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A fantasy strategy game where almost anything can happen. We are starting again and are accepting new characters! 

Tags: Fantasy, Semi-literate, Literate, Roleplay, Game 

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Miss Fruit Loops
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PostPosted: Tue Aug 13, 2013 5:04 pm
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PostPosted: Tue Aug 13, 2013 5:05 pm
How To Play The Game


The first game is modeled after capture the flag, only there are three teams and three flags per team. Instead of flags, we will be using three different items. Each team has their own key, dagger, and scroll. Each have their respective team symbol engraved on the item so we can tell what items belong to what team. The object of the game is to find all three of your team's items and be the first to bring them to the temple in the center of the arena. The items have been switched up and hidden in enemy territory. It is up to you to find or fight for these items. The other teams will try to prevent you from gaining your items. They may harm you, trap you, or even place you in their team's prison where you have to rely on either your teammates or yourself to get out. Successfully keeping enemy team items ensures that they cannot win. If you finish with more than your three items, keep the extra items. This will inhibit the enemy teams and help yours in the next game.

Each player will be allowed one small weapon and one large weapon. Up to one of them may be enchanted or magitech. Each player is issued a map of their team's territory. It shows the location of the base, the items to defend, the gates, and the territory borders. Beyond the borders it shows nothing. All players begin at the outer gates. Each territory has its own gate.


Player, beware:
◈ Enemy teams may attack at any time.
◈ Keep your team base location a secret.
◈ Enemy teams may put you in prison.
◈ The arena is full of creatures of legend.
◈ Many will try to kill you. Some may succeed.


Goddess' Rules:
◈ Players shall not kill other players, no matter the team.
◈ Players that break this rule will freeze their team for the rest of that game.
◈ Players must not leave other players to die if it can be helped, no matter the team.
◈ Players are allowed to capture other players and put them in their team's prison.
◈ It is the team's responsibility to care for their captured players.
◈ Team items are not permitted in team bases for any reason.
◈ Players may steal back any items already recovered.



Here are the starting positions of the items:

Team one's territory has:
◈ Team two's dagger
◈ Team three's key
◈ Team three's dagger


Team Two's territory has:
◈ Team one's scroll
◈ Team one's dagger
◈ Team three's scroll


Team Three's territory has:
◈ Team one's key
◈ Team two's key
◈ Team two's scroll



Here is what each team needs to win:


Team One:
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Team Two:
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Team Three:
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Miss Fruit Loops
Captain

Dangerous Cutesmasher

12,300 Points
  • Megathread 100
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Miss Fruit Loops
Captain

Dangerous Cutesmasher

12,300 Points
  • Megathread 100
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PostPosted: Tue Aug 13, 2013 5:11 pm
The Three Nations



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Ithus
is a faction of different factions, tribes, and many different races. The factions are ruled individually, but they are all under the rule of the draconian race. Their terrain has many mountains, plains, and some forest. The most predominant races that live here are the Roc, Valkyrie, Nymphs, Draconians, and Elves. The warriors of Ithus are chosen from those attending an academy that is designed to train its students specifically for these games.
        Base: Team one's base is high up in a colossal tree system. Way up in the branches lies a network of hallways and rooms. Tree branches are halfway carved out to form hallways that lead to different trees. The tree trunks are partially carved out to create the different rooms. Everything is hidden and cannot be seen from the ground. The main tree has a staircase in its trunk. The door to the stairs looks just like the outside of a tree and cannot be found by those who don't know its location.



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Malandaia is characterized by vast plains, forests, and swamps. This nation too has many factions and tribes. This nation is ruled by a counsel. Each faction has its own ruler that is also part of this central counsel. Malandaia is the most diverse nation. Their most common races are Elves, Drow, Werecreatures, Nymphs, Humans, Siren, some demons, some darklings, and other darker creatures turned more toward light. Malandaia chooses its champions by holding a tournament. Participants fight many one on one battles. The winners go off to the games.
        Base: Team two's base is located behind a false wall. The entrance is much like team one's - in a tree. A tree growing into the wall of the arena houses a tunnel that leads right into team two's base. Everything is made of the same stone the wall is made out of. The tree entrance is well hidden and also cannot be found unless one knows where to look.



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Zeladis is the faction that is least diverse and most dark. They have barren wastelands, dark forests, mountains, and canyons. Their races are mostly Vampires, Demons, Darklings, Weres, Incubus, and Drow. They are ruled by the vampire king and queen who seek to unite the world under one empire. The people there are shady and not to be trusted. Travel to Zeladis is difficult for outsiders. They often disappear.Team Zeladis is hand chosen by the monarchy.
        Base: Team three's base's entrance is hidden like team one and two's but instead of going up or out, their base goes down. Their base is also hidden in stone and not a tree. Team three's base is completely underground. The walls are made of stone. Little light comes from the lanterns that are fixed upon the walls. This is to better accommodate the more nocturnal species that usually come from Zeladis. Their entrance is also well hidden.



Team Base amenities:
Each base is outfitted with a meeting room, individual sleeping chambers, a kitchen, a hospital and a prison. The meeting room is a large table in the middle of a great room with a chalkboard at the front for the leader to make notes upon. The sleeping chambers each have a bed, a desk, and other basics. The team leader's rooms are nicer than the others. The kitchen doesn't have much in it. Most of what your team eats must be found in the forest. The kitchen provides means for preparing and cooking. It also has basic ingredients but no staples other than fresh water. The prison is made to hold creatures of magical inclinations. The bars are magically reinforced. They will keep whatever you put in them from escaping by magical means. This does not protect against physical means though. If your captive can find a way to pick the lock or dismantle the hinges, then you no longer have a captive. This barrier does not protect against magical abilities. Some species have weaknesses that can be used against them to prevent captors from getting injured.
 
PostPosted: Tue Aug 13, 2013 5:17 pm
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The Moderators


The moderators are of a special race created by the goddess herself. They were created to be her devout servants and to always be at her side. During the games, she chooses some of these servants to moderate her games. Their main base is her temple. They will roam around the arena, watching the players to make sure they abide by their goddess's rules. If they do not, the moderators will bind the player and bring them to the dungeons under the temple. The length of the player's stay will depend on the infraction made. Moderators have the ability to become invisible to non divine creatures. Some creatures may be able to see them through a special ability or some kind of sorcery but most cannot. Each moderator has a bit of the goddess's power to help them in binding and capturing rogue players. Their power is significantly greater than the average player, coming from a divine source so their justice is not easily debated.

If the moderator disobeys the goddess or stops being reliable, the goddess can and will remove all of their powers, leaving them human with no magic abilities whatsoever.

If you have roleplayed with Loops or one of the staff members before, and I/they feel you can handle a moderator, this class is open for character creation. Just be warned that your moderator character probably won't have a heavy plot or much roleplay time.
 

Miss Fruit Loops
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Miss Fruit Loops
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PostPosted: Tue Aug 13, 2013 7:16 pm
About the Arena


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PostPosted: Tue Aug 13, 2013 7:38 pm
Landmarks


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The Goddess's Temple


The temple of the goddess has been here for thousands of years and shows no sign of wear. It is said that the goddess created it herself. The inside is incredibly ornate. There are precious metals, gems, and other rare materials scattered throughout the decor. This is where the goddess's hand chosen moderators view the games. Underneath the temple is a dungeon where all of the misbehaved players will be held. This is also where the items must be brought for your team to win.

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The Forest


This is what much of the forest looks like on the island. The trees are much larger than normal. Most of them are ancient. The creatures that live in this forest are diverse and some are quite dangerous. This island is unsuitable for living on because of this.


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The Elven Ruins


Hundreds of years ago, there was an elven settlement on the island. They wanted to settle the wilds of Minevica and found it to be a great place to uphold their seclusion. Malandaia was beginning to become too crowded for their liking. So they build a fortress and several houses around it. But the elves soon discovered that the forests of Minevica was no place to settle. The beasts were terribly dangerous. A lot of these elven settlers died before they could escape the island and move back home. It is possible that something important was left behind.

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The Lost Monument


This landmark is located in team three's territory. It is made of an unknown metal and gives off strange energy that suggests this was once part of something magitech. The origin of this structure has been long lost. Though there are countless speculations, there is no one that knows exactly what it was. Perhaps this energy can be harvested?


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The Haunted Witch Hut


There was once a witch that took up residence in the forest due to its rich fauna and magical properties. These she used to create potions of all kinds. She was so knowledgeable and cunning that she was able to survive the beasts. The thing that killed her was one of the players long ago. Her spirit still haunts her home. She is weary of any players so approach with caution. The witch may help players for a price. She requires specific ingredients or objects in return for favors. But if she plain doesn't like you, she may try to kill you.
 

Miss Fruit Loops
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Miss Fruit Loops
Captain

Dangerous Cutesmasher

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PostPosted: Sat Aug 17, 2013 2:57 pm
NPC Predator Races


Lesser, npc predators are going to be animalistic and non sentient. There may be some races that are more sentient but rarely are they as intelligent as the players. The ones that are can be made into actual characters that just live in the arena and try to mess with the players. You can even try to kill the players. Predators don't really have rules. They just do as they will.


Sexalishus and Acalan Garec made some predator races for us! Check 'em out! =D





xxxx Goblins xxxx

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Credit: Sexalishus
↣ The Sniveling Runts ↤

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"Shinies! Shinies everywhere. All mine. Take! Take!"

↣ A p p e a r a n c e
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¯ ¯ ↘ There are two types of goblins. Cave dwelling goblins are the first and their skin is pale. Their eyes lack pigment and are usually pure white due to their habitat. Such qualities only make them hunt on the surface at night due to the stress the light puts on them. The other type of goblins are those who have lived on the surface for some time and have begun to work for Orcs. They're skins have a greener pigment to them, and their eyes are not pure white. The rest of their features, pointed ears, sharp teeth, and

↣ E q u i p m e n t / A b i l i t i e s
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¯ ¯ ↘ Weaponry: Goblins are by no means experts in weaponry. The cavern dwelling goblins use primal weapons such as makeshift spears, axes, and javelins, plus clubs and rocks thrown using a sling. Their weapons are made of wooden handles and sharpened stone tied together using vines. Goblins under the servitude of orcs use the weapons provided to them by their leaders, which include iron axes, swords, maces, spears, and daggers. They also use crossbows and are well versed with ranged weaponry.

¯ ¯ ↘ Armor: Cave dwelling goblins use no more than a loincloth. They are rarely seen wearing any armor that can truly protect them from heavy attacks, but if they are than most likely they stole it. Goblins serving orcs wear much more refined equipment, usually leather armor which suits their battle tactics of hit and run.

¯ ¯ ↘ Abilities: All goblins are naturally attuned to their shamanistic rituals, but not all of them can perform such feats. The cave dwelling goblins are known for their fire and earth magic. Rarely are they capable of using powerful spells, their fire abilities are usually limited to fireballs while their earth abilities are used to shift rocks and throw them. Goblins serving orcs are even less attuned to such rituals so they are even less likely to use magic.

↣ P e r s o n a l i t y
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¯ ¯ ↘ Goblins are thieves. Their smaller frames force them to take subtle means. Cave dwelling goblins are not very smart however, an their speech is limited to grunts and growls. And when faced with a larger opponent they will run away. However if a group of these goblins are out hunting together they are much more cunning and are capable of setting up traps and ambushes for their prey. The goblins who are led by orcs are more intelligent. They are capable of some speech, although minor. When alone they are just as cowardly as their primal cousins, but when in a group they can be just as dangerous. Their threat is even greater when led by orcs who will take the front lines and allow them to attack from a safer distance.







xxxx Orcs xxxx

|_________________________________________________|
Credit: Sexalishus
↣ The Vicious Brutes ↤

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"Toughen up, maggots! Kill or die!"

↣ A p p e a r a n c e
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¯ ¯ ↘ Orcs are hulking green-skinned creatures. They tower over other creatures, easily reaching heights of either six to seven feet tall. Their sharp teeth combine with their bulky physique make them capable of tearing an arm off with just their jaws. Their skin is also very resilient, and they are capable to take a brutal beating without even wearing armor.

↣ E q u i p m e n t / A b i l i t i e s
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¯ ¯ ↘ Weaponry: Orcs are known to create their own weapons with a crude design. Their preferred weapons, which are made of iron usually, consist of greatswords, greataxes, warhammers, maces, dual swords, and even flails. While orcs prefer to fight close quarters, they do use crossbows when hunting for prey.

¯ ¯ ↘ Armor: While the skin of orcs is thick enough to be resilient, they still create armor using iron. Orcs do not wear full plate however. Instead they wear leather with some of their body parts covered in iron. This way they do not sacrifice speed for a defense they naturally have.

¯ ¯ ↘ Abilities: Few orcs have unique abilities, but those that do are more than likely shamanistic. They are adept wielders of the fire, earth, and electrical elements. Usually it is easy to tell shamanistic orcs apart from the others because rather than wearing iron and wielding a bludgeoning or slashing weapon they have staves with skulls on them and wear the bones of animals they hunt.

↣ P e r s o n a l i t y
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¯ ¯ ↘ Orcs are bloodthirsty in their nature. They enjoy combat just as much as they enjoy eating. They are intelligent to an extent, but what they lack in brains they more than make up with brawn. There are many tribes of orcs, and each one will willingly wage war with each other should they cross territories. They value strength above all else, which is why orcs who dabble in shamanism do not lead their tribes. All orcs are carnivorous and in some cases cannibals. They will eat their own kind should they win a duel.








xxxx Creepers xxxx

|_________________________________________________|
Credit: Sexalishus
↣ The Crawling Nightmare ↤

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"If you see a giant web where the trees cover the sky, watch your backs."

↣ A p p e a r a n c e
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¯ ¯ ↘ Creepers are revolting creatures. They have the lower body of an arachnid, walking upon eight appendages that could easily impale someone who wanders into their territory. Their lower body, or abdomen, is covered in thick hair. Their upper body however takes on a more sentient appearance. They have a torso similar to other sentient beings, albeit four arms. The creeper has twelve eyes which glow in the darkness. They have a set of horns but no mouth on their heads. Instead they have a maw on their backs. When they find a meal, they raise it over their heads and allow their mandibles to feed the corpse into the maw.

↣ E q u i p m e n t / A b i l i t i e s
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¯ ¯ ↘ Weaponry: Their legs are lethal, capable of impaling through most materials. They also use a set of claws on all four of their arms to lash out at prey.

¯ ¯ ↘ Armor: Creepers do not wear armor, however their exoskeleton on their torso is thick and capable of protecting it well. Their abdomen is vulnerable, however most would not dare attacking their until the legs have been sliced off.

¯ ¯ ↘ Abilities: It was theorized that they had a type of neurotoxin, but this was false. Instead they are capable of creating giant webs and shooting out a silk from it's spinneret to hold opponents down. This however takes time for it to perform.

↣ P e r s o n a l i t y
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¯ ¯ ↘ Creepers live in the darkest parts of forests. They make their homes in areas where the trees cover any source of natural light. They are dangerous predators who will eat anything, and do not get along with each other. In some cases a larger creeper will kill a smaller one to feast.








xxxx Drosera xxxx

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Credit: Sexalishus
↣ The Rotten Rose ↤

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"It's an enigma. It's scent is masked by whatever you most desire. And when you try to get it, it gets you."

↣ A p p e a r a n c e
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¯ ¯ ↘ Drosera are flower plants. In their stasis form they are merely a giant flower. The flower can create a multitude of small insects that root themselves in order to reproduce the species. The flower also grows a multitude of vines that surround it and are either beneath water or the ground. While in stasis the plant produces a heavenly aroma to lure victims. When it senses that a victim is close the vines immediately go to work and the Drosera reveals it's true face.

↣ E q u i p m e n t / A b i l i t i e s
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¯ ¯ ↘ Weaponry: The vines of Drosera are dangerous, but vulnerable to fire attacks. Once a vine has been burned it returns to the water and recovers. In other cases the vine can be cut. A drosera heals such wounds over a span of a week.

¯ ¯ ↘ Armor: Drosera have no strong form of defense. The flower is extremely vulnerable should someone alive get close enough. So the Drosera must make sure it's victims are dead before it attempts to feed.

¯ ¯ ↘ Abilities: Drosera release a special aroma that changes depending on the person. To some it is their favorite meal, to others it is the scent of their favorite person. Either way, it grabs the attention of possible meals that the Drosera can snatch.

↣ P e r s o n a l i t y
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¯ ¯ ↘ Drosera only grow in swamps. They multiply as every plant does. Once it feeds enough to gain the necessary nutrients it releases a small floral insect that flies to a location where it can settle and root itself. Once it does this it must survive the harsh environment for months before it can properly defend itself. If Drosera root near each other they eliminate the other quickly so that there will be no competition. Drosera are stationary and lure their meals using a unique scent which differs depending on every person. Once it's victim is close enough to the giant flower, the Drosera reveals itself and uses it's vines to incapacitate it's next meal.







xxxx Stompers xxxx

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Credit: Sexalishus
↣ The Rampaging Mutts ↤

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"If you hear a few stomps, you're safe. If the ground shakes, run."

↣ A p p e a r a n c e
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¯ ¯ ↘ Stompers are no larger than your average hound. They have no eyes, and therefore rely on vibrations to know what's going on. Most of the time they will charge into rocks. Their bodies however are very tough because of their rough skin that mimics the mountainous terrain they live in. They have hooves that they stomp the ground with to communicate, as well as warn intruders to go away. Their tail is similar to a cudgel, and can be brought down with a strong force.

↣ E q u i p m e n t / A b i l i t i e s
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¯ ¯ ↘ Weaponry: Their whole bodies are lethal. They charge towards enemies to knock them down. And then proceed to pummel them with their hooves. Their tail is also a dangerous cudgel to watch out for.

¯ ¯ ↘ Armor: Their whole body is made of a rock-like skin. While most weapons may not penetrate or dent their skin, fire scares them off. Their mouth is also a target to aim for should one get too close for comfort.

¯ ¯ ↘ Abilities: They sense using vibrations.

↣ P e r s o n a l i t y
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¯ ¯ ↘ Stompers are strange creatures. Their diet consists of plants and rocks. They do not eat meat at all. One would imagine them to be docile, however stompers are extremely territorial. When they sense an intruder in their territory they use their hooves to warn the person to go away and attract others of its species. If the message does not get across then that intruder may have a pack of stompers chasing after them. An easy way to avoid a stomper is by taking small cautious movements, or standing still altogether until it's at a far enough distance for the person to manage an escape.







xxxx Araneae xxxx

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Credit: Acalan Garec
↣ The Giant Spiders ↤

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"Their hunger matches their size."

↣ A p p e a r a n c e
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¯ ¯ ↘ While most beasts of the forest are no different from the fauna of any other, there is an exception found in the games. Araneae (ah-RAY-nee-ee) are the massive, vicious spiders that can be found anywhere from their silken homes high in the canopy above to beneath the mossy forest floor, lurking in deadfalls and caverns. Legend says that a powerful curse was laid upon one of the first contestants of the game, a beautiful sorceress, transforming her into a hideous beast. The dark magic surrounded her and gave her monsterous strength, horrifying speed, and an eerie quietness. Whether or not this is true, there is an entire race of these foul beings who exist only as hundreds of hungry mouths and thousands of jet-black eyes.

↣ E q u i p m e n t / A b i l i t i e s
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¯ ¯ ↘ Weaponry:
Strength: Like normal-sized spiders, most of these beasts prefer to let prey wander unwittingly into their traps, whether they be carefully-crafted webs spun a mile long, or a hidden lair beneath a mossy trap-door. Upon entering combat, they employ their frightening strength with mighty sweeps of their deft legs, causing crushing damage with great force.
Stinger: Females possess a hidden sting in their bellies filled with a paralyzing venom that, at best, causes a giant creature to fall into a deep sleep. Most human-sized beings may never awake, and smaller creatures are killed entirely. One sting administers a dose to kill a small creature, three to kill an adult human, and six to kill a large creature. Beasts larger then the spider require nine stings to paralyze, and twelve to kill. It is not unknown for the occasional spider to tangle with a dragon, but they rarely win when faced against fire or ice breath, and the crushing jaws of the beasts.
Fangs: All spiders are equipped with two huge fangs that secrete a venom used to dissolve living tissue. A spider must maintain their bite on their prey for at least ten seconds for the venom to take hold, and depending on the size of the creature, anywhere from twenty to forty-five seconds to dissolve enough tissue to eat.

¯ ¯ ↘ Magic: Very few of these beasts can cast a few basic psychic-based spells, the assumption being that these are direct descendants from the first Araneae, the fabled "transformed sorceress". It is very rare, but some may have access to the following spells:
Fear: The victim is overcome by fear and is disabled for a round as they cower, weep, beg, or attempt to flee.
Mind Vision: The caster enters the mind of the victim in order to see that they view. Mostly used on birds, to spy for prey.
Mirror Image: The victim hallucinates a mob of spiders where there once was only one. Lasts until the caster is hurt, distracted, or silenced. Caster cannot attack while channeling Mirror Image.

¯ ¯ ↘ Armor: Araneae's natural armor comes from their racial type, as their exoskeletal systems are scaled up from their smaller brethren. Most of these beasts' hides can be compared to anything from tanned leather armor to leather-and-mhaille. The older the Araneae, the tougher the exoskeleton. It is said that the eldest giant spider in the forest has a hide tougher than the strongest steel plate.

¯ ¯ ↘ Abilities:
Webmaking: All araneae are capable of secreting a sticky substance that hardens into long strands of stiff material when exposed to air. This is used for web-building, as well as cocooning victims to cease struggling and avoid combat. It takes five rounds to fully harden. To destroy the material, it requires spelled or silver blades to make a cut, or superhuman strength applied for one round (a strand) or six rounds (a cocoon).
Traps: Some araneae prefer to live in caves or small tunnels, covering the openings to these subterranean homes with moss, loam, leaves, and other forest detritus. Instead of waiting for a creature to walk into a web, these stealthy beasts wait for prey to approach, then dash out of their holes to pounce upon their victims.


↣ P e r s o n a l i t y
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¯ ¯ ↘ For the most part, these creatures are little more than massive predators made of equal parts hunger and cunning. They share a common language of clicks and hisses, and some have learned to speak some of the languages of the races present in the games. Those who can communicate with others not of their race demonstrate a love of puzzles and cleverness, and occasionally lead a small community of other, mono-lingual araneae. Most giant spiders live and work alone, staking out territories and fighting with others for hunting grounds. It is uncommon, but not unheard of, to see a few of these beasts casting their sticky webs out into the rivers or subterranean pools in order to catch the blind fish that swim there when the spiders are going through overpopulation, or other lean times.
 
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