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Mellamo's Creepy Critters >:3

Mellamo's Creepy Critters >:3

Postby Celice » Mon Feb 07, 2011 5:32 am

Because I have been in the mood to start sketching out a race that has been in the works for another worldsetting of mine, Underscape.

The species is called "Irregulars" since their appearance looks like a mad scientist that threw about spare parts and made a creature. Between the types there is a more uniformed look, but between types they can be radically different from insect like to more mammalian.

Assumed Development
The irregulars are a soulless race beyond the grasp of Invishna, the resident "Deity" that devoured, supposedly, all the other gods and goddesses. The irregulars, being beyond its control, means that the remnants of another god is still about, although not aware of its own self. This would explain the mismatched look, as well as the fact that the irregulars themselves lack any sort of general direction or goal. In fact they attack whatever moves in the territory they inhabit. Even the wildlife is not safe to the point, that areas where a irregular nest is located becomes a dead zone. The dead zone, usually is between one to ten miles in diameter. Sometimes the dead zone will have a years of life present due to hibernation of the colony in a time of low food.

It is believed that when the wounded god fell, barely escaping Invishna's appetite, the being infused into the nearby wildlife and land in its haste to hide deep below the earth. It was so terrified in fear, it eventually starved to death within the bowels of the earth, the blood and taint of its being infusing with nearby entities creating the irregulars. In each irregular, an essence of that fallen god is kept, thus the god has escaped Invishna through death and being reborn as billions of separate minds. Thus the god lost all sense of itself as a single united entity, hence why irregular nests will attack each other at times. However there is little real intelligence in most irregular types. The more advanced types control the smaller ones by a sophisticated system of smells and scents that keep the hordes moving. In fact the only ones that will move to places without a set scent are scouts for they lay down the trails for other irregulars to follow.

They have thrived and kept a foothold in the wastelands between the city-states, making travel difficult and the forming of infrastructure to connect the cities impossible. It is in part because of irregulars that no one can settle or live in the wastelands in large groups for very long. Other factors such as weather, other species, wildlife, and geo dynamics also lend to why the city-states remain the only bastions of civilization in Underscape.


TYPES

There are various types of irregulars. Within a type there is little deviation since they have been developed specifically for what they need to accomplish. For example, the egg is the egg and after its task is done, it is un-needed and will be recycled. The grunt has to serve as the fodder, mindless and keep at its task until it dies of a wound or starves. Whereas Mutaints and Jacks have a higher level of thinking able to understand that when hungry one should eat, not sit quietly and await a scent order.

Egg
Image
The irregular egg is born to carry an irregular to maturity and then die when the creature within bursts out. Some take only ten minutes from "conception" to "birth" while other irregulars take years.

The egg is equipped with an extremely elastic body thus as the bulge grows, they can handle the stretch although it is incredibly painful. they are however, too unintelligent to recognize pain and mindlessly go about the task of eating whatever they can find that is organic, scuttling about on their human-esque legs. Even when they burst and the irregular is born, the egg will still struggle on as it bleeds out and eventually dies to be eaten by another egg.

When not "pregnant" the egg are fairly small and scuttle about until a mutaint gives a scent to call them over and starts to systematically implant embryos of the various species in them. Thus irregulars do have "live" births. the eggs just carry and protect them to full maturity. Because of their mobility, if a nest is under attack or threat, the eggs can be given a scent order to make a retreat and escape the battle and find a new nesting site.

The eggs aren't aware they are pregnant, only growing larger and cradling the extra stomach as they move about. Some become immobilized due to the size of their "offspring" and begin to eat their own fecal matter, recycling it through. Most of what they devour is fed to the growing irregular in them, hence their constant hunger.

Their lives are miserable and short usually. If not, it is only miserable and long.

Grunt
Image
The grunt is a very basic type that is extremely brainless to the point even basic instincts fail them. They do not understand any sort of fear or need to turn from a fight. They do not even comprehend hunger and will starve to death unless a scent order is given for them to feed. Usually this is never done since grunts are replaced by the thousands daily and the old bodies used to feed the others. Thus the grunt doubles as a mobile food source for more sophisticated irregulars and as fodder for fights and harvesters. Grunts often move on all of their limbs much like an insect to expose their extremely hard shell upwards. The shell is able to withstand a lot more damage. When about to attack, they will rear up to be able to utilize limbs, mouths, teeth, pincers, etc. as weapons. This also exposes the central mind which appears as a humanoid face usually located in the center of the chest for grunts. Depending on the type of irregular, this varies greatly.

Grunts are the most basic unit of irregulars and are born and bred in nests by the billions. They only react to specific patterns of scents given by the more advanced irregulars, moving as a singular body often swarming and overwhelming despite casualties. Only when the more advanced ones feel the loses are too great do they get the scent signal to turn around and come back. In battle, they cover the ground for miles around the target, ringing and isolated what they want to kill. The best way to kill a grunt is to aim for the underbelly of the shell. The shell itself does not crack or lead to a fatal hit unless heavy artillery or large guns are used against it.


Scout
Image
Looking like a cross between beetle, mole, human, and kangaroo, the scout is a true mismash of parts that defines the irregulars well.

Scouts are lightly built irregulars that lack the armor, size, offensive abilities, and speed of others of the species. They are meant for the purpose of exploration and , as the name suggests, scouting. These mindless creatures set off from the nest as soon as they are born and don't stop until they starve to death, are killed, or run into a large prey source. The scouts discharge pheromones from the needle like appendage at their rear in order to show the way to whatever they may find. The generals direct the scouts to their task through scent orders as they leave to help them establish what they are tasked with finding. The eyesight of the scouts is akin to a sniper scope. They will see you before you see them. When they spot their goal, they will plant down the front limbs and begin to create large vibrations with there feet which will aggravate the sensitive knights and generals to come towards the vibration source. It is not uncommon for them to kill and eat the scout as they arrive en massed with the grunts.

They are just as brainless, if not more so, as the grunts. Like its counterpart, the scout does not register its own basic biology of needing to eat, feeling fear, or pain. A scout once on a track will not stop until it bumps into what it needs. The tendrils that extend from the back of the skull are hypersensitive to any sort of atmospheric disturbance. If it feels a storm coming, it will dig down and wait it out before continuing. If it sense people talking, it quickly moves towards the source if it is close enough to pick it up. It can pick up a voice from over four miles.


Rapid Runner
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A bizarre and fast moving irregular, by the time you see it and lift your gun, it is nearly on top of you. They are a cross, it appears, between a horse, deer, and the native wasteland camel. It is warm-blooded and more mammalian in manner then the irregulars that have come before. The being on its back is actually a separate creature. It is the conjoined twin of the being it is on top of. Both have separate organs and can work independently of each other and do not squabble, somehow in sync with goals, most likely due to receiving duplicate scent orders. Their blinding speed is what makes them dangerous and their reaction time is second to none. They are smaller then other irregulars, some specimen being even smaller then a grunt, but they make up for this in ability. They can leap incredibly heights, easily getting over preliminary defenses unless they are quickly taken down. Up close and personal is often seen as the best way to bring down the rapid runners for there is less time for them to doge a hit from a close ranged weapon rather then a gun. From the moment the gun goes off to the point it hits, the rapid runner has that much time to quickly move out of the way. They can turn on the fly, leap, duck. The primary weapon of the rapid runner is not the scythes but more its feet and bite. The scythes are more used as lances to puncture and push through a defense to create holes for others, not to actually kill. More or less they are appendages used to clear barriers when given the order. The bite of either head is hard and will severe fingers, arms, and rip out throats easily. Primarily though, they will rear up or leap on top of a prey, crushing them under their powerful legs and feet.
Although it is still fairly unintelligent much akin to the grunt and scout, it has shown an uncanny intuition at times during combat situation, managing to express signs of higher thought although it occur in brief flashes. It recognizes hunger and will eat dead carrion but won't feed usually unless tempted to by dead, easy mouthfuls.

Tunnel Terror
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These monstrous creatures are often called worms but it is very misleading. They are more akin to eels or mudfish then actual worms. They are large fleshy beasts that have no armoring about the main body. Really only the head has thick bony armored plates. The rest of the body has a skeleton made up of tough cartilage which makes the body more flexible then rigid bones. The beast has a large head and is blind, the small eyes only able to perceive if it is light or dark. The head is designed for shoveling and eating in dirt. By letting out controlled sonic blasts, it weakens rock to the point it can be shoveled in close to the mouth. Once close, the lower teeth will move out individual to grab and pull it into the mouth. This allows them to dig out caverns and tunnels quickly and also feeds them. From the day they are born, they start to eat and tunnel. They live off a diet of rock and dirt and anything else buried in the earth. Some metals and gems pass through the tunnel terror and are expelled out as waste to be collected up.
The digestion of a tunnel terror takes only a day due to a complex digestive system. Within their guts, they house a potent stomach acid combined with a highly evolved and lethal pathogen of bacteria. Hence when attacking, the best line of defense the tunnel terror has is to vomit, and vomit a lot. It is able to force its stomach up through its mouth, foot by foot like squeezing a toothpaste from the bottom up and unleash torrents of the highly acidic, smelly, and lethal vomit. The bacteria, if it gets into an orifice of any kind ie in ones eye, accidentally inhaled or tasted, will reduce a person to a pile of writing goo in less than five minutes. There is no cure. Thus when a tunnel terror starts to vomit, the best defense is to clear the danger zone. Luckily the pathogen is not spread by any other means and dies in the air after ten minutes.
Tunnel terrors usually are kept around the nests, expanding and using a combination of their vomit and saliva to form the structures that irregulars consider “home” within the nest. In battle they keep to the outskirts unless one is ordered to the front to let out a few earth shattering roars to break defenses in a difficult siege or to vomit all over the prey to force them into a retreat from an area. Also they can be told to do suicide leaps and smash their bodies down onto defenders, crushing people below its bulk and sometimes rupturing due to damage unleashing waves of their dangerous innards.
They are not all to bright, needing orders and directions although they are known to be non-aggressive and have a sense of imagination due to how creative they get when building structures. They don't build uniformly, often putting their own flares and ideas. However it is more like a bird feathering its nest then any real intelligence. It recognizes hunger and eats when it feels it and when it feels pain, it will shy away unless given an order to press the attack

Knight
COMING SOON
General
COMING SOON
Evoluant
COMING SOON
Mutaint
COMING SOON
Jack
COMING SOON
Quing
COMING SOON
Overleth
COMING SOON
Last edited by Celice on Wed Feb 09, 2011 3:30 am, edited 2 times in total.
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Celice
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Re: Mellamo's Creepy Critters >:3

Postby Celice » Tue Feb 08, 2011 2:47 am

<reserving this posty for more room if I need it :b Scout is up btw. Tommorow the equine rapid runner and killer mud fish tunnel terror go up>
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Re: Mellamo's Creepy Critters >:3

Postby DeadPigeonGolem » Sun Feb 27, 2011 6:06 am

Holy FUCK that is DISTURBING!!! :@ :B :B :A


....


I LOVE EEEEEEEET!!!!! :D :D :D :D :D :D
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