Our training rather straight forward. We placed a live target at a set distance, lined up the Glacial Spirits, and gave the command to open fire on the target. If their mental assault was successful we see the live target react, and can then incrementally increase the range at which the target is placed. For humanitarian and safety reasons the live targets are sedated with tranquilizer, preventing it from suffering unnecessarily or lashing out and harming the handlers. The usual targets are designated food for our other units (especially those with Mountain Troll blood), insuring that they are not wasted.
By the end of the training, we see our Glacial Spirits significantly increase their own range. While the exact distance varies depending on line of sight and individual aptitude we've essentially tripped their effective distance with this training. Overall the handlers have been very happy with the results.
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.
Spruce Troll
Spruce Trolls have long been both the enemy and friend of the Walmerian people. These terrifying, blue skinned humanoid monsters, with fearsome tusks and more terrifying fists, inhabit the forests of Walmer where they fight the other giants. Though they seem to have humanoid traits, they're as dumb as a rock and easily satisfied. They are forced to eat meat and can eat nothing else: giving them a goat a day will keep them happy, and when kept up for a certain amount of time, it turns them fiercely loyal. They use the massive trees of the forests as their clubs, and have never been seen retreating from a fight. When the fighting gets tough, they enter an enraged trance and will gladly fight to the death. The greatest enemy to a troll-keeper, however is famine. When Trolls are not supplied with a decent amount of meat, they will gladly eat a human or two.
Element: Bark (Green)
Size: Huge
Traits: Loyal, Berserker, Club-Wielder
Quirk: Obligate Carnivore
Walmerian Mountain Drake:
While for most, summer nights are marked by the sound of cicadas and crickets, the nights of the Walmerian mountains are marked by the impressive shrieks of the Walmerian Mountain Drake. These horned, reptilian beasts, roaming the peaks of the Walmerian Mountains, often duke it out over territory, food and mates. Their impressive horns and scale armor have proven them to be incredible melee fighters, but every Walmerian child knows that their spurts of flames also make them formidable as an opponent. They have been used as beasts of burden for generations, easily pulling heavy carts up steep mountain slopes and drawing ploughs through the stoniest fields. They are solitary by nature, and it takes quite an effort to socialize them towards both others of their kind and people while they are young.
Element: Cinder (Red)
Size: Medium
Traits: Fire Breathing, Charging Attacks, Scale Armor
Quirk: Territorial
Glacial Spirit
Long it was believed that the Glaciers of our nations harbored the spirits of our dead. Uncanny sounds, glimpses of people and bone chilling coldness were common experiences for those traveling along these massive walls of ice. It took some royal expeditions to finally dispel these myths. Glacial Spirits turned out to be small, ghostly monsters, inhabiting cracks in the ice. More research gave us a method of carving runes in rocks that appeal to these creatures, who started inhabiting them. Now, it is not uncommon to see a runestone floating around, surrounded by whatever ethereal shape the spirit decides to take on. They posses decent psychic powers, yet if their runestone is damaged, they'll quickly vanish into thin air, never to be seen again.
Element: Ice (Blue)
Size: Small
Traits: Ethereal, Illusionist, Psychic Attacks
Quirk: Rune-bound.
Name:Walmerian Forge Crab
Element: Cinder
Size: Large
Traits: ArmorSmith, Heated Claws, Tunneler
Quirk: Very Slow
Flavor Text: These crustations, living in the tunnels of the mountains surrounding Walmer, have developed a rather interesting method of self preservation.
Their claws produce vast amounts of heat, allowing them to melt through rock and ore with some time and effort. Using the molten metal created, they armor their shells yet further, allowing for impressive durability. This process seems to slow the creature down however, as its heavy metal coating makes quick movement difficult. It seems that much of the tunnels they inhabit where themselves dug out by their own species over the course of time due to the efficient nature of their claw design combined with its heat component, an ability that can be used to shape the battlefield with sufficient training.
Result: Blue Oni
Element: Cinder(D) Bark(R)
Size: Large
Traits:
D: ArmorSmith, Loyal, Tunneler
R: Berserker, Club-Wielder, Heated Claws
Quirks:
D: Obligate Carnivore
R: Very Slow
Flavor Text: Blue Oni have small horns and dexterous hands, along with the mind and strength to work forges to produce armor and weapons for other monsters. They aren't really fighters, more support specialists aiding others. Obviously blue colored, with green tribal markings in the shape of crab claws decorating their body. Their intelligence should be noted, as making metal armor for monsters requires an, let's say innovative mind, and they deliver their expertise to medium or larger monsters.