsy. However, Iron Golems can only take this energy if given willingly, even if they do attempt to rape others; some mekanicians, mainly Duergar, speculate that this may be a mental block caused by their shyness.
Iron Maiden
Spoiler: show
Family: Golem
Type: Construct
Habitat: Dark Elf Territory
Disposition: Lustful, Obedient, Sluggish
Diet: Spirit Energy & Semen
Iron Maidens are a very distinctive sort of Golem, created by Dark Elves and designed to appeal to their twisted senses of love, lust, pleasure and punishment. Iron Maidens are much larger than Golems, easily reaching about three meters or sometimes more in height. Their appearance is of voluptuous, coldly beautiful women (many have, in fact, noticed a distinct resemblance of Iron Maiden facial features to those of Dark Elves) wearing skimpy yet ornate clothing and made entirely from iron. Usually, this is smooth in nature, but some Iron Maidens sport iron studs, rivets or similar "impressions" as apparent jewellery. While their features elsewhere can be somewhat blurry and vague, even more so than Golems on occasion, their face is always lovingly detailed and incredibly lifelike.
This may be a necessity for the Iron Maiden's powers to work. Unlike regular Golems, Iron Maidens are not used to hunt down men - at least, this is not their primary usage. Iron Maidens serve a role that is one part living prison to one part torture implement. They are able to distend their jaws to an impossible extent, allowing them to swallow living beings whole - those who are engulfed by an Iron Maiden find themselves trapped within a dark, wet, hot chamber that is lined with hundreds, maybe thousands, of short, prehensile, slime-dripping tentacles. The chamber is easily large enough to contain an average sized man (or a mamono of equal to smaller size), and those who have escaped from it report the existence of a possibly mobile orifice, surrounded by slightly larger tendrils, that seems to serve as a kind of vagina-equivalent. Those trapped in the chamber are raped by the tentacles that surround them, which forcibly stimulate the victim sexually until they are exhausted, then keep going on - a chemical they secrete nourishes the victim's need for food, fluids and air, and, more importantly, it allows the victim to continue having sex without alleviating their fatigue. In other words, the victim invariably becomes trapped in a state of perpetual pleasure and ever-increasing weariness, desperate to rest yet unable to stop having sex, on and on without end for potentially years. Fortunately, the Dark Elves are well aware that more than a year trapped within an Iron Maiden could drive just about anyone irrevocably insane, and so most such stints are limited to hours or days, depending on the individual's known stamina levels.
At a cue from a Dark Elf of sufficient rank, or of her own initiative, an Iron Maiden can simply regurgitate the man. This method of engulfment and release, coupled with the fact that an Iron Maiden's stomach swells as a visible mark of the fact she is "occupied", leads many to assume that the chamber is in fact within the Iron Maiden. In reality, it seems to be a small pocket plane that is connected on several intimate levels to the Iron Maiden, and if she is destroyed, her captive will rematerialize mere feet away.
It is assumed by many that Iron Maidens are as cruel as their Dark Elf mistresses, maybe crueller, for the obvious delight they take in trapping men inside them and forcing them to have sex - if she has the choice, an Iron Maiden will almost never release her victim, instead finding somewhere out of the way where she can remain immobile and simply relish the sensations from within. There are tales of adventurers who have destroyed Iron Maidens and discovered victims who have been trapped inside them for decades without release. Some, however, argue that Iron Maidens are not cruel, they are actually very loving - but their idea of love has been so twisted by their creators that this makes them WORSE than if they were merely cruel. These scholars argue that the Iron Maidens truly believe that what they do to men is the ultimate expression of love, that an eternity locked in sexual congress is the greatest gift one can ever give, and they are actually incurable altruistic romantics who believe they exist only to bring such pleasures to people. If one can but persuade an Iron Maiden of the harmful side-effects her manner of "sexual eternity" causes, she will be horrified and immediately release her victim, becoming desperate to make amends and viciously hateful towards the Dark Elves who lied to her and twisted her beliefs. There seems to be some merit to this stance, but it could be a matter of individual personalities.
While Iron Maidens are primarily used to punish or subdue rebellious men, and to torment other mamono (or Dark Elves who have displeased the higher ranks), there are other uses for Iron Maidens in Dark Elf society as well. Because of their nature, Iron Maidens are able to build up vast stockpiles of semen and spirit energy, which a Dark Elf can drain from the Iron Maiden to use for her own purposes. They also make excellent man-catchers, being sent out to find men much like Golems, then engulf them and return to their mistress to show off their catch.
Type: Construct
Habitat: Dark Elf Territory
Disposition: Lustful, Obedient, Sluggish
Diet: Spirit Energy & Semen
Iron Maidens are a very distinctive sort of Golem, created by Dark Elves and designed to appeal to their twisted senses of love, lust, pleasure and punishment. Iron Maidens are much larger than Golems, easily reaching about three meters or sometimes more in height. Their appearance is of voluptuous, coldly beautiful women (many have, in fact, noticed a distinct resemblance of Iron Maiden facial features to those of Dark Elves) wearing skimpy yet ornate clothing and made entirely from iron. Usually, this is smooth in nature, but some Iron Maidens sport iron studs, rivets or similar "impressions" as apparent jewellery. While their features elsewhere can be somewhat blurry and vague, even more so than Golems on occasion, their face is always lovingly detailed and incredibly lifelike.
This may be a necessity for the Iron Maiden's powers to work. Unlike regular Golems, Iron Maidens are not used to hunt down men - at least, this is not their primary usage. Iron Maidens serve a role that is one part living prison to one part torture implement. They are able to distend their jaws to an impossible extent, allowing them to swallow living beings whole - those who are engulfed by an Iron Maiden find themselves trapped within a dark, wet, hot chamber that is lined with hundreds, maybe thousands, of short, prehensile, slime-dripping tentacles. The chamber is easily large enough to contain an average sized man (or a mamono of equal to smaller size), and those who have escaped from it report the existence of a possibly mobile orifice, surrounded by slightly larger tendrils, that seems to serve as a kind of vagina-equivalent. Those trapped in the chamber are raped by the tentacles that surround them, which forcibly stimulate the victim sexually until they are exhausted, then keep going on - a chemical they secrete nourishes the victim's need for food, fluids and air, and, more importantly, it allows the victim to continue having sex without alleviating their fatigue. In other words, the victim invariably becomes trapped in a state of perpetual pleasure and ever-increasing weariness, desperate to rest yet unable to stop having sex, on and on without end for potentially years. Fortunately, the Dark Elves are well aware that more than a year trapped within an Iron Maiden could drive just about anyone irrevocably insane, and so most such stints are limited to hours or days, depending on the individual's known stamina levels.
At a cue from a Dark Elf of sufficient rank, or of her own initiative, an Iron Maiden can simply regurgitate the man. This method of engulfment and release, coupled with the fact that an Iron Maiden's stomach swells as a visible mark of the fact she is "occupied", leads many to assume that the chamber is in fact within the Iron Maiden. In reality, it seems to be a small pocket plane that is connected on several intimate levels to the Iron Maiden, and if she is destroyed, her captive will rematerialize mere feet away.
It is assumed by many that Iron Maidens are as cruel as their Dark Elf mistresses, maybe crueller, for the obvious delight they take in trapping men inside them and forcing them to have sex - if she has the choice, an Iron Maiden will almost never release her victim, instead finding somewhere out of the way where she can remain immobile and simply relish the sensations from within. There are tales of adventurers who have destroyed Iron Maidens and discovered victims who have been trapped inside them for decades without release. Some, however, argue that Iron Maidens are not cruel, they are actually very loving - but their idea of love has been so twisted by their creators that this makes them WORSE than if they were merely cruel. These scholars argue that the Iron Maidens truly believe that what they do to men is the ultimate expression of love, that an eternity locked in sexual congress is the greatest gift one can ever give, and they are actually incurable altruistic romantics who believe they exist only to bring such pleasures to people. If one can but persuade an Iron Maiden of the harmful side-effects her manner of "sexual eternity" causes, she will be horrified and immediately release her victim, becoming desperate to make amends and viciously hateful towards the Dark Elves who lied to her and twisted her beliefs. There seems to be some merit to this stance, but it could be a matter of individual personalities.
While Iron Maidens are primarily used to punish or subdue rebellious men, and to torment other mamono (or Dark Elves who have displeased the higher ranks), there are other uses for Iron Maidens in Dark Elf society as well. Because of their nature, Iron Maidens are able to build up vast stockpiles of semen and spirit energy, which a Dark Elf can drain from the Iron Maiden to use for her own purposes. They also make excellent man-catchers, being sent out to find men much like Golems, then engulf them and return to their mistress to show off their catch.
Lich & Death Knight
Spoiler: show
Family: Golem
Type: Undead
Habitat: Cemetaries, Mausoleums, Ruined Castles/Cathedrals/Libraries/Wizard Towers
Disposition:
Both - Haughty, Confident
Death Knight - Aggressive, Determined
Lich - Quiet, Scholarly
Diet: Spirit Energy
Liches and Death Knights are an extremely unusual form of undead mamono in that it is extremely rare for them to be created by necromancers or come into being "naturally". Indeed, many believe it's not possible for a Lich or Death Knight to be created by a mortal caster, that even such mighty magic users as Vampires and Baphomets require necromantic augmentation talismans and foci to perform such a feet. Liches and Death Knights instead arise when a Skeleton is artificially sustained by magical energy instead of being allowed to burn up its normal, short-lived supply of power, as well as being allowed to accumulate considerable amounts of spiritual energy. Nobody knows what causes a given Skeleton to specifically become a Lich or a Death Knight, though there are theories that Skeletons used for militaristic purposes are more likely to become Death Knights, and others will become Liches (particularly if they are allowed access to magical tomes and items).
With both types of mamono, the most obvious change is physical; whereas the Skeleton is an eternal pubescent, Liches and Death Knights alike develop mature, womanly curves. For a Lich, this is the extent of its physical transformation, while a Death Knight will also grow taller (rare is the one that fails to tower over a Skeleton or Lich by head and shoulders) and more "muscular", the bones of its limbs thickening to increase its power, the skeletal "supports" on its torso elongating, thickening and reshaping into a protective shell.
Liches are the more subtle of the two "sisters"; in general, they prefer isolation, dwelling in some hard-to-access or wilderness lair where they can focus on regular sex and studying magic, generally interacting with greater civilisation only to acquire things they desire (mainly new grimoires and the components for arcane experiments and rituals). Even then they try and keep contact to a minimum. This doesn't mean that there aren't Liches who secretly meddle with society, like Vampires, or who rouse themselves to strive for domination and control, but they are unusual for members of their kind.
Death Knights, meanwhile, are militaristic and territorial by nature. They burn for warfare, ravenously devour military lore and fighting techniques, crave conquest and battle. Those that do not gather armies and begin conquering invariably become wandering sell-swords, or establish some territory that they zealously guard, spending their days training and their nights coupling.
Like Skeletons and Zombies, Liches and Death Knights both crave sex and the spirit energy that can be acquired through sex. As they are fully sentient beings with minds and wills of their own, however, they are much more choosy then either of the "lesser" undead, and both desire to acquire a permanent mate, rather then merely flitting from attractive man to attractive man.
Death Knights, particularly, are fixated on only bedding a "worthy" man, though what precisely that means depends on the individuals Death Knight. A common "translation", though, is "can aid me in my goals", which generally means skilled warriors or wizards well-versed in the arts of necromancy or summoning.
Liches, on the other hand, are even more methodical and stubborn about the matter then Death Knights - while a Death Knight may, however grudgingly, settle for picking the most attractive man captured by her servants in order to satiate her need, a Lich will push aside her hunger through sheer force of will, to the extent of growing so weak she can barely move, in order to find her chosen partner. Liches desire partners that can best understand their scholarly nature and their hunger for arcane lore - in fact, almost all Liches will reject a potential mate that proves to have no talent for magic in any form, and the vast majority of those who do end up "wed" to a Lich will learn some basics of spellcasting.
When a Lich or a Death Knight finds a suitable lover, the next problem that arises is in the bedroom itself. Death Knights favor lovers with whom they can struggle for the "top dog" position; the capacity to sate both of their appetites (for fighting and sex) at the same time is irresistable to them. They also enjoy a lover with lots of stamina. Liches, meanwhile, tend to favor either more submissive mates or those who will stoke their ego, and it's skill that they look for in the actual deed.
Both Liches and Death Knights share two unique powers. First, is the innate ability to create Skeletons at will - Death Knights are the more likely to use this ability, as it allows them to create their desired army faster, while Liches typically only use this for to create minions for menial duties. The second is a kind of immortality; both Liches and Death Knights can physically regenerate themselves if destroyed, though there are caveats to this. For a Lich, so long as they are both willing to return in this fashion and certain precautionary methods haven't been taken on the part of their slayer, they can possess a Skeleton created by their innate ability to do so, which will transform into a Lich within the next 5-9 days. Even Liches are unsure if using this power causes the "possessed" Skeleton to be consumed so the Lich may resurrect themselves, or if the Skeleton merely undergoes an accelerated transformation into a Lich and inherits the majority of its "predecessor's" knowledge. Death Knights, meanwhile, are able to create a mystical bond with a favored weapon, turning it into what is known as a Soul Blade. As long as this is intact, they can regenerate their bodies from nothing, and so long as they live, they can repair the shattered Soul Blade with a touch. Only by destroying both can a Death Knight be slain.
In addition to these, Liches and Death Knights alike are naturally inclined towards the usage of magic. The more combative nature of Death Knights, however, means that many do not bother honing their talents, and may go through life dependent on their fighting skills, with at most a few basic spells and cantrips for use in special situations. Others learn how to master blade magic, a special fighting style in which swordplay and sorcery are wielded simultaneously. Liches are almost invariably artificers or wizards, due to their talent and their scholarly, studious nature... the rare Lich warlock or sorcerer is powerful indeed, but bardic Liches are almost unheard of, thanks to their distinctly anti-social nature.
It is extremely rare to see more then one of these mamono in the same area; Liches and Death Knights look down on their "sisters", and when confronted with another of the same breed, most are unable to resist a kind of instinctual paranoid territoriality, a deep-seated compulsion that another Lich or another Death Knight is a jealous competitor who wants to steal that which is theirs. Needless to say, an alliance between two or more of these "Advanced Skeletons" is a relatively short-lived (short-lived by the span of beings who can live for centuries, even millenia) affair fraught with suspicion and contemplations of treachery.
Similarly, it is very rare to see a Lich or a Death Knight in a subserviant position to another mamono. As allies or leaders, yes, commanded by a particularly powerful human lover, fine, but to be held in thrall to another mamono is intolerable to these haughty undead. Such a mamono is invariably plotting to betray her "mistress" and find a way to either escape or steal authority.
Type: Undead
Habitat: Cemetaries, Mausoleums, Ruined Castles/Cathedrals/Libraries/Wizard Towers
Disposition:
Both - Haughty, Confident
Death Knight - Aggressive, Determined
Lich - Quiet, Scholarly
Diet: Spirit Energy
Liches and Death Knights are an extremely unusual form of undead mamono in that it is extremely rare for them to be created by necromancers or come into being "naturally". Indeed, many believe it's not possible for a Lich or Death Knight to be created by a mortal caster, that even such mighty magic users as Vampires and Baphomets require necromantic augmentation talismans and foci to perform such a feet. Liches and Death Knights instead arise when a Skeleton is artificially sustained by magical energy instead of being allowed to burn up its normal, short-lived supply of power, as well as being allowed to accumulate considerable amounts of spiritual energy. Nobody knows what causes a given Skeleton to specifically become a Lich or a Death Knight, though there are theories that Skeletons used for militaristic purposes are more likely to become Death Knights, and others will become Liches (particularly if they are allowed access to magical tomes and items).
With both types of mamono, the most obvious change is physical; whereas the Skeleton is an eternal pubescent, Liches and Death Knights alike develop mature, womanly curves. For a Lich, this is the extent of its physical transformation, while a Death Knight will also grow taller (rare is the one that fails to tower over a Skeleton or Lich by head and shoulders) and more "muscular", the bones of its limbs thickening to increase its power, the skeletal "supports" on its torso elongating, thickening and reshaping into a protective shell.
Liches are the more subtle of the two "sisters"; in general, they prefer isolation, dwelling in some hard-to-access or wilderness lair where they can focus on regular sex and studying magic, generally interacting with greater civilisation only to acquire things they desire (mainly new grimoires and the components for arcane experiments and rituals). Even then they try and keep contact to a minimum. This doesn't mean that there aren't Liches who secretly meddle with society, like Vampires, or who rouse themselves to strive for domination and control, but they are unusual for members of their kind.
Death Knights, meanwhile, are militaristic and territorial by nature. They burn for warfare, ravenously devour military lore and fighting techniques, crave conquest and battle. Those that do not gather armies and begin conquering invariably become wandering sell-swords, or establish some territory that they zealously guard, spending their days training and their nights coupling.
Like Skeletons and Zombies, Liches and Death Knights both crave sex and the spirit energy that can be acquired through sex. As they are fully sentient beings with minds and wills of their own, however, they are much more choosy then either of the "lesser" undead, and both desire to acquire a permanent mate, rather then merely flitting from attractive man to attractive man.
Death Knights, particularly, are fixated on only bedding a "worthy" man, though what precisely that means depends on the individuals Death Knight. A common "translation", though, is "can aid me in my goals", which generally means skilled warriors or wizards well-versed in the arts of necromancy or summoning.
Liches, on the other hand, are even more methodical and stubborn about the matter then Death Knights - while a Death Knight may, however grudgingly, settle for picking the most attractive man captured by her servants in order to satiate her need, a Lich will push aside her hunger through sheer force of will, to the extent of growing so weak she can barely move, in order to find her chosen partner. Liches desire partners that can best understand their scholarly nature and their hunger for arcane lore - in fact, almost all Liches will reject a potential mate that proves to have no talent for magic in any form, and the vast majority of those who do end up "wed" to a Lich will learn some basics of spellcasting.
When a Lich or a Death Knight finds a suitable lover, the next problem that arises is in the bedroom itself. Death Knights favor lovers with whom they can struggle for the "top dog" position; the capacity to sate both of their appetites (for fighting and sex) at the same time is irresistable to them. They also enjoy a lover with lots of stamina. Liches, meanwhile, tend to favor either more submissive mates or those who will stoke their ego, and it's skill that they look for in the actual deed.
Both Liches and Death Knights share two unique powers. First, is the innate ability to create Skeletons at will - Death Knights are the more likely to use this ability, as it allows them to create their desired army faster, while Liches typically only use this for to create minions for menial duties. The second is a kind of immortality; both Liches and Death Knights can physically regenerate themselves if destroyed, though there are caveats to this. For a Lich, so long as they are both willing to return in this fashion and certain precautionary methods haven't been taken on the part of their slayer, they can possess a Skeleton created by their innate ability to do so, which will transform into a Lich within the next 5-9 days. Even Liches are unsure if using this power causes the "possessed" Skeleton to be consumed so the Lich may resurrect themselves, or if the Skeleton merely undergoes an accelerated transformation into a Lich and inherits the majority of its "predecessor's" knowledge. Death Knights, meanwhile, are able to create a mystical bond with a favored weapon, turning it into what is known as a Soul Blade. As long as this is intact, they can regenerate their bodies from nothing, and so long as they live, they can repair the shattered Soul Blade with a touch. Only by destroying both can a Death Knight be slain.
In addition to these, Liches and Death Knights alike are naturally inclined towards the usage of magic. The more combative nature of Death Knights, however, means that many do not bother honing their talents, and may go through life dependent on their fighting skills, with at most a few basic spells and cantrips for use in special situations. Others learn how to master blade magic, a special fighting style in which swordplay and sorcery are wielded simultaneously. Liches are almost invariably artificers or wizards, due to their talent and their scholarly, studious nature... the rare Lich warlock or sorcerer is powerful indeed, but bardic Liches are almost unheard of, thanks to their distinctly anti-social nature.
It is extremely rare to see more then one of these mamono in the same area; Liches and Death Knights look down on their "sisters", and when confronted with another of the same breed, most are unable to resist a kind of instinctual paranoid territoriality, a deep-seated compulsion that another Lich or another Death Knight is a jealous competitor who wants to steal that which is theirs. Needless to say, an alliance between two or more of these "Advanced Skeletons" is a relatively short-lived (short-lived by the span of beings who can live for centuries, even millenia) affair fraught with suspicion and contemplations of treachery.
Similarly, it is very rare to see a Lich or a Death Knight in a subserviant position to another mamono. As allies or leaders, yes, commanded by a particularly powerful human lover, fine, but to be held in thrall to another mamono is intolerable to these haughty undead. Such a mamono is invariably plotting to betray her "mistress" and find a way to either escape or steal authority.
Ghoul
Spoiler: show
Family: Zombie
Type: Undead
Habitat: Caverns, Cemetaries and Charnel Houses, Ruins
Disposition: Erratic, Vicious, Ghoulish, Mischievous
Diet: Carnivorous
The Ghoul is a distant relative of the Zombie, often mistaken for that mamono at first glance - a mistake that can prove very dangerous indeed. Ghouls are almost universally created by powerful necromancers, as they require the necrotic energy to infuse a corpus (body), animus (the vital spark) and a soul, binding them all together into one corporeal undead creature. It is often said that Ghouls are created when a second soul is bound into a basic necromantically animated body, such as a Zombie, and this is responsible for the Ghoul's distinctive behavior. Others say that the necrotic energy binding their soul to their form is less in their control than, say, a Vampire's, and so they are often overwhelmed by it, distorting their personalities.
Ghouls appear much like Zombies, except their fingers are longer and form cruelly effective talons, while their eyes are sharp and focused. They are capable climbers, and can channel necrotic energy into their fangs and claws to enable them to temporarily paralyze other beings. Far more aware and intelligent than Zombies, Ghouls are thusly preferred because they can be as easy to control as Zombies, while being much better minions. However, they are very treacherous and cunning creatures, and will usually be looking to betray or escape their master - the majority of "dark lords" who command Ghouls thusly use a rather blatant carrot-and-stick approach to controlling them, rewarding them lavishly with meat and victims when they behave, and cruelly punishing them at the slightest hint of disobedience. As Ghouls are, fundamentally, rather cowardly, this works quite well, yet may also foster their resentment towards their so-called masters and make them all the crueller if they do manage to achieve dominance over those who once controlled them.
Ghouls relish causing havoc, and eagerly play tricks on anyone they can; due to the macabre personalities of Ghouls, and their enjoyment of cruelty, these pranks easily turn dangerous and often turn deadly. Ghouls abduct men they can catch, often luring him into traps beforehand, and keep them as their lovers - these alone are relatively safe from a Ghoul's darker appetites. When they have a man as their prisoner, Ghouls mostly abandon their pranks, spending their time either hunting, sleeping, or coupling. Most, however, would rather be their prey than their lover; Ghouls still enjoy a distinctly morbid set of romantic ideals, and their vulgar appetites for meat makes them terrible cooks.
Type: Undead
Habitat: Caverns, Cemetaries and Charnel Houses, Ruins
Disposition: Erratic, Vicious, Ghoulish, Mischievous
Diet: Carnivorous
The Ghoul is a distant relative of the Zombie, often mistaken for that mamono at first glance - a mistake that can prove very dangerous indeed. Ghouls are almost universally created by powerful necromancers, as they require the necrotic energy to infuse a corpus (body), animus (the vital spark) and a soul, binding them all together into one corporeal undead creature. It is often said that Ghouls are created when a second soul is bound into a basic necromantically animated body, such as a Zombie, and this is responsible for the Ghoul's distinctive behavior. Others say that the necrotic energy binding their soul to their form is less in their control than, say, a Vampire's, and so they are often overwhelmed by it, distorting their personalities.
Ghouls appear much like Zombies, except their fingers are longer and form cruelly effective talons, while their eyes are sharp and focused. They are capable climbers, and can channel necrotic energy into their fangs and claws to enable them to temporarily paralyze other beings. Far more aware and intelligent than Zombies, Ghouls are thusly preferred because they can be as easy to control as Zombies, while being much better minions. However, they are very treacherous and cunning creatures, and will usually be looking to betray or escape their master - the majority of "dark lords" who command Ghouls thusly use a rather blatant carrot-and-stick approach to controlling them, rewarding them lavishly with meat and victims when they behave, and cruelly punishing them at the slightest hint of disobedience. As Ghouls are, fundamentally, rather cowardly, this works quite well, yet may also foster their resentment towards their so-called masters and make them all the crueller if they do manage to achieve dominance over those who once controlled them.
Ghouls relish causing havoc, and eagerly play tricks on anyone they can; due to the macabre personalities of Ghouls, and their enjoyment of cruelty, these pranks easily turn dangerous and often turn deadly. Ghouls abduct men they can catch, often luring him into traps beforehand, and keep them as their lovers - these alone are relatively safe from a Ghoul's darker appetites. When they have a man as their prisoner, Ghouls mostly abandon their pranks, spending their time either hunting, sleeping, or coupling. Most, however, would rather be their prey than their lover; Ghouls still enjoy a distinctly morbid set of romantic ideals, and their vulgar appetites for meat makes them terrible cooks.
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- High Priestess
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Re: Nyctos' Custom Monster Girls
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Birth
Death
Conquest
Harmony
Peace
Famine
War
Health
Pestilence
Plenty
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Lustful, Self-Centered, Vulgar, Loud
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
The spirit of Birth resembles a voluptuous, wide-hipped female mamono with a sensual air and eagerly lustful mien, despite her invariably milk-laden breasts and typically pregnancy-swollen belly - if she is not pregnant, she will always have a very young baby Birth around, though not for very long... Despite their name, Birth embodies more the generation of life than its preservation; such is more the duty of their cousins, Health and Plenty, and their maternal instincts are almost non-existent. A Birth tolerates her daughter's presence grudgingly, and invariably finds somebody else to care for the child for her, abandoning the baby Spirit to its new foster parent. Because of the wildly lustful nature of this spirit, she will be pregnant again soon after she no longer has to focus on caring for the baby. Births dress scantily, for greater ease of disrobing for sex, in clothes of luxuriant green and yellow, the colors of growing things and the sun. They always carry with them a hoe whose blade is made from gold, as well as a small bag of seeds on a rope around their hips or neck. Much as the spirit of Death is responsible for severing the souls of those who die from their mortal shells, so to does the spirit of Birth sew souls into living creatures when they conceive; when a being has sex that results in a new life being made, the Birth will hoe into the female's belly with her tool and then drop in one or more "seeds" from her little bag; each seed represents a baby that will be born (or hatched) to the new mother.
Despite their nickname of "the Sweet Tiller", Births are not particularly nice mamono to know. They are selfish, crude and obnoxious, utter hedonists who live only to have sex and to stir others into having sex. Fickle and spiteful, Births think nothing of denying children to an loving would-be mother, or saddling children upon a mother who is unable or utterly unfit to care for them - these are actually great "jokes" to Births. There are many folk rituals intended to try and tame these unruly mamono in some fashion, enticing them to bring children when desired and stay their hands otherwise, but no such ritual is perfect. With their mere presence, Births can cause feelings of lust to rise and boil into a turmoil; plunging a whole village into a giant orgy is perfectly within their talents, and even when they don't cause unwanted pregnancies or barrenness, stirring up betrayal and licenciousness is just as much fun to them. Ironically, the only fertility they can't control is their own.
Needless to say, while Births love many, many men over their lives, very few ever establish a permanent relationship. It just doesn't seem to be in their nature to do so.
Type: Spirit
Habitat: Everywhere
Disposition: Lustful, Self-Centered, Vulgar, Loud
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
The spirit of Birth resembles a voluptuous, wide-hipped female mamono with a sensual air and eagerly lustful mien, despite her invariably milk-laden breasts and typically pregnancy-swollen belly - if she is not pregnant, she will always have a very young baby Birth around, though not for very long... Despite their name, Birth embodies more the generation of life than its preservation; such is more the duty of their cousins, Health and Plenty, and their maternal instincts are almost non-existent. A Birth tolerates her daughter's presence grudgingly, and invariably finds somebody else to care for the child for her, abandoning the baby Spirit to its new foster parent. Because of the wildly lustful nature of this spirit, she will be pregnant again soon after she no longer has to focus on caring for the baby. Births dress scantily, for greater ease of disrobing for sex, in clothes of luxuriant green and yellow, the colors of growing things and the sun. They always carry with them a hoe whose blade is made from gold, as well as a small bag of seeds on a rope around their hips or neck. Much as the spirit of Death is responsible for severing the souls of those who die from their mortal shells, so to does the spirit of Birth sew souls into living creatures when they conceive; when a being has sex that results in a new life being made, the Birth will hoe into the female's belly with her tool and then drop in one or more "seeds" from her little bag; each seed represents a baby that will be born (or hatched) to the new mother.
Despite their nickname of "the Sweet Tiller", Births are not particularly nice mamono to know. They are selfish, crude and obnoxious, utter hedonists who live only to have sex and to stir others into having sex. Fickle and spiteful, Births think nothing of denying children to an loving would-be mother, or saddling children upon a mother who is unable or utterly unfit to care for them - these are actually great "jokes" to Births. There are many folk rituals intended to try and tame these unruly mamono in some fashion, enticing them to bring children when desired and stay their hands otherwise, but no such ritual is perfect. With their mere presence, Births can cause feelings of lust to rise and boil into a turmoil; plunging a whole village into a giant orgy is perfectly within their talents, and even when they don't cause unwanted pregnancies or barrenness, stirring up betrayal and licenciousness is just as much fun to them. Ironically, the only fertility they can't control is their own.
Needless to say, while Births love many, many men over their lives, very few ever establish a permanent relationship. It just doesn't seem to be in their nature to do so.
Death
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Dutiful, Melancholic, Gentle, Quiet
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Called, rather unfairly, "the Grim Reaper", the spirit of Death is a tall, sad figure, slightly built and slender-limbed, with thin blue veins visible beneath her milk-white skin, pale hued eyes and white hair. Deaths are imposing figures, and are ashamed of the way they look, typically concealing themselves in robes or shrouds of black and white. They carry a magnificent scythe with a blade of silver; it is their task to cut free the souls of the dying so they may pass on into the afterlife. A vital role, yet easily misunderstood; despite their kindly nature and timid demeanors, Deaths are feared and shunned, in part because of the fact they are forced by neccessity to follow their more violent and malevolent kindred; War, Famine and Pestilence. Deaths can see how strong an entity's life is, and by concentrating, can know roughly when and how that subject will die - despite folklore to the contrary, Deaths themselves cannot cause a person to die. While they are capable of killing, they must do so in the manner of any mortal creature, and they are strongly bound by their own mystical codes not to do so - though more in the sense that their sisters will punish them than the laws of reality force them.
Not that either element is truly needed. If there is one thing that brings the Grim Reapers some sense of comfort in their bleak, lonely existence, it is the reassuring chains of Duty. They *know* what they must do, and they do what *must* be done. Lives must end, no matter who, how or why - Deaths are truest enemies of those who dabble in necromancy, and while they are not compelled to destroy the Undead, neither is particularly comfortable in the other's presence. Knowing that they are fulfilling the purpose that reality has for them is the only source of solace they will ever typically experience; mortals are afraid of her, Harmony, Health, Plenty and Peace regard her as distrustful or even an outright enemy, Birth ignores her, Famine, War and Pestilence treat her like a craven mongrel skulking around in their wakes and scavenging their leftovers, and ever-bitter ever-jealous Conquest hates her especially.
But, sometimes, Death is lucky. Sometimes, she finds a man who is willing to give her solace, if only for a night or two, and share the warmth of his body with her. These lonely spirits eagerly accept sweet words and tender kisses, but, alas, such relationships usually do not end well. All too often, the man has an ulterior motive; those trying to bargain for more time are most common, but there are also those who seduce Deaths so that they may deceive her into teaching them arts of healing, for that is one of Death's unknown skills, and use those arts to become wealthy, powerful or famous. It is whispered in dark grimoires that if one could wriggle and worm one's way into the deepest part of a Grim Reaper's heart, slithering through the cracks in her soul and binding her to you utterly, one could become the greatest necromancer in the world. Thankfully, individuals possessing such a potent mixture of great charm and utter cruelty are rare. Saddest of all, is the fact that Deaths all too often must outlive their lovers, being forced to sever their souls when their time comes and send them to their afterlife. Invariably, so it is said, the Grim Reaper who does this will then turn her scythe's blade against herself, cutting open her throat or piercing her heart with its point, unable to bear being alone again.
Type: Spirit
Habitat: Everywhere
Disposition: Dutiful, Melancholic, Gentle, Quiet
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Called, rather unfairly, "the Grim Reaper", the spirit of Death is a tall, sad figure, slightly built and slender-limbed, with thin blue veins visible beneath her milk-white skin, pale hued eyes and white hair. Deaths are imposing figures, and are ashamed of the way they look, typically concealing themselves in robes or shrouds of black and white. They carry a magnificent scythe with a blade of silver; it is their task to cut free the souls of the dying so they may pass on into the afterlife. A vital role, yet easily misunderstood; despite their kindly nature and timid demeanors, Deaths are feared and shunned, in part because of the fact they are forced by neccessity to follow their more violent and malevolent kindred; War, Famine and Pestilence. Deaths can see how strong an entity's life is, and by concentrating, can know roughly when and how that subject will die - despite folklore to the contrary, Deaths themselves cannot cause a person to die. While they are capable of killing, they must do so in the manner of any mortal creature, and they are strongly bound by their own mystical codes not to do so - though more in the sense that their sisters will punish them than the laws of reality force them.
Not that either element is truly needed. If there is one thing that brings the Grim Reapers some sense of comfort in their bleak, lonely existence, it is the reassuring chains of Duty. They *know* what they must do, and they do what *must* be done. Lives must end, no matter who, how or why - Deaths are truest enemies of those who dabble in necromancy, and while they are not compelled to destroy the Undead, neither is particularly comfortable in the other's presence. Knowing that they are fulfilling the purpose that reality has for them is the only source of solace they will ever typically experience; mortals are afraid of her, Harmony, Health, Plenty and Peace regard her as distrustful or even an outright enemy, Birth ignores her, Famine, War and Pestilence treat her like a craven mongrel skulking around in their wakes and scavenging their leftovers, and ever-bitter ever-jealous Conquest hates her especially.
But, sometimes, Death is lucky. Sometimes, she finds a man who is willing to give her solace, if only for a night or two, and share the warmth of his body with her. These lonely spirits eagerly accept sweet words and tender kisses, but, alas, such relationships usually do not end well. All too often, the man has an ulterior motive; those trying to bargain for more time are most common, but there are also those who seduce Deaths so that they may deceive her into teaching them arts of healing, for that is one of Death's unknown skills, and use those arts to become wealthy, powerful or famous. It is whispered in dark grimoires that if one could wriggle and worm one's way into the deepest part of a Grim Reaper's heart, slithering through the cracks in her soul and binding her to you utterly, one could become the greatest necromancer in the world. Thankfully, individuals possessing such a potent mixture of great charm and utter cruelty are rare. Saddest of all, is the fact that Deaths all too often must outlive their lovers, being forced to sever their souls when their time comes and send them to their afterlife. Invariably, so it is said, the Grim Reaper who does this will then turn her scythe's blade against herself, cutting open her throat or piercing her heart with its point, unable to bear being alone again.
Conquest
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Envious, Competitive, Bitter, Hollow
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
The Spirit of Conquest always seems to overshadowed in a crowd. She's always just that little bit shorter, little bit bustier, little bit chunkier, little bit plainer-looking in every way than any other girl around her. This is not surprising; the Spirit of Conquest is literally defined by the obstacles facing her - if she has no measure to set herself against and strive towards overcoming, then she has no meaning. The only distinctive thing of a Conquest, the only feature that can truly be called hers, is her eyes. The eyes of a Conquest are always the poisonous shade of green most frequently associated with envy. It is said that even if you meet a Conquest on her own, she always looks like a slightly inferior version of the last mamono you have met - if you had last met a Dragon before then meeting a Conquest, she would literally resemble a cheap imitation of that Dragon.
This Spirit literally embodies the urge to succeed against the odds, to overcome adversity, to struggle against and overpower whatever lies in your path. As a consequence, they are understandably bitter mamono, aware of the cruel irony that without others to compete against, they are nothing but pale shadows. A Conquest is always inferior to any task or any person, until and unless they are directly challenged by that person. If a Minotaurus challenges a Conquest to a test of strength, she will be discover the Conquest is superior to her in strength - but only while seeking to defeat her. Elsewhere, the Conquest would be weak and feeble. Trying to solve a problem on her own, the Conquest wracks her brains for hours, but if challenged to solve it, the answer comes to her in the wink of an eye. When she has a chance to prove she is superior, she is superior... but at all other times, she is inferior, and that drives her mad with hate and rage. It is quite understandable that the average Conquest roams the world, countlessly seeking out others to challenge. It is the only way she can feel some sense of satisfaction, though, ultimately, every victory just ends up the same: once the struggle is won, she becomes empty and hollow once more.
Conquests have no friends, not even among their fellow anthromorphic personifications. Their innate drive to compete against others, to try and give their existence some semblance of meaning, is naturally alienating, their ability to grant others a boon that will enable them to prove triumphant in struggle lures the amoral and the desperate, but their presence also renders others more competitive. If a Conquest settles in one place overlong, even the best of friends and the closest of family cannot help but succumb to the urge to struggle against each other, to turn even the most mundane of things into a challenge to prove superiority over the other. Even love is all but denied to these Spirits; if a Conquest does wish to desire a man, she can usually only bring herself to do so by making it a contest with another mamono, a struggle to see who can seduce a man first, or if she is approached by a would-be seducer, which compels her to seduce him first. All too often, no sooner has she "won", has she brought him to her bed or woven love for her into his has, then her own heart grows cold and dark. Sometimes, it is whispered, something happens that keeps the spark alight... but, sadly, the usual turn of events is that she slips away in the dark, unable to love him any more, all due to her very nature.
Some whisper, though, that there is a certain phrase that can bring a Conquest true happiness... a phrase hinted out in certain dusty grimoires and known to only a few sages.
...
"You can't love me more than I love you."
Type: Spirit
Habitat: Everywhere
Disposition: Envious, Competitive, Bitter, Hollow
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
The Spirit of Conquest always seems to overshadowed in a crowd. She's always just that little bit shorter, little bit bustier, little bit chunkier, little bit plainer-looking in every way than any other girl around her. This is not surprising; the Spirit of Conquest is literally defined by the obstacles facing her - if she has no measure to set herself against and strive towards overcoming, then she has no meaning. The only distinctive thing of a Conquest, the only feature that can truly be called hers, is her eyes. The eyes of a Conquest are always the poisonous shade of green most frequently associated with envy. It is said that even if you meet a Conquest on her own, she always looks like a slightly inferior version of the last mamono you have met - if you had last met a Dragon before then meeting a Conquest, she would literally resemble a cheap imitation of that Dragon.
This Spirit literally embodies the urge to succeed against the odds, to overcome adversity, to struggle against and overpower whatever lies in your path. As a consequence, they are understandably bitter mamono, aware of the cruel irony that without others to compete against, they are nothing but pale shadows. A Conquest is always inferior to any task or any person, until and unless they are directly challenged by that person. If a Minotaurus challenges a Conquest to a test of strength, she will be discover the Conquest is superior to her in strength - but only while seeking to defeat her. Elsewhere, the Conquest would be weak and feeble. Trying to solve a problem on her own, the Conquest wracks her brains for hours, but if challenged to solve it, the answer comes to her in the wink of an eye. When she has a chance to prove she is superior, she is superior... but at all other times, she is inferior, and that drives her mad with hate and rage. It is quite understandable that the average Conquest roams the world, countlessly seeking out others to challenge. It is the only way she can feel some sense of satisfaction, though, ultimately, every victory just ends up the same: once the struggle is won, she becomes empty and hollow once more.
Conquests have no friends, not even among their fellow anthromorphic personifications. Their innate drive to compete against others, to try and give their existence some semblance of meaning, is naturally alienating, their ability to grant others a boon that will enable them to prove triumphant in struggle lures the amoral and the desperate, but their presence also renders others more competitive. If a Conquest settles in one place overlong, even the best of friends and the closest of family cannot help but succumb to the urge to struggle against each other, to turn even the most mundane of things into a challenge to prove superiority over the other. Even love is all but denied to these Spirits; if a Conquest does wish to desire a man, she can usually only bring herself to do so by making it a contest with another mamono, a struggle to see who can seduce a man first, or if she is approached by a would-be seducer, which compels her to seduce him first. All too often, no sooner has she "won", has she brought him to her bed or woven love for her into his has, then her own heart grows cold and dark. Sometimes, it is whispered, something happens that keeps the spark alight... but, sadly, the usual turn of events is that she slips away in the dark, unable to love him any more, all due to her very nature.
Some whisper, though, that there is a certain phrase that can bring a Conquest true happiness... a phrase hinted out in certain dusty grimoires and known to only a few sages.
...
"You can't love me more than I love you."
Harmony
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Placid, Harmonious, Two-faced, Fair
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
There is something strangely... bland... about a Spirit of Harmony. When seen in a crowd, she seems to blend the looks of all the other mamono into one harmonious whole. That is what a Harmony is; she is a spirit of compromises, equality, tranquility and fairness. By her nature she causes things to balance out and achieve equilibrium, which makes her almost as desired a Spirit as her cousin, Peace. But this fixation on the balance of things can make Harmonies a dangerous Spirit; if two sides are fighting, then her instinct is not to bring the fight to a stop, but to ensure that both sides are equal in all things - if one side is losing, she will aid it... up until it starts to win, whereupon she will switch sides. If she meets two people, one of whom is richer than the other, then she will take riches from the wealthier party and give them to the poorer party. She will never act without hearing both sides of the argument, and takes the middle road in all things. While she is sometimes sought after for aid in legal matters, there is no guarantee of satisfaction.
Harmonies do not, despite their apparently benevolent appearance, tend to form permanent relationships. Some do find a man who they are able to bind themselves two, each serving to balance the other and achieve a harmonious whole. More commonly, though, they are incapable of being faithful; all things must be shared equally, and that includes her love and her body.
Harmonies often carry a scale on which the weight is perfectly distributed, a builder's level, or a similar symbol of balance. Ying-yang symbols and other such 'balances' are also favorite decorations.
Type: Spirit
Habitat: Everywhere
Disposition: Placid, Harmonious, Two-faced, Fair
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
There is something strangely... bland... about a Spirit of Harmony. When seen in a crowd, she seems to blend the looks of all the other mamono into one harmonious whole. That is what a Harmony is; she is a spirit of compromises, equality, tranquility and fairness. By her nature she causes things to balance out and achieve equilibrium, which makes her almost as desired a Spirit as her cousin, Peace. But this fixation on the balance of things can make Harmonies a dangerous Spirit; if two sides are fighting, then her instinct is not to bring the fight to a stop, but to ensure that both sides are equal in all things - if one side is losing, she will aid it... up until it starts to win, whereupon she will switch sides. If she meets two people, one of whom is richer than the other, then she will take riches from the wealthier party and give them to the poorer party. She will never act without hearing both sides of the argument, and takes the middle road in all things. While she is sometimes sought after for aid in legal matters, there is no guarantee of satisfaction.
Harmonies do not, despite their apparently benevolent appearance, tend to form permanent relationships. Some do find a man who they are able to bind themselves two, each serving to balance the other and achieve a harmonious whole. More commonly, though, they are incapable of being faithful; all things must be shared equally, and that includes her love and her body.
Harmonies often carry a scale on which the weight is perfectly distributed, a builder's level, or a similar symbol of balance. Ying-yang symbols and other such 'balances' are also favorite decorations.
Peace
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Serene, Wise, Calm, Thoughtful, Naive
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Peaces and Harmonies often work together, for they have similar goals; the halting of violence. But whereas Harmony seeks to prevent a fight from ever breaking out, Peace seeks to bring things to a resolution when violence does break out. They are greatly appreciated in courts royal and legal, and are naturally drawn to such places. Peaces are inoffensive looking mamono; like their siblings the greatest difference between them and a female human is their pointed ears, but there is a strange sort of eeriness to them. They seem a little too perfect; their features a touch too symmetrical and refined, their breasts and buttocks a touch too spherical, their skin a touch too smooth. The porcelain-like whiteness of their skin only feeds the strange suspicion that they are marble statues come to life. As is appropriate for their typical role, Peaces dress in simple, well-made, and subtly regal or official looking garb; to better seem respectable and authorative, without being too garish or overbearing.
A Peace's greatest drive is to make peace. While they are admired as legal officials and diplomats, a Peace can also be so zealous that she will blind herself to the ugly truth of any matter. "The ends justify the means" and "utopia is worth sacrifice" are very common phrases for a Peace to believe, and that can lead them to dark places. A Peace is perfectly willing to surrender her body to others to convince them to be more agreeable - and it's an easy step for all too many to make worse sacrifices still. They will lie, steal, cheat and break hearts and dreams in pursuit of their goals. If a Peace judges it great enough, she would not hesitate to hand power over to a dictator, force a ruler to marry a man she does not love, even assassinate particularly disruptive people, all for the sake of the greater good. Killing someone is always a last resort, but a Peace won't hesitate to fight if she sees no other way to bring about a greater peace.
The greatest dream of a Peace is to find her one perfect man, a man with whom she can achieve a permanent bond of calmness and love, forever and ever. But, ironically, their own drives to establish peace can sometimes sabotage their love. If she deems it neccessary, many Peaces will not hesitate to dally with other men, to sway them to their goals or simply to seduce them into becoming contacts she can use in her later work. While she will insist, and quite truthfully, that there was no love or passion in their work, the men most likely to become their husbands are also the men most likely to subsequently divorce them for these acts.
In the end, the greatest weakness of Peace is how short-sighted she can be, an aspect of personality that ultimately plagues all Anthromorphic Personifications.
Type: Spirit
Habitat: Everywhere
Disposition: Serene, Wise, Calm, Thoughtful, Naive
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Peaces and Harmonies often work together, for they have similar goals; the halting of violence. But whereas Harmony seeks to prevent a fight from ever breaking out, Peace seeks to bring things to a resolution when violence does break out. They are greatly appreciated in courts royal and legal, and are naturally drawn to such places. Peaces are inoffensive looking mamono; like their siblings the greatest difference between them and a female human is their pointed ears, but there is a strange sort of eeriness to them. They seem a little too perfect; their features a touch too symmetrical and refined, their breasts and buttocks a touch too spherical, their skin a touch too smooth. The porcelain-like whiteness of their skin only feeds the strange suspicion that they are marble statues come to life. As is appropriate for their typical role, Peaces dress in simple, well-made, and subtly regal or official looking garb; to better seem respectable and authorative, without being too garish or overbearing.
A Peace's greatest drive is to make peace. While they are admired as legal officials and diplomats, a Peace can also be so zealous that she will blind herself to the ugly truth of any matter. "The ends justify the means" and "utopia is worth sacrifice" are very common phrases for a Peace to believe, and that can lead them to dark places. A Peace is perfectly willing to surrender her body to others to convince them to be more agreeable - and it's an easy step for all too many to make worse sacrifices still. They will lie, steal, cheat and break hearts and dreams in pursuit of their goals. If a Peace judges it great enough, she would not hesitate to hand power over to a dictator, force a ruler to marry a man she does not love, even assassinate particularly disruptive people, all for the sake of the greater good. Killing someone is always a last resort, but a Peace won't hesitate to fight if she sees no other way to bring about a greater peace.
The greatest dream of a Peace is to find her one perfect man, a man with whom she can achieve a permanent bond of calmness and love, forever and ever. But, ironically, their own drives to establish peace can sometimes sabotage their love. If she deems it neccessary, many Peaces will not hesitate to dally with other men, to sway them to their goals or simply to seduce them into becoming contacts she can use in her later work. While she will insist, and quite truthfully, that there was no love or passion in their work, the men most likely to become their husbands are also the men most likely to subsequently divorce them for these acts.
In the end, the greatest weakness of Peace is how short-sighted she can be, an aspect of personality that ultimately plagues all Anthromorphic Personifications.
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Avaricious, Gluttonous, Lustful, Hedonistic
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
This Spirit, which takes the form of an almost, not quite but almost, unhealthily thin and waifish mamono with a keen hungry air to her, embodies the concepts of Want and Need. There is no such thing as satiation for a Famine; they always want more and more and more. They eat and they drink and they have sex and they gather nice things, and they just can't be satisfied. There is always more to consume, always a greater orgasm, always something nicer to have. And yet, unlike with Conquest, this is not done out of simple emptiness, a simple compulsion to try and fill a hole that cannot be filled. Indeed, a Famine sincerely enjoys everything she takes; she loves every bite of food and mouthful of drink, she loves every kiss and caress, she loves every outfit and accessory... and that is part of the problem. Famines have a strange sort of naive innocence to them; the world is full of wonders, in their viewpoint. Every single thing they ever take or consume is more wonderful than the one before, because it's not quite the same as the one before. With such a wide world of wonders out there to experience, how can one resist experiencing it all?
That is the philosophy of the Famine, and while it is not a bad philosophy per se, the sheer voracity of their appetite, the utter lack of foresight and forethought, the complete indifference to anything that may befall others because of her antics, those make a Famine much more dangerous. If a Famine spreads her influence gently, which is actually not as uncommon as one may think, people grow much more appreciative of what they have; they savor the nice things they have, the food they make, the little pleasures in life. It is when she overdoes it that she leaves behind emptiness and ruin.
Type: Spirit
Habitat: Everywhere
Disposition: Avaricious, Gluttonous, Lustful, Hedonistic
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
This Spirit, which takes the form of an almost, not quite but almost, unhealthily thin and waifish mamono with a keen hungry air to her, embodies the concepts of Want and Need. There is no such thing as satiation for a Famine; they always want more and more and more. They eat and they drink and they have sex and they gather nice things, and they just can't be satisfied. There is always more to consume, always a greater orgasm, always something nicer to have. And yet, unlike with Conquest, this is not done out of simple emptiness, a simple compulsion to try and fill a hole that cannot be filled. Indeed, a Famine sincerely enjoys everything she takes; she loves every bite of food and mouthful of drink, she loves every kiss and caress, she loves every outfit and accessory... and that is part of the problem. Famines have a strange sort of naive innocence to them; the world is full of wonders, in their viewpoint. Every single thing they ever take or consume is more wonderful than the one before, because it's not quite the same as the one before. With such a wide world of wonders out there to experience, how can one resist experiencing it all?
That is the philosophy of the Famine, and while it is not a bad philosophy per se, the sheer voracity of their appetite, the utter lack of foresight and forethought, the complete indifference to anything that may befall others because of her antics, those make a Famine much more dangerous. If a Famine spreads her influence gently, which is actually not as uncommon as one may think, people grow much more appreciative of what they have; they savor the nice things they have, the food they make, the little pleasures in life. It is when she overdoes it that she leaves behind emptiness and ruin.
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Aggressive, Boistrous Confident, Energetic
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Red-haired, ruddy skinned and grinning widely, a War is a lot less malevolent than many people may assume. Wars are drawn to the promotion of conflict, be it of actual violence or of a more friendly nature - a contest to see who can create the most obnoxious insult or a big game of sports are just as attractive to Wars as actual duels and life & death struggles are. They don't care about winning or losing, they just care about the passion, the drive, the willpower; when these flare, it's like a light in the deepest gloom. It is the pitting of two forces against each other that War embodies; who wins or loses is a matter for her "little sister", Conquest. Wars love to struggle, and roam the world both seeking out places where emotions are flaring and inspiring them to flare. This is why they have such a bad reputation; because both a bloody battle and a riotous sports event at equally exciting to her, and she lives to enjoy such activities, she can cause terrible carnage wherever she goes - sometimes even if she is actually promoting naturally restrained events. What makes matters worse is that Wars don't really notice what they're doing; those who have fallen into a War's bed typically describe her (and not unfondly) as really being little more than a big-hearted, overenthusiastic, somewhat dim child, unaware of just how much suffering and trouble she can really cause.
Type: Spirit
Habitat: Everywhere
Disposition: Aggressive, Boistrous Confident, Energetic
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Red-haired, ruddy skinned and grinning widely, a War is a lot less malevolent than many people may assume. Wars are drawn to the promotion of conflict, be it of actual violence or of a more friendly nature - a contest to see who can create the most obnoxious insult or a big game of sports are just as attractive to Wars as actual duels and life & death struggles are. They don't care about winning or losing, they just care about the passion, the drive, the willpower; when these flare, it's like a light in the deepest gloom. It is the pitting of two forces against each other that War embodies; who wins or loses is a matter for her "little sister", Conquest. Wars love to struggle, and roam the world both seeking out places where emotions are flaring and inspiring them to flare. This is why they have such a bad reputation; because both a bloody battle and a riotous sports event at equally exciting to her, and she lives to enjoy such activities, she can cause terrible carnage wherever she goes - sometimes even if she is actually promoting naturally restrained events. What makes matters worse is that Wars don't really notice what they're doing; those who have fallen into a War's bed typically describe her (and not unfondly) as really being little more than a big-hearted, overenthusiastic, somewhat dim child, unaware of just how much suffering and trouble she can really cause.
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Compassionate, Nurturing, Overzealous, Hypochondriac
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
The Spirit of Health exists to promote physical well-being. Taking the form of an athletically built mamono, often clad in doctor's or nursing garbing, and literally gleaming with good health, this Spirit breathes life into the dying, strength into the exhausted, and cleanses toxins and diseases. Where a Spirit of Health walks, all things grow stronger, and they are loved and cherished for it. The one problem is how overzealous they can be; they will rapidly steal any semblance of control away from the lives of those they consider under their care, all in the effort of making sure they are healthy. They will force them to exercise constantly, feed them only the most healthy food (which is often utterly tasteless at best) and otherwise force them into devoting every single moment of their lives to caring for their health, whether their patients like it or not. So, it is no surprise that a Spirit of Health's patients invariably come to the conclusion that she has more than overstayed her welcome and trick her into leaving the area by claiming that they are now able to handle the matter themselves. Only if a Spirit of Health's suspicion is truly aroused will she call them on it; her absolute drive to spread good health means that she is, despite herself, glad of the excuse to move on and find new patients to tend to.
Spirits of Health do not, despite common folklore otherwise, have anything against sex. They are ultimately mamono, and so they enjoy it a quite a lot. In fact, they are perfectly willing to trick handsome men into having sex with the excuse that this will "cure them". A Spirit of Health's husband was typically once her patient, or something of an unofficial nurse - a man possessed of truest admiration for her ultimately noble intentions and a saintly level of patience.
Type: Spirit
Habitat: Everywhere
Disposition: Compassionate, Nurturing, Overzealous, Hypochondriac
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
The Spirit of Health exists to promote physical well-being. Taking the form of an athletically built mamono, often clad in doctor's or nursing garbing, and literally gleaming with good health, this Spirit breathes life into the dying, strength into the exhausted, and cleanses toxins and diseases. Where a Spirit of Health walks, all things grow stronger, and they are loved and cherished for it. The one problem is how overzealous they can be; they will rapidly steal any semblance of control away from the lives of those they consider under their care, all in the effort of making sure they are healthy. They will force them to exercise constantly, feed them only the most healthy food (which is often utterly tasteless at best) and otherwise force them into devoting every single moment of their lives to caring for their health, whether their patients like it or not. So, it is no surprise that a Spirit of Health's patients invariably come to the conclusion that she has more than overstayed her welcome and trick her into leaving the area by claiming that they are now able to handle the matter themselves. Only if a Spirit of Health's suspicion is truly aroused will she call them on it; her absolute drive to spread good health means that she is, despite herself, glad of the excuse to move on and find new patients to tend to.
Spirits of Health do not, despite common folklore otherwise, have anything against sex. They are ultimately mamono, and so they enjoy it a quite a lot. In fact, they are perfectly willing to trick handsome men into having sex with the excuse that this will "cure them". A Spirit of Health's husband was typically once her patient, or something of an unofficial nurse - a man possessed of truest admiration for her ultimately noble intentions and a saintly level of patience.
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Mischievous, Gossipy, Whimsical
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
There is always something... off... about a Spirit of Pestilence. She seems sickly, frail, but not in a way that mars her beauty so much as highlights it. A gentle sprinkling of bruises, a consumptive pallor, a perpetual choleric or bilious flush, these are all common, as are clothes made from bandages or subtly 'ruined' nursing outfits. It is more as if her very presence makes a person's skin crawl and their senses start warning of danger. And yet, despite that, there is something strangely trustworthy about her, something that draws people to her. Even a Pestilence cannot explain just why this is, but she accepts it as making her job easier. Pestilences are nomadic Spirits, wandering where whim takes them, and incorrigible pranksters... but their idea of a prank is something that brings about chaos, and sudden outbreaks of disease are one of the easiest ways to spread chaos. Where a Spirit of Pestilence passes, diseases and illness and decay springs forth - should she desire it. In fact, some of these Spirits regard conventional disease and decay to be boring, or too simple, and take up more complex methods.
A Pestilence most appreciates and admires things that can start small, yet grow and grow until their influence is felt far and wide. She ravenously studies the art of saying the right word at the right time to bring havoc, or how just one action can cause disasters to bloom. She gets on splendidly with War, who appreciates the fact that a Pestilence's presence typically leaves people in the right mindset that they need little encouragement, if any, to spring into violence. Naturally, she gets on much worse with Spirits of Health (who oppose her on principle) and Peace, which is part of the reason why these Spirits are nomadic.
Despite popular rumor to the contrary, sexual contact with a Pestilence will not infect a man with disease. In fact, she will actually absorb any disease he may have had, leaving him healthier than he was before. The side effect is that his immune system will be weakened, leaving him more vulnerable to infection for some time after immediately having had sex with her. If he is willing to stay away from her and suffer through this, he will eventually regain his former resilience - but many are unwilling to do this, though the choice is typically made more difficult by her deliberate efforts to seduce him once he grows sick. The more frequently he has sex with her, the more he needs regular sex with her in order to survive being infected with even the most minute diseases. Typically well before his life depends on her, though, the Pestilence will have offered him the chance to drink her blood, becoming both an incubus-variant and her husband for life.
Type: Spirit
Habitat: Everywhere
Disposition: Mischievous, Gossipy, Whimsical
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
There is always something... off... about a Spirit of Pestilence. She seems sickly, frail, but not in a way that mars her beauty so much as highlights it. A gentle sprinkling of bruises, a consumptive pallor, a perpetual choleric or bilious flush, these are all common, as are clothes made from bandages or subtly 'ruined' nursing outfits. It is more as if her very presence makes a person's skin crawl and their senses start warning of danger. And yet, despite that, there is something strangely trustworthy about her, something that draws people to her. Even a Pestilence cannot explain just why this is, but she accepts it as making her job easier. Pestilences are nomadic Spirits, wandering where whim takes them, and incorrigible pranksters... but their idea of a prank is something that brings about chaos, and sudden outbreaks of disease are one of the easiest ways to spread chaos. Where a Spirit of Pestilence passes, diseases and illness and decay springs forth - should she desire it. In fact, some of these Spirits regard conventional disease and decay to be boring, or too simple, and take up more complex methods.
A Pestilence most appreciates and admires things that can start small, yet grow and grow until their influence is felt far and wide. She ravenously studies the art of saying the right word at the right time to bring havoc, or how just one action can cause disasters to bloom. She gets on splendidly with War, who appreciates the fact that a Pestilence's presence typically leaves people in the right mindset that they need little encouragement, if any, to spring into violence. Naturally, she gets on much worse with Spirits of Health (who oppose her on principle) and Peace, which is part of the reason why these Spirits are nomadic.
Despite popular rumor to the contrary, sexual contact with a Pestilence will not infect a man with disease. In fact, she will actually absorb any disease he may have had, leaving him healthier than he was before. The side effect is that his immune system will be weakened, leaving him more vulnerable to infection for some time after immediately having had sex with her. If he is willing to stay away from her and suffer through this, he will eventually regain his former resilience - but many are unwilling to do this, though the choice is typically made more difficult by her deliberate efforts to seduce him once he grows sick. The more frequently he has sex with her, the more he needs regular sex with her in order to survive being infected with even the most minute diseases. Typically well before his life depends on her, though, the Pestilence will have offered him the chance to drink her blood, becoming both an incubus-variant and her husband for life.
Spoiler: show
Family: Anthromorphic Personification
Type: Spirit
Habitat: Everywhere
Disposition: Generous, Self-Centered, Lazy, Apathetic
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Spirits of Plenty take the form of lusciously figured mamono, what is sometimes called as "sexily plump", with padded waists and hips, large buttocks and thick breasts, dressed in especially fine clothes and often so many ornaments that they are just a hair shy of being tacky or overdone. By their very natures, fortune turns in the favor of a Spirit of Plenty; wealth, happiness, companionship, it all flows to her no matter where she is or what she does. Her presence causes abundance and prosperity; any task undertaken to produce something within her aura of good fortune produces much more than may normally be the case. As a result, Spirits of Plenty are loved and admired wherever they go, and are enticed to settle into settlements that depend on the bounty of the land or sea to survive. In return for her presence, ensuring the livelihood and wealth of the people around her, the Spirit is given absolutely everything that she could ever want.
And this, it must sadly be said, makes them rather unpleasant mamono to deal with. They will give things away without a second thought, but they have no appreciation for the value of... well, anything. If they want it, it comes to them eventually and somehow, and without her ever having to lift a finger. Because they never need to work for anything, they invariably don't appreciate how hard it can be to work for something - some even go so far as to look down on those who must work, smugly self-satisfied with how life gives them the easy way out of any situation. This means that others often find them irritating or infuriating, even when they genuinely mean well, and they are notoriously naive about the way things work for the "less privileged".
Perhaps the worst aspect of this is how a Plenty can utterly destroy a person's character, simply by unthinking generosity. If a Plenty becomes aware of a hard-working, yet poor person, man or mamono, they have been known to take that person under their wing. In return for becoming their lover (Plenties are indifferent to gender and perhaps universally bisexual), the person is rewarded with every single thing their heart may desire, spoiled utterly rotten by the well-meaning Spirit. Some become "spoiled sweet", retaining their previous happy, caring nature, many others become selfish and empty, but all end up falling into the same blithe obliviousness as to what it means to actually work for something and to appreciate what they have as afflicts the Spirits of Plenty.
Type: Spirit
Habitat: Everywhere
Disposition: Generous, Self-Centered, Lazy, Apathetic
Diet: Nothing
The Anthromorphic Personifications are mysterious spirits that embody primal aspects of reality. The five most well-known are the Anthromorphic Personifications of Famine, War, Pestilence, Death and Conquest, but they are countered and balanced by five other Anthromorphic Personifications; the spirits of Plenty, Peace, Health, Birth and Harmony.
Spirits of Plenty take the form of lusciously figured mamono, what is sometimes called as "sexily plump", with padded waists and hips, large buttocks and thick breasts, dressed in especially fine clothes and often so many ornaments that they are just a hair shy of being tacky or overdone. By their very natures, fortune turns in the favor of a Spirit of Plenty; wealth, happiness, companionship, it all flows to her no matter where she is or what she does. Her presence causes abundance and prosperity; any task undertaken to produce something within her aura of good fortune produces much more than may normally be the case. As a result, Spirits of Plenty are loved and admired wherever they go, and are enticed to settle into settlements that depend on the bounty of the land or sea to survive. In return for her presence, ensuring the livelihood and wealth of the people around her, the Spirit is given absolutely everything that she could ever want.
And this, it must sadly be said, makes them rather unpleasant mamono to deal with. They will give things away without a second thought, but they have no appreciation for the value of... well, anything. If they want it, it comes to them eventually and somehow, and without her ever having to lift a finger. Because they never need to work for anything, they invariably don't appreciate how hard it can be to work for something - some even go so far as to look down on those who must work, smugly self-satisfied with how life gives them the easy way out of any situation. This means that others often find them irritating or infuriating, even when they genuinely mean well, and they are notoriously naive about the way things work for the "less privileged".
Perhaps the worst aspect of this is how a Plenty can utterly destroy a person's character, simply by unthinking generosity. If a Plenty becomes aware of a hard-working, yet poor person, man or mamono, they have been known to take that person under their wing. In return for becoming their lover (Plenties are indifferent to gender and perhaps universally bisexual), the person is rewarded with every single thing their heart may desire, spoiled utterly rotten by the well-meaning Spirit. Some become "spoiled sweet", retaining their previous happy, caring nature, many others become selfish and empty, but all end up falling into the same blithe obliviousness as to what it means to actually work for something and to appreciate what they have as afflicts the Spirits of Plenty.
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- High Priestess
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Re: Nyctos' Custom Monster Girls
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Black Dragon
Blue Dragon
Brown Dragon
Gray Dragon
Green Dragon
Purple Dragon
Red Dragon
White Dragon
Adamantine Dragon
Brass Dragon
Bronze Dragon
Copper Dragon
Gold Dragon
Iron Dragon
Mercury Dragon
Mithril Dragon
Orium Dragon
Silver Dragon
Steel Dragon
Blizzard Dragon
Earthquake Dragon
Volcanic Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Swamps, Marshes, Mangroves, Meres
Disposition: Sadistic, Cunning, Cowardly
Diet: Carnivorous, Feyivorous
Sometimes known as Skull Dragons or Swamp Dragons, Black Dragons are perhaps the most malevolent of the Chromatic Dragons and certainly the least trusted of all Dragonkind. They are of average height and lean build, their frames slender and tightly fleshed - it is the somewhat skeletal appearance of their faces that gives them their unflattering nickname. Their shoulders sprout a pair of large, bat-like wings that are ragged and tattered at the edges and have extremely prominent bones, furthering their semblance to the undead, and from their rears sprout tails, which are relatively short and thick (like a crocodile, a Black Dragon uses her powerful trashing tail to help her swim) and have ends that resemble a large fleshy talon. A Black Dragon's flesh is an unhealthily pale white that brings to mind something dead or drained of blood, except for those places where she grows scales, most notably on her torso - her scales are smooth and diamond-shaped, fitting tightly together, and are a gray-highlighted black in color. Her somewhat sunken eyes an eerie off-white or an unnerving gore-red in hue, while her fingers and toes bear strong claws and webbing. While Black Dragons favor swamps, which is obvious from their nickname, they can actually be found anywhere that has suitable levels of gloom, moisture, and loose soil, such as deep lakes and rainforests. Swamps are merely most favorable to Black Dragons because they have all of the qualities that Black Dragons desire, are difficult to negotiate for most other races, and their strong odours conceal the mamono's own acrid scent. They are never to be found in dry regions, as their skin dries out easily and cracks painfully, nor will they be found by choice near salt water - salt water irritates their skin, a mere touch causes a terrible rash. A Black Dragon will, if neccessary, go through salt water, but as quickly as possible, and one forced to a prolonged exposure (or to actually live in/near salt water) will be even crueller and nastier than normal.
Black Dragons are not the most powerful of the Chromatics, they have much better control over their tempers than the Reds and generally lack the sheer ambition and thoughtlessness of the Greens, but they alone, of all the Chromatics, have a genuine love for cruelty. The sheerest joy in their life comes from causing pain; uncaring of their prey being helpless of hazardous, weak or powerful, directing violence against others is what Black Dragons love to do. They torment, bully, and dominate all others around them; of all Dragons, perhaps all mamono species, they are the one breed that delights most in mayhem, rape and murder. It is perhaps because of this that they have their great mutual enmity with the Fey - while the meat of swamp creatures such as crocodiles, snakes, turtles, birds, small mammals and fish is more than sufficient to support a Black Dragon, any Fey mamono who falls into their claws will be tortured to death and devoured (or eaten alive, depending on how hungry their captor is). Furthermore, Black Dragons seem to actively enjoy interfering with the plans of Fey that have the misfortune of living near them - be it as small as seducing (or abducting) a Fairy's lover or as grand as levelling a village to the ground, Black Dragons relish making life a misery for the Fey. For example, there are many stories told about the cunning and wicked Sable, who earned the undying enmity of the Dark Elf queen Morkai by attacking a slaving caravan being led by Morkai's favorite daughter, freeing the slaves and driving away the Dark Elves so that they could not attempt to recapture then, but not before devouring Morkai's daughter alive and carrying off the man who had been purchased specifically and at great expense as Morkai's personal lover. They battled for well over a century, with stories differing upon who exactly "won" and how, and Sable took every opportunity she could to further enrage the Dark Elf queen shy of killing her - particularly common themes are Sable wearing decorations that Morkai's dead daughter had been wearing on the day of the battle (or decorations made from said daughter's digestion/tooth-scarred bones), Sable flaunting daughters that had been fathered by Morkai's intended slave, or even going to battle with said slave at her side, wielding dark magic taught to him by Sable herself.
Cruel and vicious as they are, Black Dragons are also notoriously cowardly. Unless backed into a corner or fighting for something that they deem worth dying for (most commonly a "master" who scares them more than the enemy does), they never stand their ground if the people they should attack prove stronger than they anticipated. Their cowardice and cruelty leading to them favoring ambushes and otherwise striking with an opening advantage, however, means that often foes never really get the chance to bring their strength to bear against her. "Fighting fair" is a dirty word to Black Dragons, and they abhore battling on the ground even if they do have the chance to make the opening (and preferably disorientating) strike: they vastly prefer striking from above or below, and so their lairs tend to be underground (usually with tunnel-entries that emerge in bodies of water) or arboreal. With their considerable strength and speed, as well as their ability to spray gouts of corrosive slime, they are formidable attackers and they use their innate ability to conjure clouds of mystical darkness (which, in the most powerful Black Dragons, corrodes and decays like acid) to either further disorientate their prey or to cover their escape. If a Black Dragon is defeated and not slain outright, though, they quickly cowtow to their "superiors", becoming snivelingly servile; this willingness to promise and deliver anything, even loyal service, to anyone who can beat them in order to save their own skins, means that Black Dragons are the most likely to become "lackeys". They bitterly resent having to obey another and will constantly plot rebellion and death - but only after they lose their immediate fear of their new master, and they will not act until they are certain they can succeed on the first attempt.
Needless to say, this attitude heavily influences Black Dragon sex lives. In general, their lovers are men who they have captured and tormented or terrified into giving them sex - surprisingly, unless a Black Dragon is taking him right there and then after a fight or something, sadism isn't a very common element in their sex games. They generally satisfy their urge for cruelty on their enemies, then come to their lovers to work off the arousal they developed from torturing others. Doesn't mean that a Black Dragon mightn't get "in the mood" when she's torturing a handsome male prisoner, or that she mightn't use a little carefully applied pain to spice the pleasure. If a man they are attracted to dominates them, however, they become timid and submissive, grovelling to his every whim in an effort to avoid pain themselves - unlike Orcs, Black Dragons do not enjoy receiving pain or being raped.
Type: Dragon
Habitat: Swamps, Marshes, Mangroves, Meres
Disposition: Sadistic, Cunning, Cowardly
Diet: Carnivorous, Feyivorous
Sometimes known as Skull Dragons or Swamp Dragons, Black Dragons are perhaps the most malevolent of the Chromatic Dragons and certainly the least trusted of all Dragonkind. They are of average height and lean build, their frames slender and tightly fleshed - it is the somewhat skeletal appearance of their faces that gives them their unflattering nickname. Their shoulders sprout a pair of large, bat-like wings that are ragged and tattered at the edges and have extremely prominent bones, furthering their semblance to the undead, and from their rears sprout tails, which are relatively short and thick (like a crocodile, a Black Dragon uses her powerful trashing tail to help her swim) and have ends that resemble a large fleshy talon. A Black Dragon's flesh is an unhealthily pale white that brings to mind something dead or drained of blood, except for those places where she grows scales, most notably on her torso - her scales are smooth and diamond-shaped, fitting tightly together, and are a gray-highlighted black in color. Her somewhat sunken eyes an eerie off-white or an unnerving gore-red in hue, while her fingers and toes bear strong claws and webbing. While Black Dragons favor swamps, which is obvious from their nickname, they can actually be found anywhere that has suitable levels of gloom, moisture, and loose soil, such as deep lakes and rainforests. Swamps are merely most favorable to Black Dragons because they have all of the qualities that Black Dragons desire, are difficult to negotiate for most other races, and their strong odours conceal the mamono's own acrid scent. They are never to be found in dry regions, as their skin dries out easily and cracks painfully, nor will they be found by choice near salt water - salt water irritates their skin, a mere touch causes a terrible rash. A Black Dragon will, if neccessary, go through salt water, but as quickly as possible, and one forced to a prolonged exposure (or to actually live in/near salt water) will be even crueller and nastier than normal.
Black Dragons are not the most powerful of the Chromatics, they have much better control over their tempers than the Reds and generally lack the sheer ambition and thoughtlessness of the Greens, but they alone, of all the Chromatics, have a genuine love for cruelty. The sheerest joy in their life comes from causing pain; uncaring of their prey being helpless of hazardous, weak or powerful, directing violence against others is what Black Dragons love to do. They torment, bully, and dominate all others around them; of all Dragons, perhaps all mamono species, they are the one breed that delights most in mayhem, rape and murder. It is perhaps because of this that they have their great mutual enmity with the Fey - while the meat of swamp creatures such as crocodiles, snakes, turtles, birds, small mammals and fish is more than sufficient to support a Black Dragon, any Fey mamono who falls into their claws will be tortured to death and devoured (or eaten alive, depending on how hungry their captor is). Furthermore, Black Dragons seem to actively enjoy interfering with the plans of Fey that have the misfortune of living near them - be it as small as seducing (or abducting) a Fairy's lover or as grand as levelling a village to the ground, Black Dragons relish making life a misery for the Fey. For example, there are many stories told about the cunning and wicked Sable, who earned the undying enmity of the Dark Elf queen Morkai by attacking a slaving caravan being led by Morkai's favorite daughter, freeing the slaves and driving away the Dark Elves so that they could not attempt to recapture then, but not before devouring Morkai's daughter alive and carrying off the man who had been purchased specifically and at great expense as Morkai's personal lover. They battled for well over a century, with stories differing upon who exactly "won" and how, and Sable took every opportunity she could to further enrage the Dark Elf queen shy of killing her - particularly common themes are Sable wearing decorations that Morkai's dead daughter had been wearing on the day of the battle (or decorations made from said daughter's digestion/tooth-scarred bones), Sable flaunting daughters that had been fathered by Morkai's intended slave, or even going to battle with said slave at her side, wielding dark magic taught to him by Sable herself.
Cruel and vicious as they are, Black Dragons are also notoriously cowardly. Unless backed into a corner or fighting for something that they deem worth dying for (most commonly a "master" who scares them more than the enemy does), they never stand their ground if the people they should attack prove stronger than they anticipated. Their cowardice and cruelty leading to them favoring ambushes and otherwise striking with an opening advantage, however, means that often foes never really get the chance to bring their strength to bear against her. "Fighting fair" is a dirty word to Black Dragons, and they abhore battling on the ground even if they do have the chance to make the opening (and preferably disorientating) strike: they vastly prefer striking from above or below, and so their lairs tend to be underground (usually with tunnel-entries that emerge in bodies of water) or arboreal. With their considerable strength and speed, as well as their ability to spray gouts of corrosive slime, they are formidable attackers and they use their innate ability to conjure clouds of mystical darkness (which, in the most powerful Black Dragons, corrodes and decays like acid) to either further disorientate their prey or to cover their escape. If a Black Dragon is defeated and not slain outright, though, they quickly cowtow to their "superiors", becoming snivelingly servile; this willingness to promise and deliver anything, even loyal service, to anyone who can beat them in order to save their own skins, means that Black Dragons are the most likely to become "lackeys". They bitterly resent having to obey another and will constantly plot rebellion and death - but only after they lose their immediate fear of their new master, and they will not act until they are certain they can succeed on the first attempt.
Needless to say, this attitude heavily influences Black Dragon sex lives. In general, their lovers are men who they have captured and tormented or terrified into giving them sex - surprisingly, unless a Black Dragon is taking him right there and then after a fight or something, sadism isn't a very common element in their sex games. They generally satisfy their urge for cruelty on their enemies, then come to their lovers to work off the arousal they developed from torturing others. Doesn't mean that a Black Dragon mightn't get "in the mood" when she's torturing a handsome male prisoner, or that she mightn't use a little carefully applied pain to spice the pleasure. If a man they are attracted to dominates them, however, they become timid and submissive, grovelling to his every whim in an effort to avoid pain themselves - unlike Orcs, Black Dragons do not enjoy receiving pain or being raped.
Blue Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Coastal Regions, Anywhere that sees lots of violent storms
Disposition: Vain, Proud, Reasonable, Finicky
Diet: Carnivorous, Piscovorous
Blue Dragons are perhaps the only type of Chromatic Dragon that so closely walks the line between being difficult to get on with and not actually being much of a threat. While invariably arrogant and taking delight in wielding their considerable power, they are also the most reasonable and diplomatic of all their kin - so long as a creature respects the Blue Dragon's pride, and makes no efforts to threaten her territory, they can be bargained with fairly, honestly and quite easily. If you don't get on her bad side, which is actually easy enough to avoid, Blue Dragons are peaceful neighbors who spend most of their time out hunting or fishing anyway. Of all the Chromatics, indeed, all of the Dragons, Blue Dragons find it easiest to brush aside or forgive an insult - but if you insinuate that she may be weak or inferior, however, she will fly into a rage without any hesitation, a dangerous threat indeed. They are extremely picky about their choices of food and housing; if a region doesn't see storms both frequently and violently enough for a Blue Dragon, she will invariably move on, and while she does stay there, she complains about it at the slightest opportunity. They invariably select the largest possible cuts of meat and fish, and complain bitterly if they must take many small pieces rather than a few big pieces. They also only eat lightly cooked flesh - flesh that has been "lightly kissed by the lightning", as they say (a reference to their usual method of cooking it). If the flesh is too heavily cooked for them, they turn their noses up at it and won't touch a bite. This finickiness even applies to their treasure collecting; Blue Dragons will only take gems (especially blue ones, like sapphires) and artwork for their hoards, and they will leave behind or abandon any treasures that they think are unattractive.
Blue Dragons are skilled flyers and fight almost solely from the air; all but impervious to lightning, they can spit lightning bolts that arc from their initial target to strike multiple further victims, wreaking havoc upon ranked foes - the more powerful the Blue Dragon is, the further away her lightning breath will arc. They also have a secondary breath weapon, a weaker but more easily unleashed explosive globe of ball lightning that they can spit a considerable distance; this too grows larger and more powerful with age. The elder Blue Dragons can also conjure powerful thunderclaps that can split stone and stun those caught in them, while the most powerful of all can create an even more powerful thunderclap with a stroke of their wings, simultaneously battering foes and flying to a more advantageous position.
Blue Dragons are of medium height, average breast, and muscular build, reflecting their great strength. Their large, bat-like wings are extremely flexible, almost like sails; anyone who has seen a Blue Dragon in flight has typically compared her usage of the wind to steer and boost her speed to sailors tacking a ship. Blue scales form an elaborate mask across her upper face, funneling rainwater and precipitation away from her eyes - this gives her a much better ability to see in inclement weather than most - and a large, intricately ridged horn that sprouts from her forehead helps in this, as well as seeming to aid her in absorbing strokes of lightning. Her tail is long, sometimes as long as her body, and thickly muscled, almost like a crocodile's tail. As their name suggests, their shield-shaped scales are a reflective blue color; you couldn't use them for a mirror, but they do take on the hue of the sky around them, which makes a flying Blue Dragon hard to spot from below. Where it isn't covered by scales, their skin is heavily tanned as a result of constant exposure to sun, rain and wind, and their eyes and hair both tend to be shades of blue. Their fingers grow into short, cruelly efficient claws, and their teeth are razor sharp. They smell faintly of ozone.
Blue Dragons enjoy men who are willing to sweet talk them; flattery is the easiest way to get them to bed. However, a man who would marry a Blue Dragon should also be able to share her love of flying and storms with her; a Blue Dragon's libido soars when thunder is rolling in the air and lightning flashes through the sky, and when a really good storm hits, she will not take no for an answer when it comes to sex. Blue Dragons also spend a lot of time flying with their lovers; mating on the wing is a frequent occurence if they can have it, and few men who have married them haven't had sex while flying high above a raging thunderstorm at least once.
Type: Dragon
Habitat: Coastal Regions, Anywhere that sees lots of violent storms
Disposition: Vain, Proud, Reasonable, Finicky
Diet: Carnivorous, Piscovorous
Blue Dragons are perhaps the only type of Chromatic Dragon that so closely walks the line between being difficult to get on with and not actually being much of a threat. While invariably arrogant and taking delight in wielding their considerable power, they are also the most reasonable and diplomatic of all their kin - so long as a creature respects the Blue Dragon's pride, and makes no efforts to threaten her territory, they can be bargained with fairly, honestly and quite easily. If you don't get on her bad side, which is actually easy enough to avoid, Blue Dragons are peaceful neighbors who spend most of their time out hunting or fishing anyway. Of all the Chromatics, indeed, all of the Dragons, Blue Dragons find it easiest to brush aside or forgive an insult - but if you insinuate that she may be weak or inferior, however, she will fly into a rage without any hesitation, a dangerous threat indeed. They are extremely picky about their choices of food and housing; if a region doesn't see storms both frequently and violently enough for a Blue Dragon, she will invariably move on, and while she does stay there, she complains about it at the slightest opportunity. They invariably select the largest possible cuts of meat and fish, and complain bitterly if they must take many small pieces rather than a few big pieces. They also only eat lightly cooked flesh - flesh that has been "lightly kissed by the lightning", as they say (a reference to their usual method of cooking it). If the flesh is too heavily cooked for them, they turn their noses up at it and won't touch a bite. This finickiness even applies to their treasure collecting; Blue Dragons will only take gems (especially blue ones, like sapphires) and artwork for their hoards, and they will leave behind or abandon any treasures that they think are unattractive.
Blue Dragons are skilled flyers and fight almost solely from the air; all but impervious to lightning, they can spit lightning bolts that arc from their initial target to strike multiple further victims, wreaking havoc upon ranked foes - the more powerful the Blue Dragon is, the further away her lightning breath will arc. They also have a secondary breath weapon, a weaker but more easily unleashed explosive globe of ball lightning that they can spit a considerable distance; this too grows larger and more powerful with age. The elder Blue Dragons can also conjure powerful thunderclaps that can split stone and stun those caught in them, while the most powerful of all can create an even more powerful thunderclap with a stroke of their wings, simultaneously battering foes and flying to a more advantageous position.
Blue Dragons are of medium height, average breast, and muscular build, reflecting their great strength. Their large, bat-like wings are extremely flexible, almost like sails; anyone who has seen a Blue Dragon in flight has typically compared her usage of the wind to steer and boost her speed to sailors tacking a ship. Blue scales form an elaborate mask across her upper face, funneling rainwater and precipitation away from her eyes - this gives her a much better ability to see in inclement weather than most - and a large, intricately ridged horn that sprouts from her forehead helps in this, as well as seeming to aid her in absorbing strokes of lightning. Her tail is long, sometimes as long as her body, and thickly muscled, almost like a crocodile's tail. As their name suggests, their shield-shaped scales are a reflective blue color; you couldn't use them for a mirror, but they do take on the hue of the sky around them, which makes a flying Blue Dragon hard to spot from below. Where it isn't covered by scales, their skin is heavily tanned as a result of constant exposure to sun, rain and wind, and their eyes and hair both tend to be shades of blue. Their fingers grow into short, cruelly efficient claws, and their teeth are razor sharp. They smell faintly of ozone.
Blue Dragons enjoy men who are willing to sweet talk them; flattery is the easiest way to get them to bed. However, a man who would marry a Blue Dragon should also be able to share her love of flying and storms with her; a Blue Dragon's libido soars when thunder is rolling in the air and lightning flashes through the sky, and when a really good storm hits, she will not take no for an answer when it comes to sex. Blue Dragons also spend a lot of time flying with their lovers; mating on the wing is a frequent occurence if they can have it, and few men who have married them haven't had sex while flying high above a raging thunderstorm at least once.
Brown Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Arid regions, primarily Deserts
Disposition: Epicuristic, Inquisitive, Reserved
Diet: Omnivorous
Brown Dragons are a relatively rare mamono, fairly tall but compact in build. Its hands and feet are powerful webbed claws with short, thick talons, used for raking and tearing through sand and earth, and a short tail sprouts from their rump. A bristling array of short, thick thorns along their brow and the underside of their bottom jaw is their most distinctive facial feature, and their most distinctive feature overall is their unusual wings: a row of slender, mobile spines, connected by a membranous frill, begins at the top of either shoulder and runs down the length of her body, ending just above her rump. A similar, much smaller pair of frills spreads out from the sides of her tail. Needless to say, Brown Dragons are less fliers and more gliders, but this arrangement works wonders for burrowing, at which they are experts. Their breath weapon is the most unusual of dragonkind: a thick gout of ultrafine sandparticles, expelled at high velocity. Not only is this extremely painful to be hit with, it creates blinding clouds of dust as an after-effect. Their name comes from the fact that their wings, forearms, lower legs and tails are covered in scales that shift through various dusty, sandy hues of brown.
Brown Dragons are quiet, calm and centered mamono, who generally prefer to take life easily and just let things flow as they will. Generally, the only thing they are truly passionate about is the culinary arts: Brown Dragons are gourmands to a one, and obsessed with the minutia of taste and fine cuisine. They live to try new dishes and savor new flavors, and this is generally what drives them on through life. Usually, if a Brown Dragon is not in her kitchen experimenting with her latest recipe, she is searching for new ingredients and recipes to try. This gives them a rather ignomious reputation as gluttons, which is inaccurate. While it is try that a Brown Dragon can and usually will eat a startling amount of food in one sitting, it is the taste she is fixated on, not the food itself. In fact, so obsessed with taste and cooking are Brown Dragons that, given the choice, they invariably create a hoard based around this, stockpiling rare and valuable spices, valuable utensils (from mastercrafted pieces of art to antiques of distinctive previous ownership) and precious ingredients. A common story is of the would-be hoard thief who managed to discover a Brown Dragon's treasure cache... and left in disgust when all she found was a massive ornamental tank containing dozens of strange fish. The story claims she could be heard swearing from several kingdoms away after learning that those fish were incredibly prized delicacies, each one worth about 3000 gold pieces to high quality restaurants and rich gourmands.
Brown Dragons often don't interact much with other races, except in the form of buying (or, more commonly, stealing) ingredients, recipe books and other items for their hoards. Those that do choose to join civilization invariably become acclaimed chefs or much-desired tutors in the culinary arts. Their skill in cooking means that they are frequently sought out by those who wish to taste the most masterfully created and exquisite dishes, or to learn how to make such meals, and this is often how they meet the men they seek for husbands. While quite individualistic in standards of attractiveness, and there is no known truth to the oft-told rumor that Brown Dragon coupling tends to involve food items, all Brown Dragons do share two standards in regards to men: they will not tolerate either ineptitude with cooking or an inability to appreciate fine cuisine.
Type: Dragon
Habitat: Arid regions, primarily Deserts
Disposition: Epicuristic, Inquisitive, Reserved
Diet: Omnivorous
Brown Dragons are a relatively rare mamono, fairly tall but compact in build. Its hands and feet are powerful webbed claws with short, thick talons, used for raking and tearing through sand and earth, and a short tail sprouts from their rump. A bristling array of short, thick thorns along their brow and the underside of their bottom jaw is their most distinctive facial feature, and their most distinctive feature overall is their unusual wings: a row of slender, mobile spines, connected by a membranous frill, begins at the top of either shoulder and runs down the length of her body, ending just above her rump. A similar, much smaller pair of frills spreads out from the sides of her tail. Needless to say, Brown Dragons are less fliers and more gliders, but this arrangement works wonders for burrowing, at which they are experts. Their breath weapon is the most unusual of dragonkind: a thick gout of ultrafine sandparticles, expelled at high velocity. Not only is this extremely painful to be hit with, it creates blinding clouds of dust as an after-effect. Their name comes from the fact that their wings, forearms, lower legs and tails are covered in scales that shift through various dusty, sandy hues of brown.
Brown Dragons are quiet, calm and centered mamono, who generally prefer to take life easily and just let things flow as they will. Generally, the only thing they are truly passionate about is the culinary arts: Brown Dragons are gourmands to a one, and obsessed with the minutia of taste and fine cuisine. They live to try new dishes and savor new flavors, and this is generally what drives them on through life. Usually, if a Brown Dragon is not in her kitchen experimenting with her latest recipe, she is searching for new ingredients and recipes to try. This gives them a rather ignomious reputation as gluttons, which is inaccurate. While it is try that a Brown Dragon can and usually will eat a startling amount of food in one sitting, it is the taste she is fixated on, not the food itself. In fact, so obsessed with taste and cooking are Brown Dragons that, given the choice, they invariably create a hoard based around this, stockpiling rare and valuable spices, valuable utensils (from mastercrafted pieces of art to antiques of distinctive previous ownership) and precious ingredients. A common story is of the would-be hoard thief who managed to discover a Brown Dragon's treasure cache... and left in disgust when all she found was a massive ornamental tank containing dozens of strange fish. The story claims she could be heard swearing from several kingdoms away after learning that those fish were incredibly prized delicacies, each one worth about 3000 gold pieces to high quality restaurants and rich gourmands.
Brown Dragons often don't interact much with other races, except in the form of buying (or, more commonly, stealing) ingredients, recipe books and other items for their hoards. Those that do choose to join civilization invariably become acclaimed chefs or much-desired tutors in the culinary arts. Their skill in cooking means that they are frequently sought out by those who wish to taste the most masterfully created and exquisite dishes, or to learn how to make such meals, and this is often how they meet the men they seek for husbands. While quite individualistic in standards of attractiveness, and there is no known truth to the oft-told rumor that Brown Dragon coupling tends to involve food items, all Brown Dragons do share two standards in regards to men: they will not tolerate either ineptitude with cooking or an inability to appreciate fine cuisine.
Gray Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Badlands, Rocky Scrub, Dry Prairies
Disposition: Upredictable, Undisciplined, Vicious
Diet: Carnivorous, Cannibalistic
No one is quite sure where Gray Dragons came from. The typical story portrays them as somehow being unborn Black Dragons that were warped by the magic of some depraved or malevolent sorcerer - one version may describe a pregnant Black Dragon being bound in ropes woven from Cockatrice feathers and repeatedly raped with the stone tail-tip of a Medusa, another that they were grown from a vile concoction of prenatal Black Dragons, Medusa blood and Gargoyle skin that was boiled for a year and a day on a fire of Cockatrice bones and constantly stirred with the spine of a Basilisk. Whatever the case, they are the most hated, shunned and feared of all the Chromatic Dragons - as much as White Dragons quarrel with and are picked on by Red, Blue, Black, Green, Brown and Purple Dragons, any of those would set aside their differences to seek out and destroy a Gray Dragon. The Gray Dragons earn this terrible relationship with their rapaciousness, brutality and savage love of the hunt - so enamoured are they with hunting quarry that they deliberately and maliciously hunt other sentient beings to the exclusion of all else, as only thinking, rational beings can give the Gray Dragon the challenge that is the ultimate spice to them. Soaring through the air high above, they goad their damned victims to run and run until they can run no more, or until they desperately (or arrogantly) seek to fight the dragon - then the dragon sweeps down to feast. Corruptible beasts, Gray Dragons will generally compromise any stated principle when a better alternative comes along, and the typical Gray Dragon will take a cruel delight in turning a social encounter into an excuse to begin an elaborate chase.
That is not to say that all Gray Dragons are evil. Yes, most of them are. But there are those who, for whatever reason, be it having been raised by some saintly soul, scarred by the death of a lover who perished because of their selfish cruelty, or even a natural desire for something better, seek to rise above the malevolent bestiality of their kind. They shun the idea of devouring other sentient beings, instead forcing themselves to feed on dangerous animals, and turning to tasks such as field scouts, spies, hounds, mercenaries and bounty hunters to sate their lust for the chase and the hunt. These "enlightened" Grays are still rather feral and unpredictable, but they are sincerely trying to rise above their baser natures, though this is a difficult process and makes them somewhat prone to lashing out in tormented rage when things just get too overwhelming. Their numbers are growing, but slowly; between the fact that other Chromatic Dragons will typically kill Gray Dragons indiscriminately, and the fact that the savage Grays typically abandon their newly born daughters in the wilderness to fend for themselves, which means that generally only the most ruthless and brutal ones survive to become the next generation, it is a slow process.
As the name suggests, a Gray Dragon's scales, hair and eyes are a variety of earthen gray hues, from limestone white to granite gray, and vary wildly on a single individual - this makes them experts at hiding in the rocky environments they so favor. Of medium height and slender build, and with (fittingly enough) a pair of devilish horns sprouting from their brow, Gray Dragons tend to be rather small-breasted (their constantly active lifestyle burns up the calories that would bulk out their bosom) and to have a feral, predatory mien even when trying to seem like they aren't a threat. They are also known as Fang Dragons for their mouthfuls of vicious slicing razors - a Gray Dragon's incisors invariably poke through their closed lips, and their unnervingly large smiles and gapes reveal an array of fangs well suited to carving flesh and bone. Their scales are roughly ridged, like stones, and this earns them the name of Stone Dragons and Spike Dragons - most notably, these rise into short, curved, wickedly sharp and serrated blades of organic stone at their knees and elbow, very similar to their oversized claws, and their long, slender, whip-like tail splits into two savagely serrated stone blades that make up roughly the last third of its length. Not only do these jagged natural weapons cut cruelly through flesh, a Gray Dragon can cause shards of them to break off in the wound, burrowing into their victim and, should the shards have come from her claws, exuding stony essence that immobilizes them. For their breath weapon, they can unleash a highly pressurized jet of sticky, caustic ooze. In the more powerful Gray Dragons, once a victim has been subjected to their stony curse or enveloped in their immobilizing slime, they can strengthen the magic afflicting them in an effort to turn them (if only temporarily) into solid stone - in the most powerful of their kind, when one victim is successfully petrified, the Gray Dragon can unleash a surge of powerful earth magic that can petrify all of that victim's allies nearby, whether they bear the Gray Dragon's curse or not.
Gray Dragons generally take lovers by a chance; a man is deemed attractive enough, either before or during a hunt, that he is snatched away to her bed instead of being devoured is the usual, and more than a few luckless fools end up being chased down and eaten once she has had her way with them. If he is a particularly skilled lover, or routinely displays prowess at evading her while being hunted, she will keep on mating with him upon capture, eventually falling in love with him and taking him as a permanent mate. Still others may prove themselves to a Gray Dragon, perhaps unintentionally; their own love of the hunt or skill at hunting, their own ruthlessness or savage confidence, something about them speaks to a Gray Dragon and sets a fire burning in her loins so that she must have him for her own. With the "enlightened" Gray Dragons, things get a bit more confusing; they do admire skill at hunting and capturing, like their savage kindred, but they are also less confident and so have difficulties approaching them. The lovers of the civilised Gray Dragons tend to have made the first move, instead of the other way around, and are almsot always deeply cherished by them - they are, after all, among the few people who do not hate the Gray Dragon, one of their sole reliefs from the loneliness of being an outcast.
Type: Dragon
Habitat: Badlands, Rocky Scrub, Dry Prairies
Disposition: Upredictable, Undisciplined, Vicious
Diet: Carnivorous, Cannibalistic
No one is quite sure where Gray Dragons came from. The typical story portrays them as somehow being unborn Black Dragons that were warped by the magic of some depraved or malevolent sorcerer - one version may describe a pregnant Black Dragon being bound in ropes woven from Cockatrice feathers and repeatedly raped with the stone tail-tip of a Medusa, another that they were grown from a vile concoction of prenatal Black Dragons, Medusa blood and Gargoyle skin that was boiled for a year and a day on a fire of Cockatrice bones and constantly stirred with the spine of a Basilisk. Whatever the case, they are the most hated, shunned and feared of all the Chromatic Dragons - as much as White Dragons quarrel with and are picked on by Red, Blue, Black, Green, Brown and Purple Dragons, any of those would set aside their differences to seek out and destroy a Gray Dragon. The Gray Dragons earn this terrible relationship with their rapaciousness, brutality and savage love of the hunt - so enamoured are they with hunting quarry that they deliberately and maliciously hunt other sentient beings to the exclusion of all else, as only thinking, rational beings can give the Gray Dragon the challenge that is the ultimate spice to them. Soaring through the air high above, they goad their damned victims to run and run until they can run no more, or until they desperately (or arrogantly) seek to fight the dragon - then the dragon sweeps down to feast. Corruptible beasts, Gray Dragons will generally compromise any stated principle when a better alternative comes along, and the typical Gray Dragon will take a cruel delight in turning a social encounter into an excuse to begin an elaborate chase.
That is not to say that all Gray Dragons are evil. Yes, most of them are. But there are those who, for whatever reason, be it having been raised by some saintly soul, scarred by the death of a lover who perished because of their selfish cruelty, or even a natural desire for something better, seek to rise above the malevolent bestiality of their kind. They shun the idea of devouring other sentient beings, instead forcing themselves to feed on dangerous animals, and turning to tasks such as field scouts, spies, hounds, mercenaries and bounty hunters to sate their lust for the chase and the hunt. These "enlightened" Grays are still rather feral and unpredictable, but they are sincerely trying to rise above their baser natures, though this is a difficult process and makes them somewhat prone to lashing out in tormented rage when things just get too overwhelming. Their numbers are growing, but slowly; between the fact that other Chromatic Dragons will typically kill Gray Dragons indiscriminately, and the fact that the savage Grays typically abandon their newly born daughters in the wilderness to fend for themselves, which means that generally only the most ruthless and brutal ones survive to become the next generation, it is a slow process.
As the name suggests, a Gray Dragon's scales, hair and eyes are a variety of earthen gray hues, from limestone white to granite gray, and vary wildly on a single individual - this makes them experts at hiding in the rocky environments they so favor. Of medium height and slender build, and with (fittingly enough) a pair of devilish horns sprouting from their brow, Gray Dragons tend to be rather small-breasted (their constantly active lifestyle burns up the calories that would bulk out their bosom) and to have a feral, predatory mien even when trying to seem like they aren't a threat. They are also known as Fang Dragons for their mouthfuls of vicious slicing razors - a Gray Dragon's incisors invariably poke through their closed lips, and their unnervingly large smiles and gapes reveal an array of fangs well suited to carving flesh and bone. Their scales are roughly ridged, like stones, and this earns them the name of Stone Dragons and Spike Dragons - most notably, these rise into short, curved, wickedly sharp and serrated blades of organic stone at their knees and elbow, very similar to their oversized claws, and their long, slender, whip-like tail splits into two savagely serrated stone blades that make up roughly the last third of its length. Not only do these jagged natural weapons cut cruelly through flesh, a Gray Dragon can cause shards of them to break off in the wound, burrowing into their victim and, should the shards have come from her claws, exuding stony essence that immobilizes them. For their breath weapon, they can unleash a highly pressurized jet of sticky, caustic ooze. In the more powerful Gray Dragons, once a victim has been subjected to their stony curse or enveloped in their immobilizing slime, they can strengthen the magic afflicting them in an effort to turn them (if only temporarily) into solid stone - in the most powerful of their kind, when one victim is successfully petrified, the Gray Dragon can unleash a surge of powerful earth magic that can petrify all of that victim's allies nearby, whether they bear the Gray Dragon's curse or not.
Gray Dragons generally take lovers by a chance; a man is deemed attractive enough, either before or during a hunt, that he is snatched away to her bed instead of being devoured is the usual, and more than a few luckless fools end up being chased down and eaten once she has had her way with them. If he is a particularly skilled lover, or routinely displays prowess at evading her while being hunted, she will keep on mating with him upon capture, eventually falling in love with him and taking him as a permanent mate. Still others may prove themselves to a Gray Dragon, perhaps unintentionally; their own love of the hunt or skill at hunting, their own ruthlessness or savage confidence, something about them speaks to a Gray Dragon and sets a fire burning in her loins so that she must have him for her own. With the "enlightened" Gray Dragons, things get a bit more confusing; they do admire skill at hunting and capturing, like their savage kindred, but they are also less confident and so have difficulties approaching them. The lovers of the civilised Gray Dragons tend to have made the first move, instead of the other way around, and are almsot always deeply cherished by them - they are, after all, among the few people who do not hate the Gray Dragon, one of their sole reliefs from the loneliness of being an outcast.
Green Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Temperate and Cold Forests, Overgrown Bogs, Jungles, Rolling Hills
Disposition: Deceptive, Manipulative, Belligerent, Selfish
Diet: Carnivorous
While not outright hated like Black or Gray Dragons are, very few people trust or particularly like Green Dragons, who are notorious for being sly, lazy, double-dealing cheats. Green Dragons adore intrigue and love to manipulate; doing things for themselves is seen as a sign of weakness, and the truest mark of skill is to make others do their bidding. While not especially weak by dragon standard, terrifying and intimidating others into doing their will is seen as lowbrow. To earn the respect of her peers (and, indeed, her own self respect), a Green Dragon should be able to manipulate with a few well-placed words, a little seduction, and, most delightfully of all, by taking advantage of any loopholes they can find in any agreement. Because they shun direct violence unless outright threatened, it is quite easy for them to live in or near civilization, but the constant need to be wary of manipulations and deceptions, which to Green Dragons are to be practiced as much for their own sake as for any, makes them semi-willing outsiders: only a fool would trust a Green Dragon. They are the most willing to spend any gold, silver or gems they may have built up in their hoards, particularly if they see doing so as a worthwhile investment. Bribery is something that Green Dragons understand all too well. Like all dragons, though, they have hoard-items that they guard jealously, and theirs are always items that are hand-crafted. These are typically of value, naturally, ornate sculpture and artwork, mastercrafted swords and magic items, but what makes them especially appealing is that the Green Dragon is ultimately the recipient of all of the considerable work lavished on the item in question.
Green Dragons are tall, full-breasted and yet willowy, full of supple grace and with long, slender fingers. A mohawk-like crest of tall, slightly curved, blade-like spikes grows from the center of their head, starting with a small spike on the brow and finishing with a similar spike on the back of their skull - despite how intimidating this may look, it is actually useless for battle; purportedly, it is used to push foliage and branches out of the way and keep them from springing back in the Green Dragon's face. As their name suggests, their scales and hair are a variety of leafy green hues, sometimes subtly changing from, say, bright spring leaves to aged moss from scale to scale or hair to hair. Their eyes are a deeper, more unnatural hue - emerald green, say. They have a piercing, alluring stare, even when the Green Dragon is not using her draconic magics to lure those foolish enough to meet her gaze closer to her. If pressed to violence, a Green Dragon breathes clouds of toxic vapor to slay her foe, and if engaged in close, can deliver a poisonous bite, as vulgar as they regard such things. The most powerful Green Dragons actually render their poisonous vapor into a mind-befuddling drug, allowing them to take over the minds of those too weak to resist the poison's insidious effect. This has led to some sages speculating that Green Dragons may actually be the ancestors of Purple Dragons; when questioned, Green Dragons typically answer that they honestly don't know if that is true, but it's intriguing. The conspiracy theory that Green Dragons mutated some of their own into the first Purple Dragons, then sealed them below the earth for fear of their power, is much more insulting.
When it comes to romance, there are two categories that Green Dragons sort men into. The first type are chosen only for pleasure; selected for their handsome physiques, these "brainless beauties" are seduced into the Green Dragon's bed, used for sating her lust, and then discarded. While such men do appeal to her libido, the Green Dragon's respect for the mind over the body means she cannot truly love such a man. What Green Dragons seek as husbands, then, are men who share the same cunning, intellect and deviousness as they themselves do - a schemer, a swindler, a master of manipulation and an expert of deception, that is the sort of man a Green Dragon onces to marry. Of course, just because he's attractive to her doesn't mean she will just waltz up to him and admit it; where's the fun in that? For others, it can be very annoying to be around a Green Dragon who has found a potential husband, as both she and he spin webs of treachery and manipulation to ensnare the other - the goal is not to evade being caught, but more to be the first to catch the other.
Type: Dragon
Habitat: Temperate and Cold Forests, Overgrown Bogs, Jungles, Rolling Hills
Disposition: Deceptive, Manipulative, Belligerent, Selfish
Diet: Carnivorous
While not outright hated like Black or Gray Dragons are, very few people trust or particularly like Green Dragons, who are notorious for being sly, lazy, double-dealing cheats. Green Dragons adore intrigue and love to manipulate; doing things for themselves is seen as a sign of weakness, and the truest mark of skill is to make others do their bidding. While not especially weak by dragon standard, terrifying and intimidating others into doing their will is seen as lowbrow. To earn the respect of her peers (and, indeed, her own self respect), a Green Dragon should be able to manipulate with a few well-placed words, a little seduction, and, most delightfully of all, by taking advantage of any loopholes they can find in any agreement. Because they shun direct violence unless outright threatened, it is quite easy for them to live in or near civilization, but the constant need to be wary of manipulations and deceptions, which to Green Dragons are to be practiced as much for their own sake as for any, makes them semi-willing outsiders: only a fool would trust a Green Dragon. They are the most willing to spend any gold, silver or gems they may have built up in their hoards, particularly if they see doing so as a worthwhile investment. Bribery is something that Green Dragons understand all too well. Like all dragons, though, they have hoard-items that they guard jealously, and theirs are always items that are hand-crafted. These are typically of value, naturally, ornate sculpture and artwork, mastercrafted swords and magic items, but what makes them especially appealing is that the Green Dragon is ultimately the recipient of all of the considerable work lavished on the item in question.
Green Dragons are tall, full-breasted and yet willowy, full of supple grace and with long, slender fingers. A mohawk-like crest of tall, slightly curved, blade-like spikes grows from the center of their head, starting with a small spike on the brow and finishing with a similar spike on the back of their skull - despite how intimidating this may look, it is actually useless for battle; purportedly, it is used to push foliage and branches out of the way and keep them from springing back in the Green Dragon's face. As their name suggests, their scales and hair are a variety of leafy green hues, sometimes subtly changing from, say, bright spring leaves to aged moss from scale to scale or hair to hair. Their eyes are a deeper, more unnatural hue - emerald green, say. They have a piercing, alluring stare, even when the Green Dragon is not using her draconic magics to lure those foolish enough to meet her gaze closer to her. If pressed to violence, a Green Dragon breathes clouds of toxic vapor to slay her foe, and if engaged in close, can deliver a poisonous bite, as vulgar as they regard such things. The most powerful Green Dragons actually render their poisonous vapor into a mind-befuddling drug, allowing them to take over the minds of those too weak to resist the poison's insidious effect. This has led to some sages speculating that Green Dragons may actually be the ancestors of Purple Dragons; when questioned, Green Dragons typically answer that they honestly don't know if that is true, but it's intriguing. The conspiracy theory that Green Dragons mutated some of their own into the first Purple Dragons, then sealed them below the earth for fear of their power, is much more insulting.
When it comes to romance, there are two categories that Green Dragons sort men into. The first type are chosen only for pleasure; selected for their handsome physiques, these "brainless beauties" are seduced into the Green Dragon's bed, used for sating her lust, and then discarded. While such men do appeal to her libido, the Green Dragon's respect for the mind over the body means she cannot truly love such a man. What Green Dragons seek as husbands, then, are men who share the same cunning, intellect and deviousness as they themselves do - a schemer, a swindler, a master of manipulation and an expert of deception, that is the sort of man a Green Dragon onces to marry. Of course, just because he's attractive to her doesn't mean she will just waltz up to him and admit it; where's the fun in that? For others, it can be very annoying to be around a Green Dragon who has found a potential husband, as both she and he spin webs of treachery and manipulation to ensnare the other - the goal is not to evade being caught, but more to be the first to catch the other.
Purple Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Underdark
Disposition: Inquisitive, Secretive, Manipulative, Explorative
Diet: Omnivorous
Dragons are indisputably creatures of the sky, built to wing through the air and look down upon the world from above. Even the Brown and Adamantine Dragons, known for their skill at burrowing through the earth, can be seen above it and flying through the skies at times. So it is understandable that many would scoff or even laugh at the idea of a dragon that spends its entire lifetime underground. But that is the case with the all-but-unknown Purple Dragons. They are the smallest and lithest of their kinds, slender and serpentine in build, with thin, graceful necks, slender, snake-like tails, pettanko chests and supple limbs, barely reaching five feet tall on average. Their ears are elongated and narrow, much like those of Elves, but are swept back in a way that makes them easily mistaken for horns -- Purple Dragons are known for their keen hearing and their adeptness at adjusting for the way sounds are distorted underground. A Purple Dragon can hear a cave cricket skittering up a wall on the opposite side of a massive cavern. They do bear bat-like wings, but they are narrow and swept-back, better enabling the Purple Dragon to crawl, creep, wriggle and squirm through narrow passageways in their deep tunnels. As the name implies, the scales that cover their bodies are a rich purple color, starting off pale at birth and growing darker and more vibrant as they age - at the peak of maturity, a Purple Dragon's scales have the rich, shining luster of amethyst. Their eyes are more like blue opals, glittering eerily like jewels, and their hair is a lighter, duller shade of purple.
It is not known why, but Purple Dragons have an intense aversion to sunlight; exposure to sunlight strips them of their mystical powers, innate and studied, and also vastly heightens their sensitivity to touch, to the extent that even being clothed is incredibly stimulating. As a result of this, Purple Dragons live underground by neccessity; they will leave the eternal darkness beneath only at night, and preferably only when the sky is overcast or it is the night of the new moon. Thick, heavy, all-concealing wrappings can give some protection against this, but it still drains them and causes a constant tingling, so only the most desperate would go out under even the weakest sunlight. The infamously cruel Queen Va'karin is known to have once captured a Purple Dragon and then executed her in public by stripping her naked, pinning her out under a hot noonday sun, and having expert pleasure-slaves subject her to all of their vast skill in physical stimulation. The subsequent examination of the body reveals that even if she hadn't died from the strain on her heart, the non-stop and highly potent orgasms would have killed her from dehydration soon after any way.
Most other races would consider the Purple Dragons to be trapped by this, but they don't see things that way. Every last Purple Dragon is driven by a lust for exploration, and to them, the vastness of the world beneath far surpasses the possibilities of the surface. They sing of the delight in discovering places below the roots of mountains, never before trod by other creatures, and dream of the wonders that might yet lie in undiscovered caverns. They are the Deep Dragons, and to them this is a source of pride. It is primarily this drive to explore that brings them into contact with other races, as they are otherwise quite content to roam alone, or in small groups - usually twin sister or mother/daughter pairs. One reason is food; Purple Dragons can support themselves quite well on blind cave fish, albino bats, giant worms, sunless mushrooms, deep roots and other such fare, but a meal of surface food is quite an enjoyable treat, and their skills as guides and providers of maps of the Underdark makes other races, particularly those from the surface, quite willing to trade it for them. Another is for supplies, information, and treasure - like all dragons, Purple Dragons enjoy hoarding treasures, but they vastly prefer magical items to aid in survival (such as rings of protection against heat, or amulets of air to avoid suffocating or inhaling poisonous fumes), rare maps and cartographic tools (particularly magic ones) to mere gold and jewels. If given the choice between a ruby the size of a Holstaur's nipple and a genuine map to one of the lost temple-cities of Lemuria, any Purple Dragon worth her scales would pick the latter.
Those who would barter with a Purple Dragon had best beware, however! Purple Dragons are used to thinking of their own survival first and others a very distinct second, and they have a distinct love for manipulation. Purple Dragons are the smallest and physically weakest of all Dragons (though make no mistake, a Purple Dragon is still strong enough to go toe to toe with the average Vampire and win), and they are well aware of this. Rather than brood on it the way that White Dragons do, though, they accept it and turn to their true strength - their keen minds and skill at manipulating others - for defense. Purple Dragons prefer to manipulate and outwit opponents, at the very least to make them render them vulnerable to the Purple Dragon's attacks, and will never stand and fight unless cornered without any hope for escape... which is very difficult; young Purple Dragons are taught by their mothers to always keep an eye open for escape routes, and once they get older, they have their special abilities to rely upon. Not only can Purple Dragons quickly read how to speak and act in order to make an opponent dance as they will, but the magical abilities of all dragonkind have blossomed, in Purple Dragons, into potent telepathic abilities.
A Purple Dragon's gaze is charged with a psychic allure, allowing them to seize control over the minds of anyone who meets their eyes and make them do what the Purple Dragon wishes, until they fight it off. However, this allure is not especially potent in even the strongest of Purple Dragons - by default, all it does is make the Purple Dragon's eyes distinctly noticable, drawing attention but unable to truly compel others. If a victim's mind has already been weakened, leaving them stunned or dazed, however, then a Purple Dragon can seize control of their mind. Once a Purple Dragon truly blossoms into her power, she can also implant horrific nightmare visions into the victim of their gaze, forcing them to either turn on their foes or suffer mental assault that can kill them as surely as fang or claw. The most powerful of all can, instead of using their nightmare gaze upon a stunned or dazed foe, ensnare them in a Nightmare Prison - trapping them physically and mentally into a psychic demiplane created by the Purple Dragon. The only escape is by either fighting off the living nightmares within, the Purple Dragon's willing them to be freed, or the death of either the prisoner or the draconic gaoler.
Naturally, all Purple Dragons are resistant to psychic damage themselves. In addition to their dominating gaze, Purple Dragons possess a surprisingly deadly, yet subtle, breath weapon; a billowing cloud of psychotropic vapor that erodes mental pathways on contact and continues to impair cognitive ability afterwards, until the victim manages to muster enough fortitude or willpower to purge it from their systems. Not only does this both slowly eat away at the victim's mind, and render them vulnerable to the gaze attack of the Purple Dragon, it also opens them to telepathic suggestions from their assailant, enabling the Purple Dragon to make them move in directions that she wants - though she can exert no greater control than this without using her gaze. Once a Purple Dragon reaches full adulthood, she can, by force of effort, temporarily assume a wraith-like form of living darkness, enabling her to move through physical obstacles while it lasts. Though at first this drains her to the extent she may not be able to use it more than once a battle, with greater practice she will be able to assume it at will, rendering her all but impossible to catch and hold against her will.
Purple Dragons are opportunistic lovers, who take men where they can get them. Sometimes their lovers are fellow explorers of the Underdark, or patrons who hired her as a guide. Sometimes they are "virgin sacrifices" (so to speak), given to her by others for her services. It really doesn't matter to a Purple Dragon; when her bed is empty and lonely, any man she can get is welcome. There are stories of Purple Dragons using a very diluted, weakened form of their psychotropic venom to "enhance" sex, but it's unknown if there's any truth to that.
Type: Dragon
Habitat: Underdark
Disposition: Inquisitive, Secretive, Manipulative, Explorative
Diet: Omnivorous
Dragons are indisputably creatures of the sky, built to wing through the air and look down upon the world from above. Even the Brown and Adamantine Dragons, known for their skill at burrowing through the earth, can be seen above it and flying through the skies at times. So it is understandable that many would scoff or even laugh at the idea of a dragon that spends its entire lifetime underground. But that is the case with the all-but-unknown Purple Dragons. They are the smallest and lithest of their kinds, slender and serpentine in build, with thin, graceful necks, slender, snake-like tails, pettanko chests and supple limbs, barely reaching five feet tall on average. Their ears are elongated and narrow, much like those of Elves, but are swept back in a way that makes them easily mistaken for horns -- Purple Dragons are known for their keen hearing and their adeptness at adjusting for the way sounds are distorted underground. A Purple Dragon can hear a cave cricket skittering up a wall on the opposite side of a massive cavern. They do bear bat-like wings, but they are narrow and swept-back, better enabling the Purple Dragon to crawl, creep, wriggle and squirm through narrow passageways in their deep tunnels. As the name implies, the scales that cover their bodies are a rich purple color, starting off pale at birth and growing darker and more vibrant as they age - at the peak of maturity, a Purple Dragon's scales have the rich, shining luster of amethyst. Their eyes are more like blue opals, glittering eerily like jewels, and their hair is a lighter, duller shade of purple.
It is not known why, but Purple Dragons have an intense aversion to sunlight; exposure to sunlight strips them of their mystical powers, innate and studied, and also vastly heightens their sensitivity to touch, to the extent that even being clothed is incredibly stimulating. As a result of this, Purple Dragons live underground by neccessity; they will leave the eternal darkness beneath only at night, and preferably only when the sky is overcast or it is the night of the new moon. Thick, heavy, all-concealing wrappings can give some protection against this, but it still drains them and causes a constant tingling, so only the most desperate would go out under even the weakest sunlight. The infamously cruel Queen Va'karin is known to have once captured a Purple Dragon and then executed her in public by stripping her naked, pinning her out under a hot noonday sun, and having expert pleasure-slaves subject her to all of their vast skill in physical stimulation. The subsequent examination of the body reveals that even if she hadn't died from the strain on her heart, the non-stop and highly potent orgasms would have killed her from dehydration soon after any way.
Most other races would consider the Purple Dragons to be trapped by this, but they don't see things that way. Every last Purple Dragon is driven by a lust for exploration, and to them, the vastness of the world beneath far surpasses the possibilities of the surface. They sing of the delight in discovering places below the roots of mountains, never before trod by other creatures, and dream of the wonders that might yet lie in undiscovered caverns. They are the Deep Dragons, and to them this is a source of pride. It is primarily this drive to explore that brings them into contact with other races, as they are otherwise quite content to roam alone, or in small groups - usually twin sister or mother/daughter pairs. One reason is food; Purple Dragons can support themselves quite well on blind cave fish, albino bats, giant worms, sunless mushrooms, deep roots and other such fare, but a meal of surface food is quite an enjoyable treat, and their skills as guides and providers of maps of the Underdark makes other races, particularly those from the surface, quite willing to trade it for them. Another is for supplies, information, and treasure - like all dragons, Purple Dragons enjoy hoarding treasures, but they vastly prefer magical items to aid in survival (such as rings of protection against heat, or amulets of air to avoid suffocating or inhaling poisonous fumes), rare maps and cartographic tools (particularly magic ones) to mere gold and jewels. If given the choice between a ruby the size of a Holstaur's nipple and a genuine map to one of the lost temple-cities of Lemuria, any Purple Dragon worth her scales would pick the latter.
Those who would barter with a Purple Dragon had best beware, however! Purple Dragons are used to thinking of their own survival first and others a very distinct second, and they have a distinct love for manipulation. Purple Dragons are the smallest and physically weakest of all Dragons (though make no mistake, a Purple Dragon is still strong enough to go toe to toe with the average Vampire and win), and they are well aware of this. Rather than brood on it the way that White Dragons do, though, they accept it and turn to their true strength - their keen minds and skill at manipulating others - for defense. Purple Dragons prefer to manipulate and outwit opponents, at the very least to make them render them vulnerable to the Purple Dragon's attacks, and will never stand and fight unless cornered without any hope for escape... which is very difficult; young Purple Dragons are taught by their mothers to always keep an eye open for escape routes, and once they get older, they have their special abilities to rely upon. Not only can Purple Dragons quickly read how to speak and act in order to make an opponent dance as they will, but the magical abilities of all dragonkind have blossomed, in Purple Dragons, into potent telepathic abilities.
A Purple Dragon's gaze is charged with a psychic allure, allowing them to seize control over the minds of anyone who meets their eyes and make them do what the Purple Dragon wishes, until they fight it off. However, this allure is not especially potent in even the strongest of Purple Dragons - by default, all it does is make the Purple Dragon's eyes distinctly noticable, drawing attention but unable to truly compel others. If a victim's mind has already been weakened, leaving them stunned or dazed, however, then a Purple Dragon can seize control of their mind. Once a Purple Dragon truly blossoms into her power, she can also implant horrific nightmare visions into the victim of their gaze, forcing them to either turn on their foes or suffer mental assault that can kill them as surely as fang or claw. The most powerful of all can, instead of using their nightmare gaze upon a stunned or dazed foe, ensnare them in a Nightmare Prison - trapping them physically and mentally into a psychic demiplane created by the Purple Dragon. The only escape is by either fighting off the living nightmares within, the Purple Dragon's willing them to be freed, or the death of either the prisoner or the draconic gaoler.
Naturally, all Purple Dragons are resistant to psychic damage themselves. In addition to their dominating gaze, Purple Dragons possess a surprisingly deadly, yet subtle, breath weapon; a billowing cloud of psychotropic vapor that erodes mental pathways on contact and continues to impair cognitive ability afterwards, until the victim manages to muster enough fortitude or willpower to purge it from their systems. Not only does this both slowly eat away at the victim's mind, and render them vulnerable to the gaze attack of the Purple Dragon, it also opens them to telepathic suggestions from their assailant, enabling the Purple Dragon to make them move in directions that she wants - though she can exert no greater control than this without using her gaze. Once a Purple Dragon reaches full adulthood, she can, by force of effort, temporarily assume a wraith-like form of living darkness, enabling her to move through physical obstacles while it lasts. Though at first this drains her to the extent she may not be able to use it more than once a battle, with greater practice she will be able to assume it at will, rendering her all but impossible to catch and hold against her will.
Purple Dragons are opportunistic lovers, who take men where they can get them. Sometimes their lovers are fellow explorers of the Underdark, or patrons who hired her as a guide. Sometimes they are "virgin sacrifices" (so to speak), given to her by others for her services. It really doesn't matter to a Purple Dragon; when her bed is empty and lonely, any man she can get is welcome. There are stories of Purple Dragons using a very diluted, weakened form of their psychotropic venom to "enhance" sex, but it's unknown if there's any truth to that.
Red Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Prefers hot locales, but anywhere high up
Disposition: Temperamental, Passionate, Arrogant
Diet: Carnivorous
Red Dragons are the largest and most powerful of the Chromatic Dragons. With large horn-like frills in place of ears, massive bat-like wings, well-muscled tails and proudly bared bloody or fiery hued hair and scales, Red Dragons dominate physically just by standing around, which is how they like it. They smell of smoke and sulphur, and the air around them visibly shimmers with heat when a Red Dragon is feeling particularly emotional - which is often. Fire literally burns in the veins of the Red Dragons, their hearts beat with pulsing flame and no matter how much they may feign an aura of cool intellectualism, there is always a vein of emotional magma bubbling beneath the surface. Too much pressure, and she blows without fail. Notorious for their self-centred view of the world, Red Dragons invoke more fear than awe; might makes right in their world, while at the same time they are notorious for their ability to hold a grudge. No matter how petty the slight, a Red Dragon will not rest until she has exacted what she deems fitting revenge - if her target dies of old age while she plans her assault, she will have no qualms about visiting her wrath on their descendents. Those who have to be around Red Dragons always keep an eye open for the signs of frustration building, as generally only being quick to flee can spare one from being incinerated in the resultant firestorm.
No fire burns hotter than that of a Red Dragon; the most powerful Reds can strip away resistance or even immunity to flames, all in order to ensure that whatever they face feels the full might of their burning wrath. There are few sights more awe inspiring than the sight of a Red Dragon literally burning a fire elemental to death in her rage. They may not have any other magical abilities, but fire and muscle serves them well, and a battling Red Dragon is an engine of destruction that can lay waste to whole cities single-handedly. Red Dragons favor melee combat, but are quite skilled at coming up with clever tactics - of course, manipulating a Red Dragon into becoming angry and thus causing her to forsake the plans for trying to crush you means trading a tactically advantageous foe for one who can't think but is blind to pain and the threat of death in her desire to beat you. It's a choice with teeth in it.
Most men who become the lovers of Red Dragons are given to them in tribute, or taken by force, or otherwise blackmailed (in the general flavor of "have sex with me and I won't burn you to ashes") into doing so. Such relationships are generally temporary, and Red Dragons are fine with that, seeing it as merely proof of their superiority. The thing is, Red Dragons are not heartless - in fact, it can be said that the problem is they have too much heart and take their emotions to extremes. They can feel love, passion, hope and joy just as strongly as hate, lust, pride and rage. The thing is... this can sometimes be the hardest part of a relationship to survive. Red Dragons are accustomed to thinking only of themselves, and the realization that they have come or are coming to care for someone else, to value their thoughts and opinions, to be afraid for their safety and want to protect them, is a hard one to swallow. The majority of Reds go through a stage of fierce denial at first, becoming even more tempermental than normal as they unthinkingly lash out at the one who is causing these strange, frightening feelings to start emerging. Once she does break down and admit her feelings, she becomes far more gentle around him, openly loving, warm, tender and even playful, showing off the softer side of her personality.
Type: Dragon
Habitat: Prefers hot locales, but anywhere high up
Disposition: Temperamental, Passionate, Arrogant
Diet: Carnivorous
Red Dragons are the largest and most powerful of the Chromatic Dragons. With large horn-like frills in place of ears, massive bat-like wings, well-muscled tails and proudly bared bloody or fiery hued hair and scales, Red Dragons dominate physically just by standing around, which is how they like it. They smell of smoke and sulphur, and the air around them visibly shimmers with heat when a Red Dragon is feeling particularly emotional - which is often. Fire literally burns in the veins of the Red Dragons, their hearts beat with pulsing flame and no matter how much they may feign an aura of cool intellectualism, there is always a vein of emotional magma bubbling beneath the surface. Too much pressure, and she blows without fail. Notorious for their self-centred view of the world, Red Dragons invoke more fear than awe; might makes right in their world, while at the same time they are notorious for their ability to hold a grudge. No matter how petty the slight, a Red Dragon will not rest until she has exacted what she deems fitting revenge - if her target dies of old age while she plans her assault, she will have no qualms about visiting her wrath on their descendents. Those who have to be around Red Dragons always keep an eye open for the signs of frustration building, as generally only being quick to flee can spare one from being incinerated in the resultant firestorm.
No fire burns hotter than that of a Red Dragon; the most powerful Reds can strip away resistance or even immunity to flames, all in order to ensure that whatever they face feels the full might of their burning wrath. There are few sights more awe inspiring than the sight of a Red Dragon literally burning a fire elemental to death in her rage. They may not have any other magical abilities, but fire and muscle serves them well, and a battling Red Dragon is an engine of destruction that can lay waste to whole cities single-handedly. Red Dragons favor melee combat, but are quite skilled at coming up with clever tactics - of course, manipulating a Red Dragon into becoming angry and thus causing her to forsake the plans for trying to crush you means trading a tactically advantageous foe for one who can't think but is blind to pain and the threat of death in her desire to beat you. It's a choice with teeth in it.
Most men who become the lovers of Red Dragons are given to them in tribute, or taken by force, or otherwise blackmailed (in the general flavor of "have sex with me and I won't burn you to ashes") into doing so. Such relationships are generally temporary, and Red Dragons are fine with that, seeing it as merely proof of their superiority. The thing is, Red Dragons are not heartless - in fact, it can be said that the problem is they have too much heart and take their emotions to extremes. They can feel love, passion, hope and joy just as strongly as hate, lust, pride and rage. The thing is... this can sometimes be the hardest part of a relationship to survive. Red Dragons are accustomed to thinking only of themselves, and the realization that they have come or are coming to care for someone else, to value their thoughts and opinions, to be afraid for their safety and want to protect them, is a hard one to swallow. The majority of Reds go through a stage of fierce denial at first, becoming even more tempermental than normal as they unthinkingly lash out at the one who is causing these strange, frightening feelings to start emerging. Once she does break down and admit her feelings, she becomes far more gentle around him, openly loving, warm, tender and even playful, showing off the softer side of her personality.
White Dragon
Spoiler: show
Family: Chromatic
Type: Dragon
Habitat: Artic regions and High Mountains
Disposition: Feral, Passionate, Vengeful
Diet: Carnivorous, though they do have a soft spot for frozen sweets
White Dragons are the shortest of the Chromatics, but are easily the most physically developed - petite powerhouses, with strong, barbed, icepick-like claws on their hands and feet, with widely spread toes helping them to move through ice and snow, and thick, heavy-looking scales on their limbs, tail, wings and in a "domino mask" pattern around their eyes. The reason for this last pattern is unknown, but it is believed that the scales may act in some way to shield the White Dragon's eyes from snow blindness. Needless to say, the scales of a White Dragon range in color from true white to gray to ice-blue, often different colors on the same mamono. Large, ponderous-looking bat-like wings rise from their shoulders, but despite their awkward appearance they are no hindrance to the White Dragon at all and she is, in fact, remarkable swift and dexterous. A short, triangular crest rises from the top of her skull, though nobody knows what purpose this really serves - not even the Dragon herself. White Dragons favor treasures that remind them of ice and snow - diamonds and other light-hued gemstones, platinum and silver (particularly if well polished), and even works of art that involve mirrors. They have a dry scent, described more as a total lack of odor than an actual smell.
Ironically, White Dragons are regarded by their cousin Chromatics as the weakest and stupidest of their family, which gives them a rather understandable racial inferiority complex. They are not truly stupid, but are extremely emotional creatures - when a White Dragon feels something, she tends to let that emotion take control of her, meaning she may well fly into a violent rage or burst into tears or otherwise make it quite clear just how she is feeling. This is why other Chromatics tend to look down on her. White Dragons also tend to rely more on instinct and impulse rather then scholarship - street smarts as opposed to book smarts. As for being weak... White Dragons may be smaller then any other Chromatic, but they are still formidably powerful; most Chromatics who beat them in a fight do so either by picking on a much weaker White Dragon or by the usage of mental gambits.
It is mostly because of this that White Dragons live in such cold, inhospitable climes: not only does this keep them away from their vindictive cousins, they see the constant challenges posed by living in such hostile places as a way to prove their strength and toughness. Much of a White Dragon's time is occupied by either hunting for food or engaging in rigorous training to increase their physical abilities, training that a casual onlooker may well liken to certain monastic traditions. Most such practitioners of aforementioned traditions would say that White Dragons fail to see the true meaning of such exercises, to attain mastery over one's mind and soul to seek enlightenment. White Dragons would say that they can stick their meaningless fancy drivel where the sun don't shine. It is perhaps because of their desire to prove their toughness that White Dragons are so uncivilized; no White Dragon is anything less than a tomboy, and most are much cruder than that - eating with their bare hands, snarling and cursing rather then speaking gracefully, going about in as little clothing as they can get away with to show off just how unaffected they are by the cold...
With such attitudes, one could be forgiven for expecting that the ideal man for a White Dragon would be a similarly rugged and rough man. In fact, White Dragons who prefer such men are a distinct minority: most White Dragons prefer graceful, delicate men. Nobody knows why they are so attracted to people who could very well be considered their opposites, though many Chromatic Dragons, as always, mockingly claim it is a way to have some feminity around the place, without having their status as actually being women challenged. Whatever the reason, such a courtship between opposites is, needless to say, rather rocky. Between her passionate nature and lack of familiarity with more civilised ways, it can be hard for her to get across that she wants love and sex, not fear and bribes. Rare indeed is the courtship where the man doesn't run for cover at least once when the White Dragon becomes so angry with herself at her ineptitude at courting that she throws a berserk fit and starts lashing out at her surroundings. Should she overcome these obstacles, though, she is a devoted protector to her husband and any children that result - the lovers of White Dragons insist that, for all their violent moodswings and savage strength, they are actually gentle, even timid, lovers.
Type: Dragon
Habitat: Artic regions and High Mountains
Disposition: Feral, Passionate, Vengeful
Diet: Carnivorous, though they do have a soft spot for frozen sweets
White Dragons are the shortest of the Chromatics, but are easily the most physically developed - petite powerhouses, with strong, barbed, icepick-like claws on their hands and feet, with widely spread toes helping them to move through ice and snow, and thick, heavy-looking scales on their limbs, tail, wings and in a "domino mask" pattern around their eyes. The reason for this last pattern is unknown, but it is believed that the scales may act in some way to shield the White Dragon's eyes from snow blindness. Needless to say, the scales of a White Dragon range in color from true white to gray to ice-blue, often different colors on the same mamono. Large, ponderous-looking bat-like wings rise from their shoulders, but despite their awkward appearance they are no hindrance to the White Dragon at all and she is, in fact, remarkable swift and dexterous. A short, triangular crest rises from the top of her skull, though nobody knows what purpose this really serves - not even the Dragon herself. White Dragons favor treasures that remind them of ice and snow - diamonds and other light-hued gemstones, platinum and silver (particularly if well polished), and even works of art that involve mirrors. They have a dry scent, described more as a total lack of odor than an actual smell.
Ironically, White Dragons are regarded by their cousin Chromatics as the weakest and stupidest of their family, which gives them a rather understandable racial inferiority complex. They are not truly stupid, but are extremely emotional creatures - when a White Dragon feels something, she tends to let that emotion take control of her, meaning she may well fly into a violent rage or burst into tears or otherwise make it quite clear just how she is feeling. This is why other Chromatics tend to look down on her. White Dragons also tend to rely more on instinct and impulse rather then scholarship - street smarts as opposed to book smarts. As for being weak... White Dragons may be smaller then any other Chromatic, but they are still formidably powerful; most Chromatics who beat them in a fight do so either by picking on a much weaker White Dragon or by the usage of mental gambits.
It is mostly because of this that White Dragons live in such cold, inhospitable climes: not only does this keep them away from their vindictive cousins, they see the constant challenges posed by living in such hostile places as a way to prove their strength and toughness. Much of a White Dragon's time is occupied by either hunting for food or engaging in rigorous training to increase their physical abilities, training that a casual onlooker may well liken to certain monastic traditions. Most such practitioners of aforementioned traditions would say that White Dragons fail to see the true meaning of such exercises, to attain mastery over one's mind and soul to seek enlightenment. White Dragons would say that they can stick their meaningless fancy drivel where the sun don't shine. It is perhaps because of their desire to prove their toughness that White Dragons are so uncivilized; no White Dragon is anything less than a tomboy, and most are much cruder than that - eating with their bare hands, snarling and cursing rather then speaking gracefully, going about in as little clothing as they can get away with to show off just how unaffected they are by the cold...
With such attitudes, one could be forgiven for expecting that the ideal man for a White Dragon would be a similarly rugged and rough man. In fact, White Dragons who prefer such men are a distinct minority: most White Dragons prefer graceful, delicate men. Nobody knows why they are so attracted to people who could very well be considered their opposites, though many Chromatic Dragons, as always, mockingly claim it is a way to have some feminity around the place, without having their status as actually being women challenged. Whatever the reason, such a courtship between opposites is, needless to say, rather rocky. Between her passionate nature and lack of familiarity with more civilised ways, it can be hard for her to get across that she wants love and sex, not fear and bribes. Rare indeed is the courtship where the man doesn't run for cover at least once when the White Dragon becomes so angry with herself at her ineptitude at courting that she throws a berserk fit and starts lashing out at her surroundings. Should she overcome these obstacles, though, she is a devoted protector to her husband and any children that result - the lovers of White Dragons insist that, for all their violent moodswings and savage strength, they are actually gentle, even timid, lovers.
Adamantine Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Underdark, Mountains
Disposition: Imperious, Aloof, Loyal, Territorial
Diet: Omnivorous
Adamantine Dragons are one of the lesser known members of the Metallic Dragon family, as they are creatures more closely tied to earth and stone than they are to the wind and sky. Short but powerfully built, with darkly metallic hued scales rippling over impressive muscles, their wings are relatively small and narrow, with pronounced bones and wicked barbs at the elbow to help scratch and claw through too-thin gaps in the rock. Their tails are of medium length, with a wedge-like horizontal fan of elongated scales. Adamantine Dragons are known for the durability of their scales, the impressive strength and sharpness of their fangs and claws - they can tear through the thickest steel armor as if it were made of badly-cured leather. They have a strange personal scent of oily metal, like a well-maintained blade or suit of armor. They prefer to feed by having a large number of smaller meals scattered over a period of time, an adaptation to their often-barren choice in domains, and their favorite food are giant insects and spiders - something that makes Arachne and Giant Ants who happen to share borders with Adamantine Dragons very nervous indeed. Because of their choice in living terrain, while not actually bad flyers, Adamantine Dragons greatly prefer to move, hunt and fight on the ground, typically taking to the wing only to get past obstacles or outmaneuver its foes.
Adamantine Dragons are considered haughty even by other dragons - with a very strong sense of their own superiority, Adamantines demand respect and obedience from all others, though unlike the similar Blue Dragons, they don't fly into a rage at the slightest hint of disrespect. If they are continually "challenged", though, they coldly and merciless crush this defiance, and they will not accept ignorance or carelessness as an excuse for the actions of another person. They typically establish themselves as the rulers of petty queendoms, annexing settlements that are too weak or cowardly to fight back and warring ceaslessly with settlements that are both strong enough to repel them and refuse to adopt the inferior partner position required to successfully broker a treaty or alliance with the Adamantine Dragon.
Despite this, Adamantine Dragons also have an extremely strong sense of "noblesse oblige"; they are queens of all they survey, in their own mind at least, but that position comes with responsibilities to their people, just as their people are responsible for obeying and respecting the dragon's commands. They will fight to their last breath to defend the people they feel responsible for, even the lowliest of peasants, and no threat to them can go unanswered. She may dredge up that little bit extra when fighting for her consort and children, but she will give it her all in any other situation. Adamantine Dragons also generally refuse to have their followers fight by their sides, as much out of a desire to ensure their safety as sheer arrogance blinding them to the idea that they may need help.
Adamantine Dragons fight most constantly with Purple Dragons, though those who dwell on the surface occasionally come into conflict with Blue and Iron Dragons, who are likely to share the same sort of territory. Adamantine Dragons are physically stronger than the insolently dismissive Purples, but Purples are smarter, wilier, more flexible and take advantage of their numerous allies (some willing, some not) in order to defend themselves. The Adamantine ratio of victories to losses in these battles is thusly much lower than they would ever admit.
As well as their tremendous physical strength, Adamantine Dragons possess an unusual breath weapon; a devastating sonic blast that produces powerful aftershocks. Normally used to tunnel through the rock, this cacophonous beam can pulverise flesh and bone just as easily as it does granite, and the more experienced Adamantine Dragons learn to create a sonic pulse that literally shakes their victim apart over time. The strongest of all their kind can even, for an instant, harden their already formidably tough scales to make them all but invulnerable to harm.
Adamantine Dragons would never dream of bullying or intimidating a man into being their lover, and they do appreciate courage and strong wills in their prospective mates. However, the characteristics that most attract an Adamantine are delicacy and vulnerability - the "damsel in distress" qualities, so to speak. With their obsession with their own strength, Adamantines are drawn to men they can feel protective of, lovers that they can be the strong one for, who they can feel a sense of needing to be their defender. While they are fiercely loyal to any they consider allies to begin with, there are few things more ferociously stubborn than an Adamantine Dragon protecting a lover. While they are, as stated, abhorrent of the idea of forcing a man into their arms, Adamantines come on strongly when they flirt, and the more "delicate" or nervous a man seems, the more aroused they become. In the bed itself, they are overpowering and yet gentle at the same time; they aren't the type to insist on always being on top, but they do seem to prefer it, and a recurring feature is a deep embrace, at once comforting and possessive.
Type: Dragon
Habitat: Underdark, Mountains
Disposition: Imperious, Aloof, Loyal, Territorial
Diet: Omnivorous
Adamantine Dragons are one of the lesser known members of the Metallic Dragon family, as they are creatures more closely tied to earth and stone than they are to the wind and sky. Short but powerfully built, with darkly metallic hued scales rippling over impressive muscles, their wings are relatively small and narrow, with pronounced bones and wicked barbs at the elbow to help scratch and claw through too-thin gaps in the rock. Their tails are of medium length, with a wedge-like horizontal fan of elongated scales. Adamantine Dragons are known for the durability of their scales, the impressive strength and sharpness of their fangs and claws - they can tear through the thickest steel armor as if it were made of badly-cured leather. They have a strange personal scent of oily metal, like a well-maintained blade or suit of armor. They prefer to feed by having a large number of smaller meals scattered over a period of time, an adaptation to their often-barren choice in domains, and their favorite food are giant insects and spiders - something that makes Arachne and Giant Ants who happen to share borders with Adamantine Dragons very nervous indeed. Because of their choice in living terrain, while not actually bad flyers, Adamantine Dragons greatly prefer to move, hunt and fight on the ground, typically taking to the wing only to get past obstacles or outmaneuver its foes.
Adamantine Dragons are considered haughty even by other dragons - with a very strong sense of their own superiority, Adamantines demand respect and obedience from all others, though unlike the similar Blue Dragons, they don't fly into a rage at the slightest hint of disrespect. If they are continually "challenged", though, they coldly and merciless crush this defiance, and they will not accept ignorance or carelessness as an excuse for the actions of another person. They typically establish themselves as the rulers of petty queendoms, annexing settlements that are too weak or cowardly to fight back and warring ceaslessly with settlements that are both strong enough to repel them and refuse to adopt the inferior partner position required to successfully broker a treaty or alliance with the Adamantine Dragon.
Despite this, Adamantine Dragons also have an extremely strong sense of "noblesse oblige"; they are queens of all they survey, in their own mind at least, but that position comes with responsibilities to their people, just as their people are responsible for obeying and respecting the dragon's commands. They will fight to their last breath to defend the people they feel responsible for, even the lowliest of peasants, and no threat to them can go unanswered. She may dredge up that little bit extra when fighting for her consort and children, but she will give it her all in any other situation. Adamantine Dragons also generally refuse to have their followers fight by their sides, as much out of a desire to ensure their safety as sheer arrogance blinding them to the idea that they may need help.
Adamantine Dragons fight most constantly with Purple Dragons, though those who dwell on the surface occasionally come into conflict with Blue and Iron Dragons, who are likely to share the same sort of territory. Adamantine Dragons are physically stronger than the insolently dismissive Purples, but Purples are smarter, wilier, more flexible and take advantage of their numerous allies (some willing, some not) in order to defend themselves. The Adamantine ratio of victories to losses in these battles is thusly much lower than they would ever admit.
As well as their tremendous physical strength, Adamantine Dragons possess an unusual breath weapon; a devastating sonic blast that produces powerful aftershocks. Normally used to tunnel through the rock, this cacophonous beam can pulverise flesh and bone just as easily as it does granite, and the more experienced Adamantine Dragons learn to create a sonic pulse that literally shakes their victim apart over time. The strongest of all their kind can even, for an instant, harden their already formidably tough scales to make them all but invulnerable to harm.
Adamantine Dragons would never dream of bullying or intimidating a man into being their lover, and they do appreciate courage and strong wills in their prospective mates. However, the characteristics that most attract an Adamantine are delicacy and vulnerability - the "damsel in distress" qualities, so to speak. With their obsession with their own strength, Adamantines are drawn to men they can feel protective of, lovers that they can be the strong one for, who they can feel a sense of needing to be their defender. While they are fiercely loyal to any they consider allies to begin with, there are few things more ferociously stubborn than an Adamantine Dragon protecting a lover. While they are, as stated, abhorrent of the idea of forcing a man into their arms, Adamantines come on strongly when they flirt, and the more "delicate" or nervous a man seems, the more aroused they become. In the bed itself, they are overpowering and yet gentle at the same time; they aren't the type to insist on always being on top, but they do seem to prefer it, and a recurring feature is a deep embrace, at once comforting and possessive.
Brass Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Deserts, Savannahs, Badlands
Disposition: Inquisitive, Talkative, Gregarious, Avaricious
Diet: Carnivorous, Photosynthesis
Brass Dragons are cousins of the Copper Dragon, and presumably the Iron Dragon, though how and why they diverged from that species unknown to modern scholars. Brass Dragons are rather short and stocky compared to other dragons, with large, sail-like wings that grow along their spines and mottled brown skin and hair. Long, overlapping scales, distinguishable mainly for their warm, brass-like luster, on their limbs and tail give them the appearance of wearing splint-mail type socks and gauntlets, and a particularly prominent set of scales on the forehead rises into a ploughshare shaped head crest, the easiest way to tell them from their Bronze and Copper kinsfolk. Their tail is short, but slender and prehensile - Brass Dragons are well known for using it to tickle lovers erotically, as well as a way to pick pockets without being noticed. They smell mildly acrid, like oiled metal that has grown hot in the sun.
Brass Dragons are perhaps the most diplomatic of the Metallic Dragons, or even of all dragonkind, and they are certainly the most talkative. Brass Dragons love to chat, only partially due to their insatiable curiosity, and they are gregarious mamono who make friends easily - even though their dislike of cold and damp means they often share territories with Brown Dragons, they usually have little quarrel with them. This is, admittedly, aided by the Browns preference of underground lairs and their own lack of interest outside of their comfortable niche, but few other Metallic/Chromatic meetings are so amicable. Brass Dragons may find Browns a little dull, but otherwise are fine to live and let live. A Brass Dragon may not actively involve herself in civilisation like a Gold would, but she will nevertheless go out of her way to establish friendly communication with anyone she knows. Insatiably curious, the only way not to be approached by a Brass Dragon to be questioned or asked for your opinion on some matter is to not be seen by her - and as Brasses prefer to spend hours sunbathing in high spots with a good view of their surroundings, the chances of such are slow. While they cannot abide rudeness, and will fly away in a huff if somebody insults them or brings up matters that they find distasteful, Brasses will otherwise chat for hours, as much for the sheer joy of speaking to somebody new as for the opportunity to sate their curiosity. In fact, those who need to pass through Brass Dragon territory quickly are advised to try and think of some sort of puzzle, riddle or other mental exercise to present to the Brass Dragon; if she can't solve it herself, she will unthinkingly break off the conversation to fly away and find somebody else to help her figure out the solution.
Needless to say, Brass Dragons are invariably well informed, with a network of "intelligence agents" that can span miles beyond their formal territory, sometimes even crossing continents for the oldest and most powerful ones. For this reason, Brass Dragons are often approached by lore seekers, ranging from scholars and historians to those seeking knowledge for darker reasons. Others seek out Brass Dragons for more militaristic purposes - while among the weaker members of the Dragon race, Brass Dragons are still strong, swift, adept fliers and wield powerful fiery breath attacks. Furthermore, they are universally mercenaries at their heart. Driven in their soul by material greed and self-interest, even the best of Brass Dragons cannot help but ask "what's in this for me" before taking sides in anything that doesn't directly concern her. The race seems to be split roughly equally between those who will honor their agreements with an almost Bronze-like level of duty and those who are lazy and dishonest, perfectly willing to break "inconvenient" deals for a better proposition as well as doing their best to wriggle out of having to actually live up to their side of the bargain. Still, they are naturally drawn to such roles as mercenaries, spies and assassins, and so there are many who are willing to make bargains with Brasses.
Brass Dragons prove very delightful lovers, once you get accustomed to their quirks. Friendly and inquisitive by nature, Brasses enjoy sex and are happily enthusiastic about trying something new - unattached Brass Dragons have even been known to deliberately seek out men with a reputation as skilled lovers, hoping to pick up some new techniques and enjoy themselves while doing so. They are most attracted to men who are intelligent and inquisitive; the ideal lover for a Brass is someone who is as happy playing the riddle game with her or engaging in a light philosophical debate as he is spending three hours trying to catalogue which erogenous zones react best to which stimulus.
Type: Dragon
Habitat: Deserts, Savannahs, Badlands
Disposition: Inquisitive, Talkative, Gregarious, Avaricious
Diet: Carnivorous, Photosynthesis
Brass Dragons are cousins of the Copper Dragon, and presumably the Iron Dragon, though how and why they diverged from that species unknown to modern scholars. Brass Dragons are rather short and stocky compared to other dragons, with large, sail-like wings that grow along their spines and mottled brown skin and hair. Long, overlapping scales, distinguishable mainly for their warm, brass-like luster, on their limbs and tail give them the appearance of wearing splint-mail type socks and gauntlets, and a particularly prominent set of scales on the forehead rises into a ploughshare shaped head crest, the easiest way to tell them from their Bronze and Copper kinsfolk. Their tail is short, but slender and prehensile - Brass Dragons are well known for using it to tickle lovers erotically, as well as a way to pick pockets without being noticed. They smell mildly acrid, like oiled metal that has grown hot in the sun.
Brass Dragons are perhaps the most diplomatic of the Metallic Dragons, or even of all dragonkind, and they are certainly the most talkative. Brass Dragons love to chat, only partially due to their insatiable curiosity, and they are gregarious mamono who make friends easily - even though their dislike of cold and damp means they often share territories with Brown Dragons, they usually have little quarrel with them. This is, admittedly, aided by the Browns preference of underground lairs and their own lack of interest outside of their comfortable niche, but few other Metallic/Chromatic meetings are so amicable. Brass Dragons may find Browns a little dull, but otherwise are fine to live and let live. A Brass Dragon may not actively involve herself in civilisation like a Gold would, but she will nevertheless go out of her way to establish friendly communication with anyone she knows. Insatiably curious, the only way not to be approached by a Brass Dragon to be questioned or asked for your opinion on some matter is to not be seen by her - and as Brasses prefer to spend hours sunbathing in high spots with a good view of their surroundings, the chances of such are slow. While they cannot abide rudeness, and will fly away in a huff if somebody insults them or brings up matters that they find distasteful, Brasses will otherwise chat for hours, as much for the sheer joy of speaking to somebody new as for the opportunity to sate their curiosity. In fact, those who need to pass through Brass Dragon territory quickly are advised to try and think of some sort of puzzle, riddle or other mental exercise to present to the Brass Dragon; if she can't solve it herself, she will unthinkingly break off the conversation to fly away and find somebody else to help her figure out the solution.
Needless to say, Brass Dragons are invariably well informed, with a network of "intelligence agents" that can span miles beyond their formal territory, sometimes even crossing continents for the oldest and most powerful ones. For this reason, Brass Dragons are often approached by lore seekers, ranging from scholars and historians to those seeking knowledge for darker reasons. Others seek out Brass Dragons for more militaristic purposes - while among the weaker members of the Dragon race, Brass Dragons are still strong, swift, adept fliers and wield powerful fiery breath attacks. Furthermore, they are universally mercenaries at their heart. Driven in their soul by material greed and self-interest, even the best of Brass Dragons cannot help but ask "what's in this for me" before taking sides in anything that doesn't directly concern her. The race seems to be split roughly equally between those who will honor their agreements with an almost Bronze-like level of duty and those who are lazy and dishonest, perfectly willing to break "inconvenient" deals for a better proposition as well as doing their best to wriggle out of having to actually live up to their side of the bargain. Still, they are naturally drawn to such roles as mercenaries, spies and assassins, and so there are many who are willing to make bargains with Brasses.
Brass Dragons prove very delightful lovers, once you get accustomed to their quirks. Friendly and inquisitive by nature, Brasses enjoy sex and are happily enthusiastic about trying something new - unattached Brass Dragons have even been known to deliberately seek out men with a reputation as skilled lovers, hoping to pick up some new techniques and enjoy themselves while doing so. They are most attracted to men who are intelligent and inquisitive; the ideal lover for a Brass is someone who is as happy playing the riddle game with her or engaging in a light philosophical debate as he is spending three hours trying to catalogue which erogenous zones react best to which stimulus.
Bronze Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Coasts, Large Freshwater Bodies
Disposition: Stubborn, Self-Righteous, Rash, Duty-Bound
Diet: Omnivorous (favors sea food)
Those who describe the Gold Dragon as the most infuriatingly arrogant and self-righteous of all the Metallic Dragons clearly have never met a Bronze Dragon. Any Bronze Dragon you care to name has a sense of purpose inflated to almost absurd extents at best; they regard themselves as the greatest natural champions of order, and they are unquestionably the most devoutly committed to that ideal. Each Bronze Dragon has a dream, a vision of a world governed entirely by law, where chaos and corruption can gain no foothold. While this could turn Bronzes into heroes, and in some cases it does, far too often it turns them into dangers to other people's freedom; Bronze Dragons view the world in black and white, refusing to acknowledge the existence of gray, and place themselves firmly on the "white" side of the equation - anything they do is clearly justified, so Bronze Dragons believe, because they do it in the name of order. "For the greater good" is a mantra universal to Bronze Dragons. For example, Bronze Dragons often establish their lairs near temperate and tropic shipping lanes and otherwise busy waters, where they will charge ruinous prices to safeguard any ship passing through their region - they will live up to their end of the bargain, of course, but the merchants they prey upon (sometimes to the extent of stealthily sinking ships that refused to pay themselves) generally consider this to be a case of the cure being worse than the disease. While some of the funds they extort do indeed go to fuelling "just causes", more of it goes to obtaining the valuable ceramics, statuary and gemstones that Bronze Dragons adore for their hoards. Their voracious appetities also often cause ruination for fishing industries, as a Bronze Dragon can easily deplete once-verdant fishing spots if she is careless; bribing them to choose different feeding grounds is common.
They establish themselves as petty tyrants wherever they dwell, swiftly usurping the leaders of any settlements they may reside near and commanding with an iron fist - and some are ambitious enough to turn themselves into not-so-petty tyrants. Their self-righteousness is made worse by their rashness; a Bronze Dragon would not only think nothing of razing a conquered village to the ground and killing everyone there, but would, if later confronted with the fact she had done so out of misapprehension, feel not the slightest bit of regret for the tragedy. In fact, she would disavow any responsibility for what she had done, instead blaming it squarely on the dishonesty of the victims and firmly placing all of the blame on them. Needless to say, Bronze Dragons are not liked by... well, just about everyone. They share their bitterest enmity for Blue Dragons, with whom they frequently compete for territory - the rumours that Bronze Dragons were actually Blues somehow warped into their present form by magic, rumours that infuriate the Bronzes like little else, only make things worse. However, just about any dragon that encounters a Bronze is certain to clash with her at some point - Steel Dragons, particularly, make a habit of seeking them out to ruin their efforts, and Bronzes quickly learn that when a Gold Dragon crosses their path, they had better give way if they want to live.
Fortunately, as much for them as for others, Bronze Dragons aren't very common. Able to breathe water and being swift swimmers, Bronze Dragons are naturally drawn to the oceans and seas - they can live in large bodies of freshwater, but adjusting to it is slow and painful, so they only head inland if they absolutely must. Their lairs are chosen from caves in coastal locales; rocky islands far out to sea, granite cliffs overlooking the pounding surf, hidden inlets and the like. Their lairs are typically accessible through submerged entrances, though some forgo land entirely for their lairs and set up home on the seabed in large kelp forests, sunken ships and underwater caves and grottos. Their slender, streamlined physiques are adapted for the water, with fin-like ear-crests, webbed fingers and toes, and fin-like crests on their forearms, thighs, and tail. The tips of their crests end in small, curved horns, and a slightly larger set rises on the top of their head. As their name implies, their smooth, fish-like scales are a metallic dark brown with light highlights, while their hair and eyes are the greenish-silver and brown of verdigris-coated bronze.
Bronze Dragons are not the most physically powerful of the dragons, but one would never guess it with how eagerly they throw themselves into the fray. They prefer to fight near water, not just because it gives them a chance to outmaneuver their enemies, but because a seriously injured Bronze Dragon can, by immersing herself in water, heal herself to a degree. Their breath weapon is a powerful bolt of lightning that strikes with such force it not only electrocutes but hurls its victims back before arcing to strike more victims. The most powerful Bronzes of all can also create an aura of crackling electrical energy around themselves at will, making them hazardous to approach. Needless to say, they are all but impervious to electricity themselves.
Bronze Dragons are known to be somewhat dominate when having sex, but are also known to end up just melting in the arms of a skilled lover - some men have been known to use their position as the mates of Bronze Dragons to influence them, during the blissed out daze of post-coitus. Selecting men can be something of a trial for Bronzes; while their own outlook means that they can readily see themselves as deserving a specific man as their lover, should he already be claimed by someone else, then they also cannot countenance the idea of taking him. Their own codes will not let them do so, and trying to intimidate or manipulate a couple into breaking up is even more unthinkable! A Bronze who is pining for a man she cannot have is surprisingly vulnerable.
As for the types of men they go after, while one would think they are most drawn to the "righteous" and "virtuous", a surprisingly large number of them find themselves drawn, almost against their will, to "bad boys". Some excuse their lusting after such "criminals" with the claim that their feelings for them can change them. Others take a more honest approach and admit to the allure of the forbidden fruit.
Type: Dragon
Habitat: Coasts, Large Freshwater Bodies
Disposition: Stubborn, Self-Righteous, Rash, Duty-Bound
Diet: Omnivorous (favors sea food)
Those who describe the Gold Dragon as the most infuriatingly arrogant and self-righteous of all the Metallic Dragons clearly have never met a Bronze Dragon. Any Bronze Dragon you care to name has a sense of purpose inflated to almost absurd extents at best; they regard themselves as the greatest natural champions of order, and they are unquestionably the most devoutly committed to that ideal. Each Bronze Dragon has a dream, a vision of a world governed entirely by law, where chaos and corruption can gain no foothold. While this could turn Bronzes into heroes, and in some cases it does, far too often it turns them into dangers to other people's freedom; Bronze Dragons view the world in black and white, refusing to acknowledge the existence of gray, and place themselves firmly on the "white" side of the equation - anything they do is clearly justified, so Bronze Dragons believe, because they do it in the name of order. "For the greater good" is a mantra universal to Bronze Dragons. For example, Bronze Dragons often establish their lairs near temperate and tropic shipping lanes and otherwise busy waters, where they will charge ruinous prices to safeguard any ship passing through their region - they will live up to their end of the bargain, of course, but the merchants they prey upon (sometimes to the extent of stealthily sinking ships that refused to pay themselves) generally consider this to be a case of the cure being worse than the disease. While some of the funds they extort do indeed go to fuelling "just causes", more of it goes to obtaining the valuable ceramics, statuary and gemstones that Bronze Dragons adore for their hoards. Their voracious appetities also often cause ruination for fishing industries, as a Bronze Dragon can easily deplete once-verdant fishing spots if she is careless; bribing them to choose different feeding grounds is common.
They establish themselves as petty tyrants wherever they dwell, swiftly usurping the leaders of any settlements they may reside near and commanding with an iron fist - and some are ambitious enough to turn themselves into not-so-petty tyrants. Their self-righteousness is made worse by their rashness; a Bronze Dragon would not only think nothing of razing a conquered village to the ground and killing everyone there, but would, if later confronted with the fact she had done so out of misapprehension, feel not the slightest bit of regret for the tragedy. In fact, she would disavow any responsibility for what she had done, instead blaming it squarely on the dishonesty of the victims and firmly placing all of the blame on them. Needless to say, Bronze Dragons are not liked by... well, just about everyone. They share their bitterest enmity for Blue Dragons, with whom they frequently compete for territory - the rumours that Bronze Dragons were actually Blues somehow warped into their present form by magic, rumours that infuriate the Bronzes like little else, only make things worse. However, just about any dragon that encounters a Bronze is certain to clash with her at some point - Steel Dragons, particularly, make a habit of seeking them out to ruin their efforts, and Bronzes quickly learn that when a Gold Dragon crosses their path, they had better give way if they want to live.
Fortunately, as much for them as for others, Bronze Dragons aren't very common. Able to breathe water and being swift swimmers, Bronze Dragons are naturally drawn to the oceans and seas - they can live in large bodies of freshwater, but adjusting to it is slow and painful, so they only head inland if they absolutely must. Their lairs are chosen from caves in coastal locales; rocky islands far out to sea, granite cliffs overlooking the pounding surf, hidden inlets and the like. Their lairs are typically accessible through submerged entrances, though some forgo land entirely for their lairs and set up home on the seabed in large kelp forests, sunken ships and underwater caves and grottos. Their slender, streamlined physiques are adapted for the water, with fin-like ear-crests, webbed fingers and toes, and fin-like crests on their forearms, thighs, and tail. The tips of their crests end in small, curved horns, and a slightly larger set rises on the top of their head. As their name implies, their smooth, fish-like scales are a metallic dark brown with light highlights, while their hair and eyes are the greenish-silver and brown of verdigris-coated bronze.
Bronze Dragons are not the most physically powerful of the dragons, but one would never guess it with how eagerly they throw themselves into the fray. They prefer to fight near water, not just because it gives them a chance to outmaneuver their enemies, but because a seriously injured Bronze Dragon can, by immersing herself in water, heal herself to a degree. Their breath weapon is a powerful bolt of lightning that strikes with such force it not only electrocutes but hurls its victims back before arcing to strike more victims. The most powerful Bronzes of all can also create an aura of crackling electrical energy around themselves at will, making them hazardous to approach. Needless to say, they are all but impervious to electricity themselves.
Bronze Dragons are known to be somewhat dominate when having sex, but are also known to end up just melting in the arms of a skilled lover - some men have been known to use their position as the mates of Bronze Dragons to influence them, during the blissed out daze of post-coitus. Selecting men can be something of a trial for Bronzes; while their own outlook means that they can readily see themselves as deserving a specific man as their lover, should he already be claimed by someone else, then they also cannot countenance the idea of taking him. Their own codes will not let them do so, and trying to intimidate or manipulate a couple into breaking up is even more unthinkable! A Bronze who is pining for a man she cannot have is surprisingly vulnerable.
As for the types of men they go after, while one would think they are most drawn to the "righteous" and "virtuous", a surprisingly large number of them find themselves drawn, almost against their will, to "bad boys". Some excuse their lusting after such "criminals" with the claim that their feelings for them can change them. Others take a more honest approach and admit to the allure of the forbidden fruit.
Copper Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Temperate Hill & Mountains, Civilization
Disposition: Quick-witted, Good Humored, Avaricious, Deceitful
Diet: Omnivorous (typically small game & civilized food)
Copper Dragons are small, lean, sinous dragon girls, with a prominent pair of swept-back horns on their head and ridged ear-frills. Their hair and their large, plate or band-like scales are both glossy, smooth orange-brown in color, hence their name. The eyes of a Copper Dragon, meanwhile, are bright turquoise in colour. Exceptionally quick and nimble both in the air and on the ground, the wings of a Copper Dragon are quite distinctive with their triangular shape, the sail melding into the back down along her spine rather than being a fully seperated plane of skin as with most distinctly winged dragons. In battle, a Copper Dragon prefers to make flyby attacks, with the most skilled even being able to make two such strikes in a row, but even on the ground they dart across the battlefield, slashing, kicking and biting. They can also spit jets of corrosive saliva, but personally consider this extremely vulgar behaviour.
Copper Dragons aren't the most powerful of the Metallics, but they are the most sociable and easily the best-liked. While sly and with a racial tendency towards being schemers and thieves, they are still universally charismatic and witty, so glib and charming that most people can't help liking them even as they're being robbed by them. While some may suspect the Copper Dragons of purposefully cultivating their lively sense of humour, it's not an act in the slightest. Copper Dragons just can't help who they are; they delight in outfoxing and deceiving others, they adore jests (so long as they aren't aimed at them, anyway), and they love to show off how clever and witty they are. They can't abide stupidity or hot heads, which not only makes Red Dragons their worst enemies (they're too full of themselves, and too quick to violence, to tolerate a Copper Dragon's idea of a jokes - not to mention they're dangerous), but also explains their fascination with civilised races. Copper Dragons like to be around people who can appreciate their cleverness and humor... not to mention that they find civilised food to be much more tasty than the small game and fowl they typically live on. Copper Dragons are known for their love of good wines; the best way to make a Copper Dragon like you is to give her plenty to drink. Of course, for all their small stature, they have an incredibly tolerance for alcohol - more than one Copper Dragon has actually taken a bedmate by luring them into a drinking contest, then carrying him to her room once he was too drunk to resist.
While many Copper Dragons are insincere and facile, and some rare few are cruel and malicious types who enjoy spreading mayhem with lies and hurtful pranks the greatest character weakness of the Copper Dragons is this: they are greedy. So greedy that even other dragons think they're greedy! The average Copper Dragon is so taken with her own charm, she just can't help but believe she deserves to have whatever she wants, and she wants a lot. They especially value fine art, particularly metalwork and jewelry, and they are notorious misers. The easiest way to get a Copper Dragon to do something is to appeal to her avariciousness; nobody has ever heard of a Copper Dragon that could turn down a bribe.
With their charm and quick tongues, Copper Dragons typically find that getting somebody into bed isn't all that difficult. They regard sex as yet another of the many pleasures of life, something that deserves to be cherished and experienced as much as possible. While some are notoriously flitty, drifting casually from man to man (and even mamono to mamono, just for variety's sake), most are searching for a special man to settle with. A quick-witted, silver-tongue, strong-humored rogue, like themselves, with whom they can share the delights of the world. A Copper Dragon with a permanent lover is one hell of a con-team, with both she and he working to trick and prank those who catch their attention and rake in the spoils, emotional and literal.
Of course, even once they have found a man to call their own, Copper Dragons are notorious lechers. They admit they would never touch someone, but that doesn't make them any less perverts.
Type: Dragon
Habitat: Temperate Hill & Mountains, Civilization
Disposition: Quick-witted, Good Humored, Avaricious, Deceitful
Diet: Omnivorous (typically small game & civilized food)
Copper Dragons are small, lean, sinous dragon girls, with a prominent pair of swept-back horns on their head and ridged ear-frills. Their hair and their large, plate or band-like scales are both glossy, smooth orange-brown in color, hence their name. The eyes of a Copper Dragon, meanwhile, are bright turquoise in colour. Exceptionally quick and nimble both in the air and on the ground, the wings of a Copper Dragon are quite distinctive with their triangular shape, the sail melding into the back down along her spine rather than being a fully seperated plane of skin as with most distinctly winged dragons. In battle, a Copper Dragon prefers to make flyby attacks, with the most skilled even being able to make two such strikes in a row, but even on the ground they dart across the battlefield, slashing, kicking and biting. They can also spit jets of corrosive saliva, but personally consider this extremely vulgar behaviour.
Copper Dragons aren't the most powerful of the Metallics, but they are the most sociable and easily the best-liked. While sly and with a racial tendency towards being schemers and thieves, they are still universally charismatic and witty, so glib and charming that most people can't help liking them even as they're being robbed by them. While some may suspect the Copper Dragons of purposefully cultivating their lively sense of humour, it's not an act in the slightest. Copper Dragons just can't help who they are; they delight in outfoxing and deceiving others, they adore jests (so long as they aren't aimed at them, anyway), and they love to show off how clever and witty they are. They can't abide stupidity or hot heads, which not only makes Red Dragons their worst enemies (they're too full of themselves, and too quick to violence, to tolerate a Copper Dragon's idea of a jokes - not to mention they're dangerous), but also explains their fascination with civilised races. Copper Dragons like to be around people who can appreciate their cleverness and humor... not to mention that they find civilised food to be much more tasty than the small game and fowl they typically live on. Copper Dragons are known for their love of good wines; the best way to make a Copper Dragon like you is to give her plenty to drink. Of course, for all their small stature, they have an incredibly tolerance for alcohol - more than one Copper Dragon has actually taken a bedmate by luring them into a drinking contest, then carrying him to her room once he was too drunk to resist.
While many Copper Dragons are insincere and facile, and some rare few are cruel and malicious types who enjoy spreading mayhem with lies and hurtful pranks the greatest character weakness of the Copper Dragons is this: they are greedy. So greedy that even other dragons think they're greedy! The average Copper Dragon is so taken with her own charm, she just can't help but believe she deserves to have whatever she wants, and she wants a lot. They especially value fine art, particularly metalwork and jewelry, and they are notorious misers. The easiest way to get a Copper Dragon to do something is to appeal to her avariciousness; nobody has ever heard of a Copper Dragon that could turn down a bribe.
With their charm and quick tongues, Copper Dragons typically find that getting somebody into bed isn't all that difficult. They regard sex as yet another of the many pleasures of life, something that deserves to be cherished and experienced as much as possible. While some are notoriously flitty, drifting casually from man to man (and even mamono to mamono, just for variety's sake), most are searching for a special man to settle with. A quick-witted, silver-tongue, strong-humored rogue, like themselves, with whom they can share the delights of the world. A Copper Dragon with a permanent lover is one hell of a con-team, with both she and he working to trick and prank those who catch their attention and rake in the spoils, emotional and literal.
Of course, even once they have found a man to call their own, Copper Dragons are notorious lechers. They admit they would never touch someone, but that doesn't make them any less perverts.
Gold Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Gentle Hills, Plains, Urban
Disposition: Proud, Self-Confident, Haughty
Diet: Carnivorous, Mineralvorous
Gold Dragons are unmistakable, possessing an almost crown-like arrangement of back-sweeping horns, flowing locks of golden hair (actually manes of semi-prehensile barbels), long and highly flexible tails, and fine, smooth, golden scales on their limbs (reaching from the tips of their digits to their ankles and knees, giving an appearance like long, elaborate gloves and boots), tails, and elaborate, fan-like wings. Their hands and feet are quite humanlike, not bestial as those of a Lizardwoman, but they bear long, quasi-retractile and razor-sharp claws on their fingers and toes. While they generally live primarily on meat, they are quite capable of digesting rock and metal as well and derive nourishment from such matter - however, a Gold Dragon will only eat minerals and metals if she is absolutely starving, or they meet her "standards". In other words, gold and precious stones. Gold Dragons relish gold as a meal of true delight, and crunch down diamonds, rubies and emeralds like the sweetest of candies. Golden Dragons can breath powerful blasts of fire, with the most powerful of all learning to exhale devastating blasts of both flame and pure radiance, and Golden Dragons of sufficient skill can eminate radiant energy from their bodies that blind and sear those who approach.
Gold Dragons are some of the most powerful of the Metallic Dragon family, indeed, of the Dragon type itself, but this power can often bring them to hubris, arrogance and pomposity. They are frequently disdainful of "lesser races", even the less arrogant Gold Dragons sometimes falling into bouts of superiority, and are well known for their hostile attitudes towards Chromatic Dragons and Demons - they refuse to share "their" lands with such beings and take great delight in driving them away, forcifully, if they can. With their power and often conceited natures, Gold Dragons are known to bully or manipulate their way into political power over settled regions and steer whole societies for their own ends.
Gold Dragons believe heavily in righteousness and virtue (needless to say, a fair number of them are more self-righteous than anything), and so they are attracted to men they consider to be sufficiently "virtuous" and "honorable". Gold Dragons enjoy pomp and ceremony, and so their courtships are quite elaborate and ritualized, though obvious in their intent. A man who is truly not interested in a Gold Dragon lover had best make that intent very clear and unambiguous, because Gold Dragons can be quite stubborn and very willing to take hesitance as simply "shyness" or "playing hard to get". Similarly to Unicorns, Gold Dragons refuse to have sex outside of marriage, although their refusal stems from their belief in propriety and proper behavior rather than a romantic nature and so they are more open to the idea than Unicorns. When a Gold Dragon begins courting a man, however, that means she has found him attractive and so her libido begins to grow; the longer he holds out before giving in to her, the more lust-crazed she will be upon their "wedding night" (which actually happens right after he agrees to marry her). It is said that if a man could hold out long enough, the Gold Dragon would eventually become so horny that she would simply jump him right there and then. Once a Gold Dragon has wed a man, she becomes much more relaxed around him - in private. In public, she retains her former haughty attitude, even coming off as cold and domineering around him. When they are alone, though, she is much more relaxed and at ease, playful, flirtatious, and quite an enthusiastic lover. Never break a Gold Dragon's heart, though; to allow a man to see their more tender side is the greatest trust they can give, and they will fly into horrific, sorrow-fueled rages if this trust is broken, rages that will usually only end when the one who betrayed them, and sometimes the Dragon herself, is dead.
Type: Dragon
Habitat: Gentle Hills, Plains, Urban
Disposition: Proud, Self-Confident, Haughty
Diet: Carnivorous, Mineralvorous
Gold Dragons are unmistakable, possessing an almost crown-like arrangement of back-sweeping horns, flowing locks of golden hair (actually manes of semi-prehensile barbels), long and highly flexible tails, and fine, smooth, golden scales on their limbs (reaching from the tips of their digits to their ankles and knees, giving an appearance like long, elaborate gloves and boots), tails, and elaborate, fan-like wings. Their hands and feet are quite humanlike, not bestial as those of a Lizardwoman, but they bear long, quasi-retractile and razor-sharp claws on their fingers and toes. While they generally live primarily on meat, they are quite capable of digesting rock and metal as well and derive nourishment from such matter - however, a Gold Dragon will only eat minerals and metals if she is absolutely starving, or they meet her "standards". In other words, gold and precious stones. Gold Dragons relish gold as a meal of true delight, and crunch down diamonds, rubies and emeralds like the sweetest of candies. Golden Dragons can breath powerful blasts of fire, with the most powerful of all learning to exhale devastating blasts of both flame and pure radiance, and Golden Dragons of sufficient skill can eminate radiant energy from their bodies that blind and sear those who approach.
Gold Dragons are some of the most powerful of the Metallic Dragon family, indeed, of the Dragon type itself, but this power can often bring them to hubris, arrogance and pomposity. They are frequently disdainful of "lesser races", even the less arrogant Gold Dragons sometimes falling into bouts of superiority, and are well known for their hostile attitudes towards Chromatic Dragons and Demons - they refuse to share "their" lands with such beings and take great delight in driving them away, forcifully, if they can. With their power and often conceited natures, Gold Dragons are known to bully or manipulate their way into political power over settled regions and steer whole societies for their own ends.
Gold Dragons believe heavily in righteousness and virtue (needless to say, a fair number of them are more self-righteous than anything), and so they are attracted to men they consider to be sufficiently "virtuous" and "honorable". Gold Dragons enjoy pomp and ceremony, and so their courtships are quite elaborate and ritualized, though obvious in their intent. A man who is truly not interested in a Gold Dragon lover had best make that intent very clear and unambiguous, because Gold Dragons can be quite stubborn and very willing to take hesitance as simply "shyness" or "playing hard to get". Similarly to Unicorns, Gold Dragons refuse to have sex outside of marriage, although their refusal stems from their belief in propriety and proper behavior rather than a romantic nature and so they are more open to the idea than Unicorns. When a Gold Dragon begins courting a man, however, that means she has found him attractive and so her libido begins to grow; the longer he holds out before giving in to her, the more lust-crazed she will be upon their "wedding night" (which actually happens right after he agrees to marry her). It is said that if a man could hold out long enough, the Gold Dragon would eventually become so horny that she would simply jump him right there and then. Once a Gold Dragon has wed a man, she becomes much more relaxed around him - in private. In public, she retains her former haughty attitude, even coming off as cold and domineering around him. When they are alone, though, she is much more relaxed and at ease, playful, flirtatious, and quite an enthusiastic lover. Never break a Gold Dragon's heart, though; to allow a man to see their more tender side is the greatest trust they can give, and they will fly into horrific, sorrow-fueled rages if this trust is broken, rages that will usually only end when the one who betrayed them, and sometimes the Dragon herself, is dead.
Iron Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Dense Forest, Broken Hills, Badlands
Disposition: Surly, Lustful, Greedy, Sly
Diet: Carnivorous
As White Dragons are to Chromatics, so Iron Dragons are to Metallics. Savage, brutish and bestial, many Iron Dragons are little more than thugs or muscle to those smart or strong enough to dominate them. Others live little better than beasts, roaming the wilderness and robbing and raping travellers to satisfy themselves. They are governed by their base passions - hunger, greed (they adore golden and silver coins), lust, the desire to be feared and respected - and very few feel any compulsion to rise above this. Not exceptionally clever, they can be outwitted with some effort and respond very easily to bribery and flattery. Groups of rather unscrupulous sorts, such as Goblin tribes, like to entice Iron Dragons into service, putting their formidable physical prowess to work towards their goals. More powerful creatures, such as Giants, simply brutalize Iron Dragons into obedience. It naturally gets harder to keep an Iron Dragon under control as she grows older and more powerful; sooner or later, she'll either break off on her own or be killed trying to do so, unless her masters are exceptionally smart or powerful themselves.
Iron Dragons are of medium height and build, armored with coarse, heavy scales - the reason they so favor dwelling in broken, difficult terrain is because their natural armor shields them. Few people would expect anyone to come charging through a dense patch of wickedly thorny briars to attack them, after all, and that is exactly what Iron Dragons both count on and are willing to do. As their name suggests, their scales are a dark metallic gray; as with Bronze Dragons, their eyes and hair are similarly coloured, but streaked with rusty brown. An Iron Dragon has three spiraling horns that curve one across each temple and one straight back over the top of her head. Because of their formidable strength and durable scales, they relish close combat, and they use their breath weapon, a bolt of electro-magnetic energy, to both electrocute a victim and draw them closer into reach of her terrible claws and fangs.
Iron Dragons are regarded as an embarrassment by pretty much all other Metallic Dragons, and many choose to drive them away should they meet them. Some more compassionate types, however, have taken it upon themselves to try and "civilize" Iron Dragons - typically Silver Dragons take this action, though Mithril, Brass and Copper Dragons have also been known to do so for their own reasons. Iron Dragons typically meet these attempts with surliness; as far as they are concerned, there's nothing wrong with their behavior or their antics, they are merely being "true to their inner nature". In fact, they resent the "superior" attitudes of other Metallic Dragons, as they feel that their cousins are hypocrites who deny their true nature - well, except for Mercury Dragons. They have a somewhat grudging respect for them, though the infamously mecurial nature of them tends to piss them off. When White Dragons and Iron Dragons meet, they tend to get on quite well - Iron Dragons absolutely hate Green Dragons, though; they find themselves too often manipulated, outsmarted and just plain humiliated by them to like them in the slightest.
Iron Dragons are rough and tumble lovers, taking men when they can and accepting their leaving with as much apathy as they can muster. When they can get it, they like their sex rough, hard, exhaustive and as often as possible - this is one of the biggest chinks in their armor, so to speak. Once an Iron Dragon finds a lover that really satisfies her, she becomes quite attached to him. Though she insists on maintain her usual tough, heartless attitude, should he remain with her, he will find her behavior and attitude don't exactly mesh, whether it's her gruff bestowment of the nicest loot on him, the way she makes sure he eats first when they have food, or even clumsy, quickly taken back compliments about him. Should such a man be stolen from her, the Iron Dragon will go berserk and chase after the fool, allowing nothing to stand in her way. There are stories of an Iron Dragon fighting on with three arrows in their heart before collapsing to try and rescue their chosen lifemate. If he should leave her of his own accord, however, though she will try to act as though she doesn't care, the reality is that she will be heartbroken.
Type: Dragon
Habitat: Dense Forest, Broken Hills, Badlands
Disposition: Surly, Lustful, Greedy, Sly
Diet: Carnivorous
As White Dragons are to Chromatics, so Iron Dragons are to Metallics. Savage, brutish and bestial, many Iron Dragons are little more than thugs or muscle to those smart or strong enough to dominate them. Others live little better than beasts, roaming the wilderness and robbing and raping travellers to satisfy themselves. They are governed by their base passions - hunger, greed (they adore golden and silver coins), lust, the desire to be feared and respected - and very few feel any compulsion to rise above this. Not exceptionally clever, they can be outwitted with some effort and respond very easily to bribery and flattery. Groups of rather unscrupulous sorts, such as Goblin tribes, like to entice Iron Dragons into service, putting their formidable physical prowess to work towards their goals. More powerful creatures, such as Giants, simply brutalize Iron Dragons into obedience. It naturally gets harder to keep an Iron Dragon under control as she grows older and more powerful; sooner or later, she'll either break off on her own or be killed trying to do so, unless her masters are exceptionally smart or powerful themselves.
Iron Dragons are of medium height and build, armored with coarse, heavy scales - the reason they so favor dwelling in broken, difficult terrain is because their natural armor shields them. Few people would expect anyone to come charging through a dense patch of wickedly thorny briars to attack them, after all, and that is exactly what Iron Dragons both count on and are willing to do. As their name suggests, their scales are a dark metallic gray; as with Bronze Dragons, their eyes and hair are similarly coloured, but streaked with rusty brown. An Iron Dragon has three spiraling horns that curve one across each temple and one straight back over the top of her head. Because of their formidable strength and durable scales, they relish close combat, and they use their breath weapon, a bolt of electro-magnetic energy, to both electrocute a victim and draw them closer into reach of her terrible claws and fangs.
Iron Dragons are regarded as an embarrassment by pretty much all other Metallic Dragons, and many choose to drive them away should they meet them. Some more compassionate types, however, have taken it upon themselves to try and "civilize" Iron Dragons - typically Silver Dragons take this action, though Mithril, Brass and Copper Dragons have also been known to do so for their own reasons. Iron Dragons typically meet these attempts with surliness; as far as they are concerned, there's nothing wrong with their behavior or their antics, they are merely being "true to their inner nature". In fact, they resent the "superior" attitudes of other Metallic Dragons, as they feel that their cousins are hypocrites who deny their true nature - well, except for Mercury Dragons. They have a somewhat grudging respect for them, though the infamously mecurial nature of them tends to piss them off. When White Dragons and Iron Dragons meet, they tend to get on quite well - Iron Dragons absolutely hate Green Dragons, though; they find themselves too often manipulated, outsmarted and just plain humiliated by them to like them in the slightest.
Iron Dragons are rough and tumble lovers, taking men when they can and accepting their leaving with as much apathy as they can muster. When they can get it, they like their sex rough, hard, exhaustive and as often as possible - this is one of the biggest chinks in their armor, so to speak. Once an Iron Dragon finds a lover that really satisfies her, she becomes quite attached to him. Though she insists on maintain her usual tough, heartless attitude, should he remain with her, he will find her behavior and attitude don't exactly mesh, whether it's her gruff bestowment of the nicest loot on him, the way she makes sure he eats first when they have food, or even clumsy, quickly taken back compliments about him. Should such a man be stolen from her, the Iron Dragon will go berserk and chase after the fool, allowing nothing to stand in her way. There are stories of an Iron Dragon fighting on with three arrows in their heart before collapsing to try and rescue their chosen lifemate. If he should leave her of his own accord, however, though she will try to act as though she doesn't care, the reality is that she will be heartbroken.
Mercury Dragon
Spoiler: show
Family: Metallic
Type: Dragon/Shapeshifter
Habitat: Anywhere they want
Disposition: Mecurial, Whimsical
Diet: Omnivorous
Mercury Dragons are extremely hard to define, in terms of appearance. They are covered form head to toe in small, fine, mercury-silver scales and have clawed hands and feet, a long, whip-like, reptillian tail, and bat-like wings growing from their shoulders, but those are the only fixed aspects of their forms. Mecury Dragons have the innate ability to shift their shapes to a remarkable degree; while they cannot change their species, they can alter their forms in many other dramatic ways. A Mercury Dragon may have long, flowing hair one day, and then be totally bald the next, or sprout a mohawk-like crest of horns. She may be tall and muscular as an Amazon while being as flat as a Kappa, or built like a Goblin while sporting the breasts of a Holstaurus. Her tail may be smooth or ridged or covered in spikes. She may have flared spines growing from her shoulders, or pointy, elf-like ears, or anything she can imagine. And as soon as she decides she doesn't like the way she looks, she changes it. So fluid of form are Mercury Dragons that they are almost impossible to contain; by pushing their shapechanging powers to their limit, they can actually flow through things by assuming the consistency of mercury, transforming into a sentient and mobile puddle of goo. If they need to fight particularly hard, they can exhale gouts of a toxic vapor that poisons body and mind, slowly killing them and rendering them unable to see the Mercury Dragon.
There is a reason that another term for chaotic whimsy is "mercurial", and Mercury Dragons are mercurial to a fault. They are obsessed with experiencing new things and live entirely by their whims. Most other people consider Mercury Dragons to be a race of utter mad-mamono, and that's not entirely inaccurate. It is impossible to predict what a Mercury Dragon will do at any given moment, and they have no respect for anything or anyone that interfers. A Mercury Dragon may suddenly attack somebody that they were talking to, simply because they feel like seeing how good that person is at fighting, and will probably break off a fight half-way through because something else has caught her eye. They cannot stand to be bored, and are always travelling and taking up new interests and hobbies. Feeding them is a nightmare; they're very fussy about never eating the same thing twice, and will take a bite out of just about anything in their craving for new tastes.
When it comes to loving them, a Mercury Dragon can be a very difficult partner. For one, their obsession with trying out new things means that they are, while very satisfying lovers, somewhat overwhelming - think trying to go through every single position in the Karma Sutra in one sitting, and you've got some idea of how overbearing a Mercury Dragon can be as a lover. To say nothing of their constant picking up and dropping tastes and fetishes; just because she has a thing for, say, pregnant mermaids today doesn't mean she won't crave public BDSM (with or without a pregnant mermaid) tomorrow. Furthermore, Mercury Dragons are the most sexually open of all mamono and are, as far as anyone can tell, universally bisexual - any Mercury Dragon that appears to be hetereosexual or a lesbian is almost certainly merely "going through a phase", so to speak, in which they adhere specifically to lovers of one gender for their own amusement. They've even been known to "swing" through periods of devout chastity and/or nymphomania for the same purpose. Mercury Dragons almost never form permanent relationships, and most never come any closer than simply having a "stable" of people they enjoy having sex with whom they move between at random. Even if a Mercury Dragon does manage to find a man interesting enough to attach herself to him more or less permanently, she won't be monogamous - she will merely, in deference to her boyfriend, restrict her extramarital dalliances to lesbian affairs. And he had better accept not only that, but the fact that she may well decide to include him in a three-way or outright orgy.
Type: Dragon/Shapeshifter
Habitat: Anywhere they want
Disposition: Mecurial, Whimsical
Diet: Omnivorous
Mercury Dragons are extremely hard to define, in terms of appearance. They are covered form head to toe in small, fine, mercury-silver scales and have clawed hands and feet, a long, whip-like, reptillian tail, and bat-like wings growing from their shoulders, but those are the only fixed aspects of their forms. Mecury Dragons have the innate ability to shift their shapes to a remarkable degree; while they cannot change their species, they can alter their forms in many other dramatic ways. A Mercury Dragon may have long, flowing hair one day, and then be totally bald the next, or sprout a mohawk-like crest of horns. She may be tall and muscular as an Amazon while being as flat as a Kappa, or built like a Goblin while sporting the breasts of a Holstaurus. Her tail may be smooth or ridged or covered in spikes. She may have flared spines growing from her shoulders, or pointy, elf-like ears, or anything she can imagine. And as soon as she decides she doesn't like the way she looks, she changes it. So fluid of form are Mercury Dragons that they are almost impossible to contain; by pushing their shapechanging powers to their limit, they can actually flow through things by assuming the consistency of mercury, transforming into a sentient and mobile puddle of goo. If they need to fight particularly hard, they can exhale gouts of a toxic vapor that poisons body and mind, slowly killing them and rendering them unable to see the Mercury Dragon.
There is a reason that another term for chaotic whimsy is "mercurial", and Mercury Dragons are mercurial to a fault. They are obsessed with experiencing new things and live entirely by their whims. Most other people consider Mercury Dragons to be a race of utter mad-mamono, and that's not entirely inaccurate. It is impossible to predict what a Mercury Dragon will do at any given moment, and they have no respect for anything or anyone that interfers. A Mercury Dragon may suddenly attack somebody that they were talking to, simply because they feel like seeing how good that person is at fighting, and will probably break off a fight half-way through because something else has caught her eye. They cannot stand to be bored, and are always travelling and taking up new interests and hobbies. Feeding them is a nightmare; they're very fussy about never eating the same thing twice, and will take a bite out of just about anything in their craving for new tastes.
When it comes to loving them, a Mercury Dragon can be a very difficult partner. For one, their obsession with trying out new things means that they are, while very satisfying lovers, somewhat overwhelming - think trying to go through every single position in the Karma Sutra in one sitting, and you've got some idea of how overbearing a Mercury Dragon can be as a lover. To say nothing of their constant picking up and dropping tastes and fetishes; just because she has a thing for, say, pregnant mermaids today doesn't mean she won't crave public BDSM (with or without a pregnant mermaid) tomorrow. Furthermore, Mercury Dragons are the most sexually open of all mamono and are, as far as anyone can tell, universally bisexual - any Mercury Dragon that appears to be hetereosexual or a lesbian is almost certainly merely "going through a phase", so to speak, in which they adhere specifically to lovers of one gender for their own amusement. They've even been known to "swing" through periods of devout chastity and/or nymphomania for the same purpose. Mercury Dragons almost never form permanent relationships, and most never come any closer than simply having a "stable" of people they enjoy having sex with whom they move between at random. Even if a Mercury Dragon does manage to find a man interesting enough to attach herself to him more or less permanently, she won't be monogamous - she will merely, in deference to her boyfriend, restrict her extramarital dalliances to lesbian affairs. And he had better accept not only that, but the fact that she may well decide to include him in a three-way or outright orgy.
Mithril Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Celestia, Makai
Disposition: Devoted, Enigmatic, Singleminded
Diet: Omnivorous
Mithral Dragons are very rarely seen in the mortal world, but they are without question the mightiest of all Metallic Dragons - loath though the Gold Dragons be to admit it. Though not the tallest nor the bustiest of their kind, Mithral Dragons are composed, dignified and classically beautiful in appearance. Fine scales cover their limbs, cheeks and stomach; very young Mithril Dragons have icy white scales, but as they age, these darken to pure silver with intricate streaks of purest white, the same color as their eyes and hair. They bear a long, flexible tail and an intricate, almost tiara-like arrangement of horns on their head, which normally lie flat, but grow erect when the Mithril Dragon is excited - particularly extreme emotions also cause energy to flare up around her horns and talons. Unlike other dragons, a Mithril Dragon appears to have no wings. Appears. Should a Mithril Dragon desire to fly, magnificent wings of purest light spring into being from her shoulders, easily bearing her aloft.
Mithril Dragons are secretive and powerful for one major reason; they are all innately gifted in the oracular arts, natural prophets who can foresee the myriad paths and possibilities of the future. As most Mithril Dragons will explain, though the majority do go through a period of believing the future to be immutable, there is no such thing as "destiny" or "fate"; the true gift of the oracle is the power to perceive the possibilities that can arise from something specific, from most likely to least likely. The test of a true oracle is to manipulate events so that the desired future is the one that comes to pass. Mithril Dragons are thusly invariably devoted to pursuing some grand scheme or other; it may be to their benefit, or maybe the benefit of another individual, but they always have something driving them. To stand against them is a foolish thing; they have little tolerance for even unthinking interference, and many of them are so caught up in their drives and machinations that they will not even think to explain themselves, pitting them in opposition even to those who may potentially have been allies, or at least not threats. Not only are Mithril Dragons inhumanly strong, amongst the strongest of all mortal creatures, their prophetic powers enable them to better evade and attack their foes. Furthermore, they possess the ability to launch devastating beams of pure light from their mouths, incinerating and blinding those who are opposed to them, and should they be so hard pressed as to bite, then cinders of pure light will remain in the wounds, searing them from the inside out. They can twist space at will, allowing them to dart from foe to foe while slashing them with claw or blade, or violently rend the fabric of space, telporting away in a great flare of dazzling, incinerating radiance. Needless to say, few who a Mithril Dragon thinks should die ever survive.
Perhaps the saddest aspect of the power of the Mithril Dragons is that most of them do not believe in love. Even when their goals do not set them to manipulating the breeding of "lesser peoples", they approach matters such as sex and procreation with a cold, efficient mindset - because they have very good control over their libidos, most only have sex when it serves some purpose, be it to get a target to drop their guard so she can assassinate them or for the simple purpose of impregnating her because she "needs" a child as part of her goals. However, just because they don't believe in love does not mean they can't feel it. It's a rare thing, but it is possible for a Mithril Dragon to fall in love - and she is never more confused or vulnerable than she is when it happens.
Type: Dragon
Habitat: Celestia, Makai
Disposition: Devoted, Enigmatic, Singleminded
Diet: Omnivorous
Mithral Dragons are very rarely seen in the mortal world, but they are without question the mightiest of all Metallic Dragons - loath though the Gold Dragons be to admit it. Though not the tallest nor the bustiest of their kind, Mithral Dragons are composed, dignified and classically beautiful in appearance. Fine scales cover their limbs, cheeks and stomach; very young Mithril Dragons have icy white scales, but as they age, these darken to pure silver with intricate streaks of purest white, the same color as their eyes and hair. They bear a long, flexible tail and an intricate, almost tiara-like arrangement of horns on their head, which normally lie flat, but grow erect when the Mithril Dragon is excited - particularly extreme emotions also cause energy to flare up around her horns and talons. Unlike other dragons, a Mithril Dragon appears to have no wings. Appears. Should a Mithril Dragon desire to fly, magnificent wings of purest light spring into being from her shoulders, easily bearing her aloft.
Mithril Dragons are secretive and powerful for one major reason; they are all innately gifted in the oracular arts, natural prophets who can foresee the myriad paths and possibilities of the future. As most Mithril Dragons will explain, though the majority do go through a period of believing the future to be immutable, there is no such thing as "destiny" or "fate"; the true gift of the oracle is the power to perceive the possibilities that can arise from something specific, from most likely to least likely. The test of a true oracle is to manipulate events so that the desired future is the one that comes to pass. Mithril Dragons are thusly invariably devoted to pursuing some grand scheme or other; it may be to their benefit, or maybe the benefit of another individual, but they always have something driving them. To stand against them is a foolish thing; they have little tolerance for even unthinking interference, and many of them are so caught up in their drives and machinations that they will not even think to explain themselves, pitting them in opposition even to those who may potentially have been allies, or at least not threats. Not only are Mithril Dragons inhumanly strong, amongst the strongest of all mortal creatures, their prophetic powers enable them to better evade and attack their foes. Furthermore, they possess the ability to launch devastating beams of pure light from their mouths, incinerating and blinding those who are opposed to them, and should they be so hard pressed as to bite, then cinders of pure light will remain in the wounds, searing them from the inside out. They can twist space at will, allowing them to dart from foe to foe while slashing them with claw or blade, or violently rend the fabric of space, telporting away in a great flare of dazzling, incinerating radiance. Needless to say, few who a Mithril Dragon thinks should die ever survive.
Perhaps the saddest aspect of the power of the Mithril Dragons is that most of them do not believe in love. Even when their goals do not set them to manipulating the breeding of "lesser peoples", they approach matters such as sex and procreation with a cold, efficient mindset - because they have very good control over their libidos, most only have sex when it serves some purpose, be it to get a target to drop their guard so she can assassinate them or for the simple purpose of impregnating her because she "needs" a child as part of her goals. However, just because they don't believe in love does not mean they can't feel it. It's a rare thing, but it is possible for a Mithril Dragon to fall in love - and she is never more confused or vulnerable than she is when it happens.
Orium Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Ancient Ruins, especially in Jungles
Disposition: Adventurous, Contemplative, Organized
Diet: Omnivorous
Orium Dragons are fascinated with history and so are invariably drawn to establish themselves amidst the ruins of ancient civilisations and lost empires; they delve into the lore of antiquities and surround themselves with relics of times long gone. This passion for exploring and claiming forgotten treasures and locales leads many to become adventurers - those that don't instead support adventurers as patrons, living vicariously through them. The best of Orium Dragons become the custodians of museums and similar organizations, displaying their collections and their dilligence for organizing and cataloguing even the most minute or innocuous-seeming items. Most, however, are fiercely private collectors who jealously suspect others of plotting to steal their treasures and take extreme steps to defend themselves.
Orium Dragons are short, but slender and lithe, an almost feline-like build in the eyes of many, particularly in their scaled, paw-like feet. An Orium's tail is extremely long, slender, and prehensile, easily functioning like a third arm. Their scales and hair (which is typically worn in dreadlocks) are a kind of golden-red in color, the same as the mystical metal from which they take their name. Oriums have relatively small, sail-like wings that grow on either side of their spine, and their golden-yellow eyes are prone to weakness, a condition not aided by their racial tendency to spend long hours pouring over thick tomes. The result is that many Orium Dragons need to wear eyeglasses of some kind. While not especially adept at climbing or swimming, Oriums do have considerable strength and stamina, and their powerful prehensile tails make for a surprising and brutal weapon. If sorely pressed, they can unleash a gout of corrosive vapors, which will then colaesce into the shape of a vaporous serpent and continue to attack their assailant. It will die with a single strike, but when it does, the fumes will be reabsorbed by the Orium Dragon, who can then promptly unleash them again.
Oriums take lovers as the mood pleases them; adventuring Oriums, particularly, are quite happy to just shack up with a handsome man to blow off some steam. For establishing permanent relationships, though, Oriums tend to be most drawn to those who share their interests in adventuring, antiquities, or both; as many Oriums have married men whose personal libraries led them to items and places they sought as have married men who acted on the Orium's orders to retrieve a relic, or who travelled with her to find a lost city
Type: Dragon
Habitat: Ancient Ruins, especially in Jungles
Disposition: Adventurous, Contemplative, Organized
Diet: Omnivorous
Orium Dragons are fascinated with history and so are invariably drawn to establish themselves amidst the ruins of ancient civilisations and lost empires; they delve into the lore of antiquities and surround themselves with relics of times long gone. This passion for exploring and claiming forgotten treasures and locales leads many to become adventurers - those that don't instead support adventurers as patrons, living vicariously through them. The best of Orium Dragons become the custodians of museums and similar organizations, displaying their collections and their dilligence for organizing and cataloguing even the most minute or innocuous-seeming items. Most, however, are fiercely private collectors who jealously suspect others of plotting to steal their treasures and take extreme steps to defend themselves.
Orium Dragons are short, but slender and lithe, an almost feline-like build in the eyes of many, particularly in their scaled, paw-like feet. An Orium's tail is extremely long, slender, and prehensile, easily functioning like a third arm. Their scales and hair (which is typically worn in dreadlocks) are a kind of golden-red in color, the same as the mystical metal from which they take their name. Oriums have relatively small, sail-like wings that grow on either side of their spine, and their golden-yellow eyes are prone to weakness, a condition not aided by their racial tendency to spend long hours pouring over thick tomes. The result is that many Orium Dragons need to wear eyeglasses of some kind. While not especially adept at climbing or swimming, Oriums do have considerable strength and stamina, and their powerful prehensile tails make for a surprising and brutal weapon. If sorely pressed, they can unleash a gout of corrosive vapors, which will then colaesce into the shape of a vaporous serpent and continue to attack their assailant. It will die with a single strike, but when it does, the fumes will be reabsorbed by the Orium Dragon, who can then promptly unleash them again.
Oriums take lovers as the mood pleases them; adventuring Oriums, particularly, are quite happy to just shack up with a handsome man to blow off some steam. For establishing permanent relationships, though, Oriums tend to be most drawn to those who share their interests in adventuring, antiquities, or both; as many Oriums have married men whose personal libraries led them to items and places they sought as have married men who acted on the Orium's orders to retrieve a relic, or who travelled with her to find a lost city
Silver Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Mountains, Cloud Castles, Anywhere
Disposition: Honorable, Dutiful, Heroic
Diet: Carnivorous
Silver Dragons are one of the most powerful of the Metallic Dragons, though Golds are generally considered to have more raw strength and endurance (Silvers being faster and more agile), but they are certainly the most respected. Silver Dragons are honorable and dutiful, and most temper this with a sense of compassion and nobility that makes them natural heroes. Unlike Bronze Dragons, they are usually able to put a sense of temperance to their dutifulness rather than strictly adhering to the letter of the law, though they do have the sad habit of adhering to their word even if this places them in the wrong or in opposition to those they would normally have no quarrel with. Only the most extenuating of circumstances will persuade a Silver Dragon to break an agreement - primarily, the one they have given their word to must have broken their part of the deal first. With a racial inclination to wanderlust, and a genuine fascination with other races, Silver Dragons are, not without reason, considered a breed of draconic knights-errant, wandering the land to perform noble deeds and indulge their curiosity about how other peoples live. Silver Dragons are natural enemies of Red Dragons and Black Dragons, considering the former to be hot-headed, arrogant bullies and absolutely despising the latter for reasons that should be obvious. That said, as noble as the race as a whole is, there are some "bad apples", so to speak. Even the most corrupt of Silvers still adheres fiercely to its own personal code of honor, but they are merciless, cruel and vicious, often serving as tyrants (or aids to such) or striving to remake the world to their own particular definition.
Silver Dragons are striking in appearance; tall and slender, but well built and athletically toned, with long, fine, well-cared-for silver hair, palest skin, elegant hands and feet whose razor-sharp claws are nevertheless surprisingly delicate looking, a long, whip-like tail, delicate silver scales on their limbs, tail and cheeks, a set of long, backswept horns that emerge from their temples, and large, proud wings. Do not mistake their beauty for weakness! Silver Dragons are much stronger than they look, are perhaps the fastest and most manueverable of flying dragons, and not only do they possess devastating breath weapons of freezing mist, the outermost edges of their wings are exceedingly dense and sharp, allowing a Silver to use them like giant swords to slash at anyone who might be foolish enough to try and flank them. Silvers are noted for their cool, sweet personal scent, like rain and evergreen needles.
Silver Dragons are amonst the most chaste of the Dragons. This is not because they dislike sex, but they are bound by twin constraints. The firstly is that they will only mate with men they consider to be "worthy", men who display a moral character and strength of will that matches the ideals and personality of the Silver herself. Secondly, the Silvers, as a race, are somewhat afraid of sex - to make love is one of the most intimate, trusting and open positions to be in, and with their racial drive to adhere to their word, Silvers are afraid of both having their hearts broken by their lover taking advantage of their vulnerability and of saying something rash while overwhelmed by the pleasure and being forced to live up to it. Silver Dragon courtships are slow, cautious and delicate affairs, and they will not say such things as "I love you" or "will you marry me" unless they are absolutely 100% certain in their hearts and souls that they mean it. Once they are willing to come to bed, however, they are quite... enthusiastic.
Type: Dragon
Habitat: Mountains, Cloud Castles, Anywhere
Disposition: Honorable, Dutiful, Heroic
Diet: Carnivorous
Silver Dragons are one of the most powerful of the Metallic Dragons, though Golds are generally considered to have more raw strength and endurance (Silvers being faster and more agile), but they are certainly the most respected. Silver Dragons are honorable and dutiful, and most temper this with a sense of compassion and nobility that makes them natural heroes. Unlike Bronze Dragons, they are usually able to put a sense of temperance to their dutifulness rather than strictly adhering to the letter of the law, though they do have the sad habit of adhering to their word even if this places them in the wrong or in opposition to those they would normally have no quarrel with. Only the most extenuating of circumstances will persuade a Silver Dragon to break an agreement - primarily, the one they have given their word to must have broken their part of the deal first. With a racial inclination to wanderlust, and a genuine fascination with other races, Silver Dragons are, not without reason, considered a breed of draconic knights-errant, wandering the land to perform noble deeds and indulge their curiosity about how other peoples live. Silver Dragons are natural enemies of Red Dragons and Black Dragons, considering the former to be hot-headed, arrogant bullies and absolutely despising the latter for reasons that should be obvious. That said, as noble as the race as a whole is, there are some "bad apples", so to speak. Even the most corrupt of Silvers still adheres fiercely to its own personal code of honor, but they are merciless, cruel and vicious, often serving as tyrants (or aids to such) or striving to remake the world to their own particular definition.
Silver Dragons are striking in appearance; tall and slender, but well built and athletically toned, with long, fine, well-cared-for silver hair, palest skin, elegant hands and feet whose razor-sharp claws are nevertheless surprisingly delicate looking, a long, whip-like tail, delicate silver scales on their limbs, tail and cheeks, a set of long, backswept horns that emerge from their temples, and large, proud wings. Do not mistake their beauty for weakness! Silver Dragons are much stronger than they look, are perhaps the fastest and most manueverable of flying dragons, and not only do they possess devastating breath weapons of freezing mist, the outermost edges of their wings are exceedingly dense and sharp, allowing a Silver to use them like giant swords to slash at anyone who might be foolish enough to try and flank them. Silvers are noted for their cool, sweet personal scent, like rain and evergreen needles.
Silver Dragons are amonst the most chaste of the Dragons. This is not because they dislike sex, but they are bound by twin constraints. The firstly is that they will only mate with men they consider to be "worthy", men who display a moral character and strength of will that matches the ideals and personality of the Silver herself. Secondly, the Silvers, as a race, are somewhat afraid of sex - to make love is one of the most intimate, trusting and open positions to be in, and with their racial drive to adhere to their word, Silvers are afraid of both having their hearts broken by their lover taking advantage of their vulnerability and of saying something rash while overwhelmed by the pleasure and being forced to live up to it. Silver Dragon courtships are slow, cautious and delicate affairs, and they will not say such things as "I love you" or "will you marry me" unless they are absolutely 100% certain in their hearts and souls that they mean it. Once they are willing to come to bed, however, they are quite... enthusiastic.
Steel Dragon
Spoiler: show
Family: Metallic
Type: Dragon
Habitat: Civilization
Disposition: Friendly, Rebellious
Diet: Omnivorous
Steel Dragons are, without a doubt, the most sociable of any dragon in existence. They are fascinated by other races, and eagerly relate to them for reasons that vary from admiration to greed. They are small and slightly built, with very pale skin, shield-shaped scales, and a variety of metallic gray hues in their eyes, scales and hair. Blade-like frills of organic steel sprout from their knuckles, elbows and knees, and their unique wings are comprised of feather-like arrays of long, blade-shaped scales; when a Steel Dragon folds her wings, the blades slot together until it looks like she has a pair of giant half-folded switchblade knives on her back. Their ears are long and elven, but point backwards, and the scales that grow on them almost make them look like blades. While a Steel Dragon's wings are razor sharp and hard as metal, her frills are actually soft and pliable, being merely particularly large scales. In fact, they are actually very sensitive, and touching them gently is a good way to get a Steel Dragon "in the mood". You can tell if she's getting excited because they grow harder and firmer as blood is pumped into them.
While Steel Dragons do typically try to set themselves up comfortably, making shrewd investments in properties and businesses and outfitting their stately homes with ars, antiquities, tomes, magic items, finery and well-trained servants, they are famous for their absolute distrust of authority. Total authority is, in their world view, unquestionably "The Enemy"; only if it maintains order flexibly can the law be said to serve its purpose, that is what they say. They are committed agents for social freedoms, and also devout rebels against societies they consider intolerably rigid or tyrannical. In fact, they can become so devoted to the ideal of freedom that they can blind themselves to the costs of their revolution. More than one Steel Dragon has, in her efforts to overthrow some tyranny or other, lost friends, family, even her home when she bit off more than she could chew. They are quite commonly found as adventurers, especially in bands that operate on the fringes of established order and/or which are devoted to fighting despots. Steel Dragons are seen fairly often with Silver Dragons, but the two kindred breeds are both hesitant and distrustful of each other, for obvious reasons. Conversely, Steel Dragons absolutely hate Bronze Dragons, and aren't much fonder of Gold Dragons - they make it their mission in life to disrupt and defeat them and their petty tyrannies wherever they meet them.
In cities, Steel Dragons tend to gravitate towards the "rebel" areas - the places where the young and wild, and those genuinely disaffected with social laws, hang out. Wild parties that last all night, underground clubs, seedy bars pulsing with raw excitement and resentment, these draw Steel Dragons like iron fillings to a magnet. Here, they can indulge their appetites for both social interaction and rebellion. Steel Dragons have considerable physical appetites as well, making such gatherings a good place to drink, eat and screw until they feel ready to burst.
Steel Dragons are very loving, inventive mates, who are attracted to fellow free spirits and enjoy testing out new positions and actions in the bedroom. They are known for their passion and can be rather over the top in expressing their pleasure. Some places actually get insurance policies specifically to cover the damage that a Steel Dragon can cause while having sex - which ranges from shattering pottery and glass with her ecstatic screams to literally tearing the furniture apart in her arousal.
Type: Dragon
Habitat: Civilization
Disposition: Friendly, Rebellious
Diet: Omnivorous
Steel Dragons are, without a doubt, the most sociable of any dragon in existence. They are fascinated by other races, and eagerly relate to them for reasons that vary from admiration to greed. They are small and slightly built, with very pale skin, shield-shaped scales, and a variety of metallic gray hues in their eyes, scales and hair. Blade-like frills of organic steel sprout from their knuckles, elbows and knees, and their unique wings are comprised of feather-like arrays of long, blade-shaped scales; when a Steel Dragon folds her wings, the blades slot together until it looks like she has a pair of giant half-folded switchblade knives on her back. Their ears are long and elven, but point backwards, and the scales that grow on them almost make them look like blades. While a Steel Dragon's wings are razor sharp and hard as metal, her frills are actually soft and pliable, being merely particularly large scales. In fact, they are actually very sensitive, and touching them gently is a good way to get a Steel Dragon "in the mood". You can tell if she's getting excited because they grow harder and firmer as blood is pumped into them.
While Steel Dragons do typically try to set themselves up comfortably, making shrewd investments in properties and businesses and outfitting their stately homes with ars, antiquities, tomes, magic items, finery and well-trained servants, they are famous for their absolute distrust of authority. Total authority is, in their world view, unquestionably "The Enemy"; only if it maintains order flexibly can the law be said to serve its purpose, that is what they say. They are committed agents for social freedoms, and also devout rebels against societies they consider intolerably rigid or tyrannical. In fact, they can become so devoted to the ideal of freedom that they can blind themselves to the costs of their revolution. More than one Steel Dragon has, in her efforts to overthrow some tyranny or other, lost friends, family, even her home when she bit off more than she could chew. They are quite commonly found as adventurers, especially in bands that operate on the fringes of established order and/or which are devoted to fighting despots. Steel Dragons are seen fairly often with Silver Dragons, but the two kindred breeds are both hesitant and distrustful of each other, for obvious reasons. Conversely, Steel Dragons absolutely hate Bronze Dragons, and aren't much fonder of Gold Dragons - they make it their mission in life to disrupt and defeat them and their petty tyrannies wherever they meet them.
In cities, Steel Dragons tend to gravitate towards the "rebel" areas - the places where the young and wild, and those genuinely disaffected with social laws, hang out. Wild parties that last all night, underground clubs, seedy bars pulsing with raw excitement and resentment, these draw Steel Dragons like iron fillings to a magnet. Here, they can indulge their appetites for both social interaction and rebellion. Steel Dragons have considerable physical appetites as well, making such gatherings a good place to drink, eat and screw until they feel ready to burst.
Steel Dragons are very loving, inventive mates, who are attracted to fellow free spirits and enjoy testing out new positions and actions in the bedroom. They are known for their passion and can be rather over the top in expressing their pleasure. Some places actually get insurance policies specifically to cover the damage that a Steel Dragon can cause while having sex - which ranges from shattering pottery and glass with her ecstatic screams to literally tearing the furniture apart in her arousal.
Blizzard Dragon
Spoiler: show
Family: Catastrophic
Type: Dragon/Elemental
Habitat: Artic regions and High Mountains
Disposition: Cold, Reserved, Clinical, Ruthless
Diet: Carnivorous, though they do have a soft spot for frozen sweets
In the deepest regions of cold and ice, in the places where the warmth of spring is but a legend and summer never comes, that is where one may find the creatures known as Blizzard Dragons. Once, it is said, they were White Dragons who craved power and respect, and who foolishly trusted a powerful mamono of ice and chill known as Umboras, Lady of the Rimefire. Most stories claim that she was an elemental lord, a creature of raw elemental power and by nature untrustworthy and unpredictable. A few stories instead claim that she was of the Winter Court, a proud, cold-hearted archfey from the endless icelands of Faerie. Wherever she was from, none know, but all agree that she was not to be trusted - alas, that is what those ancient White Dragons did. Leading them to a place of endless cold, where the sun had never shone and fire had never been brought before, she gave them their "wish". With chains of unmelting ice she bound them, and with sheets of hoarfrost she entombed them alive, leaving them locked in the cold, dark for a year and day without respite. Only after that agonizing span of time did she shatter their obscene frigid wombs; but what crawled from amidst the ruins bore scarce resemblance to what had gone in.
The Blizzard Dragon is no taller than the White Dragon, but is slender and supple, not strong and muscular like she once was. Her wings remain the same, though they are now perpetually rime-encrusted and this robs her of her skill in the air, but her crest is gone, replaced with a six-spined "crown" of icicle-like horns, and her claws are thin and delicate, not the brutal tearing icepicks they once were. The scales of a Blizzard Dragon, which cover her entire body, are sleet gray, shot with rivulet patterns of snowy white, and even her hair is a frozen gray-white hue. Her fangs and claws resemble icicles in color, and her eyes are a dead white hue. Perhaps the greatest change of all, and possibly the reason that Blizzard Dragons wear clothes (in contrast to White Dragons, who happily wear nothing at all to show off their indifference to the cold and polite society alike), is their heart. It can be seen glowing through the flesh of their torso, from the front or back, burning like a knot of cold, blue-white flame.
While her great strength is gone, and her breath weapon has been stolen from her, a Blizzard Dragon possesses strange cryomatic powers. Freezing cold, gale force winds swirl and dance around them constantly, buffetting aside those who would approach her with hostile intent, and once she is no longer an infant, any Blizzard Dragon can, with an effort of will, cause this winds to pick up in ferocity, conjuring a short-lived gale of flesh-searing cold and blinding snow around themselves - this, perhaps, is the source of their title. They absorb cold attacks directed against them, strengthening their aura of frigid winds for an instant, and once they have left infancy, attacking them in melee is a fool's prospect - their blood is an icy blue color, and radiates a biting chill that can freeze anyone around the Blizzard Dragon should it be drawn. If she is severely injured, her life's blood brings forth another deep freeze, and the most powerful Blizzard Dragons can, once they reach this state, unleash a surge of cold so powerful it can literally freeze those attacking her solid. Even without these tricks, if forced into melee, their touch is cold enough to strip flesh from bone with a casual caress.
Precisely how the Blizzard Dragons escaped from Umboras is a matter of mystery, of which they themselves will say nothing. Some say that the first Blizzards learned at her feet as long as possible, then betrayed her, or murdered her - some say they imprisoned her in a place of elemental fire, others that they immobilized her and vivisected her with her own icy blades. Those who speak of Umboras as having been an archfey claim that she lost control over her creations thanks to the machinations of her rival; Koliada, the dreaded Winter Witch. Whatever the cause, Blizzard Dragons now suffer none to claim to be their masters; they will be equals or superiors to those they work with, but never will they tolerate an inferior position. Most, in fact, prefer to avoid interacting with others at all. While fire and heat do not especially hurt them, they find it particularly discomforting, even painful, and so they retreat to the deepest, most permanent areas of cold they can find, often quarreling over choice lairs with Frost Giants, Yeti, and other artic mamono - even White Dragons, though their "cousins" typically give way to a Blizzard Dragon, out of equal parts fear, pity and sympathy. A Blizzard Dragon is most likely to only be seen in more temperate regions during the winter, and even then they are most likely to be seen when mighty blizzards scour the land - another source of their moniker.
Blizzard Dragons are surprisingly artistic and regal creatures, not rough and tumble tomboys like White Dragons. Settling in deep mountain or underground caves, or in glaciers and even icebergs, they display a surprising knack for sculpting and refining their territory's landscape, shaping and moulding it into weirdly beautiful, yet often functional, residences. They primarily work with the stone and ice, using their powers to cover over stone and rock,. but stone is often a secondary medium to their works. Many Blizzard Dragons also make sculptures for the pure sake of decoration. They are most commonly seen in the company of Frost Giants, and that may influence their behaviors. Still, a person who comes to an artic dragon's lair expecting to find a nude White Dragon scratching her buttocks on a rough pallet of stones, only to find a Blizzard Dragon clad in the finest of polar fur robes in the middle of an ice manor that rivals or even exceeds the beauty of any southerly emperor's palace, is understandably typically overwhelmed.
Blizzard Dragons approach courtship with greatest caution; while they do privately yearn for company as much as any White Dragon, perhaps more so, they will not tolerate a man who tries to dominate them - even more so than any other, such an effort will be met with relentless, even vicious retribution by the Blizzard Dragon in question. Beyond that, and unlike White Dragons, Blizzard Dragons don't seem to have any particular preferences in their lovers. While there are claims of them most appreciating a "cold beauty" or "statuesque appearance", this may be more cliche and rumor than anything.
Type: Dragon/Elemental
Habitat: Artic regions and High Mountains
Disposition: Cold, Reserved, Clinical, Ruthless
Diet: Carnivorous, though they do have a soft spot for frozen sweets
In the deepest regions of cold and ice, in the places where the warmth of spring is but a legend and summer never comes, that is where one may find the creatures known as Blizzard Dragons. Once, it is said, they were White Dragons who craved power and respect, and who foolishly trusted a powerful mamono of ice and chill known as Umboras, Lady of the Rimefire. Most stories claim that she was an elemental lord, a creature of raw elemental power and by nature untrustworthy and unpredictable. A few stories instead claim that she was of the Winter Court, a proud, cold-hearted archfey from the endless icelands of Faerie. Wherever she was from, none know, but all agree that she was not to be trusted - alas, that is what those ancient White Dragons did. Leading them to a place of endless cold, where the sun had never shone and fire had never been brought before, she gave them their "wish". With chains of unmelting ice she bound them, and with sheets of hoarfrost she entombed them alive, leaving them locked in the cold, dark for a year and day without respite. Only after that agonizing span of time did she shatter their obscene frigid wombs; but what crawled from amidst the ruins bore scarce resemblance to what had gone in.
The Blizzard Dragon is no taller than the White Dragon, but is slender and supple, not strong and muscular like she once was. Her wings remain the same, though they are now perpetually rime-encrusted and this robs her of her skill in the air, but her crest is gone, replaced with a six-spined "crown" of icicle-like horns, and her claws are thin and delicate, not the brutal tearing icepicks they once were. The scales of a Blizzard Dragon, which cover her entire body, are sleet gray, shot with rivulet patterns of snowy white, and even her hair is a frozen gray-white hue. Her fangs and claws resemble icicles in color, and her eyes are a dead white hue. Perhaps the greatest change of all, and possibly the reason that Blizzard Dragons wear clothes (in contrast to White Dragons, who happily wear nothing at all to show off their indifference to the cold and polite society alike), is their heart. It can be seen glowing through the flesh of their torso, from the front or back, burning like a knot of cold, blue-white flame.
While her great strength is gone, and her breath weapon has been stolen from her, a Blizzard Dragon possesses strange cryomatic powers. Freezing cold, gale force winds swirl and dance around them constantly, buffetting aside those who would approach her with hostile intent, and once she is no longer an infant, any Blizzard Dragon can, with an effort of will, cause this winds to pick up in ferocity, conjuring a short-lived gale of flesh-searing cold and blinding snow around themselves - this, perhaps, is the source of their title. They absorb cold attacks directed against them, strengthening their aura of frigid winds for an instant, and once they have left infancy, attacking them in melee is a fool's prospect - their blood is an icy blue color, and radiates a biting chill that can freeze anyone around the Blizzard Dragon should it be drawn. If she is severely injured, her life's blood brings forth another deep freeze, and the most powerful Blizzard Dragons can, once they reach this state, unleash a surge of cold so powerful it can literally freeze those attacking her solid. Even without these tricks, if forced into melee, their touch is cold enough to strip flesh from bone with a casual caress.
Precisely how the Blizzard Dragons escaped from Umboras is a matter of mystery, of which they themselves will say nothing. Some say that the first Blizzards learned at her feet as long as possible, then betrayed her, or murdered her - some say they imprisoned her in a place of elemental fire, others that they immobilized her and vivisected her with her own icy blades. Those who speak of Umboras as having been an archfey claim that she lost control over her creations thanks to the machinations of her rival; Koliada, the dreaded Winter Witch. Whatever the cause, Blizzard Dragons now suffer none to claim to be their masters; they will be equals or superiors to those they work with, but never will they tolerate an inferior position. Most, in fact, prefer to avoid interacting with others at all. While fire and heat do not especially hurt them, they find it particularly discomforting, even painful, and so they retreat to the deepest, most permanent areas of cold they can find, often quarreling over choice lairs with Frost Giants, Yeti, and other artic mamono - even White Dragons, though their "cousins" typically give way to a Blizzard Dragon, out of equal parts fear, pity and sympathy. A Blizzard Dragon is most likely to only be seen in more temperate regions during the winter, and even then they are most likely to be seen when mighty blizzards scour the land - another source of their moniker.
Blizzard Dragons are surprisingly artistic and regal creatures, not rough and tumble tomboys like White Dragons. Settling in deep mountain or underground caves, or in glaciers and even icebergs, they display a surprising knack for sculpting and refining their territory's landscape, shaping and moulding it into weirdly beautiful, yet often functional, residences. They primarily work with the stone and ice, using their powers to cover over stone and rock,. but stone is often a secondary medium to their works. Many Blizzard Dragons also make sculptures for the pure sake of decoration. They are most commonly seen in the company of Frost Giants, and that may influence their behaviors. Still, a person who comes to an artic dragon's lair expecting to find a nude White Dragon scratching her buttocks on a rough pallet of stones, only to find a Blizzard Dragon clad in the finest of polar fur robes in the middle of an ice manor that rivals or even exceeds the beauty of any southerly emperor's palace, is understandably typically overwhelmed.
Blizzard Dragons approach courtship with greatest caution; while they do privately yearn for company as much as any White Dragon, perhaps more so, they will not tolerate a man who tries to dominate them - even more so than any other, such an effort will be met with relentless, even vicious retribution by the Blizzard Dragon in question. Beyond that, and unlike White Dragons, Blizzard Dragons don't seem to have any particular preferences in their lovers. While there are claims of them most appreciating a "cold beauty" or "statuesque appearance", this may be more cliche and rumor than anything.
Spoiler: show
Family: Catastrophic
Type: Dragon/Elemental
Habitat: Mountains, Ruins, Caverns, Plains
Disposition: Wary, Nomadic, Loner, Temperamental
Diet: Carnivorous
Earthquake Dragons are stunning creatures; like all Catastrophic Dragons, their dual nature is writ large upon their flesh. They are covered from head to toe in scales of solid rock, not quite rough enough to actually hurt when brushed against flesh, but definately not smooth and glossy like is normal for dragons. They are tall, muscular and busty mamono, with heads adorned with horn-like protrusions of rock and dark hair and eyes. Their great bat-like wings have membranes of thin basalt and struts of solid granite - the amazing thing is not that they are slow, clumsy fliers, but rather that they can fly at all. They are, however, able to move through even the roughest rocky terrain without problem, and are skilled burrowers. Like all Catastrophic Dragons, they have no breath weapon, but they can command the very earth below them with but a thought. If given time to focus, they can cause the earth to shake and hurl opponents from their feet - once they are out of infancy, as their name suggests, they can also build up into unleashing a powerful, especially violent tremor. Young Earthquake Dragons also develop the ability to make the earth literally bite their foes, tendrils of stone flowing up like water to crush and restrain an assailant - if they fail to break free, then the tendrils will infuse them with geomantic "venom" and petrify them. When fighting an Earthquake Dragon of any age, even an infant, throwing them around will cause a sympathetic tremor that can knock those close to them prone.
Few ever meet an Earthquake Dragon in the flesh, and for many that is regarded as a good thing. When the earth itself starts to buckle and heave, when buildings topple and streets split as the very ground underfoot writhes, it is one of the more terrifying displays of the natural world's power - and one that people who know of them will often blame on the Earthquake Dragon. And, perhaps, sometimes, this truly is the case. More often, though, they are blaming the Earthquake Dragon as a scapegoat - not that the Dragons themselves mind this, so long as it keeps people away. In fact, settlements that have been destroyed by earthquake and subsequently abandoned are prime lairing grounds for them, as are regions prone to seismic activity in general... but even then, an Earthquake Dragon is willing to move at the slightest sign of danger. For all their great power, Earthquake Dragons live in eternal fear, taught from their mother's teats that a great enemy exists who will hunt them wherever they go and whom they must never allow to catch them.
But what entity could possibly strike fear into the heart of a dragon, never mind a whole breed of them? Their supposed mother, a monstrous earth elemental known as Balcoth, the Groaning Queen. The first Earthquake Dragons, or so they say, were all manner of dragons bound closely to the earth - Grays and Browns and Adamantines, perhaps even Irons and Purples. Until they came to the attention of Balcoth. These walking mountain of a mamono was apparently barren, or so the stories go - some claim, instead, that she was merely greedy and power hungry, wanting to create a legion of mighty daughters to do her bidding. Whatever her cause, she sought out her victims and -though the legends vary wildly on the how she did so- swallowed them whole and alive, imprisoning them in her empty womb, warped by dark magics into a space much bigger than even she was. Her newfound "daughters" were trapped within hot, smothering darkness, crammed in tightly with their "sisters" within a chamber of pulsing rock and stone. In that furnace of stones and sorcery, their natures blended and bled, melding with her own profane essence and warping them into a new form of mamono, not quite Elemental, not quite Dragon. The stories differ on how these firstborn Earthquake Dragons escaped their nightmarish captivity; some claim that they tricked her into releasing them, pretending to be her loving, obedient daughters and then running away when they could. Others claim that, still trapped within her, they seduced her into glutting herself on powerful liquors, sneaking out through her birth canal while she lay in a drunken stupor. And yet others speak of how she fought a battle and, while victorious, was so weakened from her wounds that she could do nothing to stop them from forcing their way back into the world of light and air, fleeing from her as fast as they could. However they did so, they escaped, but Balcoth still lives - her moniker is said to come from her own ceaseless moaning as she seeks out her "babies", desperate to find them all and imprison them within her womb once more.
It is this utter fear of Balcoth that so influences Earthquake Dragons in the present day. They seek out the places where few others go and shun the company of others, lest they somehow bring Balcoth to them. They will fiercely drive away any who attempt to get close; only great stubborness, which brings a grudging respect, will allow a person to get close (in various ways) to an Earthquake Dragon, and their trust is slowly given. It may take years of wariness and subtle (and not-so-subtle) tests to earn an Earthquake Dragon's trust, but once given, they are amongst the fiercest, most loyal allies you could ever hope to have. In a contradictory way, kinship between their kind is at once craved and shunned. Earthquake Dragons regard themselves as being one great family, and are taught to trust and aid each other from the cradle. But, at the same time, they avoid each other whenever possible; they fear that if they gather in too great a number, then Balcoth will come for them.
Earthquake Dragons are very hesitant to have sex with any man, as much due to their fears of intimacy as their worries about accidentally hurting him during the act. Still, they are attracted to great power, martial or mystical, and such men may find Earthquake Dragons hoping to secure their alliance courting them, clumsily, yet with surprisingly gentleness. In the act itself, they are at once tender and rough, gentle with a person they can at least trust somewhat, yet passionate in their urge to find solace, if only for a few minutes, from the fear that has hung over them their entire lives.
Type: Dragon/Elemental
Habitat: Mountains, Ruins, Caverns, Plains
Disposition: Wary, Nomadic, Loner, Temperamental
Diet: Carnivorous
Earthquake Dragons are stunning creatures; like all Catastrophic Dragons, their dual nature is writ large upon their flesh. They are covered from head to toe in scales of solid rock, not quite rough enough to actually hurt when brushed against flesh, but definately not smooth and glossy like is normal for dragons. They are tall, muscular and busty mamono, with heads adorned with horn-like protrusions of rock and dark hair and eyes. Their great bat-like wings have membranes of thin basalt and struts of solid granite - the amazing thing is not that they are slow, clumsy fliers, but rather that they can fly at all. They are, however, able to move through even the roughest rocky terrain without problem, and are skilled burrowers. Like all Catastrophic Dragons, they have no breath weapon, but they can command the very earth below them with but a thought. If given time to focus, they can cause the earth to shake and hurl opponents from their feet - once they are out of infancy, as their name suggests, they can also build up into unleashing a powerful, especially violent tremor. Young Earthquake Dragons also develop the ability to make the earth literally bite their foes, tendrils of stone flowing up like water to crush and restrain an assailant - if they fail to break free, then the tendrils will infuse them with geomantic "venom" and petrify them. When fighting an Earthquake Dragon of any age, even an infant, throwing them around will cause a sympathetic tremor that can knock those close to them prone.
Few ever meet an Earthquake Dragon in the flesh, and for many that is regarded as a good thing. When the earth itself starts to buckle and heave, when buildings topple and streets split as the very ground underfoot writhes, it is one of the more terrifying displays of the natural world's power - and one that people who know of them will often blame on the Earthquake Dragon. And, perhaps, sometimes, this truly is the case. More often, though, they are blaming the Earthquake Dragon as a scapegoat - not that the Dragons themselves mind this, so long as it keeps people away. In fact, settlements that have been destroyed by earthquake and subsequently abandoned are prime lairing grounds for them, as are regions prone to seismic activity in general... but even then, an Earthquake Dragon is willing to move at the slightest sign of danger. For all their great power, Earthquake Dragons live in eternal fear, taught from their mother's teats that a great enemy exists who will hunt them wherever they go and whom they must never allow to catch them.
But what entity could possibly strike fear into the heart of a dragon, never mind a whole breed of them? Their supposed mother, a monstrous earth elemental known as Balcoth, the Groaning Queen. The first Earthquake Dragons, or so they say, were all manner of dragons bound closely to the earth - Grays and Browns and Adamantines, perhaps even Irons and Purples. Until they came to the attention of Balcoth. These walking mountain of a mamono was apparently barren, or so the stories go - some claim, instead, that she was merely greedy and power hungry, wanting to create a legion of mighty daughters to do her bidding. Whatever her cause, she sought out her victims and -though the legends vary wildly on the how she did so- swallowed them whole and alive, imprisoning them in her empty womb, warped by dark magics into a space much bigger than even she was. Her newfound "daughters" were trapped within hot, smothering darkness, crammed in tightly with their "sisters" within a chamber of pulsing rock and stone. In that furnace of stones and sorcery, their natures blended and bled, melding with her own profane essence and warping them into a new form of mamono, not quite Elemental, not quite Dragon. The stories differ on how these firstborn Earthquake Dragons escaped their nightmarish captivity; some claim that they tricked her into releasing them, pretending to be her loving, obedient daughters and then running away when they could. Others claim that, still trapped within her, they seduced her into glutting herself on powerful liquors, sneaking out through her birth canal while she lay in a drunken stupor. And yet others speak of how she fought a battle and, while victorious, was so weakened from her wounds that she could do nothing to stop them from forcing their way back into the world of light and air, fleeing from her as fast as they could. However they did so, they escaped, but Balcoth still lives - her moniker is said to come from her own ceaseless moaning as she seeks out her "babies", desperate to find them all and imprison them within her womb once more.
It is this utter fear of Balcoth that so influences Earthquake Dragons in the present day. They seek out the places where few others go and shun the company of others, lest they somehow bring Balcoth to them. They will fiercely drive away any who attempt to get close; only great stubborness, which brings a grudging respect, will allow a person to get close (in various ways) to an Earthquake Dragon, and their trust is slowly given. It may take years of wariness and subtle (and not-so-subtle) tests to earn an Earthquake Dragon's trust, but once given, they are amongst the fiercest, most loyal allies you could ever hope to have. In a contradictory way, kinship between their kind is at once craved and shunned. Earthquake Dragons regard themselves as being one great family, and are taught to trust and aid each other from the cradle. But, at the same time, they avoid each other whenever possible; they fear that if they gather in too great a number, then Balcoth will come for them.
Earthquake Dragons are very hesitant to have sex with any man, as much due to their fears of intimacy as their worries about accidentally hurting him during the act. Still, they are attracted to great power, martial or mystical, and such men may find Earthquake Dragons hoping to secure their alliance courting them, clumsily, yet with surprisingly gentleness. In the act itself, they are at once tender and rough, gentle with a person they can at least trust somewhat, yet passionate in their urge to find solace, if only for a few minutes, from the fear that has hung over them their entire lives.
Spoiler: show
Family: Catastrophic
Type: Dragon/Elemental
Habitat: Volcanic Regions
Disposition: Hotblooded, Passionate, Emotional, Ambitious
Diet: Carnivorous
Volcanic Dragons, it is said, were Red Dragons that were transformed into their present state through their encounter with a powerful magma elemental known as Vezzuvu, the Burning Mountain. This mighty lava titaness was known for having a twisted set of humor, which both spawned the first Volcanic Dragons and brought about her doom. Residing in a castle carved amidst the molten hills of a volcanic wasteland, she spread rumors to a number of Red Dragons that she held the secret to becoming even more powerful than they already were. Many Reds believed the rumors and, for reasons varying from an arrogant desire to prove she was lying to a genuine desire for greater power to simple curiosity, flocked to her home. There, she lead them to a great lake of white-hot lava, which she made a show of performing strange pyromantic rituals over. If a worthy Red Dragon was to bathe in the magma, she told them, then that Red Dragon would become an entity beyond the power of any Red Dragon before or ever to come. As one, her audience hurled themselves into the molten stone, and Vezzuvu burst out laughing; she had been lying. But, somehow, unbeknownst to her, there had been a grain of truth in her lies; while most of her victims did indeed perish, perhaps as many as a third of them survived their immersion and then erupted from its blazing surface, transformed into strange new shapes. Vezzuvu's sick grin barely had time to die before they hurled themselves at her, mad with fury and pain and vengefulness, tearing her apart. Glutting themselves on her molten lifesblood, the madness left them, and they went their seperate ways, knowing that they would never return to the way they were.
Volcanic Dragons are easily as tall as Red Dragons, but are slender and lean, almost serpentine in build, with pettanko builds. They are, like Blizzard and Earthquake Dragons, covered from head to claw in scales, which are the brownish-black of cooled lava, and glassy to the touch, like obsidian. Every Volcanic Dragon has a unique pattern of "cracks", swirling, curving streaks of bright orange-white that adorn their limbs, face, torso and tail - as if their skin is splitting and revealing nothing but burning lava within. Their tail is very long, slender and flexible, adding to their serpentine appearance, and their wings are more like those of a dragonfly's in shape than those of a typical dragon. The membranes of a Volcanic Dragon's wings actually appear to be nothing by molten lava, perpetually suspended in the shape of a wing and never dripping. Like their cousins, the Blizzard Dragon and the Earthquake Dragon, the Volcanic Dragon is a clumsy flier, though she is swift in the air nonetheless. For hair, she has yet another sheet of semi-solid magma.
As with all the Catastrophics, Volcanic Dragons have no breath weapons, but they are terrible opponents to face in battle all the same. When angry, a thick cloud of toxic vapor rises from a Volcanic Dragon's body, hanging around her in a lethal aura that can smother and kill those who draw too close. This aura of noxious fumes makes using fire attacks against her suicidal; the fumes will erupt in a powerful explosion of flame, and the smog consumed in the sudden flare will be replaced almost instantly. With a touch, even a wyrmling can strip away any capacity to resist fire, while the bite of a Volcanic Dragon leaves flames burning in the wound until their unlucky victim manages to extinguish them. Once she leaves infancy, a Volcanic Dragon gains the power to intensify her aura by focusing, causing it to expand greatly and then ignite from the fierce heat she is broadcasting, creating a massive surge of flames that can incinerate those around her. It is also at this stage that she learns to conjure lava from deep below the earth, venting molten stone onto the field - the most powerful of all can also create fiery fissures, which are short lived, but can swallow enemies in rivers of magma.
Volcanic Dragons are every bit as passionate and emotional as Red Dragons, perhaps even more so - needless to say, most give them a wide berth indeed. They cannot abide to be seen as weak, and will much rather die than be dishonored; they know their ancestors sacrificed all they had for their strength, they cannot make a mockery of that. They are at once unpredictable and single-minded; while their emotions, and thus their goals, can change like the flickering of a flame, once they have focused their attention on something, they are notorious for their one-track mindset. Driven to prove their power, they are sometimes sought out by the desperate, depraved or deranged as mercenaries, a role they are quite happy to fullfil - if the job feels right to them.
When it comes to love, they are very much like Red Dragons, and a little like White Dragons; the emotional explosions are terrifying, but they are also capable of great tenderness and even playful whimsy. A Volcanic Dragon is loyal unto death to her chosen, and will pursue him with her usual singlemindedness. Those who don't want to become a Volcanic Dragon's lover are advised to hold out and hope that her fickle moods will draw her to someone else, but it must be noted that there is a very real chance that his "playing hard to get" will just ensure she stays focused on him until his own will breaks and he gives in to her advances. Generally, the longer it took, though, the more she will respect him.
Type: Dragon/Elemental
Habitat: Volcanic Regions
Disposition: Hotblooded, Passionate, Emotional, Ambitious
Diet: Carnivorous
Volcanic Dragons, it is said, were Red Dragons that were transformed into their present state through their encounter with a powerful magma elemental known as Vezzuvu, the Burning Mountain. This mighty lava titaness was known for having a twisted set of humor, which both spawned the first Volcanic Dragons and brought about her doom. Residing in a castle carved amidst the molten hills of a volcanic wasteland, she spread rumors to a number of Red Dragons that she held the secret to becoming even more powerful than they already were. Many Reds believed the rumors and, for reasons varying from an arrogant desire to prove she was lying to a genuine desire for greater power to simple curiosity, flocked to her home. There, she lead them to a great lake of white-hot lava, which she made a show of performing strange pyromantic rituals over. If a worthy Red Dragon was to bathe in the magma, she told them, then that Red Dragon would become an entity beyond the power of any Red Dragon before or ever to come. As one, her audience hurled themselves into the molten stone, and Vezzuvu burst out laughing; she had been lying. But, somehow, unbeknownst to her, there had been a grain of truth in her lies; while most of her victims did indeed perish, perhaps as many as a third of them survived their immersion and then erupted from its blazing surface, transformed into strange new shapes. Vezzuvu's sick grin barely had time to die before they hurled themselves at her, mad with fury and pain and vengefulness, tearing her apart. Glutting themselves on her molten lifesblood, the madness left them, and they went their seperate ways, knowing that they would never return to the way they were.
Volcanic Dragons are easily as tall as Red Dragons, but are slender and lean, almost serpentine in build, with pettanko builds. They are, like Blizzard and Earthquake Dragons, covered from head to claw in scales, which are the brownish-black of cooled lava, and glassy to the touch, like obsidian. Every Volcanic Dragon has a unique pattern of "cracks", swirling, curving streaks of bright orange-white that adorn their limbs, face, torso and tail - as if their skin is splitting and revealing nothing but burning lava within. Their tail is very long, slender and flexible, adding to their serpentine appearance, and their wings are more like those of a dragonfly's in shape than those of a typical dragon. The membranes of a Volcanic Dragon's wings actually appear to be nothing by molten lava, perpetually suspended in the shape of a wing and never dripping. Like their cousins, the Blizzard Dragon and the Earthquake Dragon, the Volcanic Dragon is a clumsy flier, though she is swift in the air nonetheless. For hair, she has yet another sheet of semi-solid magma.
As with all the Catastrophics, Volcanic Dragons have no breath weapons, but they are terrible opponents to face in battle all the same. When angry, a thick cloud of toxic vapor rises from a Volcanic Dragon's body, hanging around her in a lethal aura that can smother and kill those who draw too close. This aura of noxious fumes makes using fire attacks against her suicidal; the fumes will erupt in a powerful explosion of flame, and the smog consumed in the sudden flare will be replaced almost instantly. With a touch, even a wyrmling can strip away any capacity to resist fire, while the bite of a Volcanic Dragon leaves flames burning in the wound until their unlucky victim manages to extinguish them. Once she leaves infancy, a Volcanic Dragon gains the power to intensify her aura by focusing, causing it to expand greatly and then ignite from the fierce heat she is broadcasting, creating a massive surge of flames that can incinerate those around her. It is also at this stage that she learns to conjure lava from deep below the earth, venting molten stone onto the field - the most powerful of all can also create fiery fissures, which are short lived, but can swallow enemies in rivers of magma.
Volcanic Dragons are every bit as passionate and emotional as Red Dragons, perhaps even more so - needless to say, most give them a wide berth indeed. They cannot abide to be seen as weak, and will much rather die than be dishonored; they know their ancestors sacrificed all they had for their strength, they cannot make a mockery of that. They are at once unpredictable and single-minded; while their emotions, and thus their goals, can change like the flickering of a flame, once they have focused their attention on something, they are notorious for their one-track mindset. Driven to prove their power, they are sometimes sought out by the desperate, depraved or deranged as mercenaries, a role they are quite happy to fullfil - if the job feels right to them.
When it comes to love, they are very much like Red Dragons, and a little like White Dragons; the emotional explosions are terrifying, but they are also capable of great tenderness and even playful whimsy. A Volcanic Dragon is loyal unto death to her chosen, and will pursue him with her usual singlemindedness. Those who don't want to become a Volcanic Dragon's lover are advised to hold out and hope that her fickle moods will draw her to someone else, but it must be noted that there is a very real chance that his "playing hard to get" will just ensure she stays focused on him until his own will breaks and he gives in to her advances. Generally, the longer it took, though, the more she will respect him.
Last edited by Nyctos on Sun Jan 29, 2012 9:10 pm, edited 1 time in total.
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Re: Nyctos' Custom Monster Girls
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This was a topic on the old boards that I worked with... well, mainly the user known as Linarunia. When the move was announced, the project ground to a halt as we awaited the new boards to resume our task of determining what Legend of Zelda monsters could or could not conceivably be turned into new mamono. Well, the new boards are up, so we're back in business... sort of. To begin with, the complete list of all the ones we did make. Common enemies, bosses, we're not picky. We trailed off sort of in the middle of the "Link's Awakening" list, but who knows where we'll start when we resume work?
Link to reference material: Zelda Wikia's list of enemies
Stalfo
Darknut
Dodongo
Volvagia
Bongo Bongo
Stallord
Helmaroc Queen
Morpha
Armos
Beamos
Deku Baba
Wizzrobe
Garo
Odolwa
Death Sword
Argorok
Aerolfos
Bubble
Cucco
Chilfos
Helmasaur
Armorgohma
Redead Knight
Serpent Baba
Stalhound
Tektite
Goriya
Octorok
Zirro
Buzzblob
Hardhat Beetle
Bari
Candle
Leever
Lynel
Peahat
Keese
Zora
Link to reference material: Zelda Wikia's list of enemies
Stalfo
Spoiler: show
Family: Golem
Type: Undead
Habitat: Dungeons, Forests, Caves
Disposition: Childish, Sneaky, Spoilt
Diet: Nothing/Spiritual Energy
The Stalfo, plural Stalfos, is a more powerful relative of the Skeleton, locally known as a Stalchild, native to the lands of Hyrule. Not only are they more physically imposing and skilled than Skeletons, Stalfos are also more intelligent: while their minds are only on the level of a young girl, that still makes them smarter than Skeletons and much more dangerous. Fortunately, they aren't really disciplined or studious, so they are less adept at fighting than they might be... unfortunately, they counter this lower-than-expected skill by resorting to all manner of dirty tricks, if usually rather simplistic ones. Ambushes, faking surrender or death, outnumbering and outmaneuvering, cheap shots, the faceful of dirt trick... these are standard issue in a Stalfo's arsenal of fighting tactics.
Stalfos are quite common, if you know where to look for them, but as a whole are too disorganized to pose a serious threat. What makes them individually dangerous is their love of mischief, their childish nature, and their short attention spans: Stalfos that grow impatient or bored quickly turn to causing problems, just to make things more interesting. They enjoy pranks and practical jokes, games (particularly those that involve physical activity), sex, and fighting, and have been known to challenge strangers who wander into their lairs to any of these activities. They are competitive enough that they can be bargained with into fighting or gaming with the promise of providing some service to the human should they win, but a human who would go this route had best beware: Stalfos are obsessed with winning, and will cheat like crazy in order to ensure that they do win. Fortunately, their short attention spans and childish mindset means that they are inept at long-term planning and much more spontaneous in their actions and plans. If a wary opponent can realise their plan and counter it, they have a difficult time regaining their metaphorical footing, and victory will usually follow for their opponent soon after. Though rather poor losers (and in fact a tantrum is the usual result if they lose), they are honorable enough to keep their word... no matter how much they may sulk about doing so.
While most dangerous to intruders into their territories, Stalfos are not homebodies and are known to leave their dens in order to make mischief. They are particularly fond of playing pranks on handsome men in order to get them lost, so that they may corner them and pressure them into having sex with the Stalfo in order to be led home: if the man proves particularly enjoyable, however, the Stalfo will try and keep him for herself. A man who manages to outtrick or outcheat a Stalfo will cause that Stalfo to become obsessed with him. Initially, she will try to prove herself the better trickster or cheater, but if the man manages to keep winning she will instead become determined to claim him as her husband.
Stalfos will also play tricks on women, but these are much more spiteful than the ones they play on men: particularly if the Stalfo is jealous of a woman being close to a man she wants for herself. Folklore has it that women who are lured away by a Stalfo and become lost will transform into Stalfos themselves, or even Skeletons, if they are weak of will or particularly young.
Type: Undead
Habitat: Dungeons, Forests, Caves
Disposition: Childish, Sneaky, Spoilt
Diet: Nothing/Spiritual Energy
The Stalfo, plural Stalfos, is a more powerful relative of the Skeleton, locally known as a Stalchild, native to the lands of Hyrule. Not only are they more physically imposing and skilled than Skeletons, Stalfos are also more intelligent: while their minds are only on the level of a young girl, that still makes them smarter than Skeletons and much more dangerous. Fortunately, they aren't really disciplined or studious, so they are less adept at fighting than they might be... unfortunately, they counter this lower-than-expected skill by resorting to all manner of dirty tricks, if usually rather simplistic ones. Ambushes, faking surrender or death, outnumbering and outmaneuvering, cheap shots, the faceful of dirt trick... these are standard issue in a Stalfo's arsenal of fighting tactics.
Stalfos are quite common, if you know where to look for them, but as a whole are too disorganized to pose a serious threat. What makes them individually dangerous is their love of mischief, their childish nature, and their short attention spans: Stalfos that grow impatient or bored quickly turn to causing problems, just to make things more interesting. They enjoy pranks and practical jokes, games (particularly those that involve physical activity), sex, and fighting, and have been known to challenge strangers who wander into their lairs to any of these activities. They are competitive enough that they can be bargained with into fighting or gaming with the promise of providing some service to the human should they win, but a human who would go this route had best beware: Stalfos are obsessed with winning, and will cheat like crazy in order to ensure that they do win. Fortunately, their short attention spans and childish mindset means that they are inept at long-term planning and much more spontaneous in their actions and plans. If a wary opponent can realise their plan and counter it, they have a difficult time regaining their metaphorical footing, and victory will usually follow for their opponent soon after. Though rather poor losers (and in fact a tantrum is the usual result if they lose), they are honorable enough to keep their word... no matter how much they may sulk about doing so.
While most dangerous to intruders into their territories, Stalfos are not homebodies and are known to leave their dens in order to make mischief. They are particularly fond of playing pranks on handsome men in order to get them lost, so that they may corner them and pressure them into having sex with the Stalfo in order to be led home: if the man proves particularly enjoyable, however, the Stalfo will try and keep him for herself. A man who manages to outtrick or outcheat a Stalfo will cause that Stalfo to become obsessed with him. Initially, she will try to prove herself the better trickster or cheater, but if the man manages to keep winning she will instead become determined to claim him as her husband.
Stalfos will also play tricks on women, but these are much more spiteful than the ones they play on men: particularly if the Stalfo is jealous of a woman being close to a man she wants for herself. Folklore has it that women who are lured away by a Stalfo and become lost will transform into Stalfos themselves, or even Skeletons, if they are weak of will or particularly young.
Darknut
Spoiler: show
Family: Ironclad
Type: Demihuman
Habitat: Ruined Citadels, Deep Forests, Lost Dungeons
Disposition: Timid, Shy
Diet: Omnivorous
Darknuts are a very rare form of mamono, appearing as feminine warriors clad from head to toe in impenetrable plate armor, so heavily encased that not a single sign of their actual body can be seen, carrying round shields and either angular-headed bastard swords or large maces. So resilient is the armor they wear that they are all but invulnerable while wearing it, and those who must battle them must aim to literally hack the armor from their body piece by piece before they stand a chance. And doing so reveals that they wear a second suit of armor underneath, a lighter suit of equally obscuring chainmail. At this point in the battle, they cast aside their great weapon, draw a smaller, lighter longsword, and attack with far greater speed and aggression than before. The sheer difficulty of fighting one, due to the combination of their incredible strength, armor, stamina and speed, as well as their mastery of weapons, makes them sought after opponents by many would-be great fighters and legendary heroes and one may very well think that Darknuts are aggressive, fierce fighters who relish the constant conflict for its ability to hone their skills.
In fact, the truth couldn't further from that. Darknuts are actually incredibly shy and timid, and their legendary fighting skill is actually a result of that fear. Darknuts garb themselves in impenetrable armor to keep from getting hurt, and fear of being overpowered is what causes them to devour fighting techniques and training the way that they do. When a Darknut begins fighting so much more aggressively after her platemail is stripped from her, that is because she is frantic with fear: usually, she is so intimidating, and difficult to hurt, that most opponents either give up or flee from her. It is because of this that the vast majority of Darknuts hide themselves in out of the way places: in hidden camps in the deepest depths of forests, in lost temples, forgotten ruins, any place where they can be confident that people aren't going to find them and try to hurt them.
Because of this timid nature, Darknuts will usually shun the presence of other races; winning their trust is a slow, delicate process, and the ultimate sign of trust for a Darknut is that she will willingly remove all of her plate armor to be in your presence, and show no ill ease at doing so. Darknuts never remove their helmets, except in the presence of the people they care for and trust the most: their lovers, and their children. Generally, Darknuts that are in want of sex will use their fearsome reputation and image to overawe attractive men they discover, intimidating them into submitting to the Darknut's desires... as the Darknut only removes the barest minimum of armor for this act, never the helmet, this tends to not be very enjoyable for anyone except the Darknut. Should she be defeated by a man and her life be spared, she will also offer to have sex with him in exchange for being released. If the man is particularly gentle and polite, either in this case or upon meeting her, she will be more inclined to trust him.
There are scattered reports of mamono known as "Iron Knuckles", which are similar to Darknuts, yet wear much heavier armor and typically wield greataxes or flails. It is unknown whether they are merely a regional variant of the Darknut or a related form of mamono.
Type: Demihuman
Habitat: Ruined Citadels, Deep Forests, Lost Dungeons
Disposition: Timid, Shy
Diet: Omnivorous
Darknuts are a very rare form of mamono, appearing as feminine warriors clad from head to toe in impenetrable plate armor, so heavily encased that not a single sign of their actual body can be seen, carrying round shields and either angular-headed bastard swords or large maces. So resilient is the armor they wear that they are all but invulnerable while wearing it, and those who must battle them must aim to literally hack the armor from their body piece by piece before they stand a chance. And doing so reveals that they wear a second suit of armor underneath, a lighter suit of equally obscuring chainmail. At this point in the battle, they cast aside their great weapon, draw a smaller, lighter longsword, and attack with far greater speed and aggression than before. The sheer difficulty of fighting one, due to the combination of their incredible strength, armor, stamina and speed, as well as their mastery of weapons, makes them sought after opponents by many would-be great fighters and legendary heroes and one may very well think that Darknuts are aggressive, fierce fighters who relish the constant conflict for its ability to hone their skills.
In fact, the truth couldn't further from that. Darknuts are actually incredibly shy and timid, and their legendary fighting skill is actually a result of that fear. Darknuts garb themselves in impenetrable armor to keep from getting hurt, and fear of being overpowered is what causes them to devour fighting techniques and training the way that they do. When a Darknut begins fighting so much more aggressively after her platemail is stripped from her, that is because she is frantic with fear: usually, she is so intimidating, and difficult to hurt, that most opponents either give up or flee from her. It is because of this that the vast majority of Darknuts hide themselves in out of the way places: in hidden camps in the deepest depths of forests, in lost temples, forgotten ruins, any place where they can be confident that people aren't going to find them and try to hurt them.
Because of this timid nature, Darknuts will usually shun the presence of other races; winning their trust is a slow, delicate process, and the ultimate sign of trust for a Darknut is that she will willingly remove all of her plate armor to be in your presence, and show no ill ease at doing so. Darknuts never remove their helmets, except in the presence of the people they care for and trust the most: their lovers, and their children. Generally, Darknuts that are in want of sex will use their fearsome reputation and image to overawe attractive men they discover, intimidating them into submitting to the Darknut's desires... as the Darknut only removes the barest minimum of armor for this act, never the helmet, this tends to not be very enjoyable for anyone except the Darknut. Should she be defeated by a man and her life be spared, she will also offer to have sex with him in exchange for being released. If the man is particularly gentle and polite, either in this case or upon meeting her, she will be more inclined to trust him.
There are scattered reports of mamono known as "Iron Knuckles", which are similar to Darknuts, yet wear much heavier armor and typically wield greataxes or flails. It is unknown whether they are merely a regional variant of the Darknut or a related form of mamono.
Dodongo
Spoiler: show
Family: Dodongo
Type: Reptile
Habitat: Caves, Dungeons, Mountains
Disposition: Aggressive, Territorial
Diet: Extreme Omnivore
Dodongos are larger, more primal kindred of the Lizardgirl, typically found in volcanic caves, dungeons and mountainous regions. These powerfully built reptile mamono are known and somewhat feared for their indiscriminate appetites: they will eat anything, from meat and vegetation to metal and stone. Stories are told of cavern networks having been bored out by the appetites of hungry packs of Dodongos. Their teeth are larger, sharper and stronger than those of a Lizardgirl, and they do not hesitate to bite in combat, easily able to punch through just about any armor, while their taloned hands easily cling to struggling foes. Unlike Lizardgirls, Dodongos are not dedicated to the warrior arts: they will fight, but fight more like animals than like civilized people. With their tough hides, backed by crude patchwork armor, ferocity and great strength, the lack of a forged weapon does not equate to any real disadvantage. Furthermore, Dodongos have a secret weapon: by inhaling very deeply, a Dodongo can then expel the air as a pressurized gout of burning flames, allowing them to scorch and sear whatever they can't bite or crush. Even defeating a Dodongo is dangerous: should a Dodongo be truly angered or despairing, or fatally injured, she can overload the organ in her body that allows her to breath fire, resulting in her whole body exploding with the force of a giant bomb!
Fortunately for the civilised races, Dodongos are relatively unambitious, content to merely hold their territory out in the wilderness and leave civilization to its own ends. Conflict comes generally when civilization strays into their lands: traders, miners and prospectors are those most likely to meet Dodongos in the wild, and generally find themselves either chased away or captured as potential mates, depending on their gender and attractiveness.
Dodongos are very blunt mamono in their actions: they want something, they try and take it, and stop only if forced to do so. Even their idea of courtship boils down to "find attractive guy, pin him to the ground, remove clothes, start screwing". They're not necessarily violent lovers, but they are enthusiastic and once in the mood generally need to be knocked unconscious in order to make them change their minds. Their usual lovers are men who strayed into their territory, were deemed attractive, and were caught, but they are occasionally sought out by men who find their primal appearance and blunt, uncomplicated approach to life attractive. Or they've heard of the legendary flexibility of the Dodongos, which is said much higher than that of the Lizardgirls. They are not possessive of lovers; once a Dodongo has passed out in a satisfied stupor after sex, her lover is free to slip away and she generally won't bother to try and catch him unless she found him really satisfying. If a man stays around her long enough, though, she considers him her husband and will follow him wherever he goes. Dodongos appreciate strength in their lovers, both physical and mental.
Stories are told of even larger and more powerful "alpha female" Dodongos known as Queen Dodongos. It is not known if these truly are queens of the Dodongo race or if these are simply exceptionally strong or old Dodongos. That said, they are much more ambitious and energetic than ordinary Dodongos, they are also much more dangerous: not only do they use their flexibility to perform a variety of acrobatic attacks against their foes, they are also more adept at using their fiery breath, and can use it in ways their lesser sisters can't.
Type: Reptile
Habitat: Caves, Dungeons, Mountains
Disposition: Aggressive, Territorial
Diet: Extreme Omnivore
Dodongos are larger, more primal kindred of the Lizardgirl, typically found in volcanic caves, dungeons and mountainous regions. These powerfully built reptile mamono are known and somewhat feared for their indiscriminate appetites: they will eat anything, from meat and vegetation to metal and stone. Stories are told of cavern networks having been bored out by the appetites of hungry packs of Dodongos. Their teeth are larger, sharper and stronger than those of a Lizardgirl, and they do not hesitate to bite in combat, easily able to punch through just about any armor, while their taloned hands easily cling to struggling foes. Unlike Lizardgirls, Dodongos are not dedicated to the warrior arts: they will fight, but fight more like animals than like civilized people. With their tough hides, backed by crude patchwork armor, ferocity and great strength, the lack of a forged weapon does not equate to any real disadvantage. Furthermore, Dodongos have a secret weapon: by inhaling very deeply, a Dodongo can then expel the air as a pressurized gout of burning flames, allowing them to scorch and sear whatever they can't bite or crush. Even defeating a Dodongo is dangerous: should a Dodongo be truly angered or despairing, or fatally injured, she can overload the organ in her body that allows her to breath fire, resulting in her whole body exploding with the force of a giant bomb!
Fortunately for the civilised races, Dodongos are relatively unambitious, content to merely hold their territory out in the wilderness and leave civilization to its own ends. Conflict comes generally when civilization strays into their lands: traders, miners and prospectors are those most likely to meet Dodongos in the wild, and generally find themselves either chased away or captured as potential mates, depending on their gender and attractiveness.
Dodongos are very blunt mamono in their actions: they want something, they try and take it, and stop only if forced to do so. Even their idea of courtship boils down to "find attractive guy, pin him to the ground, remove clothes, start screwing". They're not necessarily violent lovers, but they are enthusiastic and once in the mood generally need to be knocked unconscious in order to make them change their minds. Their usual lovers are men who strayed into their territory, were deemed attractive, and were caught, but they are occasionally sought out by men who find their primal appearance and blunt, uncomplicated approach to life attractive. Or they've heard of the legendary flexibility of the Dodongos, which is said much higher than that of the Lizardgirls. They are not possessive of lovers; once a Dodongo has passed out in a satisfied stupor after sex, her lover is free to slip away and she generally won't bother to try and catch him unless she found him really satisfying. If a man stays around her long enough, though, she considers him her husband and will follow him wherever he goes. Dodongos appreciate strength in their lovers, both physical and mental.
Stories are told of even larger and more powerful "alpha female" Dodongos known as Queen Dodongos. It is not known if these truly are queens of the Dodongo race or if these are simply exceptionally strong or old Dodongos. That said, they are much more ambitious and energetic than ordinary Dodongos, they are also much more dangerous: not only do they use their flexibility to perform a variety of acrobatic attacks against their foes, they are also more adept at using their fiery breath, and can use it in ways their lesser sisters can't.
Volvagia
Spoiler: show
Family: Fire Wyrm
Type: Dragon
Habitat: Death Mountain
Disposition: Flamboyant, Arrogant, Dramatic
Diet: Metals and Minerals
Volvagia is a feared mamono who resides within the boiling cauldron of Death Mountain, the largest volcano in Hyrule. This giant, lamia-like dragon-girl is a source of dread throughout Hyrule, with many living in fear of her suddenly descending from the sky one day to burn and loot. This is a reputation which she is well aware of, and which she actually takes pains to spread: Volvagia likes being a terrifying legend to the people of Hyrule, and there is some evidence that many of the stories about her may have ultimately been spread by her in the first place. That is not to say that there aren't genuine reasons to fear the Dragon Queen of Death Mountain, but most of her reputation is more flash than substance.
For starters, Volvagia does not carry away innocent victims to devour - she can't digest flesh and in fact suffers horrific intestinal distress should she try. Volvagia feeds exclusively on rocks and metals - which is, admittedly, of little comfort to the Gorons who also inhabit Death Mountain, as they are living rock. Not only that, for all of her fierce talk, Volvagia is actually very squeamish and would probably faint if she saw the sheer amount of blood involved in killing somebody. Unfortunately, she does have a violent temper, and while she wouldn't intentionally hurt somebody (if only to spare herself the discomfort of seeing the result), that's no consolation to anybody who does get hurt because of her blind rage.
Beyond the fact that Volvagia simply enjoys being seen as a terrible monster, a twisted form of attention seeking, it serves a more practical purpose: Volvagia's unique digestive system means that jewels and gold are the most delicious food in the world to her, and her dread reputation makes it far easier for her to get it than would otherwise be the case. Volvagia need merely descend from the sky, spewing flames and bellowing a few threats, and nine times out of ten the merchant caravan or bandit gang she's stumbled across will drop their loot and run for safety, allowing her to gorge her fill and carry off whatever she doesn't devour for later consumption.
Of course, Volvagia has hungers beyond that for metal, and is not above carrying away handsome men to her lair - fortunately for them, she has sufficient magical knowledge to be able to share her immunity to flames and heat with them. While some men do try and escape, or even incapacitate her with violence, none have been able to slay her - she has proven far too wily and willing to flee for any to corner her that way - most are forced to rely on her "hospitality" and hope she either grows bored with them or chooses to release them after she is sated. As savage and unpredictable as her temper can be, she can also be very demure and sweet when the mood takes her. A man she finds particularly pleasing may also be allowed to take some of her stored 'food' for the road, and find himself walking down the long slopes of Death Mountain with a small fortune for his troubles.
Type: Dragon
Habitat: Death Mountain
Disposition: Flamboyant, Arrogant, Dramatic
Diet: Metals and Minerals
Volvagia is a feared mamono who resides within the boiling cauldron of Death Mountain, the largest volcano in Hyrule. This giant, lamia-like dragon-girl is a source of dread throughout Hyrule, with many living in fear of her suddenly descending from the sky one day to burn and loot. This is a reputation which she is well aware of, and which she actually takes pains to spread: Volvagia likes being a terrifying legend to the people of Hyrule, and there is some evidence that many of the stories about her may have ultimately been spread by her in the first place. That is not to say that there aren't genuine reasons to fear the Dragon Queen of Death Mountain, but most of her reputation is more flash than substance.
For starters, Volvagia does not carry away innocent victims to devour - she can't digest flesh and in fact suffers horrific intestinal distress should she try. Volvagia feeds exclusively on rocks and metals - which is, admittedly, of little comfort to the Gorons who also inhabit Death Mountain, as they are living rock. Not only that, for all of her fierce talk, Volvagia is actually very squeamish and would probably faint if she saw the sheer amount of blood involved in killing somebody. Unfortunately, she does have a violent temper, and while she wouldn't intentionally hurt somebody (if only to spare herself the discomfort of seeing the result), that's no consolation to anybody who does get hurt because of her blind rage.
Beyond the fact that Volvagia simply enjoys being seen as a terrible monster, a twisted form of attention seeking, it serves a more practical purpose: Volvagia's unique digestive system means that jewels and gold are the most delicious food in the world to her, and her dread reputation makes it far easier for her to get it than would otherwise be the case. Volvagia need merely descend from the sky, spewing flames and bellowing a few threats, and nine times out of ten the merchant caravan or bandit gang she's stumbled across will drop their loot and run for safety, allowing her to gorge her fill and carry off whatever she doesn't devour for later consumption.
Of course, Volvagia has hungers beyond that for metal, and is not above carrying away handsome men to her lair - fortunately for them, she has sufficient magical knowledge to be able to share her immunity to flames and heat with them. While some men do try and escape, or even incapacitate her with violence, none have been able to slay her - she has proven far too wily and willing to flee for any to corner her that way - most are forced to rely on her "hospitality" and hope she either grows bored with them or chooses to release them after she is sated. As savage and unpredictable as her temper can be, she can also be very demure and sweet when the mood takes her. A man she finds particularly pleasing may also be allowed to take some of her stored 'food' for the road, and find himself walking down the long slopes of Death Mountain with a small fortune for his troubles.
Bongo Bongo
Spoiler: show
Family: Spirit
Type: Undead
Habitat: Shadow Temple & Well of Three Features, Kakariko Village
Disposition: Quiet, Melancholic, Grudgebearer
Diet: Unknown, if Any
Relatively little is known about the mysterious and enigmatic mamono known as Bongo-Bongo. The official history of the Shadow Temple, which extends into the interior of the Well of Three Features, is that it was intended absorb all of the evil and negative emotional emanations of Hyrule, and it seems that Bongo-Bongo somehow formed from the concentration of all that shadowy energy. There is, the Royal Family insists, absolutely no truth to those rumors that the two locations were actually torture pits, interrogation dungeons and mass graves for people who fought on the wrong side of the Hyrulean Civil War, rumors that the Royal Family insists are slander of the worst kind and thus strictly forbidden from being spoken. Strangely, many of the people who have been heard repeating this rumor seem to have been in contact with Bongo-Bongo...
Bongo-Bongo's name comes mainly from one thing: her love of drumming. She is almost always heard playing one or more large drums, losing herself in her music, deep in the darkest part of the Shadow Temple. In fact, Bongo-Bongo hates bright light, and shuns it when at all possible: she only leaves the Shadow Temple on the darkest nights, and those who have encountered her have usually reported that she could be startled away by shining a torch or a lantern into her single eye.
Those who do not bear a lantern are invariably carried away by Bongo-Bongo, returning as mysteriously as they disappeared later, refusing to speak of what happened to them... though, it is a fairly obvious guess as to why they were taken, seeing as all those who disappear are invariably good looking and unattached men. According to the Gossip Stones, Bongo-Bongo is seeking out her ideal lover; a man who will not only appreciate and understand her passion for music and her desires to be left alone on occasion, but also be able to recognize when she needs comforting and act as her candle in the darkness.
Type: Undead
Habitat: Shadow Temple & Well of Three Features, Kakariko Village
Disposition: Quiet, Melancholic, Grudgebearer
Diet: Unknown, if Any
Relatively little is known about the mysterious and enigmatic mamono known as Bongo-Bongo. The official history of the Shadow Temple, which extends into the interior of the Well of Three Features, is that it was intended absorb all of the evil and negative emotional emanations of Hyrule, and it seems that Bongo-Bongo somehow formed from the concentration of all that shadowy energy. There is, the Royal Family insists, absolutely no truth to those rumors that the two locations were actually torture pits, interrogation dungeons and mass graves for people who fought on the wrong side of the Hyrulean Civil War, rumors that the Royal Family insists are slander of the worst kind and thus strictly forbidden from being spoken. Strangely, many of the people who have been heard repeating this rumor seem to have been in contact with Bongo-Bongo...
Bongo-Bongo's name comes mainly from one thing: her love of drumming. She is almost always heard playing one or more large drums, losing herself in her music, deep in the darkest part of the Shadow Temple. In fact, Bongo-Bongo hates bright light, and shuns it when at all possible: she only leaves the Shadow Temple on the darkest nights, and those who have encountered her have usually reported that she could be startled away by shining a torch or a lantern into her single eye.
Those who do not bear a lantern are invariably carried away by Bongo-Bongo, returning as mysteriously as they disappeared later, refusing to speak of what happened to them... though, it is a fairly obvious guess as to why they were taken, seeing as all those who disappear are invariably good looking and unattached men. According to the Gossip Stones, Bongo-Bongo is seeking out her ideal lover; a man who will not only appreciate and understand her passion for music and her desires to be left alone on occasion, but also be able to recognize when she needs comforting and act as her candle in the darkness.
Stallord
Spoiler: show
Family: Fossil (Twilit?)
Type: Undead
Habitat: Arbiter's Grounds
Disposition: Wrathful, Brooding
Diet: None
The undead mamono known as the Stallord is the self-proclaimed ruler of the abandoned Arbiter's Grounds ruins, which once served as the high prison and asylum for Hyrule. There, she dwells in her lair in its deepest pit, surrounded by legions of Stalfos, Skeleton and Zombie "soldiers", though neither their personalities nor her own are truly suitable to forming an army. Though quite powerful indeed, the Stallord rarely leaves the Arbiter's Grounds, and there is little in the desert surrounding them to destroy. Those who do enter her domain, however, rarely leave.
The Stallord's origin may be a mystery, but her power is quite real. She has the natural ability to command undead mamono - not just Skeletal types, or "Stals" as they are known locally, but any lesser undead mamono. Even Vampires and Dullahans of comparatively weaker will are compelled to obey her every word, should she so desire it. However, she need not rely on the efforts of minions to do her dirty work. She is inhumanly strong, and able to levitate at will, enabling her to pursue foes no matter where they might try to hide. She can exhale deadly bursts of dark fire, which mingles the essence of flame with necrotic energy, enabling it to burn both flesh and soul, as well as unleashing bolts of raw magical force. There are stories that say that the Stallord can also command the very desert to obey her, but these are unconfirmed rumors.
It is believed by many that the Stallord was once known by a name, that she was a powerful living mamono who claimed the Arbiter's Grounds as her domain and lived in a palace that stood where the ruined prison now stands. This mamono, whose name has been lost to the sands of time, was challenged and slain by a hero, whose identity is also lost, and the Arbiter's Grounds was claimed from her prison. When the Stallord arose from her remains is unknown - not even by the Stallord herself, who remembers nothing of who she was.
Except for one thing: the face of the hero who defeated her. And even that is fuzzy and blurred. The Stallord is obsessed with trying to remember that hero, trying to recall just what happened before she died - how she lost, why she fought him, what he looked like, what his name was... all of this consumes her. Even she doesn't know if she hates him and wants to know why she hates him... or if she, somehow, misses him.
Type: Undead
Habitat: Arbiter's Grounds
Disposition: Wrathful, Brooding
Diet: None
The undead mamono known as the Stallord is the self-proclaimed ruler of the abandoned Arbiter's Grounds ruins, which once served as the high prison and asylum for Hyrule. There, she dwells in her lair in its deepest pit, surrounded by legions of Stalfos, Skeleton and Zombie "soldiers", though neither their personalities nor her own are truly suitable to forming an army. Though quite powerful indeed, the Stallord rarely leaves the Arbiter's Grounds, and there is little in the desert surrounding them to destroy. Those who do enter her domain, however, rarely leave.
The Stallord's origin may be a mystery, but her power is quite real. She has the natural ability to command undead mamono - not just Skeletal types, or "Stals" as they are known locally, but any lesser undead mamono. Even Vampires and Dullahans of comparatively weaker will are compelled to obey her every word, should she so desire it. However, she need not rely on the efforts of minions to do her dirty work. She is inhumanly strong, and able to levitate at will, enabling her to pursue foes no matter where they might try to hide. She can exhale deadly bursts of dark fire, which mingles the essence of flame with necrotic energy, enabling it to burn both flesh and soul, as well as unleashing bolts of raw magical force. There are stories that say that the Stallord can also command the very desert to obey her, but these are unconfirmed rumors.
It is believed by many that the Stallord was once known by a name, that she was a powerful living mamono who claimed the Arbiter's Grounds as her domain and lived in a palace that stood where the ruined prison now stands. This mamono, whose name has been lost to the sands of time, was challenged and slain by a hero, whose identity is also lost, and the Arbiter's Grounds was claimed from her prison. When the Stallord arose from her remains is unknown - not even by the Stallord herself, who remembers nothing of who she was.
Except for one thing: the face of the hero who defeated her. And even that is fuzzy and blurred. The Stallord is obsessed with trying to remember that hero, trying to recall just what happened before she died - how she lost, why she fought him, what he looked like, what his name was... all of this consumes her. Even she doesn't know if she hates him and wants to know why she hates him... or if she, somehow, misses him.
Helmaroc Queen
Spoiler: show
Family: Roc
Type: Harpy
Habitat: The Great Sea
Disposition: Determined, Explorative, Romantic
Diet: Omnivorous, mainly fruit and seafood
The Helmaroc Queen is a harpy of unusual size and distinctive appearance, spotted all over the region known as the Great Sea. This is not because there are many of her, but rather because such is her sheer stamina that she is quite capable of flying all over the Great Sea, something that she frequently does. The Helmaroc's title of "Queen" not only comes because of her sheer size, for she easily stands head and shoulders above any other harpy, if not twice their height, but for two other reasons. Firstly, the Helmaroc seems to be the undisputed ruler of the widely spread tribe of harpies that dwells upon the Great Sea - all of them have the same plumage patterns and uniquely beautiful tail feathers (which are, in fact, highly prized amongst the other women of the Great Sea) as the Helmaroc herself. Secondly, the Helmaroc is never spotted not wearing a distinctive iron half-mask, which rises over her forehead in a vaguely crown-like arrangement. As a matter of fact, the Helmaroc actually has vision problems, and the mask is worn because it contains corrective lenses in the eyeslits.
Though not a violent or malicious mamono in the slightest, the Helmaroc is still regarded with wariness and a touch of fear by most residents of the Great Sea. Part of this is due to her intimidating appearance, but part of this is due to a well-deserved reputation as a kidnapper. The Helmaroc Queen, you see, is a devout believer in prophecy and destiny. She is addicted to various forms of fortune telling, and makes it a habit to drop in on any self-professed seer and soothsayer and diviner she meets during her travels on the Great Sea. Since she was fledgling, one prophecy has consumed her: she was told that she was destined to meet, fall in love with and marry a man with blond hair and pointed ears... a description that matches, honestly, quite a large number of Hylian men. So convinced is she that this is her fate that she invariably kidnaps any such man that she discovers during her constant travels, and in fact this seems to be the ultimate goal behind her wanderings.
Invariably, though, the men she abducts are released no more than a month afterwards, and while none have ever been convinced to speak of what happened during their captivity, all of them insisted that she treated them well. However, she always seems to lose her conviction that her latest captive is the man she seeks, and so she releases them and goes flying away to find a new man and see if he, instead, is the one she looks for.
Type: Harpy
Habitat: The Great Sea
Disposition: Determined, Explorative, Romantic
Diet: Omnivorous, mainly fruit and seafood
The Helmaroc Queen is a harpy of unusual size and distinctive appearance, spotted all over the region known as the Great Sea. This is not because there are many of her, but rather because such is her sheer stamina that she is quite capable of flying all over the Great Sea, something that she frequently does. The Helmaroc's title of "Queen" not only comes because of her sheer size, for she easily stands head and shoulders above any other harpy, if not twice their height, but for two other reasons. Firstly, the Helmaroc seems to be the undisputed ruler of the widely spread tribe of harpies that dwells upon the Great Sea - all of them have the same plumage patterns and uniquely beautiful tail feathers (which are, in fact, highly prized amongst the other women of the Great Sea) as the Helmaroc herself. Secondly, the Helmaroc is never spotted not wearing a distinctive iron half-mask, which rises over her forehead in a vaguely crown-like arrangement. As a matter of fact, the Helmaroc actually has vision problems, and the mask is worn because it contains corrective lenses in the eyeslits.
Though not a violent or malicious mamono in the slightest, the Helmaroc is still regarded with wariness and a touch of fear by most residents of the Great Sea. Part of this is due to her intimidating appearance, but part of this is due to a well-deserved reputation as a kidnapper. The Helmaroc Queen, you see, is a devout believer in prophecy and destiny. She is addicted to various forms of fortune telling, and makes it a habit to drop in on any self-professed seer and soothsayer and diviner she meets during her travels on the Great Sea. Since she was fledgling, one prophecy has consumed her: she was told that she was destined to meet, fall in love with and marry a man with blond hair and pointed ears... a description that matches, honestly, quite a large number of Hylian men. So convinced is she that this is her fate that she invariably kidnaps any such man that she discovers during her constant travels, and in fact this seems to be the ultimate goal behind her wanderings.
Invariably, though, the men she abducts are released no more than a month afterwards, and while none have ever been convinced to speak of what happened during their captivity, all of them insisted that she treated them well. However, she always seems to lose her conviction that her latest captive is the man she seeks, and so she releases them and goes flying away to find a new man and see if he, instead, is the one she looks for.
Morpha
Spoiler: show
Family: Semi-Liquid
Type: Demon
Habitat: Water Temple
Disposition: Cowardly, Treacherous, Sadistic
Diet: Magical/Spirit Energy
The entity known as Morpha, at first glance, appears resembles an unusually large Dark Slime, though one with translucent, almost water-colored slime instead of the usual purple. However, despite its amorphous nature, Morpha is in fact a kind of demon; the unusually large nucleus, which so resembles a slime core, is in fact the entirety of the mamono, and its unusual size and design allows it to both process a far larger amount of information than a Dark Slime's slime core and to utilize magical energies. The result is that the nucleus is able to manipulate water and uses this to form its "body", and the whole entity is far smarter than any other Slime mamono.
Morpha is able to absorb ambient magical energy through its connection to water, and so has no actual need to feed off of men. However, Morpha is a sadistic, lustful creature who delights in forcing men to become her playthings, and so she eagerly attempts to capture and molest any who dare intrude into her sanctum. A coward by nature, Morpha uses her unique form to pretend to be just an ordinary pool of water, waiting for men and women alike to enter her lair. When they do, she sits on the bottom of its pool, keeping her nucleus as hidden as possible, attempting to ascertain whether or not they may pose an actual threat to her. If she judges them weak enough, she animates great tentacles of water and uses them to capture and torment her victim, stripping them by tweaking the water so that it becomes acidic enough to corrode cloth, crushing them, choking them, battering them, molesting them, and otherwise tormenting them in order to sate her twin desires for spiritual energy and cruelty.
Morpha is extremely difficult to harm should she attack, but she is not invulnerable. As a creature of water, powerful sources of heat and cold can freeze or boil away her body, reducing its ability to interact with the world and exposing its nucleus. Attacking the nucleus is also the most effective way to be rid of Morpha; as this is the true center of Morpha's being, it is the only part of her body that can feel pain, and she will quickly submit to anyone who manages to capture and injure her nucleus.
Type: Demon
Habitat: Water Temple
Disposition: Cowardly, Treacherous, Sadistic
Diet: Magical/Spirit Energy
The entity known as Morpha, at first glance, appears resembles an unusually large Dark Slime, though one with translucent, almost water-colored slime instead of the usual purple. However, despite its amorphous nature, Morpha is in fact a kind of demon; the unusually large nucleus, which so resembles a slime core, is in fact the entirety of the mamono, and its unusual size and design allows it to both process a far larger amount of information than a Dark Slime's slime core and to utilize magical energies. The result is that the nucleus is able to manipulate water and uses this to form its "body", and the whole entity is far smarter than any other Slime mamono.
Morpha is able to absorb ambient magical energy through its connection to water, and so has no actual need to feed off of men. However, Morpha is a sadistic, lustful creature who delights in forcing men to become her playthings, and so she eagerly attempts to capture and molest any who dare intrude into her sanctum. A coward by nature, Morpha uses her unique form to pretend to be just an ordinary pool of water, waiting for men and women alike to enter her lair. When they do, she sits on the bottom of its pool, keeping her nucleus as hidden as possible, attempting to ascertain whether or not they may pose an actual threat to her. If she judges them weak enough, she animates great tentacles of water and uses them to capture and torment her victim, stripping them by tweaking the water so that it becomes acidic enough to corrode cloth, crushing them, choking them, battering them, molesting them, and otherwise tormenting them in order to sate her twin desires for spiritual energy and cruelty.
Morpha is extremely difficult to harm should she attack, but she is not invulnerable. As a creature of water, powerful sources of heat and cold can freeze or boil away her body, reducing its ability to interact with the world and exposing its nucleus. Attacking the nucleus is also the most effective way to be rid of Morpha; as this is the true center of Morpha's being, it is the only part of her body that can feel pain, and she will quickly submit to anyone who manages to capture and injure her nucleus.
Armos
Spoiler: show
Family: Golem
Type: Construct
Habitat: Mountains, Dungeons, Ruins
Disposition: Conflicted, Shy, Horny
Diet: Nothing
The Armos is a form of golem unique to the lands of Hyrule, created to serve as a guardian and deterrent, rather than for the purpose of hunting down targets or general defense, as with other Golems. Unfortunately, they found that the Armos' personality made her rather inept at her assigned goal, and the art of creating Armos has been discontinued for many generations. That said, there were many, many Armos created before the flaws became public knowledge, and so there are countless of her kind scattered throughout the myriad ruins of Hyrule. Sporadic revival of the process also occurs, and so there is a small, slow production of new Armos as well.
The intent for Armos, when she was created, was that she would pretend to be a sculpture or even part of the evironment and would attack any intruders she recognized in order to subdue them. Unfortunately for her creators, Armos is a very shy and insecure mamono; when strangers appeared, she froze in place, desperately trying to be a statue in hopes that they would overlook her and move on. She would only move if they actually touched her - and even then, she would merely attempt to knock them out cold so that she could flee and find somewhere else to hide. She is far too sweet and gentle to really contemplate violence of her own free will.
However, the Armos does have a darker side to her personality. Though she does not do it intentionally, she is quite the voyeur and, though she tries to deny it, she becomes very turned on by the sight of naked men and couples having sex. An Armos who sees something she finds arousing will grow more and more turned on, normally repressed lust building to a fever point, until she finally loses her usual sweet personality and becomes a raging ball of lust. While it's still almost unheard of for her to move to the object of her desires first, should he touch her, however accidentally, she will immediately spring at him and try to bear him down so that she can start having sex with him. As she possesses the typical superhuman strength of a golem, and is both harder to hurt and heavier due to her rock armor, she usually does win, despite her typically poor fighting skills.
Those who do keep Armos' as regular lovers claim that a steady relationship and regular sex makes the Armos somewhat more balanced in terms of lust, as well as helping them to become less shy.
Type: Construct
Habitat: Mountains, Dungeons, Ruins
Disposition: Conflicted, Shy, Horny
Diet: Nothing
The Armos is a form of golem unique to the lands of Hyrule, created to serve as a guardian and deterrent, rather than for the purpose of hunting down targets or general defense, as with other Golems. Unfortunately, they found that the Armos' personality made her rather inept at her assigned goal, and the art of creating Armos has been discontinued for many generations. That said, there were many, many Armos created before the flaws became public knowledge, and so there are countless of her kind scattered throughout the myriad ruins of Hyrule. Sporadic revival of the process also occurs, and so there is a small, slow production of new Armos as well.
The intent for Armos, when she was created, was that she would pretend to be a sculpture or even part of the evironment and would attack any intruders she recognized in order to subdue them. Unfortunately for her creators, Armos is a very shy and insecure mamono; when strangers appeared, she froze in place, desperately trying to be a statue in hopes that they would overlook her and move on. She would only move if they actually touched her - and even then, she would merely attempt to knock them out cold so that she could flee and find somewhere else to hide. She is far too sweet and gentle to really contemplate violence of her own free will.
However, the Armos does have a darker side to her personality. Though she does not do it intentionally, she is quite the voyeur and, though she tries to deny it, she becomes very turned on by the sight of naked men and couples having sex. An Armos who sees something she finds arousing will grow more and more turned on, normally repressed lust building to a fever point, until she finally loses her usual sweet personality and becomes a raging ball of lust. While it's still almost unheard of for her to move to the object of her desires first, should he touch her, however accidentally, she will immediately spring at him and try to bear him down so that she can start having sex with him. As she possesses the typical superhuman strength of a golem, and is both harder to hurt and heavier due to her rock armor, she usually does win, despite her typically poor fighting skills.
Those who do keep Armos' as regular lovers claim that a steady relationship and regular sex makes the Armos somewhat more balanced in terms of lust, as well as helping them to become less shy.
Beamos
Spoiler: show
Family: Losttech
Type: Construct
Habitat: Ancient Ruins
Disposition: Lustful, Gleeful, Unashamed
Diet: Not Known/Nonexistent
The Beamos is sometimes mistaken to be a cousin of the Armos, perhaps a secondary model that was created in an attempt to rectify the mistakes of the Armos. This is incorrect: in fact, the Beamos is a Construct mamono created by ancient, long-lost civilisations, and is much older than the Armos. The two, in fact, are rarely found sharing the same sort of terrain, and they actually do not get on well with each other: Beamos looks down on Armos for her shyness and lack of nerves, while Armos considers Beamos a slut. This also explains the differences in construction between the two; Armos is made from stone and resembles a warrior maiden (despite her... unsuitable personality), while the Beamos is made of metal and crystal and is much more unearthly looking
In a manner similar to the Armos, hence the reason why they are often considered to be relatives, the Beamos is a voyeuristic mamono who disguises herself as a statue in order to be able to watch people undress and have sex. Unlike the Armos, however, the Beamos is in inveterate lecher, an aggressively horny pervert who is not only unashamed of her behavior, but actually takes pride in it, and grows rather offended at those who consider her behavior wrong. Trying to actually stop her at her deeds, however, is a good way to get hurt.
You see, unlike the Armos, the Beamos has no qualms about fighting, and possesses the ability to unleash a wide variety of beams from the visor she has in place of eyes. The most commonly reported is a sort of heat-force ray, but she most certainly has others. In fact, due to her more aggressive (or, as she would call it, healthily confident) nature, she is not content to merely wait for attractive men or couples in search of a private liason to wander by, but actively seeks them out. And if she spots someone she'd like to see naked, or who she'd like to have sex with, she can use hypnotic rays to induce the desired effect.
Despite her high libido and lascivious nature, Beamos can and do form steady relationships. Of course, their lovers do have to accept that, no matter how faithful a Beamos will be, she will never truly be able to resist the urge to "window shop" and try to look at other attractive men.
It is generally theorized that the Beamos is such a pervert due to mental breakdown, courtesy of centuries without maintenance. Of course, the Beamos refuses to confirm this and in actuality finds it highly offensive - more than one person who's brought the topic up has been beaten black and blue for their troubles. Others consider it merely a different expression of the same flaw as consumes the Armos... which the Beamos also finds offensive.
Type: Construct
Habitat: Ancient Ruins
Disposition: Lustful, Gleeful, Unashamed
Diet: Not Known/Nonexistent
The Beamos is sometimes mistaken to be a cousin of the Armos, perhaps a secondary model that was created in an attempt to rectify the mistakes of the Armos. This is incorrect: in fact, the Beamos is a Construct mamono created by ancient, long-lost civilisations, and is much older than the Armos. The two, in fact, are rarely found sharing the same sort of terrain, and they actually do not get on well with each other: Beamos looks down on Armos for her shyness and lack of nerves, while Armos considers Beamos a slut. This also explains the differences in construction between the two; Armos is made from stone and resembles a warrior maiden (despite her... unsuitable personality), while the Beamos is made of metal and crystal and is much more unearthly looking
In a manner similar to the Armos, hence the reason why they are often considered to be relatives, the Beamos is a voyeuristic mamono who disguises herself as a statue in order to be able to watch people undress and have sex. Unlike the Armos, however, the Beamos is in inveterate lecher, an aggressively horny pervert who is not only unashamed of her behavior, but actually takes pride in it, and grows rather offended at those who consider her behavior wrong. Trying to actually stop her at her deeds, however, is a good way to get hurt.
You see, unlike the Armos, the Beamos has no qualms about fighting, and possesses the ability to unleash a wide variety of beams from the visor she has in place of eyes. The most commonly reported is a sort of heat-force ray, but she most certainly has others. In fact, due to her more aggressive (or, as she would call it, healthily confident) nature, she is not content to merely wait for attractive men or couples in search of a private liason to wander by, but actively seeks them out. And if she spots someone she'd like to see naked, or who she'd like to have sex with, she can use hypnotic rays to induce the desired effect.
Despite her high libido and lascivious nature, Beamos can and do form steady relationships. Of course, their lovers do have to accept that, no matter how faithful a Beamos will be, she will never truly be able to resist the urge to "window shop" and try to look at other attractive men.
It is generally theorized that the Beamos is such a pervert due to mental breakdown, courtesy of centuries without maintenance. Of course, the Beamos refuses to confirm this and in actuality finds it highly offensive - more than one person who's brought the topic up has been beaten black and blue for their troubles. Others consider it merely a different expression of the same flaw as consumes the Armos... which the Beamos also finds offensive.
Deku Baba
Spoiler: show
Family: Baba
Type: Plant
Habitat: Forests
Disposition: Simpleminded, Aggressive
Diet: Carnivorous/Photosynthetic
The Deku Baba is a simple-minded mamono even by the standards of other Plant types. A fairly common threat in the forests of Hyrule, it is unique among Plant types in that it lacks any sort of pheromone power, instead relying on a mixture of ambush, brute strength, and unprecedented mobility in order to capture men and prey alike. The majority of a Deku Baba is underground, forming a large vegetative cavity often referred to as a "womb", due to the fact that the humanoid component of a Deku Baba is connected to the interior of this chamber by a special vine that, much like an umbilical cable, feeds the humanoid component with life-giving sap and nutrients.
For most of its life, a Deku Baba's physical presence on the surface is minimal, consisting of a small, unobtrusive bush that conceals the opening the Deku Baba's "womb". When it senses motion nearby, thanks to a network of sensitive roots, the humanoid component is ejected from the chamber and attacks the source of the motion relentlessly. The suddenness of its appearance, coupled with its vegetable strength and a mild paralytic toxin it can secrete, usually allows it to overpower the unwary. Animals are killed and dragged into the chamber to be broken down for nutrition.
Subdued men, on the other hand, are stripped and dragged into the chamber, where the walls of the chamber sprout small roots that will bind the man in place and penetrate his veins, symbiotically feeding him nutritive sap of the Deku Baba even as the humanoid component begins to couple with him, as she will for the rest of their mutual lifespan. Once a Deku Baba has claimed a man, the chamber seals itself and the mamono enters the second stage of its lifecycle. Now fully mature, the surface plant grows larger, and sprouts seed-bearing pods that will eventually cause new Deku Babas to grow. No longer feeding on animals, the mature Deku Baba instead photosynthesizes for nourishment.
Retrieving a man from a Deku Baba is possible, but quite difficult: a rescuer must dig up the underground portion of the Deku Baba, and then cut through the tough, leathery outer shell in order to extract him from its interior. Prevention is far better than rescue, in this case, and that's not so hard. The umbilical vine only stretches so far, so a victim who manages to get beyond two or three meters away from the Deku Baba's base is safe, though the single-mindedness of this mamono means that the humanoid component will continue to strain against the borders of her vine. The easiest way to render a Deku Baba harmless is to sever the umbilical vine: though it is too tough to be broken with bare hands by most people, it can be cut easily enough, and once separated from her source of sap, the Deku Baba will fly into a panic and flee back into the chamber to regrow her vine. If she is kept from this, she will die in about an hour or two at most. It is possible for a "clipped" Deku Baba to grow a new humanoid, but this takes over a week and it is possible for the plant to starve to death while growing its replacement.
Type: Plant
Habitat: Forests
Disposition: Simpleminded, Aggressive
Diet: Carnivorous/Photosynthetic
The Deku Baba is a simple-minded mamono even by the standards of other Plant types. A fairly common threat in the forests of Hyrule, it is unique among Plant types in that it lacks any sort of pheromone power, instead relying on a mixture of ambush, brute strength, and unprecedented mobility in order to capture men and prey alike. The majority of a Deku Baba is underground, forming a large vegetative cavity often referred to as a "womb", due to the fact that the humanoid component of a Deku Baba is connected to the interior of this chamber by a special vine that, much like an umbilical cable, feeds the humanoid component with life-giving sap and nutrients.
For most of its life, a Deku Baba's physical presence on the surface is minimal, consisting of a small, unobtrusive bush that conceals the opening the Deku Baba's "womb". When it senses motion nearby, thanks to a network of sensitive roots, the humanoid component is ejected from the chamber and attacks the source of the motion relentlessly. The suddenness of its appearance, coupled with its vegetable strength and a mild paralytic toxin it can secrete, usually allows it to overpower the unwary. Animals are killed and dragged into the chamber to be broken down for nutrition.
Subdued men, on the other hand, are stripped and dragged into the chamber, where the walls of the chamber sprout small roots that will bind the man in place and penetrate his veins, symbiotically feeding him nutritive sap of the Deku Baba even as the humanoid component begins to couple with him, as she will for the rest of their mutual lifespan. Once a Deku Baba has claimed a man, the chamber seals itself and the mamono enters the second stage of its lifecycle. Now fully mature, the surface plant grows larger, and sprouts seed-bearing pods that will eventually cause new Deku Babas to grow. No longer feeding on animals, the mature Deku Baba instead photosynthesizes for nourishment.
Retrieving a man from a Deku Baba is possible, but quite difficult: a rescuer must dig up the underground portion of the Deku Baba, and then cut through the tough, leathery outer shell in order to extract him from its interior. Prevention is far better than rescue, in this case, and that's not so hard. The umbilical vine only stretches so far, so a victim who manages to get beyond two or three meters away from the Deku Baba's base is safe, though the single-mindedness of this mamono means that the humanoid component will continue to strain against the borders of her vine. The easiest way to render a Deku Baba harmless is to sever the umbilical vine: though it is too tough to be broken with bare hands by most people, it can be cut easily enough, and once separated from her source of sap, the Deku Baba will fly into a panic and flee back into the chamber to regrow her vine. If she is kept from this, she will die in about an hour or two at most. It is possible for a "clipped" Deku Baba to grow a new humanoid, but this takes over a week and it is possible for the plant to starve to death while growing its replacement.
Wizzrobe
Spoiler: show
Family: Maijin
Type: Maijin
Habitat: Isolated Towers and Dungeons
Disposition: Demure, Cowardly
Diet: Omnivorous
Wizzrobes are a relative of the Witch native to Hyrule, but are much taller and more physically mature than their cousins. Their precise appearance is hard to determine, as all Wizzrobes are very modest and wear an almost uniform-like dress of all-concealing robes, with either prominent hoods or face-obscuring hats to make their features impossible to determine. Secretive and private, little is known about Wizzrobes except that they are most emphatically not connected socially to either Witches or their Baphomet mistresses, and there is in fact a fierce rivalry between the two groups.
Wizzrobes generally wield a less diverse array of spells compared to Witches. However, both their raw power and their ability for ingenuity usually outstrip them, allowing Wizzrobes to use the spells they do know in ways that a Witch would not. In general, a Wizzrobe's magic revolves around the usage of raw arcane energy - they prefer to avoid conflict, and are actually rather cowardly, so their preference is to unleash a bolt of force to discourage would-be pursuers and then either teleport away, race off with magically heightened speed, or phase through solid walls to render pursuit impossible. Some Wizzrobes also study summoning, pyromantic or cryomantic magic as well, and these Wizzrobes usually wear distinctive outfits. A deep red to their garb seems to symbolize a high rank amongst their fellows.
Needless to say, with their shy attitudes, Wizzrobes generally avoid the company of men - a man who does manage to successfully catch a fleeing Wizzrobe, providing he is nonviolent to her, will earn her respect, but not necessarily cause her to start taking a sexual interest in him. This does, however, make her more receptive to any advances he may make. As well as speed and quick wits, which are essential to catching one in the first place, Wizzrobes admire men who share their passion for magic. In fact, the boldest moves that a Wizzrobe will make is when she is in search of some form of magic - a power enhancer, a lost grimoire, any such thing that can be used to increase her mystical abilities. If it really comes to that, a Wizzrobe will even be willing to trade sexual favors in order to claim the magic that she seeks. It is said that any man who can challenge a Wizzrobe to a magic duel and beat her becomes her husband by default, but this so far seems to be nothing more than a legend.
Type: Maijin
Habitat: Isolated Towers and Dungeons
Disposition: Demure, Cowardly
Diet: Omnivorous
Wizzrobes are a relative of the Witch native to Hyrule, but are much taller and more physically mature than their cousins. Their precise appearance is hard to determine, as all Wizzrobes are very modest and wear an almost uniform-like dress of all-concealing robes, with either prominent hoods or face-obscuring hats to make their features impossible to determine. Secretive and private, little is known about Wizzrobes except that they are most emphatically not connected socially to either Witches or their Baphomet mistresses, and there is in fact a fierce rivalry between the two groups.
Wizzrobes generally wield a less diverse array of spells compared to Witches. However, both their raw power and their ability for ingenuity usually outstrip them, allowing Wizzrobes to use the spells they do know in ways that a Witch would not. In general, a Wizzrobe's magic revolves around the usage of raw arcane energy - they prefer to avoid conflict, and are actually rather cowardly, so their preference is to unleash a bolt of force to discourage would-be pursuers and then either teleport away, race off with magically heightened speed, or phase through solid walls to render pursuit impossible. Some Wizzrobes also study summoning, pyromantic or cryomantic magic as well, and these Wizzrobes usually wear distinctive outfits. A deep red to their garb seems to symbolize a high rank amongst their fellows.
Needless to say, with their shy attitudes, Wizzrobes generally avoid the company of men - a man who does manage to successfully catch a fleeing Wizzrobe, providing he is nonviolent to her, will earn her respect, but not necessarily cause her to start taking a sexual interest in him. This does, however, make her more receptive to any advances he may make. As well as speed and quick wits, which are essential to catching one in the first place, Wizzrobes admire men who share their passion for magic. In fact, the boldest moves that a Wizzrobe will make is when she is in search of some form of magic - a power enhancer, a lost grimoire, any such thing that can be used to increase her mystical abilities. If it really comes to that, a Wizzrobe will even be willing to trade sexual favors in order to claim the magic that she seeks. It is said that any man who can challenge a Wizzrobe to a magic duel and beat her becomes her husband by default, but this so far seems to be nothing more than a legend.
Garo
Spoiler: show
Family: Spirit
Type: Unknown
Habitat: Impossible to determine - wanders everywhere
Disposition: Secretive, Inquisitive, Honorable
Diet: Omnivorous
The Garo is a mysterious, enigmatic mamono who lives and works in shadow - and not just because they are natural umbramancers, with the innate mystical ability to control darkness either. Garo are born spies and interrogators, who wander the known world and, perhaps, beyond, searching out information both at the behest of masters and to sate their own burning hunger for knowledge. Garo adore learning, they relish ferreting out secrets, and the harder it is to find a bit of lore, the more they enjoy getting it. It is this, first and foremost, that leads to their contact with other races: Garo normally live in hidden tribes, reputedly nomadic, and those who seek to uncover some lost secret or otherwise difficult to obtain information make contact with Garo in order to set them to the chase. It is said that Garo who receive a particularly challenging bit of information to uncover will lessen, or even waive their usual fee, so much did they enjoy learning it. Others say that a man who can impress a Garo with his own array of eclectic knowledge may find her asking to be his aide, or even his lover.
Other than by deliberately trying to contact a Garo tribe, generally, it is sheer coincidence that a man may meet a Garo. Many who do attempt to challenge the Garo, for these mamono live strictly by a code of honor that, among other things, demands that they swear to perform a single task for a man who manages to defeat them. Of course, this is easier said than done, for Garo are swift, agile and dexterous, masters of the art of dual wielding daggers, and most who challenge a Garo are lucky to escape with their lives. However, should a man defeat them, then they must perform a single boon for him, no matter how vile or reprehensible they may consider it to be, personally.
Needless to say, most Garo flee from such a powerful opponent as soon as they manage to win their freedom back. However, if their challenger proves to intrigue them, then they may challenge him to a second duel after having won their freedom, secretly hoping to lose again so that they may spend more time getting to know him. Not that this prevents them from fighting with all of their skill, however.
Type: Unknown
Habitat: Impossible to determine - wanders everywhere
Disposition: Secretive, Inquisitive, Honorable
Diet: Omnivorous
The Garo is a mysterious, enigmatic mamono who lives and works in shadow - and not just because they are natural umbramancers, with the innate mystical ability to control darkness either. Garo are born spies and interrogators, who wander the known world and, perhaps, beyond, searching out information both at the behest of masters and to sate their own burning hunger for knowledge. Garo adore learning, they relish ferreting out secrets, and the harder it is to find a bit of lore, the more they enjoy getting it. It is this, first and foremost, that leads to their contact with other races: Garo normally live in hidden tribes, reputedly nomadic, and those who seek to uncover some lost secret or otherwise difficult to obtain information make contact with Garo in order to set them to the chase. It is said that Garo who receive a particularly challenging bit of information to uncover will lessen, or even waive their usual fee, so much did they enjoy learning it. Others say that a man who can impress a Garo with his own array of eclectic knowledge may find her asking to be his aide, or even his lover.
Other than by deliberately trying to contact a Garo tribe, generally, it is sheer coincidence that a man may meet a Garo. Many who do attempt to challenge the Garo, for these mamono live strictly by a code of honor that, among other things, demands that they swear to perform a single task for a man who manages to defeat them. Of course, this is easier said than done, for Garo are swift, agile and dexterous, masters of the art of dual wielding daggers, and most who challenge a Garo are lucky to escape with their lives. However, should a man defeat them, then they must perform a single boon for him, no matter how vile or reprehensible they may consider it to be, personally.
Needless to say, most Garo flee from such a powerful opponent as soon as they manage to win their freedom back. However, if their challenger proves to intrigue them, then they may challenge him to a second duel after having won their freedom, secretly hoping to lose again so that they may spend more time getting to know him. Not that this prevents them from fighting with all of their skill, however.
Odolwa
Spoiler: show
Family: Spirit
Type: Guardian
Habitat: Woodfall Temple
Disposition: Energetic, Enigmatic
Diet: Omnivorous
The mysterious Odolwa is a masked jungle warrior mamono worshipped as the patron deity of the Woodfall Swamp. Residing in the ancient temple at its heart, Odolwa is a formidable fighter whose unique personal style mixes dancing and fluid sword and shield motions - in truth, dancing and fighting seem to be all that Odolwa lives for. If angered, however, she can also command the very swamp around her to assist her, which has helped the belief that she is the patron goddess of the swamp. For all that she is revered, however, she is indifferent to the faith of her worshippers and, indeed, to the very existence of all other beings. So long as her swamp remains strong and healthy, Odolwa dances and sings and is content. Only by truly threatening the swamp can her wrath be aroused, and she is brutally indiscriminate about who she will punish in her fury. Communicating with Odolwa is almost impossible: not only because of her utter indifference to any other being, but because she speaks in a lost tongue that nobody truly understands.
The most that Odolwa typically interacts with the cult that has sprung up around her is during the great tournament held every so often in her honor. As her followers have learned to mimic her dance-fighting style, and teach it freely to their faithful, every so often the best male practitioners of it gather together and battle in order to determine which one of them is truly the best of them all. Once the champion has been decided, he is given several hours of rest and treatment, and is then sent with great fanfare to the Woodfall Temple, his mission being to challenge the great Odolwa herself. At this time alone does she take an interest in other people, and she welcomes his challenge. Should he prove skilled enough, though none yet have ever been able to truly defeat her, she takes him to her bed and then releases him the next day, to high accolades from his fellow worshippers. If he proves unsuitably skilled, however, he is cast out from the temple in disgrace and is shunned by the other members of the cult. It is rumored that a man who can defeat Odolwa will either become her husband, or will take her power for himself.
Type: Guardian
Habitat: Woodfall Temple
Disposition: Energetic, Enigmatic
Diet: Omnivorous
The mysterious Odolwa is a masked jungle warrior mamono worshipped as the patron deity of the Woodfall Swamp. Residing in the ancient temple at its heart, Odolwa is a formidable fighter whose unique personal style mixes dancing and fluid sword and shield motions - in truth, dancing and fighting seem to be all that Odolwa lives for. If angered, however, she can also command the very swamp around her to assist her, which has helped the belief that she is the patron goddess of the swamp. For all that she is revered, however, she is indifferent to the faith of her worshippers and, indeed, to the very existence of all other beings. So long as her swamp remains strong and healthy, Odolwa dances and sings and is content. Only by truly threatening the swamp can her wrath be aroused, and she is brutally indiscriminate about who she will punish in her fury. Communicating with Odolwa is almost impossible: not only because of her utter indifference to any other being, but because she speaks in a lost tongue that nobody truly understands.
The most that Odolwa typically interacts with the cult that has sprung up around her is during the great tournament held every so often in her honor. As her followers have learned to mimic her dance-fighting style, and teach it freely to their faithful, every so often the best male practitioners of it gather together and battle in order to determine which one of them is truly the best of them all. Once the champion has been decided, he is given several hours of rest and treatment, and is then sent with great fanfare to the Woodfall Temple, his mission being to challenge the great Odolwa herself. At this time alone does she take an interest in other people, and she welcomes his challenge. Should he prove skilled enough, though none yet have ever been able to truly defeat her, she takes him to her bed and then releases him the next day, to high accolades from his fellow worshippers. If he proves unsuitably skilled, however, he is cast out from the temple in disgrace and is shunned by the other members of the cult. It is rumored that a man who can defeat Odolwa will either become her husband, or will take her power for himself.
Death Sword
Spoiler: show
Family: Spirit
Type: Demon
Habitat: Arbiter's Grounds
Disposition: Violent, Unpredictable, Gentle, Quiet
Diet: Unknown
Much like her "housemate", the Stallord, the Death Sword is a mysterious mamono about which little is known. This demonic spectral figure seems to be bound to the material world only by the large, cleaver-like blade that she carries, and is little more than an impotent phantom unless she is in contact with it. The Death Sword is, to all evidence, an ancient mamono, sealed away deep within the Arbiter's Grounds long before even the Stallord rose from the grave. In fact, her sealing seems to be the cause behind her unpredictable outbursts of violence and rage: it seems that being trapped in her ethereal state is not natural for her, and it has caused some manner of psychological damage. Every so often, she loses track of where and when she is, mistaking those around her for agents of the beings who bound her into her present state.
When this happens, she erupts into frenzied rage, grabbing her sword and lashing out with frantic strikes and surges of dark energy at those that she considers foes. In this psychotically vengeful state, women and mamono who fail to flee or to outfight her until she calms down are hacked apart, while men will be battered into submission and then brutally raped, the Death Sword screaming and ranting all the while. These rages vanish as suddenly as they appear, and when she is in her right mind, she is deeply frightened and embarrassed of her actions and will usually vanish and refuse to come out. It is said that this unpredictable behavior has earned the Stallord's interest, and that is why she tolerates the presence of a mamono she cannot control in her citadel: she has hidden something very important of hers in the Death Sword's chamber, and so far nobody has managed to retrieve it.
That is not to say that there haven't been people who have tried. More than that, the Death Sword retains a clearer memory of the ancient times than the Stallord, and so would-be historians and treasure seekers and others with an interest in the past have penetrated the Arbiter's Grounds in an effort to steal choice tidbits of information from her lips. There are claims that she is more willing to pay attention to those who pay attention to her sword; those that recognize its unique qualities as a weapon are more likely to hear what they want to hear.
Type: Demon
Habitat: Arbiter's Grounds
Disposition: Violent, Unpredictable, Gentle, Quiet
Diet: Unknown
Much like her "housemate", the Stallord, the Death Sword is a mysterious mamono about which little is known. This demonic spectral figure seems to be bound to the material world only by the large, cleaver-like blade that she carries, and is little more than an impotent phantom unless she is in contact with it. The Death Sword is, to all evidence, an ancient mamono, sealed away deep within the Arbiter's Grounds long before even the Stallord rose from the grave. In fact, her sealing seems to be the cause behind her unpredictable outbursts of violence and rage: it seems that being trapped in her ethereal state is not natural for her, and it has caused some manner of psychological damage. Every so often, she loses track of where and when she is, mistaking those around her for agents of the beings who bound her into her present state.
When this happens, she erupts into frenzied rage, grabbing her sword and lashing out with frantic strikes and surges of dark energy at those that she considers foes. In this psychotically vengeful state, women and mamono who fail to flee or to outfight her until she calms down are hacked apart, while men will be battered into submission and then brutally raped, the Death Sword screaming and ranting all the while. These rages vanish as suddenly as they appear, and when she is in her right mind, she is deeply frightened and embarrassed of her actions and will usually vanish and refuse to come out. It is said that this unpredictable behavior has earned the Stallord's interest, and that is why she tolerates the presence of a mamono she cannot control in her citadel: she has hidden something very important of hers in the Death Sword's chamber, and so far nobody has managed to retrieve it.
That is not to say that there haven't been people who have tried. More than that, the Death Sword retains a clearer memory of the ancient times than the Stallord, and so would-be historians and treasure seekers and others with an interest in the past have penetrated the Arbiter's Grounds in an effort to steal choice tidbits of information from her lips. There are claims that she is more willing to pay attention to those who pay attention to her sword; those that recognize its unique qualities as a weapon are more likely to hear what they want to hear.
Argorok
Spoiler: show
Family: Ironclad
Type: Dragon
Habitat: Seedy Dives and Lost Ruins
Disposition: Adventurous, Carefree, Impulsive
Diet: Omnivorous
Argorok is a dragon mamono who frequents the lands of Hyrule, though she refuses to say whether or not she is one of a kind or if she is merely a member of a lost tribe of similar mamono. Whatever the case, she is both loved and hated in Hyrule - well, to be specific, she is loved in the rough and rowdy levels of society that she frequents, and hated by academics and others who disapprove of her lifestyle. Argorok is a carefree mamono who lives solely for one thing: finding and raiding tombs, dungeons and ruins. In the lands of Hyrule, this equates to a very successful career, as there are many lost buildings and hidden treasure troves to acquire. Argorok has almost no care for the future, however, and her life follows an immutable cycle of sudden wealth, which is then expended in a drawn out debauch of sex, gambling, partying, drinking and ostentious purchases, forcing her to find another tomb to raid after she has spent all of her earnings. Argorok laughs at those who chide her for being so irresponsible and lacksadasical, declaring that she is perfectly fine with the way she lives and emphatically insists that the way she lives is the only real way to live.
Smaller than most dragons, Argorok is still capable of flight and formidably strong, easily bearing her lavishly decorated, mish-mash armor and multiple charms intended to provide good luck (or simply look good) over the long distances she may need to fly to reach her next target. She also has the ability to breathe fire, which makes it easier for her to fight off any dangers that she encounters. While generally good natured and friendly, Argorok is also fiercely competitive: while she doesn't hold a grudge against someone who beats her to a treasure she has her eye on, she will play very rough indeed in trying to get there first.
Argorok's truest enemies are the Lizardgirl family, most notably the Aerolfos, with whom she shares a bitter enmity. Precisely why she disdains them is unknown, though there are rumors of her having been mobbed and forced to flee in humiliation by regiments of Aerolfos. The reason that the Aerolfos dislike her is quite simple: not only does her lacksadasical, carefree outlook on life clash with their strict, disciplined and regimented mindset, she can challenge their ability to reach ruins first due to also possessing the power of flight, she has no qualms about raiding ruins that Aerolfos have claimed as their own strongholds, and when it comes down to a one on one fight, Argorok is the stronger opponent and much more likely to win.
Type: Dragon
Habitat: Seedy Dives and Lost Ruins
Disposition: Adventurous, Carefree, Impulsive
Diet: Omnivorous
Argorok is a dragon mamono who frequents the lands of Hyrule, though she refuses to say whether or not she is one of a kind or if she is merely a member of a lost tribe of similar mamono. Whatever the case, she is both loved and hated in Hyrule - well, to be specific, she is loved in the rough and rowdy levels of society that she frequents, and hated by academics and others who disapprove of her lifestyle. Argorok is a carefree mamono who lives solely for one thing: finding and raiding tombs, dungeons and ruins. In the lands of Hyrule, this equates to a very successful career, as there are many lost buildings and hidden treasure troves to acquire. Argorok has almost no care for the future, however, and her life follows an immutable cycle of sudden wealth, which is then expended in a drawn out debauch of sex, gambling, partying, drinking and ostentious purchases, forcing her to find another tomb to raid after she has spent all of her earnings. Argorok laughs at those who chide her for being so irresponsible and lacksadasical, declaring that she is perfectly fine with the way she lives and emphatically insists that the way she lives is the only real way to live.
Smaller than most dragons, Argorok is still capable of flight and formidably strong, easily bearing her lavishly decorated, mish-mash armor and multiple charms intended to provide good luck (or simply look good) over the long distances she may need to fly to reach her next target. She also has the ability to breathe fire, which makes it easier for her to fight off any dangers that she encounters. While generally good natured and friendly, Argorok is also fiercely competitive: while she doesn't hold a grudge against someone who beats her to a treasure she has her eye on, she will play very rough indeed in trying to get there first.
Argorok's truest enemies are the Lizardgirl family, most notably the Aerolfos, with whom she shares a bitter enmity. Precisely why she disdains them is unknown, though there are rumors of her having been mobbed and forced to flee in humiliation by regiments of Aerolfos. The reason that the Aerolfos dislike her is quite simple: not only does her lacksadasical, carefree outlook on life clash with their strict, disciplined and regimented mindset, she can challenge their ability to reach ruins first due to also possessing the power of flight, she has no qualms about raiding ruins that Aerolfos have claimed as their own strongholds, and when it comes down to a one on one fight, Argorok is the stronger opponent and much more likely to win.
Aerolfos
Spoiler: show
Family: Lizardgirl
Type: Reptile
Habitat: Hidden Camps and Ruins
Disposition: Militaristic, Disciplined, Proud
Diet: Carnivorous
Aerolfos are a Hyrulian cousin of the Lizardgirl (known in that region as Lizalfos), and quite visibly distinct due to their thinner, more streamlined appearance... oh, and the leathery wings that sprout from their shoulders, of course. Aerolfos are similar to their cousins in nature, being proud and confident warriors who train ceaselessly to improve their skills, but are more militaristic than Lizardgirls as well: whereas a Lizardgirl trains to prove her individual superiority as a warrior, an Aerolfos trains in order to become as strong as possible so that she can help her people prove that they are the strongest race. The Aerolfos, needless to say, are far more communal and disciplined than Lizardgirls, though they do not approach the obsessively hidebound attitudes of the Anubis.
Unfortunately for their grand dreams of conquest, Aerolfos breed slowly and so they are more or less a fringe culture. This does not have any negative effect on their ambitions, and so they are continuously training and planning for the day when they can prove their racial strength. Aerolfos live in small, tightly knit groups that they call "regiments", which maintain regular contact with other regiments in neighboring territories. Though such groups are prone to frequent intermember duels, in order to determine personal rank, they are still very loyal and organized, and will abandon any hostility towards each other in a heartbeat in order to face an outside threat. Regiments usually live in well-hidden and well-defended training camps high in the mountains and deep in the forests, but Aerolfos can also be found occupying various ruins: sometimes, they may be exploring the ruin in order to retrieve treasures that can be sold to finance their regiment, or new weapons and armor to strengthen their regiment. Other times, they deem a ruin to have particular "strategic value" and do their best to claim it as their own.
Similarly to Lizardgirls, Aerolfos desire strong men as mates and thus challenging one to a fight is the quickest way to arouse her interest. As Aerolfos are more warlike than Lizardgirls, however, they are willing to accept magical or other mystic abilities as a sign of strength, instead of simple martial training. They also despise those who have such skills, yet refuse to use them: nothing will put an Aerolfos off quicker than learning a man is a pacifist or has pacifist leanings. The biggest difference between an Aerolfos and a Lizardgirl in terms of courtship is this: when a man defeats an Aerolfos, he does not become her husband. Instead, he is adopted into her regiment, and is given a rank superior to hers. This means that he can command the loyalty of her, and any other Aerolfos of equal or lower rank to hers... however, he is also expected to obey the commands of Aerolfos of superior rank to him, and if he has proven himself particularly skilled...
Needless to say, a rather crude yet common story about Aerolfos involves a man "joining" a regiment and quickly doing his best to fight his way to the top-most rank, simply out of a desire to get some sleep.
Type: Reptile
Habitat: Hidden Camps and Ruins
Disposition: Militaristic, Disciplined, Proud
Diet: Carnivorous
Aerolfos are a Hyrulian cousin of the Lizardgirl (known in that region as Lizalfos), and quite visibly distinct due to their thinner, more streamlined appearance... oh, and the leathery wings that sprout from their shoulders, of course. Aerolfos are similar to their cousins in nature, being proud and confident warriors who train ceaselessly to improve their skills, but are more militaristic than Lizardgirls as well: whereas a Lizardgirl trains to prove her individual superiority as a warrior, an Aerolfos trains in order to become as strong as possible so that she can help her people prove that they are the strongest race. The Aerolfos, needless to say, are far more communal and disciplined than Lizardgirls, though they do not approach the obsessively hidebound attitudes of the Anubis.
Unfortunately for their grand dreams of conquest, Aerolfos breed slowly and so they are more or less a fringe culture. This does not have any negative effect on their ambitions, and so they are continuously training and planning for the day when they can prove their racial strength. Aerolfos live in small, tightly knit groups that they call "regiments", which maintain regular contact with other regiments in neighboring territories. Though such groups are prone to frequent intermember duels, in order to determine personal rank, they are still very loyal and organized, and will abandon any hostility towards each other in a heartbeat in order to face an outside threat. Regiments usually live in well-hidden and well-defended training camps high in the mountains and deep in the forests, but Aerolfos can also be found occupying various ruins: sometimes, they may be exploring the ruin in order to retrieve treasures that can be sold to finance their regiment, or new weapons and armor to strengthen their regiment. Other times, they deem a ruin to have particular "strategic value" and do their best to claim it as their own.
Similarly to Lizardgirls, Aerolfos desire strong men as mates and thus challenging one to a fight is the quickest way to arouse her interest. As Aerolfos are more warlike than Lizardgirls, however, they are willing to accept magical or other mystic abilities as a sign of strength, instead of simple martial training. They also despise those who have such skills, yet refuse to use them: nothing will put an Aerolfos off quicker than learning a man is a pacifist or has pacifist leanings. The biggest difference between an Aerolfos and a Lizardgirl in terms of courtship is this: when a man defeats an Aerolfos, he does not become her husband. Instead, he is adopted into her regiment, and is given a rank superior to hers. This means that he can command the loyalty of her, and any other Aerolfos of equal or lower rank to hers... however, he is also expected to obey the commands of Aerolfos of superior rank to him, and if he has proven himself particularly skilled...
Needless to say, a rather crude yet common story about Aerolfos involves a man "joining" a regiment and quickly doing his best to fight his way to the top-most rank, simply out of a desire to get some sleep.
Bubble
Spoiler: show
Family: Spirit
Type: Undead
Habitat: Ruins and Caves
Disposition: Lustful
Diet: Spirit Energy
Bubbles are simple undead mamono that are quite frequent throughout the lands of Hyrule. Wandering spirits that possess discarded skulls in order to use them as material focuses, the Bubble's natural mystical energies makes her much more dangerous than a Zombie or a Skeleton (known locally as a Redead and a Stalkid), though she isn't much smarter than them. Simpleminded and impertinently curious, Bubbles wander into areas pursuing anything that catches their interest, and then remain in that region until something interesting catches their eyes and leads them away again. Much of their time is spent sleeping, presumably to conserve their reserves of spiritual energy.
Much like a Zombie, a Bubble will immediately attack and attempt to rape any other humanoid creature that enters her current territory, even if female or another mamono, in her hunger for more spiritual energy. While unintelligent, their ability to levitate allows them to evade simple traps that would otherwise impede them, and their body, composed as it is of mystical energy, makes them potentially dangerous. Most commonly, Bubbles have bodies of magical fire, allowing them to burn and sear if they feel threatened, but other abilities have been rumored. Blue-flamed Bubbles, variously said to inflict a "curse of weakness" or to freeze like icy fire, are the most commonly claimed variant. Despite their fiery bodies, they do not harm those they assault any more than is needed to subdue them, and will fall asleep immediately after sating themselves, allowing their reluctant lover to slip away. Those who have been embraced by a Bubble describe the experience as surprisingly pleasant, as the flames seem to "caress and tickle" the one they touch.
Type: Undead
Habitat: Ruins and Caves
Disposition: Lustful
Diet: Spirit Energy
Bubbles are simple undead mamono that are quite frequent throughout the lands of Hyrule. Wandering spirits that possess discarded skulls in order to use them as material focuses, the Bubble's natural mystical energies makes her much more dangerous than a Zombie or a Skeleton (known locally as a Redead and a Stalkid), though she isn't much smarter than them. Simpleminded and impertinently curious, Bubbles wander into areas pursuing anything that catches their interest, and then remain in that region until something interesting catches their eyes and leads them away again. Much of their time is spent sleeping, presumably to conserve their reserves of spiritual energy.
Much like a Zombie, a Bubble will immediately attack and attempt to rape any other humanoid creature that enters her current territory, even if female or another mamono, in her hunger for more spiritual energy. While unintelligent, their ability to levitate allows them to evade simple traps that would otherwise impede them, and their body, composed as it is of mystical energy, makes them potentially dangerous. Most commonly, Bubbles have bodies of magical fire, allowing them to burn and sear if they feel threatened, but other abilities have been rumored. Blue-flamed Bubbles, variously said to inflict a "curse of weakness" or to freeze like icy fire, are the most commonly claimed variant. Despite their fiery bodies, they do not harm those they assault any more than is needed to subdue them, and will fall asleep immediately after sating themselves, allowing their reluctant lover to slip away. Those who have been embraced by a Bubble describe the experience as surprisingly pleasant, as the flames seem to "caress and tickle" the one they touch.
Spoiler: show
Family: Cucco
Type: Birdgirl
Habitat: Near Humans
Disposition: Friendly, Protective
Diet: Fruit, Grain, Insects
The Cuccos are to Harpies what the Holstaurus is to beastgirls in general and the Minotaurus in particular. Not only are they very friendly towards humanity, but they have actually become accepted as a partner to it. This is quite beneficial, as Cuccos have lost their ability to fly as a race - though there are certain individuals in whom the ability resurfaces, which are usually marked by very special feather colorations. A shining gold is the most striking, but not the only possibility.
The reason Cuccos are so trusted in general, unlike even regular Harpies, is generally twofold. Firstly, unlike any other birdgirl, Cuccos constantly produce large, infertile eggs, which they are quite willing to eat and sell to others to eat. Cucco eggs are extremely tasty and nutritious, and while they lack the sexual side-benefits of Holstaurus milk, they are loaded with proteins and this makes them very good for eaters who need large amounts of protein, be this a natural requisite of their diet or an induced deficiency.
The second reason is simple: while not violent by nature, or even provokable to violence the way that the Holstaurus can be, Cuccos are extremely protective mamono who form extraordinarily tight social bonds with friends and family. If one Cucco, or someone they consider part of their "family", is threatened, then all nearby Cuccos will descend upon the hostile in a berserk rage, fighting with incredible strength and ferocity until the target is either subdued or flees. Fighting back simply attracts more Cuccos; someone who picks a fight with a Cucco would end up having to beat every Cucco in a mile radius in order to win. Needless to say, while not impossible, such "victories" are very rare and invariably unspeakably bloody, and anyone who does manage to pull it off usually ends up dead for the sake of humanity sooner or later.
Cuccos also integrate themselves into human society in a number of other ways. They have extremely accurate internal clocks, and so are naturally skilled timekeepers. While their voices tend to be far too loud and piercing to make them adept singers, they do make skilled messengers, and they are quite adept with musical instruments. Cuccos are an extremely common sight around Hyrulian settlements, and are much admired as lovers due to their gentle nature and friendly ways. Their main flaw is that they can be somewhat vain, and young Cuccos often go through a stage of being spoiled brats due to their knowledge that their friends and family will protect them from just about anything. Of course, a large part of growing up in Cucco society is being disabused of the notion that any individual Cucco can do whatever she pleases and expect any other Cucco to stand up for her if she gets into trouble.
Type: Birdgirl
Habitat: Near Humans
Disposition: Friendly, Protective
Diet: Fruit, Grain, Insects
The Cuccos are to Harpies what the Holstaurus is to beastgirls in general and the Minotaurus in particular. Not only are they very friendly towards humanity, but they have actually become accepted as a partner to it. This is quite beneficial, as Cuccos have lost their ability to fly as a race - though there are certain individuals in whom the ability resurfaces, which are usually marked by very special feather colorations. A shining gold is the most striking, but not the only possibility.
The reason Cuccos are so trusted in general, unlike even regular Harpies, is generally twofold. Firstly, unlike any other birdgirl, Cuccos constantly produce large, infertile eggs, which they are quite willing to eat and sell to others to eat. Cucco eggs are extremely tasty and nutritious, and while they lack the sexual side-benefits of Holstaurus milk, they are loaded with proteins and this makes them very good for eaters who need large amounts of protein, be this a natural requisite of their diet or an induced deficiency.
The second reason is simple: while not violent by nature, or even provokable to violence the way that the Holstaurus can be, Cuccos are extremely protective mamono who form extraordinarily tight social bonds with friends and family. If one Cucco, or someone they consider part of their "family", is threatened, then all nearby Cuccos will descend upon the hostile in a berserk rage, fighting with incredible strength and ferocity until the target is either subdued or flees. Fighting back simply attracts more Cuccos; someone who picks a fight with a Cucco would end up having to beat every Cucco in a mile radius in order to win. Needless to say, while not impossible, such "victories" are very rare and invariably unspeakably bloody, and anyone who does manage to pull it off usually ends up dead for the sake of humanity sooner or later.
Cuccos also integrate themselves into human society in a number of other ways. They have extremely accurate internal clocks, and so are naturally skilled timekeepers. While their voices tend to be far too loud and piercing to make them adept singers, they do make skilled messengers, and they are quite adept with musical instruments. Cuccos are an extremely common sight around Hyrulian settlements, and are much admired as lovers due to their gentle nature and friendly ways. Their main flaw is that they can be somewhat vain, and young Cuccos often go through a stage of being spoiled brats due to their knowledge that their friends and family will protect them from just about anything. Of course, a large part of growing up in Cucco society is being disabused of the notion that any individual Cucco can do whatever she pleases and expect any other Cucco to stand up for her if she gets into trouble.
Chilfos
Spoiler: show
Family: Ice Spirit
Type: Construct/Elemental
Habitat: Icy Regions
Disposition: Pragmatic, Stoic
Diet: Magical Energy
Chilfos are mamono who only come into existence in arctic regions that are inundated with potent magical energy. This raw energy permeates the ice and snow and causes the Chilfos to emerge from that conglomeration of elemental essences. As they dwell in regions considered inhospitable by most lifeforms, cannot leave these for warmer climes (they begin to melt when the temperature rises above freezing), and are bound by necessity to places, people or items that produce enough magical energy to sustain them, Chilfos have little interaction with other races and they are content to leave alone and be left alone. That said, as Chilfos tend to congregate around either isolationist wizards, lost artifacts, or magic-inundated ruins, they are occasionally sought out by more hostile beings and they are quite willing to fight to defend themselves.
As elemental creatures, Chilfos have no fear of the cold and, being more disdainfully pragmatic than Yuki Onnas, usually wear absolutely nothing at all. While relatively brittle, as their bodies are solidified snow and ice rather than flesh and blood, they can regenerate easily by assimilating new snow and ice into their bodies. However, their sense of self is closely bound to their body, so if they take too much damage at once, they will die, their essence scattered with the fragments of their body. Chilfos are innate wielders of cryomantic magic, though they mainly use this to form their trademark ice javelins to attack hostiles with.
Having no need of any sustenance besides magical energy, Chilfos usually avoid interaction with other living beings. However, they do take human lovers, and only partially because they can feed off of spiritual energy by doing so. Because of where they live, most of their "lovers" are taken opportunistically, but they have an instinctive drawing to men with similarly "icy" dispositions and to those who possess magical talents. Bedding a Chilfos is usually unpleasant, as her flesh is much colder than a living being's. Should she be quite hungry, she will have no qualms about totally draining the energy from her bedmate - and due to her elemental nature, this is fatal, as her cold essence bleeds into his body and freezes him solid from the inside out. Otherwise, she usually abandons him after taking her pleasure, leaving him numbed and weakened, but able to survive. Potentially. A man who survives multiple sessions with a Chilfos, if she is willing, can absorb some of her essence into himself and gain some of the same powers and abilities, becoming what is referred to as an "Iceman".
Type: Construct/Elemental
Habitat: Icy Regions
Disposition: Pragmatic, Stoic
Diet: Magical Energy
Chilfos are mamono who only come into existence in arctic regions that are inundated with potent magical energy. This raw energy permeates the ice and snow and causes the Chilfos to emerge from that conglomeration of elemental essences. As they dwell in regions considered inhospitable by most lifeforms, cannot leave these for warmer climes (they begin to melt when the temperature rises above freezing), and are bound by necessity to places, people or items that produce enough magical energy to sustain them, Chilfos have little interaction with other races and they are content to leave alone and be left alone. That said, as Chilfos tend to congregate around either isolationist wizards, lost artifacts, or magic-inundated ruins, they are occasionally sought out by more hostile beings and they are quite willing to fight to defend themselves.
As elemental creatures, Chilfos have no fear of the cold and, being more disdainfully pragmatic than Yuki Onnas, usually wear absolutely nothing at all. While relatively brittle, as their bodies are solidified snow and ice rather than flesh and blood, they can regenerate easily by assimilating new snow and ice into their bodies. However, their sense of self is closely bound to their body, so if they take too much damage at once, they will die, their essence scattered with the fragments of their body. Chilfos are innate wielders of cryomantic magic, though they mainly use this to form their trademark ice javelins to attack hostiles with.
Having no need of any sustenance besides magical energy, Chilfos usually avoid interaction with other living beings. However, they do take human lovers, and only partially because they can feed off of spiritual energy by doing so. Because of where they live, most of their "lovers" are taken opportunistically, but they have an instinctive drawing to men with similarly "icy" dispositions and to those who possess magical talents. Bedding a Chilfos is usually unpleasant, as her flesh is much colder than a living being's. Should she be quite hungry, she will have no qualms about totally draining the energy from her bedmate - and due to her elemental nature, this is fatal, as her cold essence bleeds into his body and freezes him solid from the inside out. Otherwise, she usually abandons him after taking her pleasure, leaving him numbed and weakened, but able to survive. Potentially. A man who survives multiple sessions with a Chilfos, if she is willing, can absorb some of her essence into himself and gain some of the same powers and abilities, becoming what is referred to as an "Iceman".
Helmasaur
Spoiler: show
Family: Ironclad
Type: Reptile
Habitat: Lakeside Plains
Disposition: Straightfoward, Uncomplicated, Aggressive
Diet: Herbivore
Helmasaurs are, fortunately, one of the rarer cousins of the Lizardgirl, and most races are quite happy with that fact. Straightforward to the point where they prefer to charge through obstacles rather than go around them, both metaphorically and physically, they can be a very hard mamono to handle. Most easily distinguished by their trademark iron helmets, Helmasaurs are incredibly strong and tough, as well as capable of unleashing sudden bursts of startling speeds, and so to be hit by a charging Helmasaur (which is their default method of fighting - charge into the fray and then start headbutting anything that doesn't go down at the first blow) is not unfavorably compared to getting shot with a cannonball. Stubborn to the point of almost being perverse, a common saying is that it takes explosives to make a Helmasaur change mental course, and that nothing short of an earthquake can make her change her physical course.
Helmasaur courtship is an uncomplicated as the rest of her lifestyle. She meets a man, she tells him she wants him, and she keeps trying to push the subject until finally rejected (rare) or he gives in and becomes hers. It is only around her lover that a Helmasaur will remove her helmet, and Helmasaur lovers who have been convinced to talk swear both that a Helmasaur is a very gentle, if insistent, lover and that she is quite attractive under her helmet - she just cannot bear the thought of being taken lightly because of her appearance, so she deliberately appears as tough and menacing as possible. This insecurity is the same reason why Helmasaurs are so brusque around their lovers in mixed company - they showcase both affection and possession through acts of apparent physical violence; slams and punches with clenched fists (actually pulled to inflict no damage), joint locks and chokeholds, and similar.
It is believed that Helmasaurs somehow transform into the larger, stronger, more intimidating Helmasaurus as a result of repeated coupling with a single man, and it is true that a Helmasaurus is usually encountered with a permanent mate, whereas Helmasaurs are often unattached. If this is true, however, nobody knows how it occurs - and the Helmasaurus won't tell.
Helmasaurs and Helmasaurus alike are loners by nature, preferring to shun all contact with others of their kind and not interacting much with other races either. When two or more are in the same area, a fierce physical contest of charging and headbutting invariably ensues.
Type: Reptile
Habitat: Lakeside Plains
Disposition: Straightfoward, Uncomplicated, Aggressive
Diet: Herbivore
Helmasaurs are, fortunately, one of the rarer cousins of the Lizardgirl, and most races are quite happy with that fact. Straightforward to the point where they prefer to charge through obstacles rather than go around them, both metaphorically and physically, they can be a very hard mamono to handle. Most easily distinguished by their trademark iron helmets, Helmasaurs are incredibly strong and tough, as well as capable of unleashing sudden bursts of startling speeds, and so to be hit by a charging Helmasaur (which is their default method of fighting - charge into the fray and then start headbutting anything that doesn't go down at the first blow) is not unfavorably compared to getting shot with a cannonball. Stubborn to the point of almost being perverse, a common saying is that it takes explosives to make a Helmasaur change mental course, and that nothing short of an earthquake can make her change her physical course.
Helmasaur courtship is an uncomplicated as the rest of her lifestyle. She meets a man, she tells him she wants him, and she keeps trying to push the subject until finally rejected (rare) or he gives in and becomes hers. It is only around her lover that a Helmasaur will remove her helmet, and Helmasaur lovers who have been convinced to talk swear both that a Helmasaur is a very gentle, if insistent, lover and that she is quite attractive under her helmet - she just cannot bear the thought of being taken lightly because of her appearance, so she deliberately appears as tough and menacing as possible. This insecurity is the same reason why Helmasaurs are so brusque around their lovers in mixed company - they showcase both affection and possession through acts of apparent physical violence; slams and punches with clenched fists (actually pulled to inflict no damage), joint locks and chokeholds, and similar.
It is believed that Helmasaurs somehow transform into the larger, stronger, more intimidating Helmasaurus as a result of repeated coupling with a single man, and it is true that a Helmasaurus is usually encountered with a permanent mate, whereas Helmasaurs are often unattached. If this is true, however, nobody knows how it occurs - and the Helmasaurus won't tell.
Helmasaurs and Helmasaurus alike are loners by nature, preferring to shun all contact with others of their kind and not interacting much with other races either. When two or more are in the same area, a fierce physical contest of charging and headbutting invariably ensues.
Armorgohma
Spoiler: show
Family: Ironclad
Type: Insect
Habitat: Ruins of Time
Disposition: Insecure, Cautious
Diet: Carnivorous
Despite her name, it is unknown if Armorgohma truly is a member of the Gohma family, or if she is an Arachne that has been adopted by that family. At first appearance, she is a formidable and imposing sight, a towering arachne clad from head to toe in iron armor and rock-like chitin, occasionally glowing with mystical energy and what looks like a giant eye positioned in the middle of her upper abdomen. Needless to say, when confronted by such a terrifying vision who demands that a person either flee or give her sex and then flee, most are all too happy to obey, for fear of their lives. Those who received the latter demand report the experience as uncomfortable, but not unpleasant: unlike other Arachnes, Armorgohma is reportedly rather gentle and sensitive as a lover.
This may have something to do with the fact that Armorgohma knows what it is like to be dominated, bullied and humiliated. The truth is, the armor-plated arachnid that most think of as Armorgohma is not Armorgohma. It is, instead, a kind of golem-like armor: the real Armorgohma is much smaller and more delicately featured with a striking eye-like design on her abdomen, which has been a source of teasing, ridicule and worse from other Arachne all of her life. However, while she is weak physically, she possesses amazing innate mystical abilities, and she eventually used her power to create the golem-armor in which she now lives, using it as a way to strike back against those who had previously dominated her.
In her golem-armor, Armorgohma possesses inhuman strength and resilience - very few things have the strength to punch through the metal and rock used to create her "war body". In addition, while she has refused to study magic and learn to properly wield the power she bears, the very nature of the golem-armor makes it a natural focusing lens for her power, enabling her to unleash beams and blasts of raw magical energy against her opponents. Fortunately for whoever may try to challenge her, she has very little experience with actually fighting and so her attacks are clumsy and easily evaded - even then, she prefers to try and bluster and intimidate others into surrender rather than actually fighting.
While Armorgohma insists that she prefers to be alone and that she's quite happy to use her golem-armor to intimidate men into relieving her needs, the truth is that she is actually something of a romantic, and a man who is patient and understanding enough could very well bring her out of her shell.
Type: Insect
Habitat: Ruins of Time
Disposition: Insecure, Cautious
Diet: Carnivorous
Despite her name, it is unknown if Armorgohma truly is a member of the Gohma family, or if she is an Arachne that has been adopted by that family. At first appearance, she is a formidable and imposing sight, a towering arachne clad from head to toe in iron armor and rock-like chitin, occasionally glowing with mystical energy and what looks like a giant eye positioned in the middle of her upper abdomen. Needless to say, when confronted by such a terrifying vision who demands that a person either flee or give her sex and then flee, most are all too happy to obey, for fear of their lives. Those who received the latter demand report the experience as uncomfortable, but not unpleasant: unlike other Arachnes, Armorgohma is reportedly rather gentle and sensitive as a lover.
This may have something to do with the fact that Armorgohma knows what it is like to be dominated, bullied and humiliated. The truth is, the armor-plated arachnid that most think of as Armorgohma is not Armorgohma. It is, instead, a kind of golem-like armor: the real Armorgohma is much smaller and more delicately featured with a striking eye-like design on her abdomen, which has been a source of teasing, ridicule and worse from other Arachne all of her life. However, while she is weak physically, she possesses amazing innate mystical abilities, and she eventually used her power to create the golem-armor in which she now lives, using it as a way to strike back against those who had previously dominated her.
In her golem-armor, Armorgohma possesses inhuman strength and resilience - very few things have the strength to punch through the metal and rock used to create her "war body". In addition, while she has refused to study magic and learn to properly wield the power she bears, the very nature of the golem-armor makes it a natural focusing lens for her power, enabling her to unleash beams and blasts of raw magical energy against her opponents. Fortunately for whoever may try to challenge her, she has very little experience with actually fighting and so her attacks are clumsy and easily evaded - even then, she prefers to try and bluster and intimidate others into surrender rather than actually fighting.
While Armorgohma insists that she prefers to be alone and that she's quite happy to use her golem-armor to intimidate men into relieving her needs, the truth is that she is actually something of a romantic, and a man who is patient and understanding enough could very well bring her out of her shell.
Spoiler: show
Family: Zombie
Type: Undead
Habitat: Arbiter's Grounds
Disposition: Solemn, Lusty
Diet: Spiritual Energy
The Redead Knights are an unusual form of Redead (aka, Zombie) only found in the Arbiter's Grounds. Taller, more muscular, clad in rusty armor and carrying massive swords, it is generally believed that they are the bodies of former prison guards brought back from the grave by the same magic that reanimated the Stallord. Others, however, insist that they are an experiment by the Stallord, an attempt to create a form of Zombie better suited to serving her. Others note the similarities between the swords wielded by the Redead Knights and the sword wielded by the Death Sword and wonder at the possible connection. The Knights themselves, it must be said, aren't talking.
Redead Knights are more aware and thusly more intelligent than ordinary Zombies, but are still fairly simple-minded creatures, which spend most of their time motionless and awaiting for something to move within their line of sight. This actually works to their advantage; many men who enter the Arbiter's Grounds mistake them for statues and only realise their mistake when catching sight of them causes the Redead Knight to unleash her paralyzing scream, a peculiarity of Hyrulian Zombies, and use that as an opportunity to catch them and rape them. The biggest difference between a Redead Knight and a Zombie, mentally, is that a Redead Knight is not perpetually horny (though they do have high libidos), and they will allow men they have captured some measure of freedom - though trying to escape will cause them to pursue and subdue their reluctant lover. The problem is that they are not capable of speech, or at the least they do not speak, and so a man who has been taken captive by one must figure out their intentions on his own.
Type: Undead
Habitat: Arbiter's Grounds
Disposition: Solemn, Lusty
Diet: Spiritual Energy
The Redead Knights are an unusual form of Redead (aka, Zombie) only found in the Arbiter's Grounds. Taller, more muscular, clad in rusty armor and carrying massive swords, it is generally believed that they are the bodies of former prison guards brought back from the grave by the same magic that reanimated the Stallord. Others, however, insist that they are an experiment by the Stallord, an attempt to create a form of Zombie better suited to serving her. Others note the similarities between the swords wielded by the Redead Knights and the sword wielded by the Death Sword and wonder at the possible connection. The Knights themselves, it must be said, aren't talking.
Redead Knights are more aware and thusly more intelligent than ordinary Zombies, but are still fairly simple-minded creatures, which spend most of their time motionless and awaiting for something to move within their line of sight. This actually works to their advantage; many men who enter the Arbiter's Grounds mistake them for statues and only realise their mistake when catching sight of them causes the Redead Knight to unleash her paralyzing scream, a peculiarity of Hyrulian Zombies, and use that as an opportunity to catch them and rape them. The biggest difference between a Redead Knight and a Zombie, mentally, is that a Redead Knight is not perpetually horny (though they do have high libidos), and they will allow men they have captured some measure of freedom - though trying to escape will cause them to pursue and subdue their reluctant lover. The problem is that they are not capable of speech, or at the least they do not speak, and so a man who has been taken captive by one must figure out their intentions on his own.
Serpent Baba
Spoiler: show
Family: Baba
Type: Plant
Habitat: As per Deku Baba
Disposition: Aggressive, Horny, Cunning
Diet: Carnivorous/Photosynthesis
A traveler in the forests of Hyrule should be wary of spotting Deku Babas, but warier still is this most unique cousin of theirs. Usually emerging from her bush only from the waist up to convince foolish men to come in close, the Serpent Baba has a very distinctive physical difference from her cousin: whereas the umbilical vine of a Deku Baba emerges from the back of her head, the Serpent Baba's vine is longer and merges with her legs, causing her to look almost like a vegetative parody of the Lamia. This makes her slightly slower than the Deku Baba, but she is still formidably quick and agile. More so, the tail-like stem she sprouts from means that severing her connection to her womb is not the way to protect one's self from her: its greater thickness means that it has the vegetative "muscles" needed to close off the wound when severed, and it also holds a greater reserve of sap. This means that the Serpent Baba can continue chasing her quarry even after being cut loose - in fact, this merely renders her more mobile than before. Fire is thusly recommended as a way to ward off Serpent Babas; mindlessly aggressive as they are, they are still aware that fire can destroy them, and will not approach someone who wields or is near open flames.
Apart from this, the main difference between Deku and Serpent Babas is that Serpent Babas can spread much more quickly than Deku Babas. If a severed Serpent Baba is separated from her bush, she can attempt to grow a new one, seeking out a shady, moist spot in which she buries the end of her "tail" and spends most of her time motionless, slowly creeping into the sun to absorb energy and creeping back when she grows too hot. If she is not disturbed too much during this period, she will put down roots and quickly grow a new "womb" to conceal herself in. During this period, meanwhile, her original "womb" will have grown a new Serpent Baba.
Type: Plant
Habitat: As per Deku Baba
Disposition: Aggressive, Horny, Cunning
Diet: Carnivorous/Photosynthesis
A traveler in the forests of Hyrule should be wary of spotting Deku Babas, but warier still is this most unique cousin of theirs. Usually emerging from her bush only from the waist up to convince foolish men to come in close, the Serpent Baba has a very distinctive physical difference from her cousin: whereas the umbilical vine of a Deku Baba emerges from the back of her head, the Serpent Baba's vine is longer and merges with her legs, causing her to look almost like a vegetative parody of the Lamia. This makes her slightly slower than the Deku Baba, but she is still formidably quick and agile. More so, the tail-like stem she sprouts from means that severing her connection to her womb is not the way to protect one's self from her: its greater thickness means that it has the vegetative "muscles" needed to close off the wound when severed, and it also holds a greater reserve of sap. This means that the Serpent Baba can continue chasing her quarry even after being cut loose - in fact, this merely renders her more mobile than before. Fire is thusly recommended as a way to ward off Serpent Babas; mindlessly aggressive as they are, they are still aware that fire can destroy them, and will not approach someone who wields or is near open flames.
Apart from this, the main difference between Deku and Serpent Babas is that Serpent Babas can spread much more quickly than Deku Babas. If a severed Serpent Baba is separated from her bush, she can attempt to grow a new one, seeking out a shady, moist spot in which she buries the end of her "tail" and spends most of her time motionless, slowly creeping into the sun to absorb energy and creeping back when she grows too hot. If she is not disturbed too much during this period, she will put down roots and quickly grow a new "womb" to conceal herself in. During this period, meanwhile, her original "womb" will have grown a new Serpent Baba.
Stalhound
Spoiler: show
Family: Skeleton
Type: Undead
Habitat: Plains and Forests
Disposition: Competitive, Simplistic, Horny
Diet: Nonexistent
Stalhounds are perhaps the most unusual member of the "Stal" family of mamono. Resembling skeletal Werewolves, Stalhounds emerge only at night or in other places of intense darkness: they instinctively fear sunlight, and while it's unknown if it actually hurts them, Stalhounds will flee and bury themselves in the earth rather than allowing it to touch them. Some whisper that Stalhounds are the undead remains of Werewolves who died as virgins, but that seems to be more folklore than reality. It is true that Stalhounds have a hunting tactic similar to Werewolves, roaming over as much terrain as they can in the hours of darkness before being forced to hide from the light, seeking men travelling at night and then swarming them as a pack, blind to anything that the man may do in his attempt to fight them off, seeking to press him to the ground and strip him ready for sex through sheer weight of numbers and zeal.
But that is where the Stalhounds differ from Werewolves: whereas Werewolves will proceed to take turns once the man is subdued, Stalhounds will proceed to viciously fight with each other over the rights to have him. No sooner does one Stalhound get ready to have sex than a second will pull her away and start clawing and biting her in an attempt to take her place - and while they fight, a third Stalhound will try and rape the man herself, only for a fourth or fifth to tackle her for trying to do so. There are countless stories of a man watching, naked and bemused, as the whole pack turned into a clawing tangle that fought futilely until the sun came up and they instantly broke apart and burrowed into the ground, shrieking in frustration. It is generally accepted that for a man to actually have sex with a Stalhound requires either tremendous bad luck... or that the man actually wanted to do so; about the only thing that will stop a Stalhound trying to interfere with another Stalhound's attempt to have sex is if she has a man of her own or if the man actually joins in his attempted consort's efforts to fight off the usurper.
Because it happens so rarely, it's not known what happens to a Stalhound who manages to get a man to have sex with her - or, rather, what happens when the rising of the sun forces her to stop having sex and vanish. Many stories claim that a Stalhound who finally manages to get some will vanish with the morning light, at last being at peace and having no more need to trouble the world of the living. A few stories, however, insist that such a Stalhound will break away from her pack permanently, which will not even notice her absence, never mind care, and stalk that man for the rest of his life, seeking him out no matter where he travels at night and having sex with him until morning. These stories insist that it is only when her lover dies that the Stalhound will also pass beyond the veil, as well as warning that a Stalhound will react to other women she finds in her lover's company at night the same way she would as if they were other Stalhounds. The one benefit to this arrangement, it is said, is that no other Stalhound will ever so much as look at such a man.
Type: Undead
Habitat: Plains and Forests
Disposition: Competitive, Simplistic, Horny
Diet: Nonexistent
Stalhounds are perhaps the most unusual member of the "Stal" family of mamono. Resembling skeletal Werewolves, Stalhounds emerge only at night or in other places of intense darkness: they instinctively fear sunlight, and while it's unknown if it actually hurts them, Stalhounds will flee and bury themselves in the earth rather than allowing it to touch them. Some whisper that Stalhounds are the undead remains of Werewolves who died as virgins, but that seems to be more folklore than reality. It is true that Stalhounds have a hunting tactic similar to Werewolves, roaming over as much terrain as they can in the hours of darkness before being forced to hide from the light, seeking men travelling at night and then swarming them as a pack, blind to anything that the man may do in his attempt to fight them off, seeking to press him to the ground and strip him ready for sex through sheer weight of numbers and zeal.
But that is where the Stalhounds differ from Werewolves: whereas Werewolves will proceed to take turns once the man is subdued, Stalhounds will proceed to viciously fight with each other over the rights to have him. No sooner does one Stalhound get ready to have sex than a second will pull her away and start clawing and biting her in an attempt to take her place - and while they fight, a third Stalhound will try and rape the man herself, only for a fourth or fifth to tackle her for trying to do so. There are countless stories of a man watching, naked and bemused, as the whole pack turned into a clawing tangle that fought futilely until the sun came up and they instantly broke apart and burrowed into the ground, shrieking in frustration. It is generally accepted that for a man to actually have sex with a Stalhound requires either tremendous bad luck... or that the man actually wanted to do so; about the only thing that will stop a Stalhound trying to interfere with another Stalhound's attempt to have sex is if she has a man of her own or if the man actually joins in his attempted consort's efforts to fight off the usurper.
Because it happens so rarely, it's not known what happens to a Stalhound who manages to get a man to have sex with her - or, rather, what happens when the rising of the sun forces her to stop having sex and vanish. Many stories claim that a Stalhound who finally manages to get some will vanish with the morning light, at last being at peace and having no more need to trouble the world of the living. A few stories, however, insist that such a Stalhound will break away from her pack permanently, which will not even notice her absence, never mind care, and stalk that man for the rest of his life, seeking him out no matter where he travels at night and having sex with him until morning. These stories insist that it is only when her lover dies that the Stalhound will also pass beyond the veil, as well as warning that a Stalhound will react to other women she finds in her lover's company at night the same way she would as if they were other Stalhounds. The one benefit to this arrangement, it is said, is that no other Stalhound will ever so much as look at such a man.
Tektite
Spoiler: show
Family: Tektite
Type: Insect
Habitat: Mountains and Badlands (Red), Rivers and Coasts (Blue)
Disposition: Competitive, Energetic, Playful
Diet: Omnivorous
A very common mamono, Tektites are generally considered at worst a nuisance by the peoples of Hyrule, as they are not exceptionally aggressive and generally prefer to keep to their own business. Tektites are divided into two "tribes" based on their differing exoskeletal coloration; Tektites of the mountains and badlands are a ruddy crimson color, while Tektites discovered near rivers and oceans are a watery blue color. Though the tribes do not interact, and are actually quite hostile, they are otherwise identical. Both tribes of Tektites are obsessed with physical games and competitions: Red Tektites with climbing and hiking, Blue Tektites with swimming and racing, and they gather in loose clans near particularly interesting areas to continuously hone their skills by challenging each other. In fact, Tektites are usually so busy competing that they pay no attention to anything else, which means that more than one man has received quite a shock when a Tektite appeared from out of nowhere as he was traveling and then continued on without even noticing he was there.
But there is no malice or hostility in these deeds. Tektites have a rather Harpy like outlook on life; they enjoy testing their physical limits and believe that the true meaning of life is to be happy. Carefree and cheerful, they are good winners, graciously modest in their triumph, and good losers, passing no blame but merely laughing and vowing that they will try harder the next time. Because of their constant physical activities, Tektiktes have extremely powerful limbs and a considerable amount of stamina - while they prefer not to fight, anyone who does get into a fight with a Tektite usually finds themselves unconscious in very short order. There is a well-known story about a Tektite felling a charging Minotaurus with a single blow, and this hidden nature as formidable fighters and the fact that they have very little worth stealing means that they are usually left alone, even by the roving tribes of Moblins and Gerudo, both notorious as thieves.
Men actually seek Tektites out for a number of reasons. Some actually desire Tektites as brides, finding their cheerful nature and energy attractive. Others desire guides or escorts through certain regions where Tektites are best suited to lead, or even to hire Tektites as messengers and transports for goods. And some unsavory souls, alas, actually seek to seduce Tektites into joining underground fighting rings. Whatever the case, this can be rather difficult for the men involved; Tektites have essentially no need of money and their carefree nature means it can be very hard to make them agree to serve as guides or messengers in the first place - and if they do agree, they may feel no compulsion to act as quickly or directly as their "employer" wants. Men seeking to court Tektites, for whatever reason, must also face the fact that Tektites have very strict standards about what they consider attractive: they will not be interested in any man who proves inept at the same physical activities that they love so much. This does mean that a person who hires a Tektite as a guide may find he has unintentionally attracted her interest, causing her to make overtures to him, but Tektites are most emphatically not violent about this.
Marriage between a Tektite and a man, it must be said, can be rather difficult. Tektites will usually be willing to leave their clan to make their lover happy, and their semi-nomadic nature means that moving to other places is quite enjoyable for them. However, while they don't have anything against settling down in one place, they often find urban environments hard to get used to - especially Blue Tektites, who usually find themselves unable to enjoy the activities that they love so much. Red Tektites find it slightly easier, as they learn to mix their love of hiking and climbing into a free-roaming of the city, scrambling up walls and leaping from rooftops, though they will often get bored quickly except in the most heavily urbanized cities and this may attract unwanted attention from those who misunderstand a Tektite's intentions.
Type: Insect
Habitat: Mountains and Badlands (Red), Rivers and Coasts (Blue)
Disposition: Competitive, Energetic, Playful
Diet: Omnivorous
A very common mamono, Tektites are generally considered at worst a nuisance by the peoples of Hyrule, as they are not exceptionally aggressive and generally prefer to keep to their own business. Tektites are divided into two "tribes" based on their differing exoskeletal coloration; Tektites of the mountains and badlands are a ruddy crimson color, while Tektites discovered near rivers and oceans are a watery blue color. Though the tribes do not interact, and are actually quite hostile, they are otherwise identical. Both tribes of Tektites are obsessed with physical games and competitions: Red Tektites with climbing and hiking, Blue Tektites with swimming and racing, and they gather in loose clans near particularly interesting areas to continuously hone their skills by challenging each other. In fact, Tektites are usually so busy competing that they pay no attention to anything else, which means that more than one man has received quite a shock when a Tektite appeared from out of nowhere as he was traveling and then continued on without even noticing he was there.
But there is no malice or hostility in these deeds. Tektites have a rather Harpy like outlook on life; they enjoy testing their physical limits and believe that the true meaning of life is to be happy. Carefree and cheerful, they are good winners, graciously modest in their triumph, and good losers, passing no blame but merely laughing and vowing that they will try harder the next time. Because of their constant physical activities, Tektiktes have extremely powerful limbs and a considerable amount of stamina - while they prefer not to fight, anyone who does get into a fight with a Tektite usually finds themselves unconscious in very short order. There is a well-known story about a Tektite felling a charging Minotaurus with a single blow, and this hidden nature as formidable fighters and the fact that they have very little worth stealing means that they are usually left alone, even by the roving tribes of Moblins and Gerudo, both notorious as thieves.
Men actually seek Tektites out for a number of reasons. Some actually desire Tektites as brides, finding their cheerful nature and energy attractive. Others desire guides or escorts through certain regions where Tektites are best suited to lead, or even to hire Tektites as messengers and transports for goods. And some unsavory souls, alas, actually seek to seduce Tektites into joining underground fighting rings. Whatever the case, this can be rather difficult for the men involved; Tektites have essentially no need of money and their carefree nature means it can be very hard to make them agree to serve as guides or messengers in the first place - and if they do agree, they may feel no compulsion to act as quickly or directly as their "employer" wants. Men seeking to court Tektites, for whatever reason, must also face the fact that Tektites have very strict standards about what they consider attractive: they will not be interested in any man who proves inept at the same physical activities that they love so much. This does mean that a person who hires a Tektite as a guide may find he has unintentionally attracted her interest, causing her to make overtures to him, but Tektites are most emphatically not violent about this.
Marriage between a Tektite and a man, it must be said, can be rather difficult. Tektites will usually be willing to leave their clan to make their lover happy, and their semi-nomadic nature means that moving to other places is quite enjoyable for them. However, while they don't have anything against settling down in one place, they often find urban environments hard to get used to - especially Blue Tektites, who usually find themselves unable to enjoy the activities that they love so much. Red Tektites find it slightly easier, as they learn to mix their love of hiking and climbing into a free-roaming of the city, scrambling up walls and leaping from rooftops, though they will often get bored quickly except in the most heavily urbanized cities and this may attract unwanted attention from those who misunderstand a Tektite's intentions.
Goriya
Spoiler: show
Family: Goriya
Type: Beastgirl
Habitat: Caves, Dungeons, Dark Forests
Disposition: Secretive, Disciplined, Loner
Diet: Omnivorous
Goriya are a type of Beastgirl mamono native to the lands of Hyrule, who use brains and stealth to compensate for their physical weakness. Smaller and less formidable than many other types of Beastgirl, Goriyas are also the most intellectual and self-controlled of their type. To compensate for their ineptitude at melee, Goriyas are masters of the art of making and wielding boomerangs - and such is their skill at throwing them that learning to watch for the weapon on its return arc is a vital skill for anyone who wants to fight a Goriya and not end up with a cracked skull. To make matters worse for their assailants, Goriyas have a Werebat-like sensitivity to bright lights, and so favor dark conditions to spare their delicate eyes. And the tight, cramped environments of deep caves, underground ruins and thick forests where they live are areas where their opponents have their ability to dodge hampered, while the Goriya skill at using a boomerang allows them to fight with no difficulties.
Goriyas, hampered as they are by their sensitivity to light, tend to be fairly territorial, competing fiercely amongst themselves for particularly dark areas and the limited food such areas support. Despite this, or perhaps because of it, they are intensely loyal to their family, and it is only in small groups of immediate relatives that multiple Goriya may be found at once. Goriyas communicate amongst their families regularly, and because of this they have an understanding with the various postal services of Hyrule: anyone who can prove that they are part of the network will be allowed free passage through a Goriya's turf, and may even request shelter and food at her dwellings. She's not bound to give it, but they can ask and there is a good chance that they'll be given what they want.
Despite this, Goriyas rarely marry postmen: in fact, it's actually rather discouraged among their race, as they don't like their men going off and leaving them behind, but treating a postman like this would interfere with the flow of messages to the members of their families. As well as this avoidance of men who belong to the profession that they so respect, they favor "thinking" men. A Goriya is smart, cunning and skillful, a true believer in the concept of brain over brawn, and are quite disdainful of "musclehead" types.
Type: Beastgirl
Habitat: Caves, Dungeons, Dark Forests
Disposition: Secretive, Disciplined, Loner
Diet: Omnivorous
Goriya are a type of Beastgirl mamono native to the lands of Hyrule, who use brains and stealth to compensate for their physical weakness. Smaller and less formidable than many other types of Beastgirl, Goriyas are also the most intellectual and self-controlled of their type. To compensate for their ineptitude at melee, Goriyas are masters of the art of making and wielding boomerangs - and such is their skill at throwing them that learning to watch for the weapon on its return arc is a vital skill for anyone who wants to fight a Goriya and not end up with a cracked skull. To make matters worse for their assailants, Goriyas have a Werebat-like sensitivity to bright lights, and so favor dark conditions to spare their delicate eyes. And the tight, cramped environments of deep caves, underground ruins and thick forests where they live are areas where their opponents have their ability to dodge hampered, while the Goriya skill at using a boomerang allows them to fight with no difficulties.
Goriyas, hampered as they are by their sensitivity to light, tend to be fairly territorial, competing fiercely amongst themselves for particularly dark areas and the limited food such areas support. Despite this, or perhaps because of it, they are intensely loyal to their family, and it is only in small groups of immediate relatives that multiple Goriya may be found at once. Goriyas communicate amongst their families regularly, and because of this they have an understanding with the various postal services of Hyrule: anyone who can prove that they are part of the network will be allowed free passage through a Goriya's turf, and may even request shelter and food at her dwellings. She's not bound to give it, but they can ask and there is a good chance that they'll be given what they want.
Despite this, Goriyas rarely marry postmen: in fact, it's actually rather discouraged among their race, as they don't like their men going off and leaving them behind, but treating a postman like this would interfere with the flow of messages to the members of their families. As well as this avoidance of men who belong to the profession that they so respect, they favor "thinking" men. A Goriya is smart, cunning and skillful, a true believer in the concept of brain over brawn, and are quite disdainful of "musclehead" types.
Octorok
Spoiler: show
Family: Octorok
Type: Aquatic
Habitat: Swamps, Rivers, anywhere that sees plenty of rain
Disposition: Mischievous, Lustful, Cowardly
Diet: Omnivorous
A Hylian cousin of the Scylla, the somewhat smaller Octorok is a common and well-known pest in the lands of Hyrule, particularly in regions that are notably damp or have plentiful access to natural water. The Octorok is much more amphibious than the Scylla, and is in fact more commonly found on land than in water. Rather Goblin-like in nature, Octoroks enjoy stealing things (more because they like the way they look than out of a sense of true value), as well as pestering those who pass through their territories. Fortunately, Octoroks are generally too lazy to set up real traps or particularly elaborate pranks. Unfortunately, their idea of a good time generally revolve around pelting unwary passers by in sensitive spots with very precisely hurled stones - they are crack shots with either hand (and all eight tentacles), and can keep up a very rapid rate of fire. They are not especially strong, however, so a good shield will easily protect a warrior from all of their fire. They are not particularly adept at combat, so they will quickly flee if someone weathers their barrage and advances on them, but they will continually pelt somebody who refuses to fight back - at least until it stops being fun.
Octoroks also have one other weapon in their arsenal. An organ in their body secretes a vaguely ink-like chemical, which they spit in wads from their mouth. Whereas it looks like ink, it is actually a form of natural adhesive, surprisingly sticky and hardening quickly when exposed to air. The large "globule" they spit quickly develops a hard crust that allows it to sting as badly as any rock, while still being so thin that it shatters on impact and splatters the now off-balance target with a thin layer of the chemical, which quickly hardens in an effort to immobilize the quarry. Once they've succeeded in "gumming up" their target, the Octorok can rob them blind - their own strange sort of honor compels them to then at least ensure that their victim can free themselves, but men will find themselves straddled and offered release in exchange for sex. If particularly handsome, the Octorok won't take no for an answer and will simply rape them if they refuse before releasing them - or dragging them back to their den, if they found them particularly satisfying as lovers.
The biggest weakness of an Octorok is that their globule attack is rather slow-moving and an obvious target; a skilled fighter can easily dodge it or even burst it with an attack, while a truly skilled fighter can use a well-timed shield or even a weapon strike to deflect it and ensnare the Octorok in her own slime. More than one Octorok has been left humiliated in the dirt after underestimating a traveler’s skill. It's extremely rare for men who succeed in doing so to then take advantage of the Octorok while she is immobile, but Octoroks do not mind if they do - in fact, they generally consider such an outcome rather enjoyable. The downside is that they may well proceed to begin stalking such a man, considering him a very desirable mate.
Type: Aquatic
Habitat: Swamps, Rivers, anywhere that sees plenty of rain
Disposition: Mischievous, Lustful, Cowardly
Diet: Omnivorous
A Hylian cousin of the Scylla, the somewhat smaller Octorok is a common and well-known pest in the lands of Hyrule, particularly in regions that are notably damp or have plentiful access to natural water. The Octorok is much more amphibious than the Scylla, and is in fact more commonly found on land than in water. Rather Goblin-like in nature, Octoroks enjoy stealing things (more because they like the way they look than out of a sense of true value), as well as pestering those who pass through their territories. Fortunately, Octoroks are generally too lazy to set up real traps or particularly elaborate pranks. Unfortunately, their idea of a good time generally revolve around pelting unwary passers by in sensitive spots with very precisely hurled stones - they are crack shots with either hand (and all eight tentacles), and can keep up a very rapid rate of fire. They are not especially strong, however, so a good shield will easily protect a warrior from all of their fire. They are not particularly adept at combat, so they will quickly flee if someone weathers their barrage and advances on them, but they will continually pelt somebody who refuses to fight back - at least until it stops being fun.
Octoroks also have one other weapon in their arsenal. An organ in their body secretes a vaguely ink-like chemical, which they spit in wads from their mouth. Whereas it looks like ink, it is actually a form of natural adhesive, surprisingly sticky and hardening quickly when exposed to air. The large "globule" they spit quickly develops a hard crust that allows it to sting as badly as any rock, while still being so thin that it shatters on impact and splatters the now off-balance target with a thin layer of the chemical, which quickly hardens in an effort to immobilize the quarry. Once they've succeeded in "gumming up" their target, the Octorok can rob them blind - their own strange sort of honor compels them to then at least ensure that their victim can free themselves, but men will find themselves straddled and offered release in exchange for sex. If particularly handsome, the Octorok won't take no for an answer and will simply rape them if they refuse before releasing them - or dragging them back to their den, if they found them particularly satisfying as lovers.
The biggest weakness of an Octorok is that their globule attack is rather slow-moving and an obvious target; a skilled fighter can easily dodge it or even burst it with an attack, while a truly skilled fighter can use a well-timed shield or even a weapon strike to deflect it and ensnare the Octorok in her own slime. More than one Octorok has been left humiliated in the dirt after underestimating a traveler’s skill. It's extremely rare for men who succeed in doing so to then take advantage of the Octorok while she is immobile, but Octoroks do not mind if they do - in fact, they generally consider such an outcome rather enjoyable. The downside is that they may well proceed to begin stalking such a man, considering him a very desirable mate.
Spoiler: show
Family: Zirro
Type: Fey
Habitat: Rivers and Coasts
Disposition: Mischievous, Lustful, Cowardly
Diet: Certain types of Fungi, Fruits, Nuts and Roots
Zirro are a mysterious and rather annoying type of Fey found near watery regions all throughout the lands of Hyrule. Easily mistaken for a large flying mushroom at first glance, the mushroom-like cap they wear is actually to keep water off, as their wings are very sensitive to moisture and they quickly become incapable of flight should they get wet. Incorrigible pranksters, Zirro love to make nuisances of themselves, and one of their favorite habits is to fly above victims and then bombard them from above - however, because they are so quick and nimble, they can easily dodge away most attempts at retaliation, and they are quick to flee should their quarry prove too dangerous to continue taunting.
Ordinarily, Zirro content to simply drop sticks and stones on their prey, but one must always be wary, for all Zirro are strongly ekrixiphiliac, becoming sexually aroused by the scent of gunpowder and the sounds and sights of explosions. As a result, Zirro are keenly interested in the dangerous craft of mixing explosives, and are considered one of the greatest annoyances to those who tend to harvests of bomb flowers - unless warded off, one or more Zirro will quickly make off with a bomb farmer's whole crop, assuming they don't blow the whole field at once to reveal in the orgasmic delight of such an explosion. Even without access to the natural explosives of Hyrule, Zirro are so talented at concocting explosives that they are able to produce a variety of bombs from surprisingly common ingredients - in fact, recipes for specific bombs are often passed down from mother to daughter, and some men in dire need of explosives have been willing to risk trading with Zirros for their creations.
Fortunately, they usually don't use their explosives on people unless threatened. On the other hand, they are quite willing to start slinging them around at random because they are angry or bored or even because they think it would be nice to "redecorate" their present surroundings, which means it's quite possible to get hurt by accident when you unintentionally wandered into the demolition range. Particularly rowdy Zirro have even been known to sling bombs at men they think are attractive, apparently in an attempt to test whether they are able to share the Zirro's love for explosions. More commonly, though, when a Zirro throws a bomb at an attractive man, it is usually a flash or smoke bomb, intended to disorientate them so that the Zirro can catch them and have her way with them. There are countless stories of Zirro experimenting with creating "lust bombs", but they invariably end with failures - sometimes catastrophic ones, such as the Zirro's bomb blowing up in her face and causing her to have to fly for her life as a herd of horny Minotaurus tried to chase her down and rape her until the scent wore off.
Zirros are known to be divided into three "camps", based on the colors of their peculiar mushroom-like caps. Red Zirros are more fearless and outgoing. Blue Zirros are more timorous, but also more thoughtful and innovative - they tend to create the best bombs. Green Zirros, meanwhile, are so rare that little is known about them - certain legends say that Green Zirros are integral to mystical potions with curative, rejuvenative and even life-extending effects, and so they have grown rare and rather fearful of humans.
Type: Fey
Habitat: Rivers and Coasts
Disposition: Mischievous, Lustful, Cowardly
Diet: Certain types of Fungi, Fruits, Nuts and Roots
Zirro are a mysterious and rather annoying type of Fey found near watery regions all throughout the lands of Hyrule. Easily mistaken for a large flying mushroom at first glance, the mushroom-like cap they wear is actually to keep water off, as their wings are very sensitive to moisture and they quickly become incapable of flight should they get wet. Incorrigible pranksters, Zirro love to make nuisances of themselves, and one of their favorite habits is to fly above victims and then bombard them from above - however, because they are so quick and nimble, they can easily dodge away most attempts at retaliation, and they are quick to flee should their quarry prove too dangerous to continue taunting.
Ordinarily, Zirro content to simply drop sticks and stones on their prey, but one must always be wary, for all Zirro are strongly ekrixiphiliac, becoming sexually aroused by the scent of gunpowder and the sounds and sights of explosions. As a result, Zirro are keenly interested in the dangerous craft of mixing explosives, and are considered one of the greatest annoyances to those who tend to harvests of bomb flowers - unless warded off, one or more Zirro will quickly make off with a bomb farmer's whole crop, assuming they don't blow the whole field at once to reveal in the orgasmic delight of such an explosion. Even without access to the natural explosives of Hyrule, Zirro are so talented at concocting explosives that they are able to produce a variety of bombs from surprisingly common ingredients - in fact, recipes for specific bombs are often passed down from mother to daughter, and some men in dire need of explosives have been willing to risk trading with Zirros for their creations.
Fortunately, they usually don't use their explosives on people unless threatened. On the other hand, they are quite willing to start slinging them around at random because they are angry or bored or even because they think it would be nice to "redecorate" their present surroundings, which means it's quite possible to get hurt by accident when you unintentionally wandered into the demolition range. Particularly rowdy Zirro have even been known to sling bombs at men they think are attractive, apparently in an attempt to test whether they are able to share the Zirro's love for explosions. More commonly, though, when a Zirro throws a bomb at an attractive man, it is usually a flash or smoke bomb, intended to disorientate them so that the Zirro can catch them and have her way with them. There are countless stories of Zirro experimenting with creating "lust bombs", but they invariably end with failures - sometimes catastrophic ones, such as the Zirro's bomb blowing up in her face and causing her to have to fly for her life as a herd of horny Minotaurus tried to chase her down and rape her until the scent wore off.
Zirros are known to be divided into three "camps", based on the colors of their peculiar mushroom-like caps. Red Zirros are more fearless and outgoing. Blue Zirros are more timorous, but also more thoughtful and innovative - they tend to create the best bombs. Green Zirros, meanwhile, are so rare that little is known about them - certain legends say that Green Zirros are integral to mystical potions with curative, rejuvenative and even life-extending effects, and so they have grown rare and rather fearful of humans.
Buzzblob
Spoiler: show
Family: Slime
Type: Semi-Liquid
Habitat: Warm and moist areas
Disposition: Carefree
Diet: Proteins, Liquids, Magical Energy
Buzzblobs are Hyrulean slimes with a very shocking secret to them. A bright, iridescent green in color, Buzzblobs can be found all throughout the lands of Hyrule, except in areas that are too dry or too cold. Buzzblobs are surprisingly intelligent, perhaps more so than Red Slimes, but are far too flippant and whimsical to be truly considered civilized even if they are capable of suppressing their instincts - even if they can resist the urge to latch onto a man they think is good looking, usually, they don't bother.
The thing that truly distinguishes Buzzblobs from regular Slimes is a simple, yet nasty, quirk of bio-chemistry. Buzzblobs generate electricity within themselves, and can unleash incredibly powerful shocks in response to being threatened - many a would-be adventurer has fallen, having mistaken a Buzzblob for a harmless Slime (known locally as Chuchus) and been viciously electrocuted. This is perhaps why Buzzblobs are more intelligent than ordinary Slimes; the peculiarity in their makeup that enables them to generate electricity also makes them more intelligent. They are certainly intelligent enough to control their electrical production, and so can lower the voltage to merely stun or paralyze desirable men instead of killing them - though accidents can happen and so Buzzblobs prefer to use the traditional Slime methods of ambush and engulfment.
Despite the many horror stories told otherwise, there is no risk of being fatally electrocuted while making love to a Buzzblob. In fact, some peculiar arrangement of their biochemical makeup renders it impossible for Buzzblobs to generate any significant voltage while either intensely happy or having sex. It's not entirely impossible for them to generate electrical energy, but they can only deliver it by physical contact and there are far too few watts to what they do generate to be capable of inflicting harm. In fact, the shocks that they do inflict during sex are reported to be quite stimulating.
Unlike most Slimes, Buzzblobs are capable of absorbing magical energy - while this has no nutritional value for them, it does have a strange and rather addictive effect on them. To put it simply, being exposed to magical energy makes Buzzblobs "drunk". They become even more whimsical and unpredictable than normal, oozing around and shouting random gibberish at anyone they think might be listening. Which can include the likes of livestock, the sun, and a particularly shiny pebble. On occasions, though, the gibberish that Buzzblobs spout while 'mana-drunk' can be prophetic, and there are those who are willing to purposefully feed mana to Buzzblobs so that they may record the resultant nonsense and sift through it as a way to divine the future. Such would be prophets usually end up being taken advantage of by the drunk and horny Buzzblob, who considers this a win-win situation.
Type: Semi-Liquid
Habitat: Warm and moist areas
Disposition: Carefree
Diet: Proteins, Liquids, Magical Energy
Buzzblobs are Hyrulean slimes with a very shocking secret to them. A bright, iridescent green in color, Buzzblobs can be found all throughout the lands of Hyrule, except in areas that are too dry or too cold. Buzzblobs are surprisingly intelligent, perhaps more so than Red Slimes, but are far too flippant and whimsical to be truly considered civilized even if they are capable of suppressing their instincts - even if they can resist the urge to latch onto a man they think is good looking, usually, they don't bother.
The thing that truly distinguishes Buzzblobs from regular Slimes is a simple, yet nasty, quirk of bio-chemistry. Buzzblobs generate electricity within themselves, and can unleash incredibly powerful shocks in response to being threatened - many a would-be adventurer has fallen, having mistaken a Buzzblob for a harmless Slime (known locally as Chuchus) and been viciously electrocuted. This is perhaps why Buzzblobs are more intelligent than ordinary Slimes; the peculiarity in their makeup that enables them to generate electricity also makes them more intelligent. They are certainly intelligent enough to control their electrical production, and so can lower the voltage to merely stun or paralyze desirable men instead of killing them - though accidents can happen and so Buzzblobs prefer to use the traditional Slime methods of ambush and engulfment.
Despite the many horror stories told otherwise, there is no risk of being fatally electrocuted while making love to a Buzzblob. In fact, some peculiar arrangement of their biochemical makeup renders it impossible for Buzzblobs to generate any significant voltage while either intensely happy or having sex. It's not entirely impossible for them to generate electrical energy, but they can only deliver it by physical contact and there are far too few watts to what they do generate to be capable of inflicting harm. In fact, the shocks that they do inflict during sex are reported to be quite stimulating.
Unlike most Slimes, Buzzblobs are capable of absorbing magical energy - while this has no nutritional value for them, it does have a strange and rather addictive effect on them. To put it simply, being exposed to magical energy makes Buzzblobs "drunk". They become even more whimsical and unpredictable than normal, oozing around and shouting random gibberish at anyone they think might be listening. Which can include the likes of livestock, the sun, and a particularly shiny pebble. On occasions, though, the gibberish that Buzzblobs spout while 'mana-drunk' can be prophetic, and there are those who are willing to purposefully feed mana to Buzzblobs so that they may record the resultant nonsense and sift through it as a way to divine the future. Such would be prophets usually end up being taken advantage of by the drunk and horny Buzzblob, who considers this a win-win situation.
Hardhat Beetle
Spoiler: show
Family: Beetle
Type: Insect
Habitat: Dark Caves, Underground
Disposition: Stubborn, Brash
Diet: Omnivorous
Hardhat Beetles are a thankfully rare species of insect mamono native to Hyrule. Dwelling in dark places due to their aversion to bright light, Hardhats earn their name because their promiment back-mounted carapaces are incredibly durable; only the most devastating of attacks can possibly penetrate it. Unfortunately, Hardhats are well aware of this nigh invulnerability and so are quite obnoxious; knowing that they can rely on their shells to protect them from just about any possible retaliation, they do whatever they wish and then calmly allow whoever may get angry enough to try and attack them to beat futilely against their shell until exhausted, then walk away smugly. Confident in being able to walk away from any danger, they throw themselves headfirst at any problem in life, sometimes literally thanks to the protective skullcap of even denser armor that they have in place of hair. Unable to be disciplined effectively, Hardhats have a well deserved reputation for being crude, lazy and shiftless.
However, Hardhat Beetles are not invulnerable. Their dense shell means that they cannot swim and they can overbalance easily, so they are, as a race, terrified of both deep water and heights. If an attacker can get a good grip on a Hardhat Beetle's shell and tip her over, she is almost incapable of getting up, and her underbelly is much more sensitive - in fact, she is so sensitive on her front that she can quickly be reduced to helpless incoherency from pleasure if stroked on her stomach or breasts.
Similarly to Devil Bugs, whom they are considered to be related to by some, Hardhat Beetles are notoriously indiscriminate about what they eat, typically devouring anything they scavenge - from simple grasses and tough weeds to carcasses and small animals.
Type: Insect
Habitat: Dark Caves, Underground
Disposition: Stubborn, Brash
Diet: Omnivorous
Hardhat Beetles are a thankfully rare species of insect mamono native to Hyrule. Dwelling in dark places due to their aversion to bright light, Hardhats earn their name because their promiment back-mounted carapaces are incredibly durable; only the most devastating of attacks can possibly penetrate it. Unfortunately, Hardhats are well aware of this nigh invulnerability and so are quite obnoxious; knowing that they can rely on their shells to protect them from just about any possible retaliation, they do whatever they wish and then calmly allow whoever may get angry enough to try and attack them to beat futilely against their shell until exhausted, then walk away smugly. Confident in being able to walk away from any danger, they throw themselves headfirst at any problem in life, sometimes literally thanks to the protective skullcap of even denser armor that they have in place of hair. Unable to be disciplined effectively, Hardhats have a well deserved reputation for being crude, lazy and shiftless.
However, Hardhat Beetles are not invulnerable. Their dense shell means that they cannot swim and they can overbalance easily, so they are, as a race, terrified of both deep water and heights. If an attacker can get a good grip on a Hardhat Beetle's shell and tip her over, she is almost incapable of getting up, and her underbelly is much more sensitive - in fact, she is so sensitive on her front that she can quickly be reduced to helpless incoherency from pleasure if stroked on her stomach or breasts.
Similarly to Devil Bugs, whom they are considered to be related to by some, Hardhat Beetles are notoriously indiscriminate about what they eat, typically devouring anything they scavenge - from simple grasses and tough weeds to carcasses and small animals.
Bari
Spoiler: show
Family: Buzzblob
Type: Slime
Habitat: Anyplace moist and dark
Disposition: Carefree, Happy-go-Lucky, Mischievous
Diet: Magical Energy
The Bari is a creature of unusual nature, bearing similarities to both the Buzzblob and the Sea Slime. Like Sea Slimes, it has a fixed and relatively solid shape, very much resembling a gelatinous woman wearing an elaborate bell dress, but like a Buzzblob, it has the ability to generate electricity, with much the same abilities and limitations as that mamono. Unlike Buzzblobs, Baris are flippant enough that they are known to jolt people in surprise as a gag, but such "stings" don't really pose any danger -- of course, if threatened, they can give a much nastier shock. The greatest difference to either of their cousins is that Bari are not creatures of water nor of land; they are mamono of the sky. It's not known how, but a Bari can levitate at will, effortlessly drifting through the air and across the land in the same way that a Sea Slime floats along and through water.
This means that Bari can be found in a wide variety of places, though as Slimes they do very much prefer places that are dark and cool; light and heat, while not neccessarily deadly, is very unpleasant for them. Travelling widely with the wind, they enjoy sharing conversation and meeting new people, and so are considered amongst the most agreeable Slimes. With this easy-going attitude and charm, Bari usually don't have a hard time convincing men to have sex with them. Like all Slimes, Bari reproduce by fissioning after having absorbed sufficient protein, with semen being the best source. Unlike any other Slime, Bari can be visibly determined as to how "pregnant" they are. Normally, Bari are a rich blue color, much like the ordinary Slime. As they absorb more protein, though, they turn brighter and brighter red; when a truly magnificent red color is reached, the Bari splits into two smaller, dark red versions known as Biri, both retaining the memories of the original Bari. Be cautioned that in this state, a Bari is exceptionally horny and will latch onto the first man she sees in order to take in proteins. Once fed for the first time, a Biri becomes blue and regains her normal personality, growing into a fully-grown Bari and starting the process all over again.
One final quirk possessed by Bari is a very unpleasant one indeed, for all involved. The same quirk of biochemistry that lets Bari fly and generate electricity makes them extremely vulnerable to fire; being burned causes incredible pain, and if touched by a large enough flame, Bari will spontaneously ignite and die a quick, unspeakably horrible death. Needless to say, Bari avoid fire and anybody wielding it as much as they can.
Type: Slime
Habitat: Anyplace moist and dark
Disposition: Carefree, Happy-go-Lucky, Mischievous
Diet: Magical Energy
The Bari is a creature of unusual nature, bearing similarities to both the Buzzblob and the Sea Slime. Like Sea Slimes, it has a fixed and relatively solid shape, very much resembling a gelatinous woman wearing an elaborate bell dress, but like a Buzzblob, it has the ability to generate electricity, with much the same abilities and limitations as that mamono. Unlike Buzzblobs, Baris are flippant enough that they are known to jolt people in surprise as a gag, but such "stings" don't really pose any danger -- of course, if threatened, they can give a much nastier shock. The greatest difference to either of their cousins is that Bari are not creatures of water nor of land; they are mamono of the sky. It's not known how, but a Bari can levitate at will, effortlessly drifting through the air and across the land in the same way that a Sea Slime floats along and through water.
This means that Bari can be found in a wide variety of places, though as Slimes they do very much prefer places that are dark and cool; light and heat, while not neccessarily deadly, is very unpleasant for them. Travelling widely with the wind, they enjoy sharing conversation and meeting new people, and so are considered amongst the most agreeable Slimes. With this easy-going attitude and charm, Bari usually don't have a hard time convincing men to have sex with them. Like all Slimes, Bari reproduce by fissioning after having absorbed sufficient protein, with semen being the best source. Unlike any other Slime, Bari can be visibly determined as to how "pregnant" they are. Normally, Bari are a rich blue color, much like the ordinary Slime. As they absorb more protein, though, they turn brighter and brighter red; when a truly magnificent red color is reached, the Bari splits into two smaller, dark red versions known as Biri, both retaining the memories of the original Bari. Be cautioned that in this state, a Bari is exceptionally horny and will latch onto the first man she sees in order to take in proteins. Once fed for the first time, a Biri becomes blue and regains her normal personality, growing into a fully-grown Bari and starting the process all over again.
One final quirk possessed by Bari is a very unpleasant one indeed, for all involved. The same quirk of biochemistry that lets Bari fly and generate electricity makes them extremely vulnerable to fire; being burned causes incredible pain, and if touched by a large enough flame, Bari will spontaneously ignite and die a quick, unspeakably horrible death. Needless to say, Bari avoid fire and anybody wielding it as much as they can.
Candle
Spoiler: show
Family: Lesser Elemental
Type: Elemental
Habitat: Libraries and Wizard's Towers
Disposition: Friendly, Scholarly, Helpful
Diet: Magical Energy
Candles are a very unusual mamono, a lesser elemental spirit of fire that appears like a living statue of pale wax, a small wick sprouting from the top of her head and burning with a gentle fire - hence then name. Usually, Candles are a pale white color, but they can injest certain chemicals used in candle-making in order to dye their bodies in various colors, though they could never be mistaken for humans. Because of certain physical quirks that are endemic to having a body of living wax, they are sometimes mistaken for Slimes or Constructs, though they will patiently correct anyone who mentions such a mistake to them.
Candles are technically a form of fire elemental, and so can innately control fire. They do not make much use of this ability, however, as their status as Lesser Elementals means that wielding fire comes with a drawback. To put it simply, as they manipulate magical energy into heat and/or flame, or convert fire into magical energy and absorb it, it puts strain on their bodies. If the strain grows too much, they suffer a rather literal meltdown, their bodies losing coherence and dissolving them into a similarly semi-liquid state to that of a Slime. Because of this symbolic nature, Candles aren't actually physically heated even when dissolving and will be able to re-solidify themselves after given a few moments to "cool off", though it's still a rather disturbing sight to see. A reflection of this magic usage is the Candle's flame; if they are actively producing or absorbing magical energy, the flame flares up, growing bigger, wilder and more volatile as the Candle invokes more magical energy. This is because the Candle's flame is actually sustained by ambient magical energies, once lit -- in fact, this actually makes Candles living magic detectors, as they can unconsciously sense higher than normal levels of ambient magical energy and so their flame burns brighter if they are near magical items and the like. As a side note, a Candle's flame actually serves as her "life force" and while it will not burn out, it can be extinguished. If that happens, the Candle "dies" until and unless her wick is relit - and ordinary flame will suffice. The state that Candles enter due to extinguished wicks is effectively a form of stasis, but a very unpleasant one indeed for the Candle; a cold, dark, emptiness in which a century can seem like a moment, and a heartbeat takes a thousand years.
In what they themselves acknowledge is rather ironic for fire elementals, Candles adore books and reading. They love to read, everything from ancient lore to philosophy to faerie tales to cheesy romances. A Candle is never so happy as when she's curled up with a good book... unless she's curled up with a playful, book-loving guy and reading a good book together. Because of this, librarians, scholars and wizards are quite willing to let Candles reside in their library collections, and it's actually considered something of a source of pride; it means that they have a collection of books interesting enough to draw a Candle's attention. There's also the practical benefit that the Candle will diligently care for and tend to the collection, as well as stopping any fires that might break out. Needless to say, such persons are most likely to become a Candle's lover.
There is one problem to having a Candle as a lover. If she gets too turned on while making love, the flame on her wick will intensify and she'll go into meltdown mode. While the Candle doesn't mind this, as her sensitivity to pleasure at least doubles in this form of "burn out", it can be rather disconcerting to her lover, seeing as how he has to watch and feel her end up as something like a candle-white Slime.
Type: Elemental
Habitat: Libraries and Wizard's Towers
Disposition: Friendly, Scholarly, Helpful
Diet: Magical Energy
Candles are a very unusual mamono, a lesser elemental spirit of fire that appears like a living statue of pale wax, a small wick sprouting from the top of her head and burning with a gentle fire - hence then name. Usually, Candles are a pale white color, but they can injest certain chemicals used in candle-making in order to dye their bodies in various colors, though they could never be mistaken for humans. Because of certain physical quirks that are endemic to having a body of living wax, they are sometimes mistaken for Slimes or Constructs, though they will patiently correct anyone who mentions such a mistake to them.
Candles are technically a form of fire elemental, and so can innately control fire. They do not make much use of this ability, however, as their status as Lesser Elementals means that wielding fire comes with a drawback. To put it simply, as they manipulate magical energy into heat and/or flame, or convert fire into magical energy and absorb it, it puts strain on their bodies. If the strain grows too much, they suffer a rather literal meltdown, their bodies losing coherence and dissolving them into a similarly semi-liquid state to that of a Slime. Because of this symbolic nature, Candles aren't actually physically heated even when dissolving and will be able to re-solidify themselves after given a few moments to "cool off", though it's still a rather disturbing sight to see. A reflection of this magic usage is the Candle's flame; if they are actively producing or absorbing magical energy, the flame flares up, growing bigger, wilder and more volatile as the Candle invokes more magical energy. This is because the Candle's flame is actually sustained by ambient magical energies, once lit -- in fact, this actually makes Candles living magic detectors, as they can unconsciously sense higher than normal levels of ambient magical energy and so their flame burns brighter if they are near magical items and the like. As a side note, a Candle's flame actually serves as her "life force" and while it will not burn out, it can be extinguished. If that happens, the Candle "dies" until and unless her wick is relit - and ordinary flame will suffice. The state that Candles enter due to extinguished wicks is effectively a form of stasis, but a very unpleasant one indeed for the Candle; a cold, dark, emptiness in which a century can seem like a moment, and a heartbeat takes a thousand years.
In what they themselves acknowledge is rather ironic for fire elementals, Candles adore books and reading. They love to read, everything from ancient lore to philosophy to faerie tales to cheesy romances. A Candle is never so happy as when she's curled up with a good book... unless she's curled up with a playful, book-loving guy and reading a good book together. Because of this, librarians, scholars and wizards are quite willing to let Candles reside in their library collections, and it's actually considered something of a source of pride; it means that they have a collection of books interesting enough to draw a Candle's attention. There's also the practical benefit that the Candle will diligently care for and tend to the collection, as well as stopping any fires that might break out. Needless to say, such persons are most likely to become a Candle's lover.
There is one problem to having a Candle as a lover. If she gets too turned on while making love, the flame on her wick will intensify and she'll go into meltdown mode. While the Candle doesn't mind this, as her sensitivity to pleasure at least doubles in this form of "burn out", it can be rather disconcerting to her lover, seeing as how he has to watch and feel her end up as something like a candle-white Slime.
Leever
Spoiler: show
Family: Leever
Type: Plant
Habitat: Deserts
Disposition: Active, Secretive, Mystical
Diet: Photosynthesis
Leevers are a highly unusual species of cactus-girls native to the various deserts and sandy plains of Hyrule, though they can sometimes be found on certain especially dry beaches. Unlike virtually every other known Plant type mamono, Leevers are fully mobile and independent; they have no root structure, nor do they possess some sedentary component that they attach to (ala Deku Baba). Leevers instead use powerful, graceful legs to walk, run, jump and climb through the trackless dunes of their homeland, wandering as eternal nomads in small clusters, usually considered to be family groups. Leevers are fairly small (rarely reaching a meter and a half in height), but compact and fully figured, more like an Alraune than a Mandragora. On their heads, they have a crown-like arrangement of sharp thorns, almost concealed between the broad, long, flat leaves that sprout instead of hair. These leaves have a tough, waxy coating that helps ward off the sun, and their edges are serrated and razor-sharp -- if threatened, a Leever's usual response is to spin wildly, the momentum whipping the leaves into a slashing circle that can cut deeply into an assailant's flesh. With the rows of erectile needles on their arms and legs, most creatures are smart enough to give Leever's a wide berth, which is just the way Leevers like it.
It is not really known why Leevers wander through the desert so, but one possibility is to enable them to establish an accurate map of water sources. Unlike most plants (natural and mamono), Leevers have no roots and so they cannot draw water from the soil (not that the desert has much of that anyway). Instead, much like animals, Leevers seek out wells, oasi, springs, rivers and other places of relatively fresh water, bending down and drinking with their mouth. Leevers can drink an incredible amount of water; in one sitting, an exceptionally thirsty Leever could drain as much as 150 liters of water, and their unique physiology allows them to store this great quantity of water and thusly live off of it for weeks. A "fully laden" Leever is quite distinguishable; the sheer volume of water contained within their bodies pushes their "water bladders" to their limit and results in a visible swelling of stomach and breasts. While not exceptionally bloated (a fairly accurate scale comparison would be an average figured woman midway into the second term of her pregnancy), it still marks them from the more natural lean, sinewy build of this strange Plant-type.
Leevers prefer to be left alone, and not much is known about their society. Two things that are known are this. Firstly, dancing is very important to Leevers, and when the sun sets and the desert cools, all Leevers that are within easy travelling distance of each other will gather together to perform intricate dances. These seem to serve both a practical purpose, teaching the Leever how to spin and move in order to fight off attackers, and a more ceremonial purpose: these dances are sacred to them. The second fact is this; Leevers are, or seem to regard themselves as, mystics who pursue enlightenment in their trek through the desert. As in many other religions, the usage of mind-altering substances is considered to help place the mind in a properly receptive state. Unlike others, though, the Leever doesn't need to injest, inject or inhale mind-altering substances: they make their own. A hallucinogenic sap is secreted from special glands in the Leever's body, and they can allow this to mingle with their own natural sap at any time they wish, inducing lurid visions, delusions, and rushes of intense emotional sensation.
This makes receiving aid from a Leever rather a risky proposition. It is true that they can, have and will share some of their internal water with travelers who are lost in the desert and dying of thirst, but they are also known for whimsically insisting on sharing their hallucinogenic sap with that person as well. Sometimes, the Leever demands that they accept it as payment for the life-sustaining water they have received. Other times, they sneak it into the traveler's system by either kissing them with a mouthful of it or by tainting the water that they give him with it. Once drugged, the Leever will almost invariably couple with the traveler, usually after intoxicating herself first.
Type: Plant
Habitat: Deserts
Disposition: Active, Secretive, Mystical
Diet: Photosynthesis
Leevers are a highly unusual species of cactus-girls native to the various deserts and sandy plains of Hyrule, though they can sometimes be found on certain especially dry beaches. Unlike virtually every other known Plant type mamono, Leevers are fully mobile and independent; they have no root structure, nor do they possess some sedentary component that they attach to (ala Deku Baba). Leevers instead use powerful, graceful legs to walk, run, jump and climb through the trackless dunes of their homeland, wandering as eternal nomads in small clusters, usually considered to be family groups. Leevers are fairly small (rarely reaching a meter and a half in height), but compact and fully figured, more like an Alraune than a Mandragora. On their heads, they have a crown-like arrangement of sharp thorns, almost concealed between the broad, long, flat leaves that sprout instead of hair. These leaves have a tough, waxy coating that helps ward off the sun, and their edges are serrated and razor-sharp -- if threatened, a Leever's usual response is to spin wildly, the momentum whipping the leaves into a slashing circle that can cut deeply into an assailant's flesh. With the rows of erectile needles on their arms and legs, most creatures are smart enough to give Leever's a wide berth, which is just the way Leevers like it.
It is not really known why Leevers wander through the desert so, but one possibility is to enable them to establish an accurate map of water sources. Unlike most plants (natural and mamono), Leevers have no roots and so they cannot draw water from the soil (not that the desert has much of that anyway). Instead, much like animals, Leevers seek out wells, oasi, springs, rivers and other places of relatively fresh water, bending down and drinking with their mouth. Leevers can drink an incredible amount of water; in one sitting, an exceptionally thirsty Leever could drain as much as 150 liters of water, and their unique physiology allows them to store this great quantity of water and thusly live off of it for weeks. A "fully laden" Leever is quite distinguishable; the sheer volume of water contained within their bodies pushes their "water bladders" to their limit and results in a visible swelling of stomach and breasts. While not exceptionally bloated (a fairly accurate scale comparison would be an average figured woman midway into the second term of her pregnancy), it still marks them from the more natural lean, sinewy build of this strange Plant-type.
Leevers prefer to be left alone, and not much is known about their society. Two things that are known are this. Firstly, dancing is very important to Leevers, and when the sun sets and the desert cools, all Leevers that are within easy travelling distance of each other will gather together to perform intricate dances. These seem to serve both a practical purpose, teaching the Leever how to spin and move in order to fight off attackers, and a more ceremonial purpose: these dances are sacred to them. The second fact is this; Leevers are, or seem to regard themselves as, mystics who pursue enlightenment in their trek through the desert. As in many other religions, the usage of mind-altering substances is considered to help place the mind in a properly receptive state. Unlike others, though, the Leever doesn't need to injest, inject or inhale mind-altering substances: they make their own. A hallucinogenic sap is secreted from special glands in the Leever's body, and they can allow this to mingle with their own natural sap at any time they wish, inducing lurid visions, delusions, and rushes of intense emotional sensation.
This makes receiving aid from a Leever rather a risky proposition. It is true that they can, have and will share some of their internal water with travelers who are lost in the desert and dying of thirst, but they are also known for whimsically insisting on sharing their hallucinogenic sap with that person as well. Sometimes, the Leever demands that they accept it as payment for the life-sustaining water they have received. Other times, they sneak it into the traveler's system by either kissing them with a mouthful of it or by tainting the water that they give him with it. Once drugged, the Leever will almost invariably couple with the traveler, usually after intoxicating herself first.
Lynel
Spoiler: show
Family: Lynel
Type: Beastman
Habitat: Mountains and Prairies
Disposition: Ruthless, Aggressive, Proud
Diet: Carnivorous
It isn't known where Lynels came from, though a common theory is that an arrogant wizard with dreams of conquest saw and admired both the skills of the great cats of the mountains & prairies as well as the swiftness and agility of the Centaurs and sought to combine the two together. Whatever the case, Lynels are fearsome warriors and a potentially deadly threat to the civilised lands.
Lynels have a "tauric" body configuration, the upper torso of a fierce, long-haired Werecat with particularly prominent fangs and hands more like the talons of a Werewolf rising from where the head should sprout on the body of a great cat (though some scholars argue that the proprotions of the lower body actually mix elements of a great cat and a horse). Their hides and hair are generally a dusty tan, though faded oranges and dull browns are not unheard of. While their different hand structure means that their claws are less formidable than those of the Werecats, it does allow them to wield weapons, and Lynels are known for their skills in the usage of twin longswords and the array of throwing daggers they invariably carry. These are generally used more for hunting game or softening foes up from a distance; once they see their opportunity, Lynels charge and pounce in, slashing wildly with both swords in an onslaught that most warriors find too hard to handle.
Alas, unlike, say, Lizalfos, Lynels are not honorable warriors. They are marauders and brigands, savage, merciless killers who take what they want by force and retreat when it looks like the fight is going against them. Life in the scablands is hard and cruel; routinely fighting with each other for access to the least marginal territories and the water and food they contain, Lynels have thusly no compulsion against raiding the "soft lands" for whatever they can take. Thankfully, they are usually far too preoccupied struggling against each other, both on a clan level and on a personal level, for dominance to make more than sporadic invasions. However, every so often, a particularly strong and canny Lynel rises who manages to browbeat and dominate multiple clans into one coherent force that sweeps into the civilised regions to loot and steal. Thankfully, they don't last long, but they can be devastating while they do.
Lynels generally live in small clans, at the very least consisting of about two or three Lynels that have banded together for mutual strength, and any children or men they may have acquired. Larger bands tend to be more heavily interrelated, but are also more sedentary; such a band has invariably found a particularly choice piece of territory and thus both can support itself with less wandering and needs to guard it more zealously.
Raiders to the core, Lynels generally get men by defeating them and carrying them off, or just carrying them off. What they desire in a man is strength, though; the scablands are too rough to support somebody who is unable to pull their weight, and if a man proves too weak by his captor's standards, she will turn him loose to fend for himself. Ostensibly, this gives him the opportunity to escape the scablands and return to civilisation, but there are times when he may be taken in by a lower ranked Lynel, who is not so picky about her mates. In theory, a man is the exclusive property of the Lynel who has captured him. In practice, a man who proves particularly strong is quite attractive, and if the other Lynels in the clan can persuade his "owner" to agree, she may well allow them to have sex with him - Lynels actually find this something of an ego boost.
It's unknown whether or not Lynels enter heat like Werecats do.
Type: Beastman
Habitat: Mountains and Prairies
Disposition: Ruthless, Aggressive, Proud
Diet: Carnivorous
It isn't known where Lynels came from, though a common theory is that an arrogant wizard with dreams of conquest saw and admired both the skills of the great cats of the mountains & prairies as well as the swiftness and agility of the Centaurs and sought to combine the two together. Whatever the case, Lynels are fearsome warriors and a potentially deadly threat to the civilised lands.
Lynels have a "tauric" body configuration, the upper torso of a fierce, long-haired Werecat with particularly prominent fangs and hands more like the talons of a Werewolf rising from where the head should sprout on the body of a great cat (though some scholars argue that the proprotions of the lower body actually mix elements of a great cat and a horse). Their hides and hair are generally a dusty tan, though faded oranges and dull browns are not unheard of. While their different hand structure means that their claws are less formidable than those of the Werecats, it does allow them to wield weapons, and Lynels are known for their skills in the usage of twin longswords and the array of throwing daggers they invariably carry. These are generally used more for hunting game or softening foes up from a distance; once they see their opportunity, Lynels charge and pounce in, slashing wildly with both swords in an onslaught that most warriors find too hard to handle.
Alas, unlike, say, Lizalfos, Lynels are not honorable warriors. They are marauders and brigands, savage, merciless killers who take what they want by force and retreat when it looks like the fight is going against them. Life in the scablands is hard and cruel; routinely fighting with each other for access to the least marginal territories and the water and food they contain, Lynels have thusly no compulsion against raiding the "soft lands" for whatever they can take. Thankfully, they are usually far too preoccupied struggling against each other, both on a clan level and on a personal level, for dominance to make more than sporadic invasions. However, every so often, a particularly strong and canny Lynel rises who manages to browbeat and dominate multiple clans into one coherent force that sweeps into the civilised regions to loot and steal. Thankfully, they don't last long, but they can be devastating while they do.
Lynels generally live in small clans, at the very least consisting of about two or three Lynels that have banded together for mutual strength, and any children or men they may have acquired. Larger bands tend to be more heavily interrelated, but are also more sedentary; such a band has invariably found a particularly choice piece of territory and thus both can support itself with less wandering and needs to guard it more zealously.
Raiders to the core, Lynels generally get men by defeating them and carrying them off, or just carrying them off. What they desire in a man is strength, though; the scablands are too rough to support somebody who is unable to pull their weight, and if a man proves too weak by his captor's standards, she will turn him loose to fend for himself. Ostensibly, this gives him the opportunity to escape the scablands and return to civilisation, but there are times when he may be taken in by a lower ranked Lynel, who is not so picky about her mates. In theory, a man is the exclusive property of the Lynel who has captured him. In practice, a man who proves particularly strong is quite attractive, and if the other Lynels in the clan can persuade his "owner" to agree, she may well allow them to have sex with him - Lynels actually find this something of an ego boost.
It's unknown whether or not Lynels enter heat like Werecats do.
Peahat
Spoiler: show
Family: Leever
Type: Plant
Habitat: Wherever the wind takes them
Disposition: Contemplative, Idle, Mystical
Diet: Photosynthesis
Peahats are a cousin of the Leever, though one might be hard pressed to realise that. They have lost the spines of their cousins, their skin is a very pale white color, and their legs and feet have fused into a large tail-like root, reminiscent of a Lamia. The greatest changes are easily noticable; the Peahat's bladed leaves have grown much, much larger, and the Peahat is capable of spinning so rapidly that they can actually take flight thanks to them, the spiralling vortex of wind carrying them aloft and allowing them to hover or travel wherever they may go. Peahats are also much bustier than Leevers, perhaps the bustiest of all Plant type mamono, as their breasts are actually used to hold large chambers that produce a potent bio-gas - it is the accumulation of this lighter-than-air substance that helps them to fly.
Like their Leever cousins, Peahats seek to attain enlightenment. However, Peahats believe that to do so, one must get as close to the sky, from whence the Goddesses came, as possible. As a result, they spend as much time as possible, usually all day long, hovering in the sky, using their incessant gyrations to aid them in meditating on the true beauty of life. When night comes, they fall back upon the earth and sink their root into it in order to gain nutrients and water, folding their iron-hard leaves downwards to cover their bodies and shield them from threats. Come the daybreak, and they take to the sky once more. As a result of this, they have a very detached outlook on life. They have little interest in the things that happen below them, and usually less interest in the creatures that live on the ground. Peahats have a very low libido, and usually will only take men that prove themselves to be very learned and aware; men that the Peahat can talk about her mission to become enlightened with. Such a man will be carried into the sky to talk and, if he proves attractive to her, she will proceed to couple with him in the air.
For the curious, it has been noted that a Peahat's root is very sensitive, easily responding to physical stimulus, and it is said that the quickest way to work a Peahat into the mood for sex is to stroke and otherwise play with her root.
Type: Plant
Habitat: Wherever the wind takes them
Disposition: Contemplative, Idle, Mystical
Diet: Photosynthesis
Peahats are a cousin of the Leever, though one might be hard pressed to realise that. They have lost the spines of their cousins, their skin is a very pale white color, and their legs and feet have fused into a large tail-like root, reminiscent of a Lamia. The greatest changes are easily noticable; the Peahat's bladed leaves have grown much, much larger, and the Peahat is capable of spinning so rapidly that they can actually take flight thanks to them, the spiralling vortex of wind carrying them aloft and allowing them to hover or travel wherever they may go. Peahats are also much bustier than Leevers, perhaps the bustiest of all Plant type mamono, as their breasts are actually used to hold large chambers that produce a potent bio-gas - it is the accumulation of this lighter-than-air substance that helps them to fly.
Like their Leever cousins, Peahats seek to attain enlightenment. However, Peahats believe that to do so, one must get as close to the sky, from whence the Goddesses came, as possible. As a result, they spend as much time as possible, usually all day long, hovering in the sky, using their incessant gyrations to aid them in meditating on the true beauty of life. When night comes, they fall back upon the earth and sink their root into it in order to gain nutrients and water, folding their iron-hard leaves downwards to cover their bodies and shield them from threats. Come the daybreak, and they take to the sky once more. As a result of this, they have a very detached outlook on life. They have little interest in the things that happen below them, and usually less interest in the creatures that live on the ground. Peahats have a very low libido, and usually will only take men that prove themselves to be very learned and aware; men that the Peahat can talk about her mission to become enlightened with. Such a man will be carried into the sky to talk and, if he proves attractive to her, she will proceed to couple with him in the air.
For the curious, it has been noted that a Peahat's root is very sensitive, easily responding to physical stimulus, and it is said that the quickest way to work a Peahat into the mood for sex is to stroke and otherwise play with her root.
Keese
Spoiler: show
Family: Bat
Type: Beastgirl
Habitat: Dungeons, Wizard's Lairs, Shrines, Sacred Ruins
Disposition: Playful, Inquisitive
Diet: Omnivorous
Hyrule has many strange and varied mamono, some of which bear an odd resemblance to more classical mamono while still being very much unique entities. One of the most startling examples of this are the Keese, which look so much like Werebats that a newcomer to Hyrule may well not notice the slight difference in height (Keese are slightly smaller) or the fact that Keese are immune to light and so have no problems with wearing their hair to expose their twinkling, ruby-hued eyes. In terms of personality, though, the two species couldn't be any more different; while Werebats are notorious as sadistic bullies and cowards who ruthlessly attack in gangs and flee at the faintest sign of resistance, Keese are much more solitary (it is rare to see more than three in the same territory) and much more affable in nature. Keese, in fact, are very rambunctions, playful and friendly, always ready to laugh at one of their own bad jokes or engage anybody they can find in a game. In the eyes of the Keese, the greatest measure of life is being happy, and so they strive to be as happy as they can be.
However, while not malicious like Werebats, Keese don't have much of a better reputation in their native lands. Their emphasis on spending their life playing games and having fun makes others think of them as anything from naive to dimwitted. Perhaps more of a problem is that Keese are very fond of roughhousing as part of their games, have no qualms about "attacking" strangers as part of them, and can honestly be rougher than they really intend to, as they are, honestly, a little scatterbrained. A tendency to start giggling like mad, often the first and only warning sign of their presence, followed by swooping out of the darkness at a traveller (especially if that traveler is a man) in either a flying tackle, a surprise glomp, or even a playful bite, means that most would avoid Keese if they had the chance.
This as not as easy as one may think. Because they lack the sensitivity to light of Werebats, Keese can be found just about anywhere - in theory. In reality, Keese only reside in certain locales, courtesy of perhaps the greatest difference between them and Werebats. Keese have a tremendous innate affinity for magic - at its most basic, this manifests as an instinctive sense for magical energies in objects, people and places. As a result, they are drawn to places that strongly radiate magic - dungeons, the lairs of magicians, sacred sites, ruins, particularly deep caves, forests, anywhere that has a natural amount of magic in it. This also makes them prone to a rather... "love/hate" relationship with magic-users. To put it bluntly, Keese love magic users; being around a man they can sense has a powerful grip on magic makes them instantly grow aroused and amorous, drawing them to try and have sex with him like a magnet draws iron filings. The urge is not irresistable, though it grows stronger the more mystically potent the man is, but they are alerted that here is a man who is very attractive and feel encouraged to try and bed him.
Some of the more anti-magical communities and individuals have been known to use Keese to literally "sniff out" magic users.
Despite this powerful affinity for magic, Keese themselves typically don't have any skill to actually use it. They usually have no inclination to study how to wield magic should there be grimoires and things in their lairs, and even if they do form a permanent bond with a magic using lover, it isn't common for him to teach her. That said, some may teach an amorous Keese how to cast a spell in exchange for her going away and leaving her alone; others have taught them considerable amounts of magic either because of genuine affection or to use them as unusually dangerous guards - no ordinary bandit would expect a mere Keese to be capable of wielding an actual spell, after all. However, Keese are not totally incapable of using magic to defend themselves, either. A Keese that is near a source of fire or the cold-burning bluefire can instinctively use her mystical affinities to "charge" herself with those flames, surrounding herself in a burning aura of the same type of fire. She can release this from afar as bolts of energy, though her accuracy typically isn't high. More risky, and consuming the aura whether it hits or not, she can make a physical attack that then engulfs her victim in the flames surrounding her - but if this hits a shield or similar armor, it's a waste of the attack.
Because Keese have such positive personalities and such a vast amount of magical power lying untapped within, there is a rumor that they can bestow good luck upon others if stimulated just right. Specifically, if you have sex with a Keese and induce multiple orgasms in her when she climaxes, then it is said you will have one week of good luck for each orgasm beyond the first.
Type: Beastgirl
Habitat: Dungeons, Wizard's Lairs, Shrines, Sacred Ruins
Disposition: Playful, Inquisitive
Diet: Omnivorous
Hyrule has many strange and varied mamono, some of which bear an odd resemblance to more classical mamono while still being very much unique entities. One of the most startling examples of this are the Keese, which look so much like Werebats that a newcomer to Hyrule may well not notice the slight difference in height (Keese are slightly smaller) or the fact that Keese are immune to light and so have no problems with wearing their hair to expose their twinkling, ruby-hued eyes. In terms of personality, though, the two species couldn't be any more different; while Werebats are notorious as sadistic bullies and cowards who ruthlessly attack in gangs and flee at the faintest sign of resistance, Keese are much more solitary (it is rare to see more than three in the same territory) and much more affable in nature. Keese, in fact, are very rambunctions, playful and friendly, always ready to laugh at one of their own bad jokes or engage anybody they can find in a game. In the eyes of the Keese, the greatest measure of life is being happy, and so they strive to be as happy as they can be.
However, while not malicious like Werebats, Keese don't have much of a better reputation in their native lands. Their emphasis on spending their life playing games and having fun makes others think of them as anything from naive to dimwitted. Perhaps more of a problem is that Keese are very fond of roughhousing as part of their games, have no qualms about "attacking" strangers as part of them, and can honestly be rougher than they really intend to, as they are, honestly, a little scatterbrained. A tendency to start giggling like mad, often the first and only warning sign of their presence, followed by swooping out of the darkness at a traveller (especially if that traveler is a man) in either a flying tackle, a surprise glomp, or even a playful bite, means that most would avoid Keese if they had the chance.
This as not as easy as one may think. Because they lack the sensitivity to light of Werebats, Keese can be found just about anywhere - in theory. In reality, Keese only reside in certain locales, courtesy of perhaps the greatest difference between them and Werebats. Keese have a tremendous innate affinity for magic - at its most basic, this manifests as an instinctive sense for magical energies in objects, people and places. As a result, they are drawn to places that strongly radiate magic - dungeons, the lairs of magicians, sacred sites, ruins, particularly deep caves, forests, anywhere that has a natural amount of magic in it. This also makes them prone to a rather... "love/hate" relationship with magic-users. To put it bluntly, Keese love magic users; being around a man they can sense has a powerful grip on magic makes them instantly grow aroused and amorous, drawing them to try and have sex with him like a magnet draws iron filings. The urge is not irresistable, though it grows stronger the more mystically potent the man is, but they are alerted that here is a man who is very attractive and feel encouraged to try and bed him.
Some of the more anti-magical communities and individuals have been known to use Keese to literally "sniff out" magic users.
Despite this powerful affinity for magic, Keese themselves typically don't have any skill to actually use it. They usually have no inclination to study how to wield magic should there be grimoires and things in their lairs, and even if they do form a permanent bond with a magic using lover, it isn't common for him to teach her. That said, some may teach an amorous Keese how to cast a spell in exchange for her going away and leaving her alone; others have taught them considerable amounts of magic either because of genuine affection or to use them as unusually dangerous guards - no ordinary bandit would expect a mere Keese to be capable of wielding an actual spell, after all. However, Keese are not totally incapable of using magic to defend themselves, either. A Keese that is near a source of fire or the cold-burning bluefire can instinctively use her mystical affinities to "charge" herself with those flames, surrounding herself in a burning aura of the same type of fire. She can release this from afar as bolts of energy, though her accuracy typically isn't high. More risky, and consuming the aura whether it hits or not, she can make a physical attack that then engulfs her victim in the flames surrounding her - but if this hits a shield or similar armor, it's a waste of the attack.
Because Keese have such positive personalities and such a vast amount of magical power lying untapped within, there is a rumor that they can bestow good luck upon others if stimulated just right. Specifically, if you have sex with a Keese and induce multiple orgasms in her when she climaxes, then it is said you will have one week of good luck for each orgasm beyond the first.
Zora
Spoiler: show
Family: Mermaid
Type: Demihuman
Habitat: Rivers, Ocean, Ponds, Streams, Swamps
Disposition: Quiet, Mystical, Calm, Seductive (Sea)/Sneaky, Lustful, Aggressive, Blunt (River)
Diet: Omnivorous, water-plants and fish mainly
The Zora are a unique form of Mermaid native to the lands of Hyrule and which have more or less replaced their more common kindred, due to their amphibious nature. A Zora has the form of a sleekly curved woman with brilliant scales covering their limbs from digit to torso, as well as intricate patterns of scales on their torso, pronounced webbing between fingers and toes alike, pointed ears with a jagged "fin-like" lobe, generous breasts, a supple tail (somewhere between a fish and a serpent) with a horizontal, semi-transparent fluke on its tip, and large fins on the sides of their elbows and knees. Zoras are divided physically into two breeds; the River Zoras, which inhabit slow-moving and murky water, such as swamps or rivers, and the Sea Zoras, which, despite their name, can also be found in clear, swift-flowing, clean sources of fresh water - they particularly tend to live near springs and waterfalls. As well as different preferences for living areas, there is a distinctive physical difference as well; first and foremost, a River Zora's scales are a deep watery green color, while their skin is a pale shade of green-white, and a Sea Zora's scales and skin are deep blue and pale bluish-white, respectively. A River Zora's webbing is orange, a Sea Zora's is a shade of blue, and the shape of the erectile fin on each Zora's head is different; a Sea Zora has a horizontal, crown-like fin, while a River Zora has a vertical, mowhawk-like fin. River Zoras also have smaller fins than a Sea Zora does, but are generally claimed to be more buxom.
Despite the two physical differences, the Zoras seem to actually be one race, rather than two. There are reports, unconfirmed admittedly, that a River Zora that dwells long enough in the territory favored by a Sea Zora will actually physically change to resemble one. The same goes in reverse for a Sea Zora. This could potentially lead to great confusion about which type of Zora one is dealing with, as their personalities don't change (though, presumably, a River Zora that spends a sufficient time in the presence of Sea Zoras would eventually adapt to their mindset, and vice versa) and that is the truest difference between them, but as a general rule they prefer their associated territories. Still, a wise traveller never makes assumptions when going amonst mamono.
Sea Zoras are gregarious creatures that live in large tribal groupings; they are fairly peaceful beings who prefer to avoid conflict unless neccessary. As inland colonies are also particularly concerned with ensuring the water they inhabit remains clean and pure, they are quite open to social contact with other people. While Sea Zoras do expect the terms to be honored, and can be quite fierce if provoked, they usually don't demand much and generally see this as preferable to having to fight to hold their land. Sea Zoras spend much of their time engaged in cultural and mental activities; they are naturally drawn to the arts of magic, history, scholarship and other "enlightened" activities, and prefer to spend as much time on this aspect of life as they possibly can. Because the Sea Zoras often produce both considerable amounts of lore, plenty of rare or exotic seafood, and fine art, they are eagerly traded with, and they willingly use this as an excuse to find attractive men to court. Sea Zoras, while they typically expect to make the first move, are not overly aggressive or direct; they practice elaborate courtship rituals, and the idea of sex without marriage is anathema to them. A Sea Zora will not bed a man until she has assured herself that they are compatible enough to become married, which is the main reason behind the rituals. Once she has sex with a man, she considers them engaged.
River Zoras, on the other hand, are much more aggressive and crude than their refined Sea Zora kindred. River Zoras live alone by preference; when they are found in groups, it usually consists of either a mother with some daughters too young or weak to make their own way in the world, several sisters or cousins who have banded together for strength, or a small tribe brought about by one particularly strong and cunning River Zora. Despite lurid tales to the contrary, they are not man-eaters in the literal sense. They are, however, very avaricious - though their love of rupees, the jewel-like currency of Hyrule, seems to be more aesthetics based than anything - and quite lustful, so passers by the waterways they consider their territory are almost certain to be assaulted, though the River Zora will quickly flee if she is overpowered. The River Zora will demand any rupees that their victim is carrying, and they have been known to attack other mamono if they have none, but men that are regarded as sexually attractive enough will be given the offer of "paying" with sex instead. If they think he's handsome enough, they will try and rape him if he refuses their offer.
Despite this aggression, River Zoras are not mere beasts of unthinking lust; they deliberately remember men who they found to be particularly enjoyable lovers, purposefully trying to capture and, in their own rough way, seduce them should they pass by again, and picturing them in their heads when forced to pleasure themselves. Such men can begin to appeal to a River Zora to trade; in exchange for sex (they will refuse any physical bribes, for reasons explained below), the River Zora will trade things that she may be able to find - information she has heard, good fishing spots, rare fish, even some of the rare magical items that River Zoras can make, though they are much more instinctive in their approach to magic than Sea Zoras are. Of these, the most common are the legendary Zora Flippers, which vastly increase the wearer's skill and speed at swiming. They are also very much capable of love, and this is easy enough to detect; if a River Zora asks for your name, however absently she may do so, then that means she is in love with you. Once she has reached that stage, she will begin offering presents to him - typically parts of her hoard. If he accepts, especially if he then gives her some of his "shinies", she will consider him her husband. A married River Zora is much more docile than an unmarried one; she ceases to attack travellers, and shares her hoard with her new husband. Though they are fairly sedentary by nature, they will still move with little hesitation to be with their new husband. In fact, should their husband have an occupation that requires a lot of travel (trader and adventurer are common), they will actually adjust to the nomadic life very quickly and become eager travellers, always excited to see what's around the next river bend and down the next falls (landlings would say "around the next corner and over the next hill").
Zoras, both types, mate for life, and ceremoniously fashion a shirt or tunic from their scales as a gift to their new husband - this will allow him to breath underwater. More valuable than even these "Zora Tunics" is the rare "Zora Armor", but very few have ever been seen. Should they be widowed, Zoras will never touch another man - it isn't unheard of for a widowed Zora to commit suicide to be reunited with her husband, though both Zora cultures remain close-lipped on the subject and how legal it is.
Zoras are a very musical race; they love music, and it makes them mellow and quite relaxed - in public. In private, it also makes them very, very horny.
Type: Demihuman
Habitat: Rivers, Ocean, Ponds, Streams, Swamps
Disposition: Quiet, Mystical, Calm, Seductive (Sea)/Sneaky, Lustful, Aggressive, Blunt (River)
Diet: Omnivorous, water-plants and fish mainly
The Zora are a unique form of Mermaid native to the lands of Hyrule and which have more or less replaced their more common kindred, due to their amphibious nature. A Zora has the form of a sleekly curved woman with brilliant scales covering their limbs from digit to torso, as well as intricate patterns of scales on their torso, pronounced webbing between fingers and toes alike, pointed ears with a jagged "fin-like" lobe, generous breasts, a supple tail (somewhere between a fish and a serpent) with a horizontal, semi-transparent fluke on its tip, and large fins on the sides of their elbows and knees. Zoras are divided physically into two breeds; the River Zoras, which inhabit slow-moving and murky water, such as swamps or rivers, and the Sea Zoras, which, despite their name, can also be found in clear, swift-flowing, clean sources of fresh water - they particularly tend to live near springs and waterfalls. As well as different preferences for living areas, there is a distinctive physical difference as well; first and foremost, a River Zora's scales are a deep watery green color, while their skin is a pale shade of green-white, and a Sea Zora's scales and skin are deep blue and pale bluish-white, respectively. A River Zora's webbing is orange, a Sea Zora's is a shade of blue, and the shape of the erectile fin on each Zora's head is different; a Sea Zora has a horizontal, crown-like fin, while a River Zora has a vertical, mowhawk-like fin. River Zoras also have smaller fins than a Sea Zora does, but are generally claimed to be more buxom.
Despite the two physical differences, the Zoras seem to actually be one race, rather than two. There are reports, unconfirmed admittedly, that a River Zora that dwells long enough in the territory favored by a Sea Zora will actually physically change to resemble one. The same goes in reverse for a Sea Zora. This could potentially lead to great confusion about which type of Zora one is dealing with, as their personalities don't change (though, presumably, a River Zora that spends a sufficient time in the presence of Sea Zoras would eventually adapt to their mindset, and vice versa) and that is the truest difference between them, but as a general rule they prefer their associated territories. Still, a wise traveller never makes assumptions when going amonst mamono.
Sea Zoras are gregarious creatures that live in large tribal groupings; they are fairly peaceful beings who prefer to avoid conflict unless neccessary. As inland colonies are also particularly concerned with ensuring the water they inhabit remains clean and pure, they are quite open to social contact with other people. While Sea Zoras do expect the terms to be honored, and can be quite fierce if provoked, they usually don't demand much and generally see this as preferable to having to fight to hold their land. Sea Zoras spend much of their time engaged in cultural and mental activities; they are naturally drawn to the arts of magic, history, scholarship and other "enlightened" activities, and prefer to spend as much time on this aspect of life as they possibly can. Because the Sea Zoras often produce both considerable amounts of lore, plenty of rare or exotic seafood, and fine art, they are eagerly traded with, and they willingly use this as an excuse to find attractive men to court. Sea Zoras, while they typically expect to make the first move, are not overly aggressive or direct; they practice elaborate courtship rituals, and the idea of sex without marriage is anathema to them. A Sea Zora will not bed a man until she has assured herself that they are compatible enough to become married, which is the main reason behind the rituals. Once she has sex with a man, she considers them engaged.
River Zoras, on the other hand, are much more aggressive and crude than their refined Sea Zora kindred. River Zoras live alone by preference; when they are found in groups, it usually consists of either a mother with some daughters too young or weak to make their own way in the world, several sisters or cousins who have banded together for strength, or a small tribe brought about by one particularly strong and cunning River Zora. Despite lurid tales to the contrary, they are not man-eaters in the literal sense. They are, however, very avaricious - though their love of rupees, the jewel-like currency of Hyrule, seems to be more aesthetics based than anything - and quite lustful, so passers by the waterways they consider their territory are almost certain to be assaulted, though the River Zora will quickly flee if she is overpowered. The River Zora will demand any rupees that their victim is carrying, and they have been known to attack other mamono if they have none, but men that are regarded as sexually attractive enough will be given the offer of "paying" with sex instead. If they think he's handsome enough, they will try and rape him if he refuses their offer.
Despite this aggression, River Zoras are not mere beasts of unthinking lust; they deliberately remember men who they found to be particularly enjoyable lovers, purposefully trying to capture and, in their own rough way, seduce them should they pass by again, and picturing them in their heads when forced to pleasure themselves. Such men can begin to appeal to a River Zora to trade; in exchange for sex (they will refuse any physical bribes, for reasons explained below), the River Zora will trade things that she may be able to find - information she has heard, good fishing spots, rare fish, even some of the rare magical items that River Zoras can make, though they are much more instinctive in their approach to magic than Sea Zoras are. Of these, the most common are the legendary Zora Flippers, which vastly increase the wearer's skill and speed at swiming. They are also very much capable of love, and this is easy enough to detect; if a River Zora asks for your name, however absently she may do so, then that means she is in love with you. Once she has reached that stage, she will begin offering presents to him - typically parts of her hoard. If he accepts, especially if he then gives her some of his "shinies", she will consider him her husband. A married River Zora is much more docile than an unmarried one; she ceases to attack travellers, and shares her hoard with her new husband. Though they are fairly sedentary by nature, they will still move with little hesitation to be with their new husband. In fact, should their husband have an occupation that requires a lot of travel (trader and adventurer are common), they will actually adjust to the nomadic life very quickly and become eager travellers, always excited to see what's around the next river bend and down the next falls (landlings would say "around the next corner and over the next hill").
Zoras, both types, mate for life, and ceremoniously fashion a shirt or tunic from their scales as a gift to their new husband - this will allow him to breath underwater. More valuable than even these "Zora Tunics" is the rare "Zora Armor", but very few have ever been seen. Should they be widowed, Zoras will never touch another man - it isn't unheard of for a widowed Zora to commit suicide to be reunited with her husband, though both Zora cultures remain close-lipped on the subject and how legal it is.
Zoras are a very musical race; they love music, and it makes them mellow and quite relaxed - in public. In private, it also makes them very, very horny.
Last edited by Nyctos on Sun Jan 29, 2012 9:11 pm, edited 1 time in total.
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Re: Nyctos' Custom Monster Girls
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The Legend of Zelda Mamono topic has, in its own way, taken off, and with vague thoughts of stories set in a mamono version of the Mushroom Kingdoms dancing in my head, that has given me the impetuous to start this topic to see about transforming various Super Mario Bros monsters, from the humble Goomba and Koopa Troopa up to the mighty King Koopa, into monster-girl versions of themselves.
I have a few vague thoughts so far... for one, I'm thinking of covering the critters in SMB1, then skipping to SMB3, as SMB2 is a really fricking weird game and it's technically not a Super Mario Bros game; it started in Japan as an unrelated game called Doki Doki Panic, then had the characters swapped out for Mario, Luigi, Princess Toadstool and Toad so it could be more successfully imported to the west.
For another, I think a sort of "Koopa Chieftess" profile would be an interesting touch; adds a "species" for Queen Bowser Koopa, and can be used to explain (retcon) the "King Koopas" that appear in the castles in the first seven castles in SMB1.
I'm a bit worried about doing a Yoshi-girl, though. While the idea itself is attractive, to portray her really accurately to her game-self would not only involve making her something of a bottomless pit of a glutton... but also involve covering her ability to generate eggs as projectiles and, much more nastily, the whole "swallowing enemies whole thing". Although I suppose in a mamono setting that could actually translate to "giving an enemy monster-girl such good cunnilingus that she faints from pleasure/exhaustion".
Anyway, here's the link for all the references; any and all help wanted, especially in figuring out the details. Not to mention deciding what monsters can and can't be girlified and which to tackle first - Queen Koopa, the Koopa Chieftess, or the Goomba/Koopa Trooper/
http://www.mariowiki.com/
Right, as always, updates here to display the resultant monster-girls.
Goomba
Koopa Troopa
Piranha Plant
Blooper
Cheep-Cheep
Koopa Chieftess
Bowsa, aka "Queen Koopa"
Hammer Koopa Sis.
Lakitu
Spiny
Buzzy Beetle
Bullet Betty
I have a few vague thoughts so far... for one, I'm thinking of covering the critters in SMB1, then skipping to SMB3, as SMB2 is a really fricking weird game and it's technically not a Super Mario Bros game; it started in Japan as an unrelated game called Doki Doki Panic, then had the characters swapped out for Mario, Luigi, Princess Toadstool and Toad so it could be more successfully imported to the west.
For another, I think a sort of "Koopa Chieftess" profile would be an interesting touch; adds a "species" for Queen Bowser Koopa, and can be used to explain (retcon) the "King Koopas" that appear in the castles in the first seven castles in SMB1.
I'm a bit worried about doing a Yoshi-girl, though. While the idea itself is attractive, to portray her really accurately to her game-self would not only involve making her something of a bottomless pit of a glutton... but also involve covering her ability to generate eggs as projectiles and, much more nastily, the whole "swallowing enemies whole thing". Although I suppose in a mamono setting that could actually translate to "giving an enemy monster-girl such good cunnilingus that she faints from pleasure/exhaustion".
Anyway, here's the link for all the references; any and all help wanted, especially in figuring out the details. Not to mention deciding what monsters can and can't be girlified and which to tackle first - Queen Koopa, the Koopa Chieftess, or the Goomba/Koopa Trooper/
http://www.mariowiki.com/
Right, as always, updates here to display the resultant monster-girls.
Goomba
Spoiler: show
Family: Mushroom
Type: Plant
Habitat: Anywhere
Disposition: Cunning, Stubborn, Aggressive, Lustful
Diet: Omnivorous
Of all the many mamono of the Mushroom Kingdoms, Goombas are the most plentiful. They are also perhaps the least respected, often regarded as being so low on the totem pole of the native monster-girls that they are considered "underlings of underlings". While it's not known if they were originally physically different like they are now, Goombas are relatives of the native Mushroom Folk, more commonly referred to as "Toads" (a contraction of "Toadstools"), and once lived alongside them in peace. When the Koopas first began to march against the Mushroom Kingdoms, though, the Goombas abandoned their former kinsmamono and swore allegiance to the powerful invaders, becoming their footsoldiers and frontliners. They may perhaps even be Toads that have since physically transformed. Because of this treachery, Goombas are typically not liked by anyone save their own family and those few who get close to them - some have even broken away from the Koopa clans to form villages and settlements solely of their own kind, though only a few try to make a living for themselves as something other than bandits and thieves.
Goombas are, much like Toads, small mamono, of a height more commonly associated with children, but their physiques are those of fully mature women. They are slender-limbed, thin and rather scrawny all-around, but they are still unmistakably adults in terms of figure. When young, Goombas are extremely small, but they undergo a surprisingly large growth surge when approaching physical maturity. A Goomba's skin is a pale brown color, and her eyes are solid black, so that there is no difference between iris and pupil. All Goombas have a rounded, mildly conical "mushroom cap" growing atop their heads, rather like the monster-girl known as the Matango, which is typically a dark wooden brown color, though they also share the Matango's trait of also having hair - the most commonly seen color of which is blond. This color varies a lot, though; the Goomba has proven to be surprisingly mutable since joining the Koopa Troop, and a variety of Goomba-subspecies have manifested. These include the blue-hued subterranean Gloombas, the ghastly green Hyper Goombas and the winged Paragoombas - which also have Gloomba and Hyper Goomba counterparts. A distinctive feature of all Goombas is that their lower canines are elongated to the point where they jut through their closed lips as small tusks - Goombas are actually rather proud of these teeth, and consider them a sign of cuteness.
Goombas as a rule aren't particularly effective fighters. They're quite weak and frail, average in abilities at best, and like most Plants are notoriously weak against fire-based attacks. This weakness may be part of the reason why they are so lowdown on the totem pole amongst the Koopa Troop; not only are they traitors to their own former kin, they don't even have the strength required to make others respect them. The only saving grace is that Goombas are quite plentiful - a Goomba with a willing mate can make a LOT of kids, and they are somewhat quicker to mature than humans are - indeed, they may be the quickest of all the mamono under the banner of the Koopa Troop to become physically capable of fighting, raiding and stealing away men.
This only encourages Koopa Chieftesses and lesser commanders to regard them as cannon fodder of the finest kind, sending great swarms of them to ravage and plunder and, at the very least, to tire out the enemy so that the "real" fighters of the Koopa Troop can take them down. This doesn't really seem to bother the Goombas themselves; though the only armor they typically have is their mushroom cap, which is easily as solid as a lump of hardwood, they are surprisingly aggressive monster-girls and stubborn to a fault - a Goomba literally needs to have a change of plans beaten into her to follow it. Though the Koopa Troop typically doesn't trust them with anything more than shortswords, daggers, spears and throwing darts, a Goomba will still fight savagely... at first. Once her morale breaks, she'll hightail it out of there and it takes quite a while to regain her confidence. Still, until then, a Goomba is not to be underestimated - especially if she's of the Gloomba species, which are much tougher, or the Hyper Goomba species, which can work themselves up into a frenzy that grants them superhuman strength. Some Goombas have also been known to strap spear points or spiked helmets to their mushrooms in order to enhance their headbutting ability, and while technological innovation typically isn't a skill associated with them, some wingless Goombas have been known to use parachutes to try and imitate the flight of the winged Paragoombas.
This aggressive nature is why Goombas are willing to march with the Koopa Troop, but ultimately, they're in it for one thing only: the boys. Goombas are very lustful, and the dream of the average Goomba is to find a good looking guy, drag him someplace nice and quiet, and spend the rest of their lives together having lots and lots of sex. Upon sighting a man that she thinks looks pretty, the Goomba will immediately charge him and try to grab hold of him to start having sex. If he protests, as most do, the Goomba will try and stun him by headbutting him - once he either stops struggling or is too dazed to fight back, she will have her way with him. Depending on how much pleasure he brings her, she may either leave (though it is considered "proper" to leave a few gold coins with him for giving her what she craved), or hang around in an attempt to marry him. She will be much calmer and more approachable in this state, up until her libido starts kicking in once again, whereupon she will subdue him with the same violence as before. Once he stops trying to resist her, or actually initiates sex himself, the Goomba will consider herself married to him and will quieten down greatly - in fact, almost all of her former aggressiveness will vanish, as she now has something other than fighting to "blow off steam". She will actually encourage her newfound husband to continue struggling whenever they have sex, though - while she is not a sadist nor particularly fond of rough sex, she likes it when he struggles, even if, perhaps even especially if, she knows it's just an act to make her happy.
In some particularly xenophobic regions of the Mushroom Kingdom, there is a belief that a Goomba releases clouds of spores that will transform any Toad that inhales them into a new Goomba whenever she orgasms. This is pure xenophobic propaganda.
Type: Plant
Habitat: Anywhere
Disposition: Cunning, Stubborn, Aggressive, Lustful
Diet: Omnivorous
Of all the many mamono of the Mushroom Kingdoms, Goombas are the most plentiful. They are also perhaps the least respected, often regarded as being so low on the totem pole of the native monster-girls that they are considered "underlings of underlings". While it's not known if they were originally physically different like they are now, Goombas are relatives of the native Mushroom Folk, more commonly referred to as "Toads" (a contraction of "Toadstools"), and once lived alongside them in peace. When the Koopas first began to march against the Mushroom Kingdoms, though, the Goombas abandoned their former kinsmamono and swore allegiance to the powerful invaders, becoming their footsoldiers and frontliners. They may perhaps even be Toads that have since physically transformed. Because of this treachery, Goombas are typically not liked by anyone save their own family and those few who get close to them - some have even broken away from the Koopa clans to form villages and settlements solely of their own kind, though only a few try to make a living for themselves as something other than bandits and thieves.
Goombas are, much like Toads, small mamono, of a height more commonly associated with children, but their physiques are those of fully mature women. They are slender-limbed, thin and rather scrawny all-around, but they are still unmistakably adults in terms of figure. When young, Goombas are extremely small, but they undergo a surprisingly large growth surge when approaching physical maturity. A Goomba's skin is a pale brown color, and her eyes are solid black, so that there is no difference between iris and pupil. All Goombas have a rounded, mildly conical "mushroom cap" growing atop their heads, rather like the monster-girl known as the Matango, which is typically a dark wooden brown color, though they also share the Matango's trait of also having hair - the most commonly seen color of which is blond. This color varies a lot, though; the Goomba has proven to be surprisingly mutable since joining the Koopa Troop, and a variety of Goomba-subspecies have manifested. These include the blue-hued subterranean Gloombas, the ghastly green Hyper Goombas and the winged Paragoombas - which also have Gloomba and Hyper Goomba counterparts. A distinctive feature of all Goombas is that their lower canines are elongated to the point where they jut through their closed lips as small tusks - Goombas are actually rather proud of these teeth, and consider them a sign of cuteness.
Goombas as a rule aren't particularly effective fighters. They're quite weak and frail, average in abilities at best, and like most Plants are notoriously weak against fire-based attacks. This weakness may be part of the reason why they are so lowdown on the totem pole amongst the Koopa Troop; not only are they traitors to their own former kin, they don't even have the strength required to make others respect them. The only saving grace is that Goombas are quite plentiful - a Goomba with a willing mate can make a LOT of kids, and they are somewhat quicker to mature than humans are - indeed, they may be the quickest of all the mamono under the banner of the Koopa Troop to become physically capable of fighting, raiding and stealing away men.
This only encourages Koopa Chieftesses and lesser commanders to regard them as cannon fodder of the finest kind, sending great swarms of them to ravage and plunder and, at the very least, to tire out the enemy so that the "real" fighters of the Koopa Troop can take them down. This doesn't really seem to bother the Goombas themselves; though the only armor they typically have is their mushroom cap, which is easily as solid as a lump of hardwood, they are surprisingly aggressive monster-girls and stubborn to a fault - a Goomba literally needs to have a change of plans beaten into her to follow it. Though the Koopa Troop typically doesn't trust them with anything more than shortswords, daggers, spears and throwing darts, a Goomba will still fight savagely... at first. Once her morale breaks, she'll hightail it out of there and it takes quite a while to regain her confidence. Still, until then, a Goomba is not to be underestimated - especially if she's of the Gloomba species, which are much tougher, or the Hyper Goomba species, which can work themselves up into a frenzy that grants them superhuman strength. Some Goombas have also been known to strap spear points or spiked helmets to their mushrooms in order to enhance their headbutting ability, and while technological innovation typically isn't a skill associated with them, some wingless Goombas have been known to use parachutes to try and imitate the flight of the winged Paragoombas.
This aggressive nature is why Goombas are willing to march with the Koopa Troop, but ultimately, they're in it for one thing only: the boys. Goombas are very lustful, and the dream of the average Goomba is to find a good looking guy, drag him someplace nice and quiet, and spend the rest of their lives together having lots and lots of sex. Upon sighting a man that she thinks looks pretty, the Goomba will immediately charge him and try to grab hold of him to start having sex. If he protests, as most do, the Goomba will try and stun him by headbutting him - once he either stops struggling or is too dazed to fight back, she will have her way with him. Depending on how much pleasure he brings her, she may either leave (though it is considered "proper" to leave a few gold coins with him for giving her what she craved), or hang around in an attempt to marry him. She will be much calmer and more approachable in this state, up until her libido starts kicking in once again, whereupon she will subdue him with the same violence as before. Once he stops trying to resist her, or actually initiates sex himself, the Goomba will consider herself married to him and will quieten down greatly - in fact, almost all of her former aggressiveness will vanish, as she now has something other than fighting to "blow off steam". She will actually encourage her newfound husband to continue struggling whenever they have sex, though - while she is not a sadist nor particularly fond of rough sex, she likes it when he struggles, even if, perhaps even especially if, she knows it's just an act to make her happy.
In some particularly xenophobic regions of the Mushroom Kingdom, there is a belief that a Goomba releases clouds of spores that will transform any Toad that inhales them into a new Goomba whenever she orgasms. This is pure xenophobic propaganda.
Spoiler: show
Family: Koopa
Type: Reptile
Habitat: Anywhere
Disposition: Relaxed, Casual, Friendly, Impressionable
Diet: Omnivorous
One can hardly speak the word "Koopa" without thinking of the humble Koopa Troopa. These turtle-girls are the foundation of the Koopa Troop, socially and literally; they are the wellspring from which all the other breeds of Koopa emerged and they are the most diverse and widespread of them all. Koopa Troopas are short, slender-limbed girls with peach-colored skin, a modest bust, webbed fingers and toes and a short, non-functional reptilian tail sprouting from just their round, firm buttocks. Koopa Troopas wear large, rounded, smooth-scaled turtle shells as a combination of body suit and armor, and they are capable of withdrawing fully into the shell in order to protect themselves.
A Koopa Troopa's shell is not a natural part of them, and they can therefore remove themselves from it voluntarily - however, hitting them with just the right amount of force can also cause them to be shot out of their own shell, or even smash it to pieces, leaving a Koopa Troopa naked, vulnerable and very embarrassed. Removing one's shell is something that only happens in private and around one's lover; even a Koopa Troopa's own children won't see her naked if she can help it, and being threatened to have one's mother bathe you is one of the most terrible threats for a young Kooopa Troopa.
Yes, they are born naked, and baby Koopa Troopas do spend their earliest childhood without a shell, but once a Koopa Troopa is old enough to walk on her own, she is given her first shell and it is no longer publically acceptable for her to be seen outside of it.
Koopa Troopas are known to have something of a fixation with style; perhaps because of their social instinct abhoring nudity, and because the shells they forge and wear are so easily malleable, they come in many different appearances and colors. At its most basic, Koopas color their shells in different hues - Green, Red, Blue and Yellow are most common, but others have been seen - but they are hardly adverse to other, more extreme measures. Ribbons, studded bands, chains, feathers, beads, rhinestones; a Koopa Troopa is not only likely to wear these as ornaments, but actually drill them into her shell, just to achieve that perfect "cool" look. A Koopa Troopa's shell can tell you a lot about her personality; it is drilled into all Koopa Troopas that their shell is the ultimate expression of their self, and so they are encouraged to decorate it in ways that are meaningful to them as well as being stylish.
As a general rule of thumb, Koopa Troopas aren't particularly aggressive or manipulative. In fact, they are actually rather sweet-natured and somewhat lazy. However, they are very impressionable and, once their interest in something has been worked up (or a suitably imposing figure has taken charge), they become very active and diligent indeed. This is why the Koopa Troopas form the military foundation of the Koopa Troop; the many clans of Koopa Troopas are easily swayed into the service of the Koopa Chieftesses, who are sincerely aggressive and militaristic. On the other hand, this has also caused many Koopa Troopas to abandon their former kin and settle in the Mushroom Kingdom. Although the two races are not free of suspicion, distrust, and even racism or xenophobia towards each other, they are accepted much more freely than Goombas or Bob-ombs are. Koopa Troopa villages tend to be quirky places, as each inhabitant is always pursuing some particular interest, be it stamp collecting, adventuring, movies, etcetera. Things get even weirder when a craze sweeps the majority of the villagers. Sports, especially, are common; some Koopa Troopas have been known to utterly devote themselves to the mastery of certain sports, most notably football and soccer, and even use their sports skills and equipment to fight under the flag of their mistresses. As a result of this, Koopa Troopas like to charm and be charmed when it comes to love, rather than aggressively rape men the way that Goombas or Piranha Plants do. This doesn't stop them from fighting men into submission and carrying them off, it just means that they won't touch them sexually until they have successfuly seduced them.
As a rule of thumb, Koopa Troopas aren't particularly skilled fighters. Their shells let them take a lot more punishment than Goombas can, but they aren't really any more skilled. Furthermore, if knocked onto their backs, the average Koopa Troopa is defenseless and vulnerable (her breast/belly plating is thinner and softer than her back plating) until she manages to struggle to her feet. Beware, though! Some Koopa Troopas turn to the arts of fighting as their obsessions, and they learn a variety of martial arts tricks to take advantage of their shell. Of these, the most basic is being able to withdraw into their shell, spin around at high speed, and then launch themselves at foes like a living missle. An easy step up from this is learning to do this even while on their back, meaning that they can continue to fight even when other Koopa Troopas would be helpless.
Those Koopa Troopas that become truly and utterly fixated on becoming the best fighters they can be adorn themselves in armor - which, in their case, consists of taking up metal helmets, gauntlets and boots. Such Koopas were once known as Terrapins, but it was discovered that their armor wasn't really any effective use - if anything, they were weaker due to the weight slowing them down. Then they tried welding bands of steel onto their belly plate, and adoring their helmet, knucles and back plate with sharpened metal spikes, and became much more effective. These true warrior-Koopas are greatly respected and feared by all Koopa Troopas, and are generally found as the elite soldiers and personal bodyguards of the Koopa Chieftesses. This may be the source of their new name: the Koopatrols. But some Koopatrols can't get enough of fighting; even climbing to the rank of Koopatrol doesn't cut it for them. Deeper and deeper into the warrior's mindset they delve, until finally their eyes begin to blaze like burning coals from their fiercely bloodthirsty spirit. These Koopatrols coat their armor in special substances that turn it black or deep purple to make themselves look all the more intimidating, hence why they are known as Dark Koopatrols. Dark Koopatrols are too proud and haughty to share their glory except with very small groups of sisters, and would never dream of calling another for help - although being as rare as they are means that a Koopa Chieftess rarely has more than one or two of them under her command anyway. In fact, many of the Koopatrols that go on to become Dark Koopatrols abandon their clans to pursue the life of the wandering mercenary or gladiator.
Like the Goombas, a certain strain of mutant winged Koopa Troopa, the Koopa Paratroopa, has emerged. Nobody knows where, how or why they exist, though. Because the wings emerge from the Koopa Troopa's naked shoulders, some have suggested it is a consequence of her mother overindulging in the usage of the magical Cape Feathers, first discovered in the mysterious Dinosaur Land. Whatever the cause, Koopa Paratroopas are rarer than Koopa Troopas, but accorded more respect due to their ability to fly. This does mean that their shells have to be custom-made, and they are much lighter and more vulnerable than a regular Koopa Troopa's shell.
Type: Reptile
Habitat: Anywhere
Disposition: Relaxed, Casual, Friendly, Impressionable
Diet: Omnivorous
One can hardly speak the word "Koopa" without thinking of the humble Koopa Troopa. These turtle-girls are the foundation of the Koopa Troop, socially and literally; they are the wellspring from which all the other breeds of Koopa emerged and they are the most diverse and widespread of them all. Koopa Troopas are short, slender-limbed girls with peach-colored skin, a modest bust, webbed fingers and toes and a short, non-functional reptilian tail sprouting from just their round, firm buttocks. Koopa Troopas wear large, rounded, smooth-scaled turtle shells as a combination of body suit and armor, and they are capable of withdrawing fully into the shell in order to protect themselves.
A Koopa Troopa's shell is not a natural part of them, and they can therefore remove themselves from it voluntarily - however, hitting them with just the right amount of force can also cause them to be shot out of their own shell, or even smash it to pieces, leaving a Koopa Troopa naked, vulnerable and very embarrassed. Removing one's shell is something that only happens in private and around one's lover; even a Koopa Troopa's own children won't see her naked if she can help it, and being threatened to have one's mother bathe you is one of the most terrible threats for a young Kooopa Troopa.
Yes, they are born naked, and baby Koopa Troopas do spend their earliest childhood without a shell, but once a Koopa Troopa is old enough to walk on her own, she is given her first shell and it is no longer publically acceptable for her to be seen outside of it.
Koopa Troopas are known to have something of a fixation with style; perhaps because of their social instinct abhoring nudity, and because the shells they forge and wear are so easily malleable, they come in many different appearances and colors. At its most basic, Koopas color their shells in different hues - Green, Red, Blue and Yellow are most common, but others have been seen - but they are hardly adverse to other, more extreme measures. Ribbons, studded bands, chains, feathers, beads, rhinestones; a Koopa Troopa is not only likely to wear these as ornaments, but actually drill them into her shell, just to achieve that perfect "cool" look. A Koopa Troopa's shell can tell you a lot about her personality; it is drilled into all Koopa Troopas that their shell is the ultimate expression of their self, and so they are encouraged to decorate it in ways that are meaningful to them as well as being stylish.
As a general rule of thumb, Koopa Troopas aren't particularly aggressive or manipulative. In fact, they are actually rather sweet-natured and somewhat lazy. However, they are very impressionable and, once their interest in something has been worked up (or a suitably imposing figure has taken charge), they become very active and diligent indeed. This is why the Koopa Troopas form the military foundation of the Koopa Troop; the many clans of Koopa Troopas are easily swayed into the service of the Koopa Chieftesses, who are sincerely aggressive and militaristic. On the other hand, this has also caused many Koopa Troopas to abandon their former kin and settle in the Mushroom Kingdom. Although the two races are not free of suspicion, distrust, and even racism or xenophobia towards each other, they are accepted much more freely than Goombas or Bob-ombs are. Koopa Troopa villages tend to be quirky places, as each inhabitant is always pursuing some particular interest, be it stamp collecting, adventuring, movies, etcetera. Things get even weirder when a craze sweeps the majority of the villagers. Sports, especially, are common; some Koopa Troopas have been known to utterly devote themselves to the mastery of certain sports, most notably football and soccer, and even use their sports skills and equipment to fight under the flag of their mistresses. As a result of this, Koopa Troopas like to charm and be charmed when it comes to love, rather than aggressively rape men the way that Goombas or Piranha Plants do. This doesn't stop them from fighting men into submission and carrying them off, it just means that they won't touch them sexually until they have successfuly seduced them.
As a rule of thumb, Koopa Troopas aren't particularly skilled fighters. Their shells let them take a lot more punishment than Goombas can, but they aren't really any more skilled. Furthermore, if knocked onto their backs, the average Koopa Troopa is defenseless and vulnerable (her breast/belly plating is thinner and softer than her back plating) until she manages to struggle to her feet. Beware, though! Some Koopa Troopas turn to the arts of fighting as their obsessions, and they learn a variety of martial arts tricks to take advantage of their shell. Of these, the most basic is being able to withdraw into their shell, spin around at high speed, and then launch themselves at foes like a living missle. An easy step up from this is learning to do this even while on their back, meaning that they can continue to fight even when other Koopa Troopas would be helpless.
Those Koopa Troopas that become truly and utterly fixated on becoming the best fighters they can be adorn themselves in armor - which, in their case, consists of taking up metal helmets, gauntlets and boots. Such Koopas were once known as Terrapins, but it was discovered that their armor wasn't really any effective use - if anything, they were weaker due to the weight slowing them down. Then they tried welding bands of steel onto their belly plate, and adoring their helmet, knucles and back plate with sharpened metal spikes, and became much more effective. These true warrior-Koopas are greatly respected and feared by all Koopa Troopas, and are generally found as the elite soldiers and personal bodyguards of the Koopa Chieftesses. This may be the source of their new name: the Koopatrols. But some Koopatrols can't get enough of fighting; even climbing to the rank of Koopatrol doesn't cut it for them. Deeper and deeper into the warrior's mindset they delve, until finally their eyes begin to blaze like burning coals from their fiercely bloodthirsty spirit. These Koopatrols coat their armor in special substances that turn it black or deep purple to make themselves look all the more intimidating, hence why they are known as Dark Koopatrols. Dark Koopatrols are too proud and haughty to share their glory except with very small groups of sisters, and would never dream of calling another for help - although being as rare as they are means that a Koopa Chieftess rarely has more than one or two of them under her command anyway. In fact, many of the Koopatrols that go on to become Dark Koopatrols abandon their clans to pursue the life of the wandering mercenary or gladiator.
Like the Goombas, a certain strain of mutant winged Koopa Troopa, the Koopa Paratroopa, has emerged. Nobody knows where, how or why they exist, though. Because the wings emerge from the Koopa Troopa's naked shoulders, some have suggested it is a consequence of her mother overindulging in the usage of the magical Cape Feathers, first discovered in the mysterious Dinosaur Land. Whatever the cause, Koopa Paratroopas are rarer than Koopa Troopas, but accorded more respect due to their ability to fly. This does mean that their shells have to be custom-made, and they are much lighter and more vulnerable than a regular Koopa Troopa's shell.
Spoiler: show
Family: Alraune
Type: Plant
Habitat: Anywhere
Disposition: Aggressive, Lustful, Vain, Simple
Diet: Carnivorous
Piranha Plants are one of the most ubiquitous of all the Plant-girls in the Mushroom Kingdom... and are without a question the least-liked. Piranha Plants are unsociable creatures who still live in the manner of the most ancient, primative mamono. They use no tools and they build no structures; they wear no clothes, they eat raw meat, and they have no written language. Some don't even speak the common tongue, though even by Piranha Plant standards these are considered barbarically primitive. They live in the wilderness and take shelter wherever they happen to choose - many have been known to use abandoned huts or the myriad pipes scattered around the Mushroom Kingdoms for shelter. They are notoriously indifferent to the tidiness of their living areas; even those Piranha Plants that have been swayed to serving the Koopa Troops usually leave their lairs a mess of gnawed bones, tangled scraps of bedding and dirt. This doesn't bother the Piranha Plants; so long as they have a soft patch to sleep on, something to keep the rain off, and plenty of small animals to eat, they're perfectly content. They are also aggressively territorial, and will literally take a bite out of anything or anyone that intrudes in their territory - they are indifferent to such concepts as allegiance, and will chew on followers of the Koopa Troop and sworn members of the Mushroom Kingdoms with equal relish. As such, they are generally regarded as pests; some Koopa clans, especially small ones, will try and take them in for added muscle or as free guardians.
Tall and slender, Piranha Plants almost perpetually wear a big, sly smile on their fine, delicate faces - to conceal the mouthful of scissoring fangs that lines their jaws - and have long vines in place of hair. These are actually somewhat prehensile, and have sometimes been known to sprout erectile thorns. They have elongated roots for toes, enabling them to dig into the soil to take up vital nutrients to supplement their diet. A Piranha Plant's face and "hair" are always the same color, which differs from the rest of their body. Most commonly, a Piranha Plant has a red face adorned with white spots and a green body & lips, but the Piranha Plants can be found in many different areas, and have evolved into a variety of strains that have different color schemes.
Piranha Plants native to dark, gloomy regions have gray flesh and lips and a black face covered in white spots - these are known, understandably, as "Pale Piranhas". Piranha Plants adapted to areas of frequent low temperature, such as arctic plains, tundra and high mountains, have dark blue bodies and lips and a face of white-spotted light blue - these are "Frost Piranhas". Piranha Plants from the tropics have yellow faces with red spots, with purple-stained teeth. These Piranha Plants are known as "Putrid Piranhas". There are also rare encounters with Piranha Plants that, except for the white spots, are the same green color all over - most commonly, these are Ptooies, but it sometimes pops up in normal Piranha Plants as well. The rare Chewy also has a white-spotted green face, but has a purple body.
Being such primitive creatures means that they have an exceptionally blunt, straightforward approach to courtship. Even Goombas will, if given the chance, try to court a man. To a Piranha Plant, if she's single and she thinks he looks good, the only answer is to try and grab him to start having sex right there and then. They prefer to avoid injuring him, but if necessary, will bite, lash him with their vines, headbutt and grapple fiercely until they have him on the ground and can start with the sex. Despite their frightening teeth, Piranha Plants love to give oral sex and actually very skilled at it - the fact they evidently consider semen a delicacy encourages this fact. Once the sex is over, the Piranha Plant will, if she found him sufficiently tasty, drag him back to the area she considers the heart of her territory and will keep him there. If he does not manage to escape after several days, during which time she will continually give him more oral sex, she will make her decision regarding him; if she tries to mate with him genitals-to-genitals, then it means she now considers him her husband, but if she pointedly starts ignoring him, it means she has decided he is unattractive and so free to go.
Piranha Plants, despite being such primeval creatures, are surprisingly vain. They will happily spend hours admiring themselves in reflective surfaces, and presenting a mirror or similar item to one is considered a good way to distract her so you can escape with your skin (or virginity) in tact. Offerings of "sparklies", small tokens of ribbon or other cheap goods, can also be effective - if she thinks they look nice. One must be exceptionally careful to avoid commenting on her appearance; if she thinks you are insulting her, she will attack, but if she thinks you are complimenting her, and are a man, she is likely to start seriously considering you as a husband (assuming she does not have one already).
Piranha Plants, while easily as common as Goombas or Koopa Troopas, are a lot more dangerous. They may not wield weapons, but their powerful jaws, razor-sharp fangs, and surprisingly flexible, powerful limbs make them an utter terror in melee. Furthermore, some species of Piranha Plant have evolved special powers that make them all the more dangerous. Of these, the most common is the Venus Fire Trap, a Piranha Plant that can spit fireballs and gouts of flame at those who annoy or threaten her. What makes her particularly dangerous is that she otherwise looks identical to the basic Piranha Plant; those who have survived an experience with a Venus Fire Trap always advise extreme cautiou around Piranha Plants. Putrid Piranhas have powerful venom sacs in their mouth, the source of their strangely colored teeth - this not only gives them a poisonous bite, but allows them to breath gouts of toxic fumes if they get worked up. Chewies are able to exhale blasts of soporific pollen and can heal themselves by leeching life from those they bite. Frost Piranhas have super-frigid breath and bite attacks, while Ptooies can spit iron-hard spiked seeds at those who make them mad.
Type: Plant
Habitat: Anywhere
Disposition: Aggressive, Lustful, Vain, Simple
Diet: Carnivorous
Piranha Plants are one of the most ubiquitous of all the Plant-girls in the Mushroom Kingdom... and are without a question the least-liked. Piranha Plants are unsociable creatures who still live in the manner of the most ancient, primative mamono. They use no tools and they build no structures; they wear no clothes, they eat raw meat, and they have no written language. Some don't even speak the common tongue, though even by Piranha Plant standards these are considered barbarically primitive. They live in the wilderness and take shelter wherever they happen to choose - many have been known to use abandoned huts or the myriad pipes scattered around the Mushroom Kingdoms for shelter. They are notoriously indifferent to the tidiness of their living areas; even those Piranha Plants that have been swayed to serving the Koopa Troops usually leave their lairs a mess of gnawed bones, tangled scraps of bedding and dirt. This doesn't bother the Piranha Plants; so long as they have a soft patch to sleep on, something to keep the rain off, and plenty of small animals to eat, they're perfectly content. They are also aggressively territorial, and will literally take a bite out of anything or anyone that intrudes in their territory - they are indifferent to such concepts as allegiance, and will chew on followers of the Koopa Troop and sworn members of the Mushroom Kingdoms with equal relish. As such, they are generally regarded as pests; some Koopa clans, especially small ones, will try and take them in for added muscle or as free guardians.
Tall and slender, Piranha Plants almost perpetually wear a big, sly smile on their fine, delicate faces - to conceal the mouthful of scissoring fangs that lines their jaws - and have long vines in place of hair. These are actually somewhat prehensile, and have sometimes been known to sprout erectile thorns. They have elongated roots for toes, enabling them to dig into the soil to take up vital nutrients to supplement their diet. A Piranha Plant's face and "hair" are always the same color, which differs from the rest of their body. Most commonly, a Piranha Plant has a red face adorned with white spots and a green body & lips, but the Piranha Plants can be found in many different areas, and have evolved into a variety of strains that have different color schemes.
Piranha Plants native to dark, gloomy regions have gray flesh and lips and a black face covered in white spots - these are known, understandably, as "Pale Piranhas". Piranha Plants adapted to areas of frequent low temperature, such as arctic plains, tundra and high mountains, have dark blue bodies and lips and a face of white-spotted light blue - these are "Frost Piranhas". Piranha Plants from the tropics have yellow faces with red spots, with purple-stained teeth. These Piranha Plants are known as "Putrid Piranhas". There are also rare encounters with Piranha Plants that, except for the white spots, are the same green color all over - most commonly, these are Ptooies, but it sometimes pops up in normal Piranha Plants as well. The rare Chewy also has a white-spotted green face, but has a purple body.
Being such primitive creatures means that they have an exceptionally blunt, straightforward approach to courtship. Even Goombas will, if given the chance, try to court a man. To a Piranha Plant, if she's single and she thinks he looks good, the only answer is to try and grab him to start having sex right there and then. They prefer to avoid injuring him, but if necessary, will bite, lash him with their vines, headbutt and grapple fiercely until they have him on the ground and can start with the sex. Despite their frightening teeth, Piranha Plants love to give oral sex and actually very skilled at it - the fact they evidently consider semen a delicacy encourages this fact. Once the sex is over, the Piranha Plant will, if she found him sufficiently tasty, drag him back to the area she considers the heart of her territory and will keep him there. If he does not manage to escape after several days, during which time she will continually give him more oral sex, she will make her decision regarding him; if she tries to mate with him genitals-to-genitals, then it means she now considers him her husband, but if she pointedly starts ignoring him, it means she has decided he is unattractive and so free to go.
Piranha Plants, despite being such primeval creatures, are surprisingly vain. They will happily spend hours admiring themselves in reflective surfaces, and presenting a mirror or similar item to one is considered a good way to distract her so you can escape with your skin (or virginity) in tact. Offerings of "sparklies", small tokens of ribbon or other cheap goods, can also be effective - if she thinks they look nice. One must be exceptionally careful to avoid commenting on her appearance; if she thinks you are insulting her, she will attack, but if she thinks you are complimenting her, and are a man, she is likely to start seriously considering you as a husband (assuming she does not have one already).
Piranha Plants, while easily as common as Goombas or Koopa Troopas, are a lot more dangerous. They may not wield weapons, but their powerful jaws, razor-sharp fangs, and surprisingly flexible, powerful limbs make them an utter terror in melee. Furthermore, some species of Piranha Plant have evolved special powers that make them all the more dangerous. Of these, the most common is the Venus Fire Trap, a Piranha Plant that can spit fireballs and gouts of flame at those who annoy or threaten her. What makes her particularly dangerous is that she otherwise looks identical to the basic Piranha Plant; those who have survived an experience with a Venus Fire Trap always advise extreme cautiou around Piranha Plants. Putrid Piranhas have powerful venom sacs in their mouth, the source of their strangely colored teeth - this not only gives them a poisonous bite, but allows them to breath gouts of toxic fumes if they get worked up. Chewies are able to exhale blasts of soporific pollen and can heal themselves by leeching life from those they bite. Frost Piranhas have super-frigid breath and bite attacks, while Ptooies can spit iron-hard spiked seeds at those who make them mad.
Spoiler: show
Family: Scylla
Type: Mollusk
Habitat: Water
Disposition: Nosy, Inoffensive, Lustful
Diet: Piscovorous
The seas and lakes of the Mushroom Kingdoms are generally considered fairly safe if one desires to avoid meeting a mamono. As a general rule, the mamono who dwell in the water tend to be fairly shy, retiring creatures, who would never dream of hurting a traveler. Bloopers aren't exactly shy, but they certainly don't mean any harm. These squid-based Scyllas are fairly small and waif-like in build; most of their body length is made up of their ten tentacles, eight of which are those of a normal Scylla and two of which are about twice as long and end in the distinctive dactylus of a squid. Bloopers have large dark eyes, white skin on both halves of their bodies, long black hair, and small, cutely rounded mouths. Bloopers tend to wear bizarre, arrow-shaped head-ornaments made from shells or coral, which further their resemblance to a squid. Their name comes from a racial tendency towards a verbal tic; when surprised, distracted or they just feel like it, they tend to punctuate their sentences with bubbling noises - bloo! Some argue about whether they should be called Bloopers or Bloobers; the Scyllas themselves don't seem to particularly care, either way.
They are notoriously inquisitive mamono; whenever they see something new or interesting, they just have to swim over and see what it is. They don't mean any harm, and when they approach swimmers they won't dream of getting close enough to touch without permission, but it can be quite unnerving, and this absolute nosiness has gotten more than one Blooper into trouble on more than one occasion. One of their ideas of fun is to see a swimmer and join him, gliding along in formation with him and following him wherever he goes. They like to play games and see new things, and will try and tempt a man that they come across into showing them interesting things or spend time playing with them. If they manage to find the same man several times, a Blooper will consider the idea that he may be attracted to her and start flirting; Bloopers enjoy sex very much, but do not believe in pressuring men to give it to them. Indeed, they look down on those who rely on violence to procure their lovers. Once they have successfully lured a man into their tentacles, Bloopers consider him their husband; by this stage, most are quite happy with this turn of events, as Bloopers are gentle, affectionate beings with a healthy interest in exploring sexual techniques. They will never try anything that their lover finds offensive or off-putting, though they do have a mild fetish for having him lightly nibble a tentacle or two while they make love. Bloopers really like kids and enjoy having large families, though they always make time for all their little ones and work to keep them safe from harm.
Bloopers are fairly pacifistic creatures, aided by the fact that they are also rather weak. They can deliver a painful bite, and their limbs can crush, strangle and grapple with ease, but they just aren't violent by nature; if confronted, a Blooper's typical reaction is to spit a gooey ink-like slime from their mouth to blind or fashion an underwater smokescreen and then beat a hasty retreat. Bloopers with a particular knack for using their ink are sometimes known as "Gooper Bloopers", and the title carries roughly equal amounts of respect and derision. Because of this, and because of their indifference to politics, most people ignore Bloopers, who are grateful to be allowed to swim, play, poke their noses into things and find cute boyfriends. The exceptions tend to be quite notable - there are stories of certain Bloopers that have mutated and grown into giants, some stories even telling of such mutants developing the ability to deliver powerful electric shocks with a touch. The stories always portray these mutant "Super Bloopers" and "Electro Bloopers" as being much more aggressive and naturally aligning themselves with this Koopa clan or that - some stories outright claim, or at least speculate, that they were the result of Koopa magic mutating ordinary Bloopers.
Some rather depraved types have been known to fish up Bloopers and chop off their tentacles before dumping them back into the water. Blooper tentacles are apparently very tasty, and they do grow back in a couple of days. It's still extremely painful and a very cruel, evil thing to do.
Type: Mollusk
Habitat: Water
Disposition: Nosy, Inoffensive, Lustful
Diet: Piscovorous
The seas and lakes of the Mushroom Kingdoms are generally considered fairly safe if one desires to avoid meeting a mamono. As a general rule, the mamono who dwell in the water tend to be fairly shy, retiring creatures, who would never dream of hurting a traveler. Bloopers aren't exactly shy, but they certainly don't mean any harm. These squid-based Scyllas are fairly small and waif-like in build; most of their body length is made up of their ten tentacles, eight of which are those of a normal Scylla and two of which are about twice as long and end in the distinctive dactylus of a squid. Bloopers have large dark eyes, white skin on both halves of their bodies, long black hair, and small, cutely rounded mouths. Bloopers tend to wear bizarre, arrow-shaped head-ornaments made from shells or coral, which further their resemblance to a squid. Their name comes from a racial tendency towards a verbal tic; when surprised, distracted or they just feel like it, they tend to punctuate their sentences with bubbling noises - bloo! Some argue about whether they should be called Bloopers or Bloobers; the Scyllas themselves don't seem to particularly care, either way.
They are notoriously inquisitive mamono; whenever they see something new or interesting, they just have to swim over and see what it is. They don't mean any harm, and when they approach swimmers they won't dream of getting close enough to touch without permission, but it can be quite unnerving, and this absolute nosiness has gotten more than one Blooper into trouble on more than one occasion. One of their ideas of fun is to see a swimmer and join him, gliding along in formation with him and following him wherever he goes. They like to play games and see new things, and will try and tempt a man that they come across into showing them interesting things or spend time playing with them. If they manage to find the same man several times, a Blooper will consider the idea that he may be attracted to her and start flirting; Bloopers enjoy sex very much, but do not believe in pressuring men to give it to them. Indeed, they look down on those who rely on violence to procure their lovers. Once they have successfully lured a man into their tentacles, Bloopers consider him their husband; by this stage, most are quite happy with this turn of events, as Bloopers are gentle, affectionate beings with a healthy interest in exploring sexual techniques. They will never try anything that their lover finds offensive or off-putting, though they do have a mild fetish for having him lightly nibble a tentacle or two while they make love. Bloopers really like kids and enjoy having large families, though they always make time for all their little ones and work to keep them safe from harm.
Bloopers are fairly pacifistic creatures, aided by the fact that they are also rather weak. They can deliver a painful bite, and their limbs can crush, strangle and grapple with ease, but they just aren't violent by nature; if confronted, a Blooper's typical reaction is to spit a gooey ink-like slime from their mouth to blind or fashion an underwater smokescreen and then beat a hasty retreat. Bloopers with a particular knack for using their ink are sometimes known as "Gooper Bloopers", and the title carries roughly equal amounts of respect and derision. Because of this, and because of their indifference to politics, most people ignore Bloopers, who are grateful to be allowed to swim, play, poke their noses into things and find cute boyfriends. The exceptions tend to be quite notable - there are stories of certain Bloopers that have mutated and grown into giants, some stories even telling of such mutants developing the ability to deliver powerful electric shocks with a touch. The stories always portray these mutant "Super Bloopers" and "Electro Bloopers" as being much more aggressive and naturally aligning themselves with this Koopa clan or that - some stories outright claim, or at least speculate, that they were the result of Koopa magic mutating ordinary Bloopers.
Some rather depraved types have been known to fish up Bloopers and chop off their tentacles before dumping them back into the water. Blooper tentacles are apparently very tasty, and they do grow back in a couple of days. It's still extremely painful and a very cruel, evil thing to do.
Spoiler: show
Family: Mermaid
Type: Aquatic
Habitat: Water
Disposition: Lusty, Amorous, Sleepy, Enthusiastic, Playful
Diet: Omnivorous
The name "Cheep-Cheep" actually seems to cover a wide variety of mermaids native to the waters of the Mushroom Kingdoms, which share identical attitudes and closely similar appearances, but still can be rather different. As with all mermaids, they have the body of a pretty girl from the waist up, and from the waist down they have the thrashing tail of a giant fish. The colors of a Cheep-Cheep's scales and hair tend to match, but vary widely, and are considered by some to be the main reason why so much argument occurs over whether they are all the same species or not. Greens, reds, yellows, golds and grays are all reported colors. Normally, Cheep-Cheeps are thin, waifish and fairly hydrodynamic - this aids them in their hunting, as, while Cheep-Cheeps normally simply drift lazily through the water with an absent-minded smile on their face, when a Cheep-Cheep locks onto something they can shoot forward in an incredible burst of speed, fast enough to propel them a vast distance out of the water. However, one particularly type of Cheep-Cheep, sometimes nicknamed a "Big Bertha" (apparently because the first of their kind identified declared her name to be Bertha), is much larger than the others, a heavily buxom mermaid with a shapely figure and motherly hips. Another, very rare subtype, has spikes adorning her head, back, and the sides of her arms and tail - this particular species always comes in a dark blue color.
As with the Bloopers they share their water with, Cheep-Cheeps aren't especially aggressive and are thusly ignored by most. They spend their days lazily drifting through the water, waiting for something tasty to cross their path... or someone tasty. They are extremely libidinous creatures and not exceptionally picky about men; the moment one crosses their eye, unless they already have a steady boyfriend, they'll go charging after him, taking advantage of their speed burst ability to even propel themselves onto dry land in order to grab hold of him. Some coastal communities or men whose livelihoods revolve around being in the water tend to joke that a boy doesn't become a man until he's had a Cheep-Cheep after him. A swimmer who doesn't want to mate with a Cheep-Cheep should be very careful to avoid their attention, and especially keep an eye out for sleeping Cheep-Cheeps; if woken forcefully, they enter an agitated, aroused state, in which they will pursue and rape the man (or mamono) responsible for waking them unless already married, in which case they will grab their lover (who should be sleeping beside them) and start having sex with him.
Their default tactic is to latch on to their quarry once they catch him, shoving his face into their cleavage if they can, kissing him if they can't, and grinding against his groin with their own or grabbing at it with a free hand. If he can struggle free, he has a chance to escape; if he doesn't (want to), then the Cheep-Cheep will have sex with him right then and there. If he escapes her on land, the Cheep-Cheep will quickly wriggle back into the water and swim away, dejected. Despite their aggressive "hunting tactics", Cheep-Cheeps are very gentle lovers - jokes about preferring a Cheep-Cheep over any other if you have to be raped are old as civilization in the Mushroom Kingdoms. Literally; a seven thousand year old piece of graffiti was recently deciphered as being that exact joke.
It is noted that "Big Berthas", while not being able to leap as high or swim as fast as their smaller kin, are both more aggressive and harder to get away from, due to being bigger, heavier and stronger. Spiked Cheep-Cheeps will almost never try to grab men off the surface; they're too afraid of hurting him with the many spikes covering their bodies.
Type: Aquatic
Habitat: Water
Disposition: Lusty, Amorous, Sleepy, Enthusiastic, Playful
Diet: Omnivorous
The name "Cheep-Cheep" actually seems to cover a wide variety of mermaids native to the waters of the Mushroom Kingdoms, which share identical attitudes and closely similar appearances, but still can be rather different. As with all mermaids, they have the body of a pretty girl from the waist up, and from the waist down they have the thrashing tail of a giant fish. The colors of a Cheep-Cheep's scales and hair tend to match, but vary widely, and are considered by some to be the main reason why so much argument occurs over whether they are all the same species or not. Greens, reds, yellows, golds and grays are all reported colors. Normally, Cheep-Cheeps are thin, waifish and fairly hydrodynamic - this aids them in their hunting, as, while Cheep-Cheeps normally simply drift lazily through the water with an absent-minded smile on their face, when a Cheep-Cheep locks onto something they can shoot forward in an incredible burst of speed, fast enough to propel them a vast distance out of the water. However, one particularly type of Cheep-Cheep, sometimes nicknamed a "Big Bertha" (apparently because the first of their kind identified declared her name to be Bertha), is much larger than the others, a heavily buxom mermaid with a shapely figure and motherly hips. Another, very rare subtype, has spikes adorning her head, back, and the sides of her arms and tail - this particular species always comes in a dark blue color.
As with the Bloopers they share their water with, Cheep-Cheeps aren't especially aggressive and are thusly ignored by most. They spend their days lazily drifting through the water, waiting for something tasty to cross their path... or someone tasty. They are extremely libidinous creatures and not exceptionally picky about men; the moment one crosses their eye, unless they already have a steady boyfriend, they'll go charging after him, taking advantage of their speed burst ability to even propel themselves onto dry land in order to grab hold of him. Some coastal communities or men whose livelihoods revolve around being in the water tend to joke that a boy doesn't become a man until he's had a Cheep-Cheep after him. A swimmer who doesn't want to mate with a Cheep-Cheep should be very careful to avoid their attention, and especially keep an eye out for sleeping Cheep-Cheeps; if woken forcefully, they enter an agitated, aroused state, in which they will pursue and rape the man (or mamono) responsible for waking them unless already married, in which case they will grab their lover (who should be sleeping beside them) and start having sex with him.
Their default tactic is to latch on to their quarry once they catch him, shoving his face into their cleavage if they can, kissing him if they can't, and grinding against his groin with their own or grabbing at it with a free hand. If he can struggle free, he has a chance to escape; if he doesn't (want to), then the Cheep-Cheep will have sex with him right then and there. If he escapes her on land, the Cheep-Cheep will quickly wriggle back into the water and swim away, dejected. Despite their aggressive "hunting tactics", Cheep-Cheeps are very gentle lovers - jokes about preferring a Cheep-Cheep over any other if you have to be raped are old as civilization in the Mushroom Kingdoms. Literally; a seven thousand year old piece of graffiti was recently deciphered as being that exact joke.
It is noted that "Big Berthas", while not being able to leap as high or swim as fast as their smaller kin, are both more aggressive and harder to get away from, due to being bigger, heavier and stronger. Spiked Cheep-Cheeps will almost never try to grab men off the surface; they're too afraid of hurting him with the many spikes covering their bodies.
Spoiler: show
Family: Koopa
Type: Reptile
Habitat: Anywhere
Disposition: Aggressive, Arrogant, Determined, Fierce, Viceful
Diet: Omnivorous, Carnivorous by preference
The undisputed rulers of the Koopa clans (in part because anyone who does dispute it finds an angry Koopa Chieftess coming for them), there are few who are so blind as to mistake the Koopa Chieftess for one of her lesser kindred. Also known as Alpha Koopas, Boss Koopas, Big Koopas and Dragon Koopas in various regions, the Koopa Chieftess is a towering creature that typically reaches a height of seven to nine feet tall. Unlike Koopa Troopas, but like many other branches of the Koopa family, they do have natural shells - but their shells are only "half shells", the upper half of a turtle-like shell sprouting from their back and covering the entirety of their rear half. These shells are extremely durable, and somewhat larger than the Koopa Chieftess herself, allowing them to withdraw into them and be completely shielded. As these half-shells are covered in wickedly sharp spikes, it is very difficult to assault a Koopa Chieftess while she has withdrawn into her shell, and many learn techniques that turn their shells into powerful weapons as well as natural shields. Aside from their shell, a Koopa Chieftess has the form of a reptilian amazon, with a sparse layer of flesh just barely covering steely muscles, proudly curved breasts and hips, a triple-clawed reptilian paw in place of either foot, a long tail with spikes on its upper tip, three fingers and a thumb to either hand (all tipped with short, vicious claws) and scaly skin. A Koopa Chieftess's scales are typically an earthen shade of brown or tan, but they have a "face mask" - the scales on the upper half of their face are always the same color as their shell. Most commonly, this is a shade of green, but hues including blues, pinks, purples and even whites and blacks have been seen. A Koopa Chieftess may or may not have either wildly flowing hair, horns, or both on her head as well.
Koopa Chieftesses tend to be fairly simple creatures, in the sense of being not complicated - only a fool considers them to be dumb. They are always possessed of a lavish amount of instinctive cunning, and are frequently quite intelligent (though not necessarily very wise to go along with it). In fact, many of their numbers become powerful sorcerers or wizards, though some prefer leaving that to entities such as the Magikoopas or use magical rods, wands and other arcane objects to provide the mystical might to back up their brawn. Koopa Chieftesses are firm believers in the phrase "might makes right" - strength and cunning are the only things they respect, and their culture has grown up around this. If you want something, take it - but if you can't keep it, that's your problem. These Koopas naturally are a lot less sociable than their kindred, and prone to fighting and squabbling until one firmly establishes her dominance over the other. Because of the way they think, the culture of the Koopa Chieftess glorifies double-dealing, cheating and theft - especially theft. If you're smart enough or strong enough to take something, and they're too dumb or weak to take it back, then you deserve it more than they do. Koopa Chieftesses establish dominance over other beings by proving how much more powerful they are, cowing them with threats and judicious displays of violence, and are notoriously prone to being dominated by their vices. Avarice, gluttony, sloth and wrath tend to be most common.
As everyone knows, the word of a Koopa Chieftess is the closest thing to worthless. Only if you prove to have the advantage will she actually try to keep her word, and she'll break it the very instant she sees the chance to get away scott-free as a result of doing so. It takes a considerable amount of power or charisma to truly be able to control a Koopa Chieftess. Many consider it easier to just satisfy their ego and let them think they are the ones in control, subtly directing them and manipulating them into doing what you want than clashing with them headfirst. More than one Koopa Chieftess is, despite her public attitude, actually dancing to the whims of her consort.
Which brings up the matter of sex and the Koopa Chieftess. Because of their cultural glorification of thievery, Koopa Chieftesses actually have a very elaborate courtship system that is, functionally, ritualized kidnapping. Upon learning of a man who they regard as being suitable, they dramatically approach him, capture him and carry him away to their lair, taunting any perceived potential rescuers (siblings, friends and lovers - at least, those the Koopa Chieftess mistakes as filling that position) to come and take him from them. If a Koopa Chieftess can keep her man from being stolen away from her for long enough, she will officially declare herself wed to him, demanding any minions they may have to throw a lavish feast to celebrate. If he is rescued from her, though, she will give him an amount of time as a respite (the more attracted she is, the shorter this time period) before attempting to kidnap him once again. A Koopa Chieftess who finds herself defeated by a man will also be willing to accept him as her husband, but she is somewhat more reluctant to "propose" to him; the truth is that it just doesn't feel "right" to a Koopa Chieftess if they haven't had to beat somebody to gain their lover.
In public, a Koopa Chieftess lords over her husband as she does any of her other minions, though an astute observer will notice she tolerates more disrespect and is more understanding of failure from him than she is over her minions, and she will always be much more gentle with him - though quick to cover up any actual affection. In private, she is a lot more tender and romantic, though she is justifiably notorious for her sexual appetite and is, by default, an aggressive, demanding lover who tends to trash-talk her mate and claim that this is a privilege for him and not a right. However, if he takes the initiative, rather than struggling or submitting, he will find the tables turn quickly and she will become a wriggling, submissive bag of mush. She will still refuse to let him stop until she feels she's had enough, though. In both cases, a Koopa Chieftess post-coitus becomes a dazy, dreamy, almost stupefied wreck who just wants to cuddle and bask in the afterglow. She is very malleable in this state, and most open to hearing and acting upon the desires of her lover.
A Koopa Chieftess is no threat to take lightly. They are tremendously strong, durable and hearty, capable of taking incredible punishment and dishing out ridiculous amounts of damage in return. And while they may or may not know anything about using magic or weapons, all of their kind have the innate ability to breathe flames, fiercer and far stronger than those wielded by the Fire Koopa Sister.
Type: Reptile
Habitat: Anywhere
Disposition: Aggressive, Arrogant, Determined, Fierce, Viceful
Diet: Omnivorous, Carnivorous by preference
The undisputed rulers of the Koopa clans (in part because anyone who does dispute it finds an angry Koopa Chieftess coming for them), there are few who are so blind as to mistake the Koopa Chieftess for one of her lesser kindred. Also known as Alpha Koopas, Boss Koopas, Big Koopas and Dragon Koopas in various regions, the Koopa Chieftess is a towering creature that typically reaches a height of seven to nine feet tall. Unlike Koopa Troopas, but like many other branches of the Koopa family, they do have natural shells - but their shells are only "half shells", the upper half of a turtle-like shell sprouting from their back and covering the entirety of their rear half. These shells are extremely durable, and somewhat larger than the Koopa Chieftess herself, allowing them to withdraw into them and be completely shielded. As these half-shells are covered in wickedly sharp spikes, it is very difficult to assault a Koopa Chieftess while she has withdrawn into her shell, and many learn techniques that turn their shells into powerful weapons as well as natural shields. Aside from their shell, a Koopa Chieftess has the form of a reptilian amazon, with a sparse layer of flesh just barely covering steely muscles, proudly curved breasts and hips, a triple-clawed reptilian paw in place of either foot, a long tail with spikes on its upper tip, three fingers and a thumb to either hand (all tipped with short, vicious claws) and scaly skin. A Koopa Chieftess's scales are typically an earthen shade of brown or tan, but they have a "face mask" - the scales on the upper half of their face are always the same color as their shell. Most commonly, this is a shade of green, but hues including blues, pinks, purples and even whites and blacks have been seen. A Koopa Chieftess may or may not have either wildly flowing hair, horns, or both on her head as well.
Koopa Chieftesses tend to be fairly simple creatures, in the sense of being not complicated - only a fool considers them to be dumb. They are always possessed of a lavish amount of instinctive cunning, and are frequently quite intelligent (though not necessarily very wise to go along with it). In fact, many of their numbers become powerful sorcerers or wizards, though some prefer leaving that to entities such as the Magikoopas or use magical rods, wands and other arcane objects to provide the mystical might to back up their brawn. Koopa Chieftesses are firm believers in the phrase "might makes right" - strength and cunning are the only things they respect, and their culture has grown up around this. If you want something, take it - but if you can't keep it, that's your problem. These Koopas naturally are a lot less sociable than their kindred, and prone to fighting and squabbling until one firmly establishes her dominance over the other. Because of the way they think, the culture of the Koopa Chieftess glorifies double-dealing, cheating and theft - especially theft. If you're smart enough or strong enough to take something, and they're too dumb or weak to take it back, then you deserve it more than they do. Koopa Chieftesses establish dominance over other beings by proving how much more powerful they are, cowing them with threats and judicious displays of violence, and are notoriously prone to being dominated by their vices. Avarice, gluttony, sloth and wrath tend to be most common.
As everyone knows, the word of a Koopa Chieftess is the closest thing to worthless. Only if you prove to have the advantage will she actually try to keep her word, and she'll break it the very instant she sees the chance to get away scott-free as a result of doing so. It takes a considerable amount of power or charisma to truly be able to control a Koopa Chieftess. Many consider it easier to just satisfy their ego and let them think they are the ones in control, subtly directing them and manipulating them into doing what you want than clashing with them headfirst. More than one Koopa Chieftess is, despite her public attitude, actually dancing to the whims of her consort.
Which brings up the matter of sex and the Koopa Chieftess. Because of their cultural glorification of thievery, Koopa Chieftesses actually have a very elaborate courtship system that is, functionally, ritualized kidnapping. Upon learning of a man who they regard as being suitable, they dramatically approach him, capture him and carry him away to their lair, taunting any perceived potential rescuers (siblings, friends and lovers - at least, those the Koopa Chieftess mistakes as filling that position) to come and take him from them. If a Koopa Chieftess can keep her man from being stolen away from her for long enough, she will officially declare herself wed to him, demanding any minions they may have to throw a lavish feast to celebrate. If he is rescued from her, though, she will give him an amount of time as a respite (the more attracted she is, the shorter this time period) before attempting to kidnap him once again. A Koopa Chieftess who finds herself defeated by a man will also be willing to accept him as her husband, but she is somewhat more reluctant to "propose" to him; the truth is that it just doesn't feel "right" to a Koopa Chieftess if they haven't had to beat somebody to gain their lover.
In public, a Koopa Chieftess lords over her husband as she does any of her other minions, though an astute observer will notice she tolerates more disrespect and is more understanding of failure from him than she is over her minions, and she will always be much more gentle with him - though quick to cover up any actual affection. In private, she is a lot more tender and romantic, though she is justifiably notorious for her sexual appetite and is, by default, an aggressive, demanding lover who tends to trash-talk her mate and claim that this is a privilege for him and not a right. However, if he takes the initiative, rather than struggling or submitting, he will find the tables turn quickly and she will become a wriggling, submissive bag of mush. She will still refuse to let him stop until she feels she's had enough, though. In both cases, a Koopa Chieftess post-coitus becomes a dazy, dreamy, almost stupefied wreck who just wants to cuddle and bask in the afterglow. She is very malleable in this state, and most open to hearing and acting upon the desires of her lover.
A Koopa Chieftess is no threat to take lightly. They are tremendously strong, durable and hearty, capable of taking incredible punishment and dishing out ridiculous amounts of damage in return. And while they may or may not know anything about using magic or weapons, all of their kind have the innate ability to breathe flames, fiercer and far stronger than those wielded by the Fire Koopa Sister.
Spoiler: show
Family: Koopa
Type: Reptile
Habitat: Anywhere
Disposition: Aggressive, Ambitious, Arrogant, Determined, Fierce, Wrathful
Diet: Omnivorous, Carnivorous by preference
The dreaded Queen Koopa, Bowsa, is a figure of equal parts awe-inspired respect and terror in the Mushroom Kingdom. Standing in at nine feet tall, with a green shell & mask, tan scales, a pair of wickedly curved horns and a flowing mane of bloody red hair, Bowsa is the epitome of the Koopa Chieftess physique (although perhaps a little chubbier than is the norm). Born as the sole heir-apparent to a Koopa clan in the mysterious far-off region known as Dinosaur Land, Bowsa's mother and father died when she was young and she was raised to maturity by her mother's chief advisor, a powerful Magikoopa named Kamek. It is not known why Bowsa eventually came to the Mushroom Kingdoms, though some have suggested her holdings were taken from her and overwhelmed by the native Yoshi population, who it is noted that Bowsa has a serious disdain for. Arriving with only a small contingent of troops, Bowsa proved quickly that she was not to be underestimated, ruthlessly dominating all in her path and establishing a massive kingdom in a region rife with volcanic activity. Because of her sheer power and large territory, she became known as "Queen Koopa", a title she relishes and demands be respected.
Bowsa is more of a blunt instrument than most Koopa Chieftesses. She has little interest in magic, preferring to rely on her Magikoopas (most notably Kamek and Kammy) to handle that sort of thing, but on the other hand she has displayed a keen interest in science and technology, and she has personally designed some rather impressive devices, even if these were built by Rocky Wrenches under her command. Most notable of these is her Klown Kar, a large bowl-shaped flying device with a powerful rotor on its underbelly, which the Koopa Queen uses to fly back and forth at high speed. Like many Koopa Chieftesses, she is fiercely intelligent and mercilessly strong, but somewhat lacking in common sense - she has made many mistakes due to selfishness, laziness or just incompetence, and so her efforts to expand beyond the Dark Land (as her kingdom is known) have invariably fallen at some point. Still, she commands and receives a lot of respect; after all, the amount of power, charisma and cunning required to beat seven Koopa Chieftesses into submission and make them take part in a concentrated attack against the Mushroom Kingdoms is certainly nothing to sneeze at!
Despite the inevitable setbacks, and the fact she is almost an exemplar of the flaws of her breed, being vain, selfish, greedy, gluttonous, ridiculously ambitious, amoral and a lying, cheating, double-dealing thief, Bowsa's minions are as a rule quite loyal to her. This may be due to the fact that, as obnoxious as she can act in person, as a whole, she's quite easy to work under. So long as her minions treat her with the respect she demands and snap to doing whatever she sets them to do, she lets them do whatever they want and treats them with professional respect (though she has no qualms about sacrificing them like the pawns they are to protect her own skin or if that will get her what she wants). When feeling particularly pleased, Bowsa is also prone to spontaneous acts of generosity. Of course, when she does get angry or feel thwarted, everyone around her takes cover.
Bowsa has never, as far as anyone is aware of, been seen with a lover of either gender. Consequently, while rumors of her tastes and sexual behaviors run rampant (though only a fool would let them reach her ears), there is no conclusive evidence to anything.
Type: Reptile
Habitat: Anywhere
Disposition: Aggressive, Ambitious, Arrogant, Determined, Fierce, Wrathful
Diet: Omnivorous, Carnivorous by preference
The dreaded Queen Koopa, Bowsa, is a figure of equal parts awe-inspired respect and terror in the Mushroom Kingdom. Standing in at nine feet tall, with a green shell & mask, tan scales, a pair of wickedly curved horns and a flowing mane of bloody red hair, Bowsa is the epitome of the Koopa Chieftess physique (although perhaps a little chubbier than is the norm). Born as the sole heir-apparent to a Koopa clan in the mysterious far-off region known as Dinosaur Land, Bowsa's mother and father died when she was young and she was raised to maturity by her mother's chief advisor, a powerful Magikoopa named Kamek. It is not known why Bowsa eventually came to the Mushroom Kingdoms, though some have suggested her holdings were taken from her and overwhelmed by the native Yoshi population, who it is noted that Bowsa has a serious disdain for. Arriving with only a small contingent of troops, Bowsa proved quickly that she was not to be underestimated, ruthlessly dominating all in her path and establishing a massive kingdom in a region rife with volcanic activity. Because of her sheer power and large territory, she became known as "Queen Koopa", a title she relishes and demands be respected.
Bowsa is more of a blunt instrument than most Koopa Chieftesses. She has little interest in magic, preferring to rely on her Magikoopas (most notably Kamek and Kammy) to handle that sort of thing, but on the other hand she has displayed a keen interest in science and technology, and she has personally designed some rather impressive devices, even if these were built by Rocky Wrenches under her command. Most notable of these is her Klown Kar, a large bowl-shaped flying device with a powerful rotor on its underbelly, which the Koopa Queen uses to fly back and forth at high speed. Like many Koopa Chieftesses, she is fiercely intelligent and mercilessly strong, but somewhat lacking in common sense - she has made many mistakes due to selfishness, laziness or just incompetence, and so her efforts to expand beyond the Dark Land (as her kingdom is known) have invariably fallen at some point. Still, she commands and receives a lot of respect; after all, the amount of power, charisma and cunning required to beat seven Koopa Chieftesses into submission and make them take part in a concentrated attack against the Mushroom Kingdoms is certainly nothing to sneeze at!
Despite the inevitable setbacks, and the fact she is almost an exemplar of the flaws of her breed, being vain, selfish, greedy, gluttonous, ridiculously ambitious, amoral and a lying, cheating, double-dealing thief, Bowsa's minions are as a rule quite loyal to her. This may be due to the fact that, as obnoxious as she can act in person, as a whole, she's quite easy to work under. So long as her minions treat her with the respect she demands and snap to doing whatever she sets them to do, she lets them do whatever they want and treats them with professional respect (though she has no qualms about sacrificing them like the pawns they are to protect her own skin or if that will get her what she wants). When feeling particularly pleased, Bowsa is also prone to spontaneous acts of generosity. Of course, when she does get angry or feel thwarted, everyone around her takes cover.
Bowsa has never, as far as anyone is aware of, been seen with a lover of either gender. Consequently, while rumors of her tastes and sexual behaviors run rampant (though only a fool would let them reach her ears), there is no conclusive evidence to anything.
Spoiler: show
Family: Koopa
Type: Reptile
Habitat: Amongst Koopas
Disposition: Industrious, Clever, Fearless, Stubborn, Proud
Diet: Omnivorous
The Koopa clans have many different sub-breeds of Koopa. The Koopa Troopa may be the most common and recognizable of them all, but there are distinctly different creatures that are their kith and kin. The beings known as Koopa Sisters earn their name due to their strangely elevated racial fertility - single births are almost unheard of amongst them, and are regarded as terrible omens in some of the more superstitious clans and villages. Koopa Sisters are almost invariably born as twins, triplets or sometimes even quadruplets, fraternal or identical, and the bond between sisters is very close. A Koopa Sister's best friend, truest ally, closest confident, is always her womb-sisters, the individual or individuals with whom she was gestated and conceived. Because of this intense sisterly bond, it is quite common, though not neccessarily the default, for a brood of Koopa Sisters to share a single lover between them. There are several different types of Koopa Sister, though none escape the marks that define them as Koopa Sisters; certain other elements merely distinguish them from their cousins. Koopa Sisters are taller and more muscular than Koopa Troopas, with different colorations determined by their breed - on average, a Koopa Sister stands head and shoulders above a Koopa Troopa, though they never approach the height and amazonian build of a Koopa Chieftess. The most distinctive feature of a Koopa Sister is her shell; the shells made for Koopa Sisters are custom-designed, created to be attached in two halves and then latched together, making them much more form-fitting and yet protective than a Koopa Troopa's pull-on shell. It does make it harder for a Koopa Sister to get out of her shell, but it also makes her a little more flexible. They also wear helmets atop their heads, to further protect themselves; Koopa Sisters are naturally more aggressive than Koopa Troopas, and so gravitate towards the more militant positions in their clans.
As a nice side bonus, the shell acts as something like a corset, emphasizing a Koopa Sister's breasts. They tend to be a little insecure about those.
The Hammer Koopa Sister, more commonly referred to as simply the Hammer Sister, is the most common and widespread of the Koopa Sisters, and is generally recognized as the oldest of the breeds. They have dark, ruddy brown skin, literally glowing with health, and, to the surprise of many, often have blond hair. As their name implies, they are invariably seen carrying hammers; a Hammer Sister's hammer is her pride and joy, and is often an heirloom passed down from her mother or a womb-aunt, and to lose or, worse, break this is a badge of terrible shame amongst her breed. While all Koopa Sisters are naturally driven and aggressive, Hammer Sisters fixate that drive on the arts of construction. They can break things, and will do so happily enough, but to them, it is the art of making things that is truly special. Any idiot can smash something, but only a genuis can create.
Hammer Sisters are prized amongst the Koopa clans for their skill at carpentry, masonry and metalwork - they are invariably the respected chief engineers and builders for their clan. Koopa Chieftesses and other military leaders with respect for technology find more violent use for a Hammer Sister's skills. Since as long as history has been recorded, Hammer Sisters have been responsible for constructing defensive fortifications for their leaders - mighty walls and forts and castles have all formed beneath the clattering claws and pounding hammers of these dauntless warrior-engineers. While generally disinterested in magic, they have enough affinity for it that they have traditionally been creators of dangerous traps, especially strange techno-magic ones involving flames and grinding blades. It is said that it was the ingenuity of the Hammer Sisters that gave life to Bullet Betties, Torpedo Tanyas, Thwomps, Mecha-Koopas and many any Constructs, and it is certainly true that these mamono fear and respect the Hammer Sisters that they meet.
A Hammer Sister is focused and driven; once she has her sights set on a task, she will complete it, no matter what it takes. They are utterly indifferent to the outside world; countless tales exist of Hammer Sisters that worked tirelessly under impossible conditions, ignoring the heaviest of incoming fire to repair Constructs or damaged walls and gates. If their attention is roused, though, a Hammer Sister fights fiercely; her shell is made of lightweight metal and very durable, and she is a deadly expert with her hammer. Many Hammer Sisters actually learn to throw their hammers so that they ricochet back to their hands - some can even target multiple opponents with the same attack! Getting smacked by one in melee range is no picnic, either. If Hammer Sisters have any real flaws, besides their tendency to get so caught up in their work their obliviousness can prove a danger, it is the fact that they are very proud of what they do and indifferent to who they work for. This means that not only can they end up aiding distinctly unsavory types (According to reports, Bowsa has a particularly large contingent of Hammer Sisters in her army), but they can get very defensive if they think their work is "slighted", which typically leads to them hauling off and cracking whoever has aroused their wrath in the head with their hammer.
Hammer Sisters are rather lecherous mamono, and very quick to make lewd calls and whistles at a man passing by who they think is good looking. Despite this, he's actually perfectly safe; they are firm believers in looking but not touching. When a man expresses interest in her, a Hammer Sister likes to take things fairly slow - it takes patience to build anything, and a relationship is no exception, they say.
Type: Reptile
Habitat: Amongst Koopas
Disposition: Industrious, Clever, Fearless, Stubborn, Proud
Diet: Omnivorous
The Koopa clans have many different sub-breeds of Koopa. The Koopa Troopa may be the most common and recognizable of them all, but there are distinctly different creatures that are their kith and kin. The beings known as Koopa Sisters earn their name due to their strangely elevated racial fertility - single births are almost unheard of amongst them, and are regarded as terrible omens in some of the more superstitious clans and villages. Koopa Sisters are almost invariably born as twins, triplets or sometimes even quadruplets, fraternal or identical, and the bond between sisters is very close. A Koopa Sister's best friend, truest ally, closest confident, is always her womb-sisters, the individual or individuals with whom she was gestated and conceived. Because of this intense sisterly bond, it is quite common, though not neccessarily the default, for a brood of Koopa Sisters to share a single lover between them. There are several different types of Koopa Sister, though none escape the marks that define them as Koopa Sisters; certain other elements merely distinguish them from their cousins. Koopa Sisters are taller and more muscular than Koopa Troopas, with different colorations determined by their breed - on average, a Koopa Sister stands head and shoulders above a Koopa Troopa, though they never approach the height and amazonian build of a Koopa Chieftess. The most distinctive feature of a Koopa Sister is her shell; the shells made for Koopa Sisters are custom-designed, created to be attached in two halves and then latched together, making them much more form-fitting and yet protective than a Koopa Troopa's pull-on shell. It does make it harder for a Koopa Sister to get out of her shell, but it also makes her a little more flexible. They also wear helmets atop their heads, to further protect themselves; Koopa Sisters are naturally more aggressive than Koopa Troopas, and so gravitate towards the more militant positions in their clans.
As a nice side bonus, the shell acts as something like a corset, emphasizing a Koopa Sister's breasts. They tend to be a little insecure about those.
The Hammer Koopa Sister, more commonly referred to as simply the Hammer Sister, is the most common and widespread of the Koopa Sisters, and is generally recognized as the oldest of the breeds. They have dark, ruddy brown skin, literally glowing with health, and, to the surprise of many, often have blond hair. As their name implies, they are invariably seen carrying hammers; a Hammer Sister's hammer is her pride and joy, and is often an heirloom passed down from her mother or a womb-aunt, and to lose or, worse, break this is a badge of terrible shame amongst her breed. While all Koopa Sisters are naturally driven and aggressive, Hammer Sisters fixate that drive on the arts of construction. They can break things, and will do so happily enough, but to them, it is the art of making things that is truly special. Any idiot can smash something, but only a genuis can create.
Hammer Sisters are prized amongst the Koopa clans for their skill at carpentry, masonry and metalwork - they are invariably the respected chief engineers and builders for their clan. Koopa Chieftesses and other military leaders with respect for technology find more violent use for a Hammer Sister's skills. Since as long as history has been recorded, Hammer Sisters have been responsible for constructing defensive fortifications for their leaders - mighty walls and forts and castles have all formed beneath the clattering claws and pounding hammers of these dauntless warrior-engineers. While generally disinterested in magic, they have enough affinity for it that they have traditionally been creators of dangerous traps, especially strange techno-magic ones involving flames and grinding blades. It is said that it was the ingenuity of the Hammer Sisters that gave life to Bullet Betties, Torpedo Tanyas, Thwomps, Mecha-Koopas and many any Constructs, and it is certainly true that these mamono fear and respect the Hammer Sisters that they meet.
A Hammer Sister is focused and driven; once she has her sights set on a task, she will complete it, no matter what it takes. They are utterly indifferent to the outside world; countless tales exist of Hammer Sisters that worked tirelessly under impossible conditions, ignoring the heaviest of incoming fire to repair Constructs or damaged walls and gates. If their attention is roused, though, a Hammer Sister fights fiercely; her shell is made of lightweight metal and very durable, and she is a deadly expert with her hammer. Many Hammer Sisters actually learn to throw their hammers so that they ricochet back to their hands - some can even target multiple opponents with the same attack! Getting smacked by one in melee range is no picnic, either. If Hammer Sisters have any real flaws, besides their tendency to get so caught up in their work their obliviousness can prove a danger, it is the fact that they are very proud of what they do and indifferent to who they work for. This means that not only can they end up aiding distinctly unsavory types (According to reports, Bowsa has a particularly large contingent of Hammer Sisters in her army), but they can get very defensive if they think their work is "slighted", which typically leads to them hauling off and cracking whoever has aroused their wrath in the head with their hammer.
Hammer Sisters are rather lecherous mamono, and very quick to make lewd calls and whistles at a man passing by who they think is good looking. Despite this, he's actually perfectly safe; they are firm believers in looking but not touching. When a man expresses interest in her, a Hammer Sister likes to take things fairly slow - it takes patience to build anything, and a relationship is no exception, they say.
Spoiler: show
Family: Koopa
Type: Reptile
Habitat: Amongst Koopas, Nomadic, In the Sky
Disposition: Carefree, Playful, Mischievous, Free-spirited, Laidback
Diet: Omnivorous
Magic is something which Koopas are not unfamiliar with. The capacity for magic runs in family lines, and has overtime become so heavily associated with certain bloodlines that those bloodlines are now considered a distinctive species. The most famous of those bloodlines are the Magikoopas, but they are not the only one. Possessing a surprising amount of talent, but limited in the areas to which they can focus it, a second bloodline-cum-race is that known as the Lakitus. Their magical talents allow these short, honestly somewhat chubby Koopas to condense air and create miniature clouds, which they ride through the air and all across the world, looking for fun, games and love. Inveterate adventurers and romantics, Lakitus scour the world in order to fulfil their need for excitement and find that special someone close to their heart. They have even been known to master their arts so that they can dive deep under the water, or scale mountains even without their clouds, in both cases doing so to look for intrepid souls to take for their true loves.
Publically, more than a few Magikoopas make a show of pitying or dismissing Lakitus for their limited grasp on magic - Lakitus, fortunately, accept this with good humor, though they do make a point out of playing tricks and practical jokes on Magikoopas. In private, the two families cannot deny their kinship; on average, one out every one hundred Magikoopa daughters will turn out to have the powers of the Lakitu, and the Lakitus have similar odds of producing a Magikoopa baby. These children will quietly be fostered to parents of the "appropriate" type, but their birth mother will always love them as her own and try to be close to them. Magikoopa-born Lakitu sometimes retain a small fragment of their mother's affinity for more offensive arcana, allowing them to create bolts of lighting and fire to blast attackers should they be threatened. Such "Thunder Lakitu", though, are very rare.
Lacking both the physical might of their Koopa kindred (in fact, Lakitu are known for having... er... problems maintaining their equilibrium - they tend to fall off their cloud easy if things get really rough), and not really having offensive talents the way that Magikoopas do, Lakitu are not really the types of mamono that can successfully rape men. At the same time, though, they want to have sex; mamono in general are typically not really enamored of virginity, but it's considered rather shameful of a Lakitu to still be a virgin. When others comment on how this seems to contradict their proclaimed romantic natures, Lakitus typically "explain" that sex is but the ultimate expression of love, and only by sampling all of a man's "charms" may they begin to determine if he is truly their soulmate. Others are skeptical of this.
One practice that is typically ascribed to having come from this aspect of the Lakitu is the practice of "manfishing". Taking something that is valuable and enticing, the Lakitu attaches it to the end of a fishing line and flies around with it hanging down. If a good-looking man tries to grab the bait, the Lakitu uses her aeromantic skills to create a powerful updraft, seeking to knock him into the air so that she can then reel him in. Once he is on her cloud, she can start seducing him... although, if she is feeling impatient, this "seduction" may look more like "bribing him to have sex with her in exchange for not being allowed to fall off the cloud".
To compensate for their inability to acquire a man by force, many Lakitu originally formed alliances with a fellow Koopa that has a hard time getting a date; the Spiny. Usually only one Spiny would be found riding a cloud with a Lakitu, but some would have the skill and inclination to carry multiple Spinies at the same- these Lakitus, in fact, regarded themselves more as dating agents for the Spinies then as actually seeking out men for themselves. When the Lakitu spotted a man that both she and her passenger agreed looked handsome, the Lakitu would toss the Spiny from the cloud to grapple and subdue him. While typically the Spiny would then rape him herself, the Lakitu would simply accept this as the "price of doing business" with her, and calmly wait for her turn with him after the Spiny was done.
Nowadays, though, the world is more peaceful, and so this practice has fallen out of use in all but the most primitive or wartorn regions. Being more accepted by other people (alongside the increasing acceptance of the Koopa Troopas) means that many Lakitu find they can just talk to men to find Mr. Right, a task made easier by the fact Lakitu are much in demand as reporters and sports commentators due to their enthusiasm and aerial mobility. Luckily, Lakitu enjoy these roles very much and so they have flourished in the peaceful times.
However, one should beware of Lakitu riding storm clouds; these are the notorious "Dark Lakitu", much nastier and crueller than their mainstream sisters. They are a deep shame to the Lakitu, and because of this are even more nomadic, prone to becoming bandits and thieves to support themselves and indulge in their desires for mischief.
Type: Reptile
Habitat: Amongst Koopas, Nomadic, In the Sky
Disposition: Carefree, Playful, Mischievous, Free-spirited, Laidback
Diet: Omnivorous
Magic is something which Koopas are not unfamiliar with. The capacity for magic runs in family lines, and has overtime become so heavily associated with certain bloodlines that those bloodlines are now considered a distinctive species. The most famous of those bloodlines are the Magikoopas, but they are not the only one. Possessing a surprising amount of talent, but limited in the areas to which they can focus it, a second bloodline-cum-race is that known as the Lakitus. Their magical talents allow these short, honestly somewhat chubby Koopas to condense air and create miniature clouds, which they ride through the air and all across the world, looking for fun, games and love. Inveterate adventurers and romantics, Lakitus scour the world in order to fulfil their need for excitement and find that special someone close to their heart. They have even been known to master their arts so that they can dive deep under the water, or scale mountains even without their clouds, in both cases doing so to look for intrepid souls to take for their true loves.
Publically, more than a few Magikoopas make a show of pitying or dismissing Lakitus for their limited grasp on magic - Lakitus, fortunately, accept this with good humor, though they do make a point out of playing tricks and practical jokes on Magikoopas. In private, the two families cannot deny their kinship; on average, one out every one hundred Magikoopa daughters will turn out to have the powers of the Lakitu, and the Lakitus have similar odds of producing a Magikoopa baby. These children will quietly be fostered to parents of the "appropriate" type, but their birth mother will always love them as her own and try to be close to them. Magikoopa-born Lakitu sometimes retain a small fragment of their mother's affinity for more offensive arcana, allowing them to create bolts of lighting and fire to blast attackers should they be threatened. Such "Thunder Lakitu", though, are very rare.
Lacking both the physical might of their Koopa kindred (in fact, Lakitu are known for having... er... problems maintaining their equilibrium - they tend to fall off their cloud easy if things get really rough), and not really having offensive talents the way that Magikoopas do, Lakitu are not really the types of mamono that can successfully rape men. At the same time, though, they want to have sex; mamono in general are typically not really enamored of virginity, but it's considered rather shameful of a Lakitu to still be a virgin. When others comment on how this seems to contradict their proclaimed romantic natures, Lakitus typically "explain" that sex is but the ultimate expression of love, and only by sampling all of a man's "charms" may they begin to determine if he is truly their soulmate. Others are skeptical of this.
One practice that is typically ascribed to having come from this aspect of the Lakitu is the practice of "manfishing". Taking something that is valuable and enticing, the Lakitu attaches it to the end of a fishing line and flies around with it hanging down. If a good-looking man tries to grab the bait, the Lakitu uses her aeromantic skills to create a powerful updraft, seeking to knock him into the air so that she can then reel him in. Once he is on her cloud, she can start seducing him... although, if she is feeling impatient, this "seduction" may look more like "bribing him to have sex with her in exchange for not being allowed to fall off the cloud".
To compensate for their inability to acquire a man by force, many Lakitu originally formed alliances with a fellow Koopa that has a hard time getting a date; the Spiny. Usually only one Spiny would be found riding a cloud with a Lakitu, but some would have the skill and inclination to carry multiple Spinies at the same- these Lakitus, in fact, regarded themselves more as dating agents for the Spinies then as actually seeking out men for themselves. When the Lakitu spotted a man that both she and her passenger agreed looked handsome, the Lakitu would toss the Spiny from the cloud to grapple and subdue him. While typically the Spiny would then rape him herself, the Lakitu would simply accept this as the "price of doing business" with her, and calmly wait for her turn with him after the Spiny was done.
Nowadays, though, the world is more peaceful, and so this practice has fallen out of use in all but the most primitive or wartorn regions. Being more accepted by other people (alongside the increasing acceptance of the Koopa Troopas) means that many Lakitu find they can just talk to men to find Mr. Right, a task made easier by the fact Lakitu are much in demand as reporters and sports commentators due to their enthusiasm and aerial mobility. Luckily, Lakitu enjoy these roles very much and so they have flourished in the peaceful times.
However, one should beware of Lakitu riding storm clouds; these are the notorious "Dark Lakitu", much nastier and crueller than their mainstream sisters. They are a deep shame to the Lakitu, and because of this are even more nomadic, prone to becoming bandits and thieves to support themselves and indulge in their desires for mischief.
Spoiler: show
Family: Koopa
Type: Reptile
Habitat: Anywhere
Disposition: Bitter, Aggressive, Lazy, Stubborn
Diet: Omnivorous
A rare sub-species of the Koopa family, the Spiny is also one of the least liked of the Koopas. Partially, this stems from their aggressive nature; they are much quicker to pick fights and enjoy it a lot more then the average Koopa Troopa does. Mostly, though, it lies in the fact that Spinies are physically dangerous to get close to. Unlike Koopa Troopas, Spinies grow a large half-shell on their back, covering their back entirely. But unlike similar Koopas, such as the Chieftesses and Lakitus, Spiny shells are made from raised, ridged scales with razor sharp edges, and covered in a wicked array of thorny spikes and barbs – this means that a person who gets too close without sufficient care will find themselves impaled and lacerated at the same time. With the, honestly, rather suspicious and envious mindset of the Spiny, this has given them a racial persecution complex, and their bitterness over this – and their otherwise unimposing physique, which is that of girl-children versions of the Koopa Troopa, save for the obvious difference in shells – only makes their reputation even worse.
Not very athletic by nature, in part because they’re just not naturally strong or swift, Spinies are thusly even harder pressed to find mates then normal. Not only does their reputation and attitude ward off potential suitors, but they are unable to chase them down and catch them with force. However, for some strange reason, there is a strong bond between the Spiny and Lakitu species; some suggest it’s because they make a very good team for hunting down men, with the Lakitu providing the mobility and the Spiny providing the muscle. The Lakitu allows one or more Spinies to ride on her cloud (which they actually enjoy very much; flying around is one of their favorite things to do), and the Spinies will gladly leap down to grapple and pin a guy they agree is worthy of targeting. The Spinies do demand first go at him in reward, but they always let the Lakitu have him, and painstakingly ensure he is erect again and ready for her when they are through. Although the agreement of partnership is usually broken once one party has fallen in love, there's no animosity when this happens, and forging the agreement anew with another partner is the invariable result.
With the current trend for Lakitus to settle peacefully in society, though, the availability for Spinies to use this method is down, and so the populations of Spiny tribes are decreasing.
This has only increased the great determination of Spinies when it comes to the arts of romance. Though they are not swift or strong, they are stubborn enough that even a Koopa Chieftess must admit respect for it, and once a Spiny has her heart set on a guy, she will chase him forever and a day if she must, all for the sake of bearing a child – only once she has determined that she has become pregnant will she be willing to cease following a guy. And even then she will beg him (while trying to make it look like she’s demanding from him) for his name and some sort of token to remember him by; as blunt and brusque as they can be, Spinies aren’t immune to romance, and, really, what every Spiny dreams of having is one man who they can have and hold and make all the babies they may ever want with – not because this will make them the envy of their tribe (well, not JUST because this will make them the envy of their tribe) but because they really do want to have a husband and rear a family with him.
Spinies and Buzzy Beetles have a complicated relationship. Buzzy Beetles find Spinies fascinating, and are eager to make friends with them. Spinies, on the other hand, find Buzzy Beetles to be highly irritating and so they prefer to avoid them – even though Buzzy Beetles are some of the few people who can’t care less about the trademark sharpness of Spinies due to their wearing of armor twenty four hours a day, seven days a week.
Spiny culture is mysterious and little understood, but there are a few tidbits known. Young, virginal Spinies are known as Spikies, while those who have considerable fighting skill but are yet to be married are called Spikesters. The most important Spinies in a tribe are married warrior veterans, who are referred to as Oerlikons. Also, while the normal Spiny has a crimson shell, a rare strain is born with a sky-blue shell instead; these Spinies are bigger, stronger and tougher then their ordinary kin, and so they tend to become the leaders of their kind.
Type: Reptile
Habitat: Anywhere
Disposition: Bitter, Aggressive, Lazy, Stubborn
Diet: Omnivorous
A rare sub-species of the Koopa family, the Spiny is also one of the least liked of the Koopas. Partially, this stems from their aggressive nature; they are much quicker to pick fights and enjoy it a lot more then the average Koopa Troopa does. Mostly, though, it lies in the fact that Spinies are physically dangerous to get close to. Unlike Koopa Troopas, Spinies grow a large half-shell on their back, covering their back entirely. But unlike similar Koopas, such as the Chieftesses and Lakitus, Spiny shells are made from raised, ridged scales with razor sharp edges, and covered in a wicked array of thorny spikes and barbs – this means that a person who gets too close without sufficient care will find themselves impaled and lacerated at the same time. With the, honestly, rather suspicious and envious mindset of the Spiny, this has given them a racial persecution complex, and their bitterness over this – and their otherwise unimposing physique, which is that of girl-children versions of the Koopa Troopa, save for the obvious difference in shells – only makes their reputation even worse.
Not very athletic by nature, in part because they’re just not naturally strong or swift, Spinies are thusly even harder pressed to find mates then normal. Not only does their reputation and attitude ward off potential suitors, but they are unable to chase them down and catch them with force. However, for some strange reason, there is a strong bond between the Spiny and Lakitu species; some suggest it’s because they make a very good team for hunting down men, with the Lakitu providing the mobility and the Spiny providing the muscle. The Lakitu allows one or more Spinies to ride on her cloud (which they actually enjoy very much; flying around is one of their favorite things to do), and the Spinies will gladly leap down to grapple and pin a guy they agree is worthy of targeting. The Spinies do demand first go at him in reward, but they always let the Lakitu have him, and painstakingly ensure he is erect again and ready for her when they are through. Although the agreement of partnership is usually broken once one party has fallen in love, there's no animosity when this happens, and forging the agreement anew with another partner is the invariable result.
With the current trend for Lakitus to settle peacefully in society, though, the availability for Spinies to use this method is down, and so the populations of Spiny tribes are decreasing.
This has only increased the great determination of Spinies when it comes to the arts of romance. Though they are not swift or strong, they are stubborn enough that even a Koopa Chieftess must admit respect for it, and once a Spiny has her heart set on a guy, she will chase him forever and a day if she must, all for the sake of bearing a child – only once she has determined that she has become pregnant will she be willing to cease following a guy. And even then she will beg him (while trying to make it look like she’s demanding from him) for his name and some sort of token to remember him by; as blunt and brusque as they can be, Spinies aren’t immune to romance, and, really, what every Spiny dreams of having is one man who they can have and hold and make all the babies they may ever want with – not because this will make them the envy of their tribe (well, not JUST because this will make them the envy of their tribe) but because they really do want to have a husband and rear a family with him.
Spinies and Buzzy Beetles have a complicated relationship. Buzzy Beetles find Spinies fascinating, and are eager to make friends with them. Spinies, on the other hand, find Buzzy Beetles to be highly irritating and so they prefer to avoid them – even though Buzzy Beetles are some of the few people who can’t care less about the trademark sharpness of Spinies due to their wearing of armor twenty four hours a day, seven days a week.
Spiny culture is mysterious and little understood, but there are a few tidbits known. Young, virginal Spinies are known as Spikies, while those who have considerable fighting skill but are yet to be married are called Spikesters. The most important Spinies in a tribe are married warrior veterans, who are referred to as Oerlikons. Also, while the normal Spiny has a crimson shell, a rare strain is born with a sky-blue shell instead; these Spinies are bigger, stronger and tougher then their ordinary kin, and so they tend to become the leaders of their kind.
Spoiler: show
Family: Beetle
Type: Insect
Habitat: Underground, Mountains (Stone Buzzies), Volcanoes (Stone Buzzies), Anywhere (Parabuzzies)
Disposition: Naïve, Curious, Playful, Vapid
Diet: Omnivorous
Saying mamono are odd is like saying water is wet – oddness is pretty much an integral part of being a monstergirl. But there is odd, and then there is ODD, and the Buzzy Beetle honestly fits into the latter category quite well. With their great strength and nigh-impervious armor, they could easily become a force to be reckoned with – why, a large enough army of Buzzy Beetles could conquer the world! But these formidable attributes are paired with a personality that would never consider deliberately harming someone, and a mindset that is, honestly, not very bright, and so these potentially devastating soldiers are more likely to be seen wandering blissfully through caves or rolling down the sides of mountains, laughing all the while. Indeed, it’s only because of their naivety that Buzzy Beetles are lured into the Koopa Troop; Koopa Chieftesses incite them with the promise of seeing new places, meeting new friends, playing fun new games and, best of all, finding boyfriends. They only want to play, and so when they do “fight” someone, they usually don’t cause any serious harm – they knock people over or jump on them and grapple them to the ground, but it’s all in the name of fun. The only real danger is that an actual member of the Koopa Troop may take advantage of the person who has been so distracted.
This is not to say that the Buzzy Beetles are completely harmless; thinking that it’s fun to knock people (especially good-looking, hopefully single, guys) over or jump on them or tackle them comes naturally to Buzzy Beetles. This is one of the reasons why paying attention is so important when traveling through caves; Buzzy Beetles have a spectacular amount of dexterity, and the incredible ability to effortlessly crawl along walls or upside down across a ceiling as easily as they walk on solid ground. This means that they are placed in a perfect position to ambush the unwary, and Buzzy Beetles think it’s a riot to pounce on someone from above – that this leaves them in a perfect position to feel up and maybe even start mating if their target is attractive enough, isn’t something they deny. Often, the only warning their victim has is their maniacal giggling before she drops like a stone.
…Which may be a rather poor choice of words. Buzzy Beetles, unlike most insect-girls, don’t have a natural shell – their bodies are covered in very soft, sensitive flesh. While they like that this makes them very receptive to tickling and sex, they don’t like that it makes them extra vulnerable to pain. However, that oddity of theirs comes to the rescue; Buzzy Beetles can chew up just about any matter, and have special organs in their torso. Thusly, by consuming a large amount of rock or raw metal, they can mix it with chemicals in a special stomach to form a unique kind of resin. This is then regurgitated and painstakingly molded into a suit of armor, piece by piece. Originally, all Buzzy Beetles used rock for this purpose – however, stone armor is very heavy and, while its thickness actually makes it technically tougher then metal armor, it is also brittle and can be broken, which metal armor can’t. After discovering that they could do the same thing with metal ores, Buzzy Beetlies predominantly migrated underground in pursuit of it and the crafting of stone armor became something of a lost art, mostly associated with a few isolated surface tribes and those tribes who lived in volcanic regions – while Buzzy Beetles are heavily resistant to high temperatures, and their armor can effectively make them impervious to flame attacks, such areas are far too hot to wear metal armor twenty-four hours a day, seven days a week.
Because Buzzy Beetles take up suits of armor from a very young age, many people have never seen one “in the flesh”; they appear as small, waifish figures, feminine but androgynous with their entire bodies covered in almost bodysuit-like suit of armor. Even when they ambush a guy to have sex, most Buzzy Beetles only take off their crotch-plate so that they can fit themselves together in the right way, never even letting him see their face. While the first sign that a Buzzy Beetle enjoyed sex with you is that she proceeds to follow you after you get up and walk away, clearly hoping to have sex again, the first sign that she’s fallen in love with you is if she takes off her helmet and lets you see her face. Only for their husbands will a Buzzy Beetle strip off all of their armor, allowing him to see their true form; soft, faintly luminescent red eyes, gentle and smoothly rounded features and wide mouths curved in a nervous smile, their skin a pale shade of yellow and so soft to the touch.
Like with Koopa Troopas and Goombas, there is a mutant strain of Buzzy Beetle that has wings, which is known as a Parabuzzy – these are the most widely spread and nomadic of their family, and accorded the closest a Buzzy Beetle gets to fear due to being even more playful and energetic (and harder to avoid being glomped by) then regular Buzzy Beetles. Rumors occasionally surface of a rare mutant Parabuzzy, known as a Grand Parabuzzy or Mega Parabuzzy, who is three times the size of her winged brethren, but these remain unfounded. While ordinarily Buzzy Beetles are too docile to really fight, some tribes and individuals (both Buzzy Beetles and Parabuzzies) do live in particularly dangerous areas, and so mere armor isn’t enough defense. These Buzzy Beetles, as a result, craft a wicked array of spikes all over their armor in order to better ward off attackers. Spiked Parabuzzies are extremely rare, because their wings allow them to more easily escape danger.
They have a curious relationship with the Spinies, in that the Buzzy Beetles consider them friends but Spinies don’t really reciprocate. Indeed, most Spinies seem a little bitter that Buzzy Beetles don't have their bad reputation.
Type: Insect
Habitat: Underground, Mountains (Stone Buzzies), Volcanoes (Stone Buzzies), Anywhere (Parabuzzies)
Disposition: Naïve, Curious, Playful, Vapid
Diet: Omnivorous
Saying mamono are odd is like saying water is wet – oddness is pretty much an integral part of being a monstergirl. But there is odd, and then there is ODD, and the Buzzy Beetle honestly fits into the latter category quite well. With their great strength and nigh-impervious armor, they could easily become a force to be reckoned with – why, a large enough army of Buzzy Beetles could conquer the world! But these formidable attributes are paired with a personality that would never consider deliberately harming someone, and a mindset that is, honestly, not very bright, and so these potentially devastating soldiers are more likely to be seen wandering blissfully through caves or rolling down the sides of mountains, laughing all the while. Indeed, it’s only because of their naivety that Buzzy Beetles are lured into the Koopa Troop; Koopa Chieftesses incite them with the promise of seeing new places, meeting new friends, playing fun new games and, best of all, finding boyfriends. They only want to play, and so when they do “fight” someone, they usually don’t cause any serious harm – they knock people over or jump on them and grapple them to the ground, but it’s all in the name of fun. The only real danger is that an actual member of the Koopa Troop may take advantage of the person who has been so distracted.
This is not to say that the Buzzy Beetles are completely harmless; thinking that it’s fun to knock people (especially good-looking, hopefully single, guys) over or jump on them or tackle them comes naturally to Buzzy Beetles. This is one of the reasons why paying attention is so important when traveling through caves; Buzzy Beetles have a spectacular amount of dexterity, and the incredible ability to effortlessly crawl along walls or upside down across a ceiling as easily as they walk on solid ground. This means that they are placed in a perfect position to ambush the unwary, and Buzzy Beetles think it’s a riot to pounce on someone from above – that this leaves them in a perfect position to feel up and maybe even start mating if their target is attractive enough, isn’t something they deny. Often, the only warning their victim has is their maniacal giggling before she drops like a stone.
…Which may be a rather poor choice of words. Buzzy Beetles, unlike most insect-girls, don’t have a natural shell – their bodies are covered in very soft, sensitive flesh. While they like that this makes them very receptive to tickling and sex, they don’t like that it makes them extra vulnerable to pain. However, that oddity of theirs comes to the rescue; Buzzy Beetles can chew up just about any matter, and have special organs in their torso. Thusly, by consuming a large amount of rock or raw metal, they can mix it with chemicals in a special stomach to form a unique kind of resin. This is then regurgitated and painstakingly molded into a suit of armor, piece by piece. Originally, all Buzzy Beetles used rock for this purpose – however, stone armor is very heavy and, while its thickness actually makes it technically tougher then metal armor, it is also brittle and can be broken, which metal armor can’t. After discovering that they could do the same thing with metal ores, Buzzy Beetlies predominantly migrated underground in pursuit of it and the crafting of stone armor became something of a lost art, mostly associated with a few isolated surface tribes and those tribes who lived in volcanic regions – while Buzzy Beetles are heavily resistant to high temperatures, and their armor can effectively make them impervious to flame attacks, such areas are far too hot to wear metal armor twenty-four hours a day, seven days a week.
Because Buzzy Beetles take up suits of armor from a very young age, many people have never seen one “in the flesh”; they appear as small, waifish figures, feminine but androgynous with their entire bodies covered in almost bodysuit-like suit of armor. Even when they ambush a guy to have sex, most Buzzy Beetles only take off their crotch-plate so that they can fit themselves together in the right way, never even letting him see their face. While the first sign that a Buzzy Beetle enjoyed sex with you is that she proceeds to follow you after you get up and walk away, clearly hoping to have sex again, the first sign that she’s fallen in love with you is if she takes off her helmet and lets you see her face. Only for their husbands will a Buzzy Beetle strip off all of their armor, allowing him to see their true form; soft, faintly luminescent red eyes, gentle and smoothly rounded features and wide mouths curved in a nervous smile, their skin a pale shade of yellow and so soft to the touch.
Like with Koopa Troopas and Goombas, there is a mutant strain of Buzzy Beetle that has wings, which is known as a Parabuzzy – these are the most widely spread and nomadic of their family, and accorded the closest a Buzzy Beetle gets to fear due to being even more playful and energetic (and harder to avoid being glomped by) then regular Buzzy Beetles. Rumors occasionally surface of a rare mutant Parabuzzy, known as a Grand Parabuzzy or Mega Parabuzzy, who is three times the size of her winged brethren, but these remain unfounded. While ordinarily Buzzy Beetles are too docile to really fight, some tribes and individuals (both Buzzy Beetles and Parabuzzies) do live in particularly dangerous areas, and so mere armor isn’t enough defense. These Buzzy Beetles, as a result, craft a wicked array of spikes all over their armor in order to better ward off attackers. Spiked Parabuzzies are extremely rare, because their wings allow them to more easily escape danger.
They have a curious relationship with the Spinies, in that the Buzzy Beetles consider them friends but Spinies don’t really reciprocate. Indeed, most Spinies seem a little bitter that Buzzy Beetles don't have their bad reputation.
Spoiler: show
Family: Golem
Type: Construct
Habitat: Anywhere
Disposition: Focused, Stubborn, Aggressive, Energetic
Diet: Omnivorous
Bullet Betties are a unique form of Golem, created by the war-mekaniks of the Koopa Troops. Nobody is quite sure where they originate from, though Queen Bowsa has taken the credit for having originally conceived the idea. Given the Queen’s legendary egotism and willingness to take the credit for things she hasn’t actually done, though, there remains skepticism about the truth of this statement. Wherever they came from, they are very simple Constructs to fashion – indeed, many Koopa Troops have the resources to build strange golem-forges known as “Betty Blasters”, which take in raw materials and can churn out a practically endless tide of Bullet Betties, so long as the supplies hold out. Bullet Betties regard Betties from the same Blaster as being their “sisters”, while Betties fashioned by hand from the creator consider each other “cousins”. Bullet Betties from different creation sources, be they two separate creators, separate Betty Blasters, or both, don’t perceive any family relationship between themselves at all.
Bullet Betties appear as fairly short and slender girls wearing elaborate knee-high armor-plated boots, elbow-length armor-plated gloves, a breastplate, and a bullet-like helmet. Their eyes are red, but their skin and hair are almost albino-white and their armor is, in start contrast, a dark black. When the Bullet Betty desires, she can “curl up”, limbs and head sinking into joints in her body suit and locking together to reshape her into an appearance akin to a giant bullet. In this shape, she can levitate in place, angling herself in any direction she chooses before discharging a thunder-crack of force that propels her in the chosen direction, a living missile! They move with incredible speed and hit with shattering force, but, they cannot really steer in this form – while some rare Betties do develop this skill, for which they are honored with the nickname “Missile Maggies”, for the vast bulk of Betties, once they fire themselves they can only go in a straight line. This means that they can be evaded, or redirected harmlessly by the sharp application of force from above, below or to either side – again, though, some Bullet Betties are especially designed so that they can ricochet from hitting a solid object, making them that much more dangerous to face. When facing hostile mamono or defended structures, Bullet Betties simply slam headfirst into the target, seeking to pulverize it with concussive force. When they fire themselves at a man, though, they unfold themselves at the last moment, glomping him to the ground in an effort to simultaneously stun and catch him, so they can start mating him – some say that when a Bullet Betty has her eyes on you as a lover, it’s best to just lie down and get ready to have sex with her. Though, perhaps a relief to those caught by them, while they are explosive lovers, passionate and forceful, they will reach the "Big Bang" rather quickly, and post-coitus is when they're at their calmest.
As one might suspect of a mamono designed to literally fire herself headfirst at any obstacle, Bullet Betties have notoriously one-track minds and stubborn personalities. Once they set themselves on something, they need to be forcefully dissuaded before they will give up, and they can and will keep slamming against it headfirst (literally, if need be) until they succeed. They are quite happy with just laying about and relaxing, but they can be pressed into surprisingly effective work-gangs as well as goaded into actually fighting for whatever purpose is needed.
Particularly powerful Bullet Betties are known as Bombshell Betties; not only do they tend to be more voluptuous then their cousins, but they are easily recognizable by their blond hair, golden eyes and golden armor. Bombshell Betties are always reserved as the private guardians of Koopa Chieftesses, and usually hand-crafted as individuals – only the wealthiest and most powerful Chieftess will have a Golden Betty Blaster to mass-produce these elite Golems. Some craft unusually large Bullet Betties, known as “Banzai Betties”, but these are more for showmanship then anything else; despite typically reaching seven to nine feet in height, Banzai Betties are not really that much stronger then ordinary Bullet Betties. Another breed of Betty that is larger and sincerely is stronger is the aquatic variant, known as the Torpedo Tanya. These are a mysterious form of construct about which little is known.
Type: Construct
Habitat: Anywhere
Disposition: Focused, Stubborn, Aggressive, Energetic
Diet: Omnivorous
Bullet Betties are a unique form of Golem, created by the war-mekaniks of the Koopa Troops. Nobody is quite sure where they originate from, though Queen Bowsa has taken the credit for having originally conceived the idea. Given the Queen’s legendary egotism and willingness to take the credit for things she hasn’t actually done, though, there remains skepticism about the truth of this statement. Wherever they came from, they are very simple Constructs to fashion – indeed, many Koopa Troops have the resources to build strange golem-forges known as “Betty Blasters”, which take in raw materials and can churn out a practically endless tide of Bullet Betties, so long as the supplies hold out. Bullet Betties regard Betties from the same Blaster as being their “sisters”, while Betties fashioned by hand from the creator consider each other “cousins”. Bullet Betties from different creation sources, be they two separate creators, separate Betty Blasters, or both, don’t perceive any family relationship between themselves at all.
Bullet Betties appear as fairly short and slender girls wearing elaborate knee-high armor-plated boots, elbow-length armor-plated gloves, a breastplate, and a bullet-like helmet. Their eyes are red, but their skin and hair are almost albino-white and their armor is, in start contrast, a dark black. When the Bullet Betty desires, she can “curl up”, limbs and head sinking into joints in her body suit and locking together to reshape her into an appearance akin to a giant bullet. In this shape, she can levitate in place, angling herself in any direction she chooses before discharging a thunder-crack of force that propels her in the chosen direction, a living missile! They move with incredible speed and hit with shattering force, but, they cannot really steer in this form – while some rare Betties do develop this skill, for which they are honored with the nickname “Missile Maggies”, for the vast bulk of Betties, once they fire themselves they can only go in a straight line. This means that they can be evaded, or redirected harmlessly by the sharp application of force from above, below or to either side – again, though, some Bullet Betties are especially designed so that they can ricochet from hitting a solid object, making them that much more dangerous to face. When facing hostile mamono or defended structures, Bullet Betties simply slam headfirst into the target, seeking to pulverize it with concussive force. When they fire themselves at a man, though, they unfold themselves at the last moment, glomping him to the ground in an effort to simultaneously stun and catch him, so they can start mating him – some say that when a Bullet Betty has her eyes on you as a lover, it’s best to just lie down and get ready to have sex with her. Though, perhaps a relief to those caught by them, while they are explosive lovers, passionate and forceful, they will reach the "Big Bang" rather quickly, and post-coitus is when they're at their calmest.
As one might suspect of a mamono designed to literally fire herself headfirst at any obstacle, Bullet Betties have notoriously one-track minds and stubborn personalities. Once they set themselves on something, they need to be forcefully dissuaded before they will give up, and they can and will keep slamming against it headfirst (literally, if need be) until they succeed. They are quite happy with just laying about and relaxing, but they can be pressed into surprisingly effective work-gangs as well as goaded into actually fighting for whatever purpose is needed.
Particularly powerful Bullet Betties are known as Bombshell Betties; not only do they tend to be more voluptuous then their cousins, but they are easily recognizable by their blond hair, golden eyes and golden armor. Bombshell Betties are always reserved as the private guardians of Koopa Chieftesses, and usually hand-crafted as individuals – only the wealthiest and most powerful Chieftess will have a Golden Betty Blaster to mass-produce these elite Golems. Some craft unusually large Bullet Betties, known as “Banzai Betties”, but these are more for showmanship then anything else; despite typically reaching seven to nine feet in height, Banzai Betties are not really that much stronger then ordinary Bullet Betties. Another breed of Betty that is larger and sincerely is stronger is the aquatic variant, known as the Torpedo Tanya. These are a mysterious form of construct about which little is known.
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