Hostiles
Contents
Adamite
Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.
Traits
- Size: Very Small
- Tier 1
Boogey
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations
Traits
- Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs
- Prehensile Tail: Small
- Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe
- Teeth - Boogeys do much more damage than usual in combat involving their mouth
Dragon
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level.
Some, however, rejected society entirely and set off to establish their homes out in the wild. What they lack in intelligence is made up in pure destructive magical power, though. Most outright hostile dragons are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it's more interesting.
Traits
- Magic: (One Element) - High
- Size: Very Large
- Tier 4
Dryad
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.
In general, they all share a very emotional worldview, as well as a physical weakness to fire.
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.
Maneater
Maneater plants are what's on the label. Plants so large they can swallow a person whole.
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.
Tangler
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person's chakra, making it near impossible for any normal person to remove.
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler's effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.
Personality
- Brave - Very High
- Emotional - Very High
Traits
- (Whatever they had before tangled)
- Weakness: Fire - Low
Tempter
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.
Personality
- Cautious - High
- Emotional - High
Traits
- Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.
- Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.
- Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.
- Weakness: Fire - Mid
Slicer
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat.
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.
Personality
- Brave - Very High
- Emotional - Very High
Traits
- Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.
- Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.
- Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.
- Tier 4
- Weakness: Fire - High
Gnoll
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they've chosen to associate with.
Kobold
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.
Traits
- Size: Small
Ogre
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.
OO
The OO (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn't.
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.
OO Restorer
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.
Traits
OO Rejuvenator
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.
Traits
OO Purifier
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.
Traits
OO Infiltrator
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.