While they are still young, their natural vibration senses allow them to easily determine the position of their comrades allowing for remarkably efficient pack activity. Due to their early development their training mainly consists of simple feedback training. A dummy is lowered into their habitat attached to a wooden chute. Low-quality chum is placed onto the chute and transferred to the dummy, inciting the monsters to attack it. A reward of higher-quality fish-parts is then dispensed down the chute based on the amount of creatures attacking the dummy. This way the young creatures associate swarming a target with receiving better rewards. By the end of the training session they tend to swarm even with their regular feedings, suggesting that the training took hold. We are likely to see more advanced use of these tactics as the creature develops.
War has begun. Both signs signed the declaration at 0700, immediately unleashing the proverbial Dogs of War. Those living outside of the towns and cities retreat as the wilderness transforms into a battlefield. Our nation has entered a war economy, our troops and Monsters are armed and ready. The only question that remains: How and where will they be deployed?
. Keep in mind that your newest monster has yet to develop past the "monster toddler" stage. It is not necessary to deploy all your units.
Name: Albadonian Mind Cephalopod
Element: Joy
Size: Small
Traits: Telekinesis, Telepathy, Intelligent
Quirks: Aquatic
Flavor Text: The Albadonian Mind Cethlapod is a unique specimen of molluscoids that have lived in the bottom of the depths of fish that our Albadonian have gathered, this eight-armed with two tentacles furnished with denticulated suckers surrounding a pointed beak, this lavender-coloured bodied creature is known for the ability to move objects without touching it and much greater than what it’s small body would allow, as allow being able to converse and read the thoughts of others, known to use this as a form of mind radar to gather prey, combined with the fact that it shoots out nonsensical words into your head and thinking process, allowing for disturbing encounters when handling them. Their bodies always glow with a dark purplish color whenever they try to perform one of their tricks, however they are an entirely aquatic species, and cannot survive on dry land for long which has only limited their hunting grounds to the ocean and our deployment to only areas that have access to sources of water.
Name: Albadonian Wrathspike
Element: Wrath
Size: Medium
Traits: Shoots Lightning, Retaliation, Paralyzing Attacks
Quirk: Vengeful
Flavor Text: Sometimes described as an angry ball of pink, the Albadonian Wrathspike is a giant sea urchin with translucent pink spikes. It utilizes these spikes for a number of purposes, including locomotion, communication, firing barrages of pink lightning at foes, viciously counterattacking when struck in battle, and just plain stabbing things until they're paralyzed with electricity. The only complaint one could have of these beasts in battle is that they're easily provoked, flying into a single-minded rage when damaged by an enemy and pursuing that foe well past reason or even the orders of their handlers.
Name: Albadonian Muck Mountain
Element: Hunger
Size: Very Huge
Traits: Colonial, Regeneration, Lifestealing
Quirk: Mindless
Flavor Text: Aptly named, the Albadonian Muck Mountain resembles little so much as a massive pile of green slime. In truth it's a colonial assembly of much smaller gelatinous components, giving it a few interesting qualities. One is that, unlike normal monsters, the Muck Mountain suffers no overt penalties from being undersized- "young" Muck Mountains possess fewer fully grown components and far less weight to throw around, but are otherwise no more awkward than their more venerable peers. Another is that, being rather simple of construction, the Muck Mountain finds it easy to repair damage to itself, regenerating in combat at a prodigious rate. Finally, the Muck Mountain's components possess tiny tentacles quite adept at feasting on life energy, absorbing it from foes to heal and empower itself. The one downside to the great beast is that, well... it's not very smart. It is, in fact, rather aggressively un-smart, being almost literally brainless, and thus handlers have difficulty informing it of anything but the most basic of orders.
Name:Calvarian Dune Drake
Element: Wrath
Size: Medium
Traits: Breaths Fire, Vibration Senses, Burrower
Quirk: Sun-Fearing
Flavor Text: The Calvarian Dune Drake is an uncommon predator native to the Ulrest Desert, using a unique ability to detect prey from far distances. While unfortunately overly sensitive to sunlight, causing these Drakes to primarily be active at night, this does not prevent them from being a menace to both travelers and other monsters of the desert. Generally, the first one knows that one has caught the eye of such a drake is when they are set on fire from below and left to burn, with the Drake returning later to either feast on the remains or apply more fire once its prey has again lowered its guard by, say, going back to sleep.
Albadonian Tentacled Drake
Element: Joy(D) Wrath(R)
Size: Small
Traits:
D:Telekinesis, Vibration Senses, Burrower
R: Breaths Fire, Telepathy, Intelligent, Hyper Awareness
Quirks:
D: Sun-Fearing
R: Aquatic
Flavor Text: the Tentacled Drake is a creature we strive to create through breeding, it will have the general physical shape and structure as the Dune Drake including its appendages, claws, and tail. However it’s face will be surrounded by a tentacled mane and it’s mouth replaced with a beak as well as it’s scales are replaced with the matching dark purple skin of the Mind Cephalopods.