Nicknames : Ilin, Ili, Linux, Caslth
Gender : Female
Orientation : Xenosexual (Monsters, hells yeah)
Age(s) : 20
Postlength : Flexible (But I tend to get long, hence I prefer non-PM).
Link : http://rh.greydawn.net/browse.php?c=Ilinuxu

Pronounciation: eel-ih-nuhk-soo

Index

Appearance | Background | Other Info | Abilities | Monster Compendium | Disclaimer | Kink List

Visit The Monster Manifest for further information.

Apparent Details

 

Physical Stats

 

Clothing and Equipment

Race

Dark Elf

Head

None

Skin

Nubian Dusk, Black

Upper Torso

A single white mobius strap that runs around the neck and down over the breasts to cover the nipples, leaving much of the bosom exposed.

Hair

Very short, white-blue

Lower Torso

Knee-length white loin cloth, draped in front and back.

Eyes

Lavender

Arms

Wrist-length eggwhite leather gloves.

Height

5'9"

Legs

Knee-length eggwhite lace-up leather boots, new and in good condition.

Weight

129 lbs

Accessories

Small hip pouch w/ two buckled pockets.

Bust

38D

Gear

None

Personality

So far, what little is known of Ilinuxu's past is the fact she was found living alone, likely orphaned in the Dreadmire Swamps, notable as one of the sorts of fens that are dark at high noon and nigh on impossible to traverse. What is clear from her mannerisms and behavior is that she is much like so-called "feral children" who were abandoned in the wild to be raised by animals, and as such feels much more content with their kind. Whether this is exactly the case for her is unknown, but she seems knowledgeable of human speech to an extent, even if she has not dwelled among contemporary society. As such, she is unaware of their mores and taboos. While this may make her seem to be naive, she is rather inquisitive and curious, even if she lacks the ability to express her enthusiasm the way others expect. In her favor, while communications with her can be slow going, she does tend to pick up on things reasonably quickly.

Inventory

Concealed in her hip pouch, Ilinuxu carries a collection of small fruits, which may not be particularly satisfying but are the few edible things around. She also contains a flask of pure water, a rare commodity in these parts, and a collection of medicinal herbs gathered from the swamp, but also some bandages, which may have been found discarded by someone else.



Preferences

Perhaps it's due to being a dark elf, or more likely her background of growing up in the fens, but Ilinuxu bears a strong affiliation and affection for monsters of all sorts. All manner of ferocious and sexy beasts are welcome to make themselves at home in the harsh, malevolent environment of the swamps. Monsters forever!


Background Details

Background

Ilinuxu is a dark elf who grew up seemingly alone in the Dreadmire Swamps with only the company of the disembodied voice of an invisible demon known only to her as "Kulnarek". She can only vaguely remember a female dark elf like herself, and that is the closest grasp of any sort of parentage she could ever think of. Other than that, her childhood seems a blur, perhaps as she grew up almost entirely alone, save for the beasts (usually wolves, bears, serpents and such) that lurk in the swamp. While one might think they pose some danger, this apparently only applies to outsiders, of which she is counted amongst. Over time, she grew a strong bond with nature and also with the demonic entity of Kul who remained as much a mystery as s/he/it did a nurturer. While Kul might have appeared as malignant to many, Kul was every bit mindful of taking care of Ilinuxu, as impossible as this might b e to believe. Although she never saw Kul himself, he was capable of possessing the body of one of the swamp beasts from time to time. When she was old enough, he indeed took her, indulging his own hellish lusts to which she consented, oblivious to the social taboos surrounding sex and feeling only the pleasure and a blind trust for her phantasmagorical guardian. It was thus that she earned the nickname Kul gave her of "Caslth", which is supposedly elvish for "slut".

Over time, Kul gradually seemed to become more and more absent. Ilinuxu lost track of the last time she heard his voice, but his incorporeal nature lead her to accept this, even though she misses him (despite not understanding the concept of missing someone). With nothing to react to and nobody to socialize with, Ilin gradually began to wander further and further away from the squalid little shack she'd spent her entire life, observing those who would trespass through the swamp. However, it appears as though the swamp is as difficult to escape as it is to venture into.

Still, there are things about herself which Ilinuxu remains unaware of, and if she knows nothing of them then it's highly doubtful that anyone else would aside from her mother or Kulnarek, either of which who seem to have either deceased or quite literally vanished from the face of the planet. Little does she know that her fascination for beasts and creatures of the night just might run in the family. After all, having grown up around them she feels an almost kinship for them, and would almost certainly return the favor. There are secrets that lie beneath. Secrets buried and untold. Sentient secrets that live and lurk even now in the recesses down under. These should be kept guarded and locked for all time, but they might just unlock themselves from the inside.

Sometimes she dreams of it. Her mind seems to construct itself physically in her nightmares, manifesting itself of a vast labyrinth where the creatures of the night are sustained for all time. If such a place truly existed, it would indeed be the most harrowing gauntlet that could not be constructed by humanoid kind. How could such deep catacombs substantiate themselves into the mind of one so naive? At least, they are just in her mind, right? Or could they call to her from a future only wrought through insurmountable destiny?

Still, another destiny calls to her. One should not confuse this with superstitious notions of “fate”. Through her various unconventional encounters with monsters in the fens, she has opened herself up to them and come to know their needs. Together she protects her home from invaders who would vie to assimilate the land under their synthetic control. It is these civilized beings, these humans and dwarves and elves, even the orcs too, that are the true monsters, condemning all those different from them to be “monsters” or mere beasts.

Other Information

Locations

The Dreadmire Fens - A massive, deadly swamp with tangled trees, an assortment of creatures and monsters, and terrain that is as shadowed in darkness as it is difficult to traverse. Although the swamp takes up an incredible area of land, adventurers and fugitives alike prefer to steer clear of it altogether, as though it were merely an enormous wall. Very few even dare to find one of the near-impassable entrances to it, and rumors that the place are cursed may be founded on the fact that becoming lost is an easy task, as opposed to finding one's way out again. It's not as though nobody ever comes into the place of Ilinuxu's childhood home. Rare occasions of knights fishing out desperate, doomed criminals, or groups of minotaur are not unheard of albeit uncommon. Perhaps the lack of interest also stems from the marsh's lack of historical significance. All in all, people prefer to see this as just another patch of evil to easily skirt around. As for Ilinuxu, she's never seen the outside.

One thing that can be said for the Dreadmire Fens that people usually don't think of--it sure is damn green there. There are great green-brown pools of marsh here and there, covered by green film, and there's green film on the massive trunks, and hanging dark green vines. Even the bioluminescent mushrooms glow green-blue at night, which brings up the other interesting point--the mushrooms are pretty much the only way one has of telling time in the swamp, thanks to the massive canopy. Any other light source comes from brightly-glowing green fireflies which are one of the few harmless creatures in the fens. The tangled, leafy ceiling also has a way of trapping in the heat in the fens, keeping the marshlands in an ever-temperate climate.

Creatures of the dreadmire fens include an assortment of unforgiving beasties, ranging from standard animals such as wolves and bears on the very outskirts and to the dry corner, as well as crocodiles and pythons in the marshier areas, to the more monstrous species lurking in the innermost portions of the massive fens. These can include carnivorous plants with creeping vines and ravenous flowering pods, giant frogs, and these are just among the living hazards, to say nothing of the lightning sand, firebursts and such (there are areas qualified as "fireswamp"). Of the few sentient creatures to lurk in the swamp, there is the occasional adventurer trying their luck by remaining at the outskirts, ignorant felons sealing their fate, and nonvolatile minotaur groups usually seeking some of the few viable herbs at the marsh's edge who won't even tread further into the fens themselves.

There may be some presence of the Salamen--a race of amphibious newt-like peoples who can safely thrive in the harsh regions of the fens, but they are very rarely seen. They are a fierce, seclusionary race that prefer quiet, but even Ilinuxu has only ever witnessed these elusive peoples on less than a few occasions. Apart from them are the Apoideans, a more hostile race of sentient bee-people. Though few in number, they will assault threats in swarms, and keep to the drier areas of the fens. The honey they collect is not considered as valuable, but in the fens themselves it can be a commodity.

Characters

Kulnarek - A laughing demon that by oath swore to protect Ilinuxu. Why this oath was made, or what Kulnarek even looks like, Ilinuxu has no clue and never thought to ask. Kul always manifested himself invisibly to Ilin and helped her to learn to survive in the swamp. Oftentimes he would possess the form of a swamp-dwelling animal, be it a wolf, bear, crocogator, serpent, or the like. When Ilinuxu was old enough, Kul took every physical liberty with her body, much to Ilin's enjoyment. Over time, Kul's voice grew more infrequent, to the point where Ilin lost all contact with him. Ilin feels a deep affiliation for her demonic guardian and misses him, having once promised to only let him ejaculate inside of her vagina if she can help it, and to keep his existence a secret from mortals. She just may not be too successful at maintaining these promises. Though Kul had sexual intercourse with Ilin quite a lot, he was not an incubus. On the other hand, he was not a wrathful demon either. One of his quirks was to occasionally mention anachronistic things such as "electronic" devices or "punk rock", which puzzled Ilin. "Oh, nevermind," he would respond to her confusion.


HecateHard to believe, but some monsters are not all idiots. And not all of them are weak little peons for adventurers to sharpen their blades on. Manticore are scarcely ever the latter, and Hecate falls into this category. Well, at least the strength one. Greedy and rambunctuous, she just wants to have a good time. A deadly good one. Not motivated by others' expense, she will however stoop to this extreme for her own gain. She loves weapons, and has recently taken up residence in the Dreadmire Fens in an attempt to amass a plethora of magically-augmented equipment to make herself stronger. She loves eating to build up her strength. Unlike most manticore, she walks upright on two legs, but like most manticore, she has a bad attitude, fiery breath, a scorpion's tail, and two vicious wings. There are other monsters like her, but she's a major player in the fens these days.

For a full list of sub-alts, visit the Year of Glory page.

Abilities

Class – Martial Artist / Tamer – Ilinuxu is a physically agile fighter, utilizing her fists and legs to unleash flurries of acrobatic direct attacks. However, she mostly relies on keeping her distance, and will rely solely on her survival skills of bonding with nature's creatures. She will routinely summon small animals to help in her fight, whether to distract opponents or for a follow-up combination attack. For example, a “Falcon Punch” would consist of a damaging punch attack followed by the cutting beak of a swooping falcon in the nick of time. The swiftness with which these allies are summoned and then by which they leave is impressive—the bond between caller and animal must run deeper than kinship and thicker than blood. Thus, if her allies are injured, Ilinuxu's rage will build, increasing the potency proportionate to her desperation. Some of these combination skills can be read further below, as the specifics of her other skills.

Magic - Ilinuxu lacks any formal training for her latent magical abilities, although she is capable of modifying the elements to a painful degree. Without formal practice, these arts remain solely on the level of being painful and moderately destructive, allowing her to injure and escape predators to survive. Most of her survival skills rely on stealth and evasion, benefiting from her nonconfrontational nature. She often concentrates her magic into her fists, either emitting haphazard, potent magical bolts, or else increasing the energy with which she punches people in the face. Overall, her magic may be unhoned, but it possesses the qualities of being often surprising and quite repellent with a potential for destructiveness.

Skills - Ilin also seems to possess an affiliation with animals and nature, either by her elvish lineage or more strongly from her having to survive in the harsh environment of the Dreadmire Fens, practically by herself. As such, she's able to befriend even the more hostile forms of animal life, and possesses knowledge of natural remedies to poisonous plants, animals, and allergens.

Demonic Arts - Due to Kul's influence, Ilinuxu has over time developed an innate affiliation for demonic arts. What she's developed the most from his guardianship however is sexual stamina and capacity, aided by her lack of awareness for social taboos promoting sexual celibacy.

Techniques

Infuse Mana

Fire, Volt

The ability to invoke untempered mana and amplify an item with it, usually the fists or legs for punches and kicks. This attack generally takes on the attributes of the caster's preferred element.

Mana Bolt

Fire, Volt

Fire an arrow of pure mana at the target for swift, piercing damage.

Mana Gun

Fire, Volt

The user channels energy by cupping their fists together with index fingers extended. Magical projectiles fire forward as though from a "gun". This technique allows for both rapid fire and incredible speed with piercing power, but while the trajectory is much more direct, accuracy greatly depends upon the user.

Flash

Light

A form of illumination turned offensive. A short burst of light may temporarily blind those who see it.

Mana Repel

Fire, Volt

A discharged wave version of the mana class of spells, a disc-shaped shield is formed in front of the user. Able to slightly refract and slow projectiles, push back assailants, or may even slightly damage any in the way.

Mirror

Light

A dome-shaped energy radiates forward with the sole intent of deflecting projectiles not only away, but specifically back at the assailant. Most effective upon initial deployment. Typically requires split-second timing.

Falcon Punch

Air

Follow up a brutal punch with a swooping falcon who cuts the enemy with its sharp beak.

Incisor Pinch

A fierce pinching attack which invokes the terrible, gnashing fangs of the wererat.

Squirrel Train

A combo where one punch leads a parade of squirrels to somersault the point of impact for a series of multiple follow-up hits.

Minotaur Crush

Earth

A double-fist punch capable of knocking down even heavier opponents. Invoking the strength of the minotaur is enough even to send potent shockwaves through the ground.

Nightvision

Dark

Drow are innately capable of vision even in the darkest surroundings. It is this trait which has aided Ilinuxu immensely in surviving the fens.

Animal Bonding

Ilinuxu is capable of communicating with creatures, animal or monstrous, to an even better extent than she can in Common. Some monsters, of course, are far too heinous to communicate with.

And many, many more.

Calling Minions

Becoming master to hordes of slavering, vicious monsters is a long, harsh road, but the pay-off in the end is well worth it. Advancing one's skills as a minion mistress allows for the taming of larger, fiercer monsters. Knowing the traits of a wide menagerie of creatures is essential to strategically implementing their strengths to combat even the most ruthless and savage opponents or to aid one's benefit by cooperating tactically. Called creatures employ obeisance based on their trust with their leader and will act of their own accord based on their own individual development. Unlike magically summoned creatures, they lead individual lives and thus exhibit organic growth and a far more intimate devotion to their commander. Big and small, they are each capable of remarkable strength with a diversified set of benefits be it an outright assault, overwhelming swarming, or indirect tactics. Their simultaneous support can come in handy if their leader finds his or herself in a tight spot. While some creatures function best with their own kind, all perform more handily with greater populations of the same species.

Monster Compendium

For the full compendium, please visit The Monster Manifest. I'll also gladly play any of the creatures found in the Compendium, as designing them is only half the fun.

Creature

Element

Max

Appearance

Tactics

Chobin

Wood

20

A small squirrel-rabbit hybrid with tufted ears and a long, bushy tail. Cute and plush, endearingly loyal. Very much a beginner species, but very cost effective overall.

Great for swarming the enemy, their powerful hind legs can deliver a rapid series of impertinent kicks and jumps in rapid succession. At higher levels, their mere presence can kick up a powerful leaf storm spell. On very rare occasions, a yellow variety will appear with electric powers.

Batty

Dark

Air

20

In a bitter battle, can you be better than the batters? Bats are extremely useful animals, vital to several essential fruit crops. Nevertheless, they are disliked by speciesist humans who are unable to see their inherent cuteness or comprehend the evolutionary marvel of a flying mammal. Small, winged, nocturnal.

A great airborne swarm-type creature. At higher levels, they're able to either poison the opponent, or even drain health from them for their conjurer. Their evasive capabilities allow them to outlast and pester the enemy.

Goblin

Wood

10

A common green flunky with pointed ears and sharp teeth. Despite being a common mark for early adventurers, they are actually quite intelligent with a penchant for mechanics, construction, and strong sense of community.

Their shortness allows them to get around the enemy's attacks or defenses. Although not particularly capable fighters, they can weild tools for more than just a direct assault. At higher levels, their wrenches can disable enemy defenses, and their grenades offer explosive damage. Capable of swarming with enough numbers.

Imp

Dark

Air

10

A mischievous distant relative of the goblins, usually purple or blue in color. They are best known for flying and being little precocious devils. Not as civilized as their goblin cousins, they are magically-oriented rather than mechanical, but can come through in a pinch just as ably.

Weilding their pitchforks, imps either dive-bomb the enemy or else attempt nefarious magics to ignite or confuse the enemy. Capable of swarming when enough of them gather together, they can be particularly distracting and effective at higher levels.

Momonga

Wood

10

A larger variety of agile rodent, like goblins they possess an advanced sentience capable of using tools and forming small collectives. Their society is oriented towards ninja-like stealth tactics with their ability to climb up vertical walls and trees as well as balance along tightropes. They can also sail down at the enemy from above.

Like the flying squirrel, the momonga can sail down upon unsuspecting opponents from above. Like little fuzzy ninjas, they hurtle crude shuriken and at more advanced levels even master some forms of ninjutsu magic. Beware not only their katana but their powerful teeth and leaping maneuvers.

Punk Penguin

Ice

Water

10

Rebels against all authority, these penguins sport colorful mohawks and kickin' headphones. Pirates when on the sea. Otherwise, they're stylin' in their trademark tuxedos. Pretty reckless and anarchistic by nature, but they just want to have a good time and don't take things seriously.

Incapable of flight, they perform well on slippery land or in water. They can slide on their bellies to trip up enemies, peck at them with their sharp beaks, or even hurl icy snowballs from afar. A very versatile choice for callers wishing to employ the colder elements.

Owl

Air

Dark

10

These owls are not what they seem. Unlike hawks or eagles, owls bear a ruthless affinity for nocturnal environments, though they are less agile even if they are more accurate.

A somewhat common low-level avian choice. Owls prefer to strike infrequently while keeping distance from their opponents. They can still blow gusts of forceful air and at higher levels their feathers can be wielded like darts as they move away from simple talon scratch attacks.

Ghost

Dark

20

The generic spirit of the restless undead and pellet guardian. While ordinarily ghosts take on the appearance of their bodies during life, these lost spirits have been separated from life for so long, unable to pass on, that they've lost all semblance of their former lives and work effectively as monsters. They appear as floating balls of ethereal energy with goofy faces. The headbands they wear all sport the same shape: A triangle on their head to indicate they are dead. Generally transparent and hover.

An excellent creature for swarming, their cold energy is chilling when they pass through a target. Their tongues are great for lashing an opponent, and their detached hands are good for clawing with. They act much in the same way as magical energy, and so even their physical attacks bear a magical affront.

Zombie

Earth

Dark

10

A shambling corpse resurrected by magic and with a hungry penchant for flesh, particularly brains or other internal organs. Always a sign of dark magic, but also easily manipulated at that. Stronger variations of zombies are held together with stronger magic, making their rotting corpses more durable.

Basically fodder to slow down enemies with. At higher levels, they can actually cut into opponents as quite a nuisance, with a potential for poisoning or even cursing them. At higher levels, inferi can cast some basic magical attacks.

Nekomata

None

10

The reincarnated spirit of a domesticated cat that was either long-lived or tragically killed by vile humans. Once avenged, they become happy-go-lucky free spirits of great fortune with two tails, highly willing to help any new worthy master. They will turn on an especially abusive master, however, although the comical pratfall is always welcome. They like to carouse and caterwaul at night, although they can be a bit lazy and unreliable. The leaf worn on their heads is a common symbol of trickster animals from eastern mythos.

Although of no particular affinity, they are nocturnal and can summon fireballs at strong levels. Their cat scratch fever attack is always potent, and they work well in groups of their species. They can master some illusionary magic.

Wolf

Dark

5

The nobles of the forest, yet tortured and prejudiced by humans. They have strong pack loyalties, and are beautiful and intelligent creatures. Ancestors of domesticated dogs, they have thick coats, sharp fangs, and are agile quadrupeds. A noted hallmark as a sign of a true caller's friend, they are excellent in the beginning and down the end of the journey. Very strong sense of family.

Work exceptionally well in packs, they strike fear into their enemies with their songful howls before closing in to attack with fangs. Stronger at night and loyal to a fault, they will persevere to great ends and follow their leaders anywhere. Far more acrobatic than given credit for, and superb when used defensively.

Lagomorph

None

5

Large, toony, flop-eared rabbits that work together in threes and supposedly come from the moon. They engage in ritual dance belie an ulterior motive, although they usually don't have any severely devious shenanigans on hand. Easily tempted, as rabbits are wont to be.

Their erratic dance confuses the enemy with an offset tempo, particularly when working with others of their kind. They can strike with a moonbeam, or else primarily with the mochi pestle mallets they love to wield.

Chronomage

Time

3

A highly advanced form of lagomorph, they are extremely elusive due to their ability to travel through time, although they do not mess with history. Difficult to get a coherent conversation with, they are often seen sporting large pocket watches which may be the source of their magic. The watches come in a variety of styles, but the significance is undiscovered. It is wondered if their lapine (rabbit) shape is their true form.

Tend to rush the enemy in a hurry, they also are adept at performing temporal tricks, such as slowing or freezing the enemy, or even speeding up their master. Other than that, they can whirl their pocket watches like ball-and-chain weapons and possess the usual bunny acrobatics.

Ork (With a K)

Metal

7

A squat-statured pig-like creature with greedy, porcine motives. They don't get along well with goblins and have a warlike nature, eager to exploit other races for their own benefit to make up for their various short-comings and culturally-devoid society. Their tusks are a symbol of power, and they have a great sense of smell. To celebrate each small victory, they oink and squeal. They love shiny, metal objects and theft.

Though short and fat, they charge the enemy with great power, weilding several sharp crafted weapons of metal, such as axes, sword, or hammers. At higher levels, they even wear better armor, rendering them more resilient. Best when using metallic weaponry, they also may pilfer from their enemies.

Troll

Earth

5

Green and humanoid, they're like tall, distant cousins of goblins. Forsaking complicated mechanics, they tend to be lazier and thus have a cruder intelligence, fitting better into human society although the two races don't get along generally. Perhaps it's their uncivilized mannerisms that place them in the "monster" category. "Primitive" doesn't begin to describe them. Known for their tusks and violent society.

Weilding tomahawks, axes, clubs, and spears, the troll poses a formidable support in the more humanoid realm of allies. They also range in shape from big and slow to some nimble and quick. Often they'll only perform a simple task of attacking head-on, but they are durable and put up a fight, primitive as it may be. Some have actually been known to use earth magics, but not often.

Wererat

None

7

Feisty but ferocious bipedal rats with white, gray or brown fur, big round ears, whip-like tails, and deadly incisors. Said to have grown from rats who thrived in an abandoned house until they had chewed it into rubble. Can be found in other dilapitated buildings, in fields, or even theme parks.

Clever savages. They know of armor and weaponry, and hone their agility and strength. Greatly favor ambushes, their favorite weapons are flails or short-range weapons. They change tactics on the fly by chittering to one another.

Apoidean

Wood

Air

5

Dutiful, hardworking, vengeful, fierce. Apoideans have a simplistic society based on insectoid hierarchy, being that they're generally large, anthropomorphic bees, but despite their excellent honey production, they're not considered sweet by the more popular races and are thus left alone, ignored. They are aggressive as all get-out, though, even if they keep to one another.

Natural-born swarmers, they also can be warlike in battle, preferring piercing weapons such as spears and pikes. They can also use their own stingers, and are notorious for poisoning the enemy and capable of flight. Their carapaces are stronger than expected, making them quite resilient. Though gross, they can spit honey at their opponents.

Salaman

Earth

Water

5

A reclusive race of amphibious salamander anthromorphs, they are an unpopular and little-known race that prefers muddy, secluded jungle environments. They have slimy, nimble bodies, are excellent swimmers, say little, and will fight to keep what is theirs. Often wear very little but a simple loin cloth as they require a humid environment. Their rubbery skin is durable, slippery, and ultra-smooth.

Excellent and frequent jumpers, although they wield crude spears, their tails are fantastic for whipping enemies with. They've been known to use some projectile magic. They also have extendable, sticky tongues which are useful for many purposes such as disabling to binding opponents, or even just ingesting small, weak prey whole for an instant defeat.

Kobold

Volt

Sonic

7

A hermetic crossbreed of reptile and mammal, kobolds are a reclusive scaled, furred being capable of intense energy-based magic. A quiet race, they have very astute hearing and, like bats, possess echosensory location, using high-pitched frequency sounds to communicate and hide themselves from enemies.

Like to cast ball lightning, mostly, but also manage to strike with lightning speed with their claws. At higher levels, they can expend little energy merely blasting sound waves at their opponents, and at even higher levels they are capable of turning themselves invisible for a covert strike. Extremely magic-oriented.

Werewolf

Dark

5

Another hallmark and advanced member of the wolf class, this type of lycanthrope takes on the strengths of a wolf. They have shed their humanity for the superiority of the beast, and the strongest are able to maintain their wolfish form at all times. They still maintain the fantastic loyalty and strength of wolves with a more conversational type of sentience enabling them in civilized levels of society, despite the prejudice against them.

Much more cunning and capable of tackling humanoid opponents than their wolven brethren. They swipe with claws or chomp with jaws, and even use athletic acrobatic maneuvers. Very high-leveled and intelligent familiars, they work well with their own kind and power up under a full moon or at night. Can fire moonbeam projectiles at higher levels.

Tanuki

Wood

7

Referred to as a "raccoon-dog", this eastern species is renowned as a trickster in folklore. Apart from disguises, it also likes teasing and riddles. Large and brown with striped tails and a masked face, they love giving unethical people their comeuppance, but due to their carefree nature, they often try to get innocent travelers into inconvenient fixes as well.

Sometimes transform random objects into creatures, or vice versa. Bring good luck with extra rewards after battle. Although they seem to waste their time prancing about in battle, their dance can have numerous quizzical effects, and when they get serious they can be very adept fighters, bringing a serious challenge to their enemies.

Kitsune

Wood

5

A mystical fox-like deity that either never pays attention or else is too busy peering beyond the veil of reality. Known for its nine-tails, these creatures are amongst the rarest and possess phenomenal existential magic. Much of their habits are centered around the number nine.

Their erratic movements are irrational, but laden with purpose. Yet another species with clawing attacks, their magical techniques are by far more powerful. They can strike with a leaf storm, diamond rain, or unleash tendrils from each tail. They sometimes wield staves or rods, but their trademark attack is their "Foxfire" in which wisps of ethereal flame chase the opponent.

Sarumian

None

5

These tall monkey bipeds are almost close to most civilized humanoids, but they are anything but human. Tree-dwelling and acrobatic, they are generally coated in fur of white, black or brown coverings, with bare faces, chests, abdomens, buttocks, hands and feet. They typically have round ears, stubby, fanged muzzles and long tails.

Their dexterity is no joke. They also specialize in wielding tools and weapons, or even just martial arts. They enjoy ambushes from above, and savor varied tactics such as hurtling fruit and rocks or melee combat.

Lizardman

None

5

A versatile intelligent reptilian species, they forsake the mammals who now dominate the planet. Though depicted in a negative light in this manner, they can be just as bit as scholarly, peaceful, and compassionate as the graced races. Still, at their hearts they remain a very bestial race, depicting great cunning and capable of a vastly impressive civilization. Come in a variety of colors, but a rich green is most common.

While altogether capable with their fangs and claws, lizardmen are adept fighters with surprisingly versatile magic, although they prefer their weaponry consisting of tulwar swords, shields, and the like. Well-rounded as the lizardman class goes, they use more kung-fu tactics, such as kicks and tailwhips.

Minotaur

Earth

5

Oh, yeah. Hot damn. Minotaurs are an anthropomorphic bovine race of great ability, strength, and virility. As beastmen, they are attuned with nature in its physical aspects, but as an intelligent society, they consistently prove themselves every bit as capable as humanoid races. What else really needs to be said about these celebrities amongst beastly creatures? Reliable as all get-out, though they prefer their own kind, as do most beasts.

Their slow speed provides a fantastic wind-up for massive attacks driven by pure strength, coupled with large axes and hammers. Long-lasting as durable, resilient, and immense, their horns aren't just for show as they will also gore and trample unworthy opponents. They may kick up rocks and huge mounds of ground for earth attacks.

Anaconda

None

3

Not just your garden-variety serpent, this massive creature is of anaconda proportions. Belying a devious reptilian intelligence, this snake is stealthy as it is quick, with quite the appetite to match its incredible size and length. Exemplifies temptation and patience.

Slow attackers with a formidable bite or tail lash, they work best as time goes on either by poisoning enemies or binding them in their coils. At higher levels, they can even hypnotize opponents with a stare. Given enough time, they are capable of devouring even large prey whole for an instant defeat.

Carniflower

Wood

1

This carnivorous plant is an adventurer's nightmare. This sentient plant bears an insatiable appetite for animal flesh as well as a nasty suppository of tricks at its disposable for luring its prey to its hunger. Often camouflaged, they hide a massive network of vines and flowers, building together all the defenses of numerous plants. The eldest and wisest of this species has even shown capability for sentient speech.

Generally stationary, this minion can easily attack from afar by luring in prey with thorny vines. Its camouflage allows for unsuspected attacks; at higher levels it can shoot poisonous thorns or leaf- based projectiles. Its speciality is chomping down on an enemy drawn close enough to its mouth pod, and then working on devouring them whole for an instant defeat. Due to their size, they require a lot of gumption to call forth even one, and as such don't cooperate well with its own kind.

Giant Frog

Water

5

An exceptionally large frog with a rather blank face. It is known for its amphibious nature, a resounding croak, and of course, its tongue. A monstrous sort of monster, it is mostly renowned for its combat techniques, whose capability comes as a surprise despite being known, when seen firsthand in practice.

Starts out small and grows bigger at higher levels, as most minions do. Its powerful hop-kicking and tongue lashing are only the beginning. It soon masters an instant-defeat devouring tactic with its sticky tongue, then perfects its bubble ray attack. Soon it displays unforeseen acrobatic prowess by combining jumping with a tongue-grapple.

Puss-in-Boots

Metal

7

An especially crafty member of the cat family tree, this talking feline likes wearing boots and dapper muskateer hats, while brandishing a fencing blade. Is capable of solving tricky puzzles, finding alternative solutions, and laying traps. All-in-all, a decent companion to have who takes pride in his whiskers. Above all, they grow to value justice. Though not greedy, they are distracted by shiny objects and love gold.

Fights with a fencing sword and verbose, formal language. Its small size allows for evasiveness, and this creature is especially keen at revealing an enemy's weakness. While handy with its weapon, it just loves to play tricks or to trap opponents. Sometimes known to throw daggers from afar, but primarily values its metallic weaponry as well as its sharp wit. Can use a special move known as "Goldrein" which pelts the enemy with gold coins, and may inflict the Midas condition under rare circumstances.

Gargoyle

Earth

Air

7

These rocky creatures adorn cathedrals, but despite their demonic appearance they are vied as guardians and protectors of such sanctuaries. Endowed with a dual nature thanks to their ability for flight, they can become immobile stone at will, yet remain living creatures. Like most monsters, they are nocturnal, but these are peaceful, intelligent, wise, and observant. Also bear a somewhat affinity for water, based on the etymology of their names.

Capable of flight and turning to impervious stone at will. They are impeccable when it comes to defense, but also brazen with clawing, kicking, and tail attacks. Often use earth or air magic, a bit of water magic, and their trademark move is the "Stone Wing" in which they launch sharp, rocky feathers from the sky. Their hands can cut steel.

Doppleganger

None

1

An untrustworthy creature whose very existence hinges upon mimicking whatever they see before them. As it stands, there is virtually no conclusive evidence that they are even sentient, despite how well they can copy any manner of living creature.

The affinity, behavior, skillset, and virtually all else depends upon whatever it is that they are mimicking. Can be set up to mimic the leader's appearance and strengths.

Wyvern

Air

Fire

10

Flying reptiles, like pterodactyls but with inherent magic. Often confused with dragons, but wyverns are differentiated by the fact that their wings and forearms are one and the same as appendages, whereas dragons have four legs and two wings.

A highly advanced flight-based minion, wyverns are adept at launching fireballs and attacking with tail, teeth, and talons. Vicious if able to be grouped together.

Dragon

Fire

1

A god among lizards, this massive creature is revered and feared alike throughout all lands. Reclusive, bestial, and yet the wisest of all monsters, it deems to speak only to those it finds worthy. It is said they live for aeons and exhibit powers of elements as of yet unknown to mortal kind.

A massive creature known foremost for flying and breathing fire. Possesses overwhelming strength, but also a versatile array of magical mastery. Can even devour prey, but above all provide massive overkill against all opponents.

Please visit these sexy 3D art websites!

Vaesark

The Knight Shines Bright

For more details, visit here: An Important List

Disclaimer

Preference for sexually-oriented roleplay. Stories with potential sexual content provide a solid arc and a positivist outcome, so that something is actually gained from the scene. Player's male. But that ASL crap doesn't matter. <span sty