• Login
  • Register
  • Login Register
    Login
    Username:
    Password:
  • Home
  • Members
  • Team
  • Help
  • More
    • Link 1
    • Link 2
    • Link 3
User Links
  • Login
  • Register
  • Login Register
    Login
    Username:
    Password:

    Quick Links Home Members Team Help
    More Link 1 Link 2 Link 3



    StarFell Forums StarFell Forums Lore World Lore Fauna Lore Creature Lore - Frostwalkers

    Thread Closed 
     
    • 1 Vote(s) - 5 Average
    Creature Lore - Frostwalkers
    ScoutTheWitch
    Offline

    hot gay loser

    Posts: 5
    Threads: 5
    Joined: Jul 2024
    Reputation: 0
    #1
    07-18-2024, 07:36 PM
    Frostwalkers
    [Image: AD_4nXfVxIJnO9BrUrlMWdaJNYXWq2FhU1jWap9u...n4PJ1nVQaw]
    Wendigo by Danny Ingrassia

    “It came up right out of the snow and grabbed my partner’s ankle. Yanked him off his feet, battered his skull against the stones as it dragged him along with its teeth in his leg. I had to beat the thing back with my snow shovel. What the fuck was it?” - a Fur Trapper

    Rarity
    Uncommon

    Potential Locations
    Arctic tundras, cold forests, and frozen over ghost towns

    Origin
    [Image: AD_4nXc1C6hWUzJ_coa8FLaostBFr5ECeZBI3rps...n4PJ1nVQaw]
    Phantasm by Seraph777

    In the times before the Ancients were driven to the corners of the world, the Rimequeen held her domain in the arctic tundras, serving as matron of frostbite and starvation. She took the form of a thin sheet of ice and snow which concealed what appeared to be the silhouette of an elven woman, though beneath writhed a mass of teeth and claws which jutted their way forth from the gelid draperie to gnash and slash at all who came near the wraith, freezing them with just a scratch to devour in her innumerable maws.

    When she first laid her gaze upon the Frost Born, a jealousy was spurned, a desire to replicate such beautiful creations capable of such acts of barbarism and cruelty as mortals were wont to engage in. Yet as she went to corrupt elves of frost into her children, the gods in their hunt left her gravely wounded, forcing her to retreat to her frigid demesne. Her blood was scattered about her cavernous retreat, corrupting the icicles and snow into something eldritch and horrible.

    But to her it was a thing of beauty. She forged ice and snow into bone and flesh, melding them together into abominable creatures in the shape of those elves she envied but truly born of frost. And yet, when the gods were to close in upon her and her kin, she was forced to leave her children motherless, retreating deep beneath the rime to hide away in the caves beneath frost and snow, one day to return to her children and prove them better than those they were made in the image of.

    - While the Rimequeen is not common knowledge, ET may have Frostkings speak of her like a form of deity.
    - The Rimequeen may only be played by the ET Admin or by another ET with their express approval. She will require her own lore post to be written later before any events with her may be ran.

    Physical Appearance
    [Image: AD_4nXfkfwDg8Z1QfwIw9pL5C2v6W0gf4pbsu12U...n4PJ1nVQaw]
    Creature from the Dark Forest by Sava Ivkov

    These pale, emaciated elvenoid creatures are often mistaken for the reanimated remains of Frost Elves that died from starvation, as legends and local rumors of them often say, though they appear far more twisted the closer you inspect them. Their limbs are much longer than a normal Frost Born, to which they would, on average, stand over 240cm (7’2”) should they be upon two feet, though they often either lurk in a hunch for sprinting or crawl around to stalk their prey.

    Their hands are as well elongated, at least twice that of a normal elvenoid being, with the tips past the last joint of their fingers often as pieces of sharpened bone 15cm (6”) in length. These claws are easily able to lacerate flesh, thin enough to plunge themselves into the gaps of metal armor. As well, their teeth are bones of a similar length, able to unhinge their jaws to devour their prey. When their hands, claws, or teeth make contact with bare skin, frostbite will begin to spread into the flesh, from first-degree upon initial combat to third-degree after [5] emotes of contact.

    Despite being called Frostwalkers, these monsters are capable of running at a [9] meter pace when spending both actions in a turn on movement, and at the end of this they may leap an additional [2] meters at the sacrifice of the first action of their next emote turn, a tactic often employed to tackle their prey to feast upon.

    The eyes of a Frostwalker are glazed over, a permanent snow blindness causing them to only be able to see smudges of color and quick movement over [2] meters in speed. However, their other senses are sharpened, allowing them to track via sound, scent, and even the shifting of snow in an [8] meter radius. Overwhelming these senses is a good way to stun a Frostwalker, leaving them reeling for an emote after any loud noise or sudden, immense scent such as an odorous concoction being opened before them.

    Another major weakness is the flammability of their very light blue to white flesh, which spreads over its surface like dry tinder, very swiftly burning them to death over [3] emotes should they not be able to put themselves out, often by spending a turn rolling in the snow. Their flesh and bone are not particularly dense or durable either, with slashing, piercing, and bludgeoning force able to slay them in a few hits.

    Behavior
    [Image: AD_4nXezvqtVH3DS6QROYlsECQoQR6g1t5H8iHA6...n4PJ1nVQaw]
    Failed Experiment by Anton Nazarenko

    Their minds possess two instinctual goals: hunt and feed. Their tie to an Ancient so closely associated with starvation means their hunger may never be satiated, always devouring all they can until nothing but blood and shattered, marrowless bones remain. They seek out any they sense in their territory, striking in the most opportune moments to ensure their prey has very little time to prepare. In the same vein, they tend to strike for horses and such first to keep them from being able to ride away swiftly.

    Frostwalkers, given their inherent physical weakness, prefer to close in on their prey through skulking in the snow, utilizing the camouflage of their flesh against such to crawl in ever slowly, feeling for their targets shifting about the tundra. When in proximity to those they hunt, they’ll leap out and try to grapple them before devouring, only resorting to slashing attacks in the event that they are brought into open combat.

    Though simple minded, they are capable of vocalization, primarily through clicks and guttural noises. Frostwalkers do possess their own language written in scratches and spoken through guttural noises, clicks, and screeches, though it is as advanced as any other language. They are even capable of art made from animal remains, as well as poetry and music, however they will not share this with any outsider and will always choose to try and devour them.

    Should a Frostking (described later) be present, they will serve them unquestionably, and even begin to behave in a less bestial manner, capable of retracting their claws, wearing armor, wielding weapons, and regaining their eyesight in a Frostking’s retinue.

    - Frostwalkers are intended to be weaker, fodder creatures akin to the zombie stock enemy. They are on par with an elf of middling strength and maybe overpowered physically by one with proper training.
    - The claws and teeth of a Frostwalker are as hard as an average lower arm bone. They may be chipped and broken by metal implements.
    - Their [9] block running speed only applies in combative scenarios when they use both actions to move. The leaping is a free action that follows such and may be used to attempt a tackle on someone. They will only be able to perform one action on their next turn for balancing reasons.
    - Though the senses of a Frostwalker are enhanced, one running a Frostwalker event should still allow players to stealth if they are attempting such. Their enhanced senses should be employed when players are not careful in not making sounds, masking their scents, etc.
    - Frostwalkers are incapable of being tamed or being friendly with anything that isn’t of their kind. They will always resort to violence and hunting unless in the retinue of a Frostking.
    - Frostwalkers are incapable of wearing armor, wielding weapons, seeing, etc. unless in the retinue of a Frostking.
    - One may not learn the Frostwalker language unless approved by a member of the Event Team.
    - Frostwalkers are able to be used in player events. Frostwalkers in a Frostking’s retinue are only playable by ET.

    Extra - Frostkings [Event Creature]
    [Image: AD_4nXegLtMmgPl-1Z2hJXcWzVA_mR-9FyjwAx0k...n4PJ1nVQaw]
    The Wendigo by Diana Franco

    “Those ice monsters, I saw them marching. They were orderly, dignified. A unified force of monsters, and they’re on their way here. We need to arm the garrison, spears and bows at the ready.” - a Frost Elven Commander

    Rarity
    Epic

    Potential Locations
    Arctic tundras, cold forests, and frozen over ghost towns

    Origin
    [Image: AD_4nXfKnitJ1eKsEVaRJshn8BoxxvKoB486mcCD...n4PJ1nVQaw]
    Werndigo by Jakub Jagoda

    When a Frostwalker has achieved prominence in gathering together a tribe of their followers, they may eventually be noticed by the Rimequeen herself. Over the following week, they’ll begin to painfully mutate, with their skulls extending out of the skin of their face while they can up to double in height through the elongation of their bones. Antlers sprout from either side of their head while fur grows upon their skin, alongside other, more bestial pieces.

    Once the transformation is complete, they now serve as the Rimequeen’s wardens, capable of leading the lesser Frostwalkers into organized tribes and even frost covered hamlets. Their purpose is vague, and they speak of it little, with some serving as warriors and generals, and others as caretakers and hosts. Though horrifying, and capable of great acts of violence, they are unique individuals, and spread this greater intellectual and social capability with the Frostwalkers they lead.

    Very few speak of the Frostkings, often thought to be some kind of myth entirely. But they are very real, and always watching over their chosen domains.

    Physical Appearance
    [Image: AD_4nXcbLF3wj-32Zj7Bp2qby4b4Msl__5JHBJ3E...n4PJ1nVQaw]
    Wendigo by  Rebecca Frödén

    Compared to Frostwalkers, Frostkings bear darker flesh with varying amounts of fur grown onto it, which can often be paired with ragged clothing of some kind to cover themselves, though some choose to wear nicer clothes. Their heads look like a predatory version of a deer skull, with forward facing eyes that seem to glow sunken into the sockets. Their teeth are shorter, but just as sharp, and a pair of antlers form on their head, the regal crowns of these genderless kings of the rime.

    Their height now reaches a maximum of 480cm (14’4”), possessing roughly the strength of two rather fit individuals, capable of swinging greater armaments and wearing heavier armor without restrictions or exhaustion levels like smaller elvenoid beings would experience. Though they don’t possess the speed of their smaller kin, they’re still decently dexterous, able to retract their claws in order to perform delicate actions.

    Other bestial augmentations such as spiny tails, additional sets of arms, hooved feet, etc. may manifest on Frostkings during their initial transformation, given each’s unique nature, and will possess a particular combative advantage due to this, such as a tail being able to lash, additional arms allowing for the holding of multiple things, or hooves letting them balance easier.

    Their sensory capabilities are just a mote higher than a normal person’s, with full range of capability which they may bestow upon their followers. In a similar vein, though they will catch fire like their lessers, it will not spread and only serves as a minor annoyance, not permeating their grayed out skin, which is as dense as mixed padded cloth and leather armor.

    Behavior
    [Image: AD_4nXdr4zXCSNs2vT2HX4TENUUmfdgITxwzNXLJ...n4PJ1nVQaw]
    Wendigo - DnD Ranger Design by Valentina Govedarica

    Frostkings possess a wide variety of personalities and behaviors, with their intelligence raised to high sapience. Oftentimes they find themselves with a new appreciation for their intellectual capabilities, and will have a fondness for any books, art, or other scholarly materials that they happen to find. They often pick up the common tongue quite quickly after their transformation from any encounters with people they have.

    Their instinct to hunt is replaced by an instinct to protect, often taking a place of residence such as a mildewy cave or something of their own construction, up to small tribal encampments or even houses and hamlets, though the latter are often abandoned ones which Frostkings have decided to tend to themselves. Others can be more territorial in their thoughts on constructions in their territory, seeking to slaughter and feast upon those that inhabit such places.

    This can even lead to warring Frostkings in which a more peaceful one has to campaign against hostile ones that seek to slaughter all who enter their lands. The orderly Frostkings can tend to see people on their lands as opportunities, willing to engage in conversation and trade in exchange for peace for their people, which chaotic Frostkings that remained true to their bestial nature see them as threats and slaughter all. Either way, if one is actively harming the areas they guard or their vassals, they will not hesitate to use their superior strength and durability to drive their foes out.

    While some stick to claws and teeth, others arm themselves with weapons and armor of steel and other metals, even outfitting their followers with such. Combined with their additional physical status, they are formidable foes, picking up the combative skills and tactics of their foes quite swiftly, which they may even teach to their retinue of Frostwalkers to make sure they are better trained for combat.

    A retinue of a Frostking is often composed of their original pack of Frostwalkers, though any feral ones they come across they may be brought under their command by a single word and gesture of their hand. The Frostking may choose to share lesser versions of their traits with their Frostwalkers, including a mild resilience to fire which ceases it from spreading, full sensory capabilities, intelligence on par with most people, and even things such as individual personalities and wearing clothing.

    They are fully capable of language and can often be reasoned with if not initially hostile. Frostkings tend to be rather cold and logical beings, with appeals to emotion being often met with confusion or dismissal, but logical reasoning is often effective. Oftentimes for each culture they interact with, they will take up a new name befitting that culture which they shall respond to, never speaking their true name aloud, for if one learns the name of a Frostking in the Frostwalker tongue, they will be able to give them a singular command which they must obey.

    And in rare cases, Frostkings may seek out teachers of magic to learn from, though they possess no greater aptitude for spellcasting than any other person save their unending lives providing ample time for study. They have no particular affinity to any kind of magic, and may wield any despite them being born of an Ancient’s make. Some may even leave the north and serve as scholars, druids, or whatnot elsewhere, should their curiosity be piqued. In such environments, they slowly begin to lose any instinctual hostility, their desire to establish a place in the north, and may diminish their affinity to the cold entirely, though any of these will cause their ability to control Frostwalkers to weaken.

    - A Frostking’s strength is proportional to their build, though will reach a maximum of two fit elves at high muscularity, which will still appear quite lean.
    - Should a Frostking seek to engage in the same hunting ways as bestital Frostwalkers, they must rely upon their enhanced senses to track prey. They will not be capable of bearing anywhere near the auditory, olfactory, or touch senses of a Frostwalker, nor will a Frostking possess the freezing touch of a Frostwalker.
    - They are immune to the downsides of metal armor and weapons due to their strength. In the case of heavier metals than steel, they shall experience normal levels of exhaustion and such.
    - Frostkings may be played however the ET running their event wishes, anywhere from being a relentless hunter beast to the mayor of a town of refined Frostwalker people, even a magic scholar or peaceful druid.
    - Frostkings may be reasoned with through logic, though will respond little to emotional pleas.
    - Frostkings bear no instinctual kinship with other Frostkings and may disagree, argue, or kill as they please.
    - Tamed Frostwalkers are often obedient and mindless unless given full sentience by the Frostking. With the loss of a Frostking, fully sentient Frostwalkers will elect a new one to ascend to the place.
    - An ET running a Frostking must decide on the true name of the Frostking, which must be something gutteral and strange (ex. Tch’altir, Akeveir, Est’tk’thay) and recorded someplace. Should a player obtain the name of a Frostking, they may give a singular, short command to the Frostking which may be obeyed however the ET wishes within reason.
    - Frostkings must abide by all downsides of magic they learn and possess the same amount of magic slots as a normal person. ET may have their Frostkings sparingly possess magic from the get go, but it is recommended to save them learning magic as a possible way of negotiation with them and a development of the Frostking in the future.
    - Frostkings and Frostking characters are only playable by ET.
    . • ☆ . ° .• °:. *₊ ° . ☽ .  ° ₊* .:° •. ° . ☆ • .
    Scout the Witch
    *✧・゚: Lore Team : ・゚✧*
    . • ☆ . ° .• °:. *₊ ° . ☀ .  ° ₊* .:° •. ° . ☆ • 
    « Next Oldest | Next Newest »

    Users browsing this thread: 1 Guest(s)



    Messages In This Thread
    Creature Lore - Frostwalkers - by ScoutTheWitch - 07-18-2024, 07:36 PM

    • View a Printable Version
    • Subscribe to this thread
    Forum Jump:

    StarFell

    Home · Members · Team · Help

    © Designed by D&D - Powered by MyBB

    Country Road West Virginia, United States

    support@starfell.online

    About StarFell StarFell is a not for profit Minecraft Roleplaying server aiming to create a fun and safe outlet for players to create their own stories.

    Linear Mode
    Threaded Mode