![]() ![]() Instead, it's a bunch psionic molestation that randomly intrudes as Eki tries to win her Qal over. Assuming that Steele does not just give in to her daughter, a slight disagreement in what constitutes proper disciplinary action between you and Frosty opens up the option to take your eldest kip (who I will call Eki for short) as a crew member.Īs this is predicated on Steele not being interested in incest, there are no direct sex scenes between Steele and Eki (not to say there never will be, just that they aren't planned). Contrary to what Frosty initially tells you, this does create tension within your wyrmling family and your eldest daughter psionically assaults you over it. This picks up if Steele has chosen to disable incest with the kips for a prolonged period. Here's the link to the G-doc, and then I'll get to explaining why you should/shouldn't cringe at this: Wyrms are believed to be solitary creatures with no culture to speak of.Hello. Several enessae and milodan legends tell of sighting a wyrm heavy with eggs, though none have been seen since colonization. It is believed that frostwyrms are traditionally reptilian and lay eggs, though none have ever been seen. As yet, no wyrm lair has ever been discovered. It is believed that frostwyrms live in large caves on the coast, possibly submerged under water. They are capable of breathing air and either possess secondary gills or else extreme lung capacity akin to whales, as they are able to submerge in the icy waters of the planet for an extreme duration - possibly hours at a time. Native to the snowy world of Uveto, frostwyrms are amphibious reptiles that tend to be found on the coastlines and glacial outcroppings that dot eastern Uveto. While psionic power is generally associated with high mental acuity, it is unknown if frostwyrms are actually sapient - no communication has ever been possible, and the wyrms appear to have no language beyond roars and grunts. Luckily for the people of Uveto, frostwyrms are reclusive and few in number - they have never attacked a settlement, and do not seem interested in aggressive action unless their territory is invaded. Wyrms can actuate their mental power as attacks as well, sending psychic whiplashes that batter their attackers’ minds, or focusing it through a powerful roar that can cause intense pain and mental trauma.įighting a frostwyrm is considered suicidal by most native races, and foolhardy hunters that go to bring one down rarely if ever return. The wyrm radiates a powerful field of psychic energy around itself that is able to both give it lift for flight, and act as a barrier that completely shields it from harm. Perhaps the most notable combat traits of the wyrm is that despite its bestial appearance, it is powerfully psionic. Even its wings can be weaponized, creating a hurricane-like gale that batters attackers down to the earth, or send them flying - not to mention sending snow flurrying about to obscure itself. The creatures’ teeth are like arrays of swords, set three rows deep in a bestial maw, and its scales act as an interlocking pattern of shields like any other reptile’s. Wyrms have eight spear-like claws on each of their six legs, and several spikes line the length of its tail, able to hit with the force of a thunderbolt. Rarely encountered by colonists, these reclusive creatures are mighty behemoths able to rend armored vehicles asunder. ![]() ![]() The apex predator on the frozen world of Uveto VII, the Frostwyrms are mythological beasts spoken of in hushed, fearful whispers by the native races. Tails: Each Frostwyrm has a powerful reptilian tail that stretches out nearly the length of its body, covered in spikes. Scales: Snow white, flecked with glistening blue and silver ![]()
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