This is... a Black Knight.
Long ago when the world was more unknown than it is today, and adventurers and explorers still roamed the world as kingdoms of powerful warriors and gladiators clashed with ancient beasts across the globe, there existed a powerful kingdom, far beyond that of any other in existence before or after. The Kingdom of Camelot, ruled over by it's champion King Arthur and his arcane ally, the legendary wizard Merlin, reigned over a large portion of the world for many years during a time that mankind has since forgotten. A time when mankind had been bested time and time again by the horrors of reality, besieged by celestials and contorted into hideous forms by eldritch gods, but moreso it is known for the massive war that took place between the Arthurian Empire and the kingdom of the Fae for dominion over the Earth.
Led by humans, but ruled by heroes, legendary figures with the blood of the Nephilim running through their veins, the Knights of the Round table were an army of formidable soldiers. Trained in various sword arts across the world and united through culture with a singular language of Adamic, they used their armies to lay siege to the creatures that attempted to subjugate the humans and wipe them away, to purge their spreading mistake. The Fae struck swiftly, luring men and women to their end in watery depths, tricking them into the woods to be devoured alive by faries, or twisting their bodies, minds, names, and lives into unrecognizable forms for fun. Despite the Nephilim standing with them, and striking down powerful foes, the most powerful of the fae were far beyond what any man, sorcerer, or Nephilim could hope to stand against. With dark arts borrowed from the Old ones, and divine magic from the celestials, they stood a chance for a while, however as the fight waged on and the fae continued to appear, it was known that this was a winning battle as most of them could not be killed. He spoke to one of the deposed fairy queens, cast into the briny depths for her treachery, and she told him of a blade that could turn the tides of this war. A celestial born weapon, bound with the divine light of a burning star that falls from realm to realm, presenting itself to the greatest warriors. Arthur sought this blade with the guidance of Morgan Le Fay and Merlin to no avail, and being led to his near death time and time again. This was until during an epic battle, Arthur called fourth for the destruction of the fae and all fairykind, and the flame in his heart called to the dimension rending blade Excalibur, and it fell from the skies and bid him to draw it to vanquish his foes.
Though this blade aided in turning the tides of war, very few beings were able to stand against the fae, but it allowed mankind to live. Even so, in their attempts to find something to stand against the Fae they were thwarted or had their numbers dwindled. Merlin and the knights learned soon after that the fae had infiltrated their people in the form of Morgan le Fae, one of the fairy royalty, and they learned through combat with her that fairies all had a weakness to Iron, and as such called upon alchemists and other spellcasters to draw fourth iron from the earth and clad weapons and armor with said iron to stand against the fae. The castle of Camelot was lined in iron at the gates, and littered with traps as the Fae became bestial in their war efforts. The castle was built as a maze to prevent them from finding their way through the castle and slaying or corrupting any of their numbers.
With their newfound methods of victory mankind continued to fight bloody battles against not only the fae but themselves and any other beast who dared walk this planet. They had captured Morgan le Fae and held a witch trial for her, in which she was skewered with iron and pierced with the legendary blade excalibur. With the fae lands damaged and their people dwindling, she sacrificed her power and wrought a curse on Arthur and all of mankind, cursing their iron, and cursing their knights. A dread curse to twist the world to the whims of the fae and strike down the kingdom of man. This curse corrupted the land and infected Camelot itself. From her blood flowed malice and hatred, a prism of infinity and twisting labyrinths. The castle changed. It shifted and collapsed, but yet again it grew. The castle grew like a tumor, like a spreading disease as towers would slowly grow from the ground, and fortresses would spring from the ground, twisting and drawing upon the resources that man could no longer take. Not only did the kingdom grow and continue to flourish just as mankind had attempted to do, but it would not stop.
Knights that took up vows to stand for the kingdom were drawn by it's light, by it's endless expansion, and people near the castle were afflicted with a divine inspiration granted by the fae. Their forms began to change, and as the kingdom grew, buildings, barracks, towers, and castle walls growing like weeds through the world, the protectors of the castle became dreaded horrors that would tear apart those who attempted to flee from the ever growing castle....
This is a Black Knight. One of the knights that serves the ever growing castle and that stalks it's expansive walls like a beast hunting prey. Black Knights were originally under the employ of the first black knight, Mordred, child of Arthur and Morgan, and a creature of both nephilim and fae heritage. A black knight who aided his mother's undermining of the war efforts, and who's soldiers marked death on those he deemed necessary. Black knights are steeped in darkness and cloaked in the feathers of ravens. Their arms have grown long and the iron melded deep into their flesh as their limbs and fingers grow and their body becomes alien. They wield barbed wire, and spiked chains, torn deep into their flesh like thistles and allowing the blood to run from their bodies. With each drop of blood, they begin to grow patches of barbed wire and ramparts like thistle and briar bushes, and they can command these spiked chains to lash out and snare their foes as well as draw their blood. They wield massive swords, coated in barbs which they can use to wound and maim their foes with a great thistled violence. From within them exhales a thick smoke, a billowing flame that surrounds them and pours from their mouths, allowing them to exhale the smoke as a screen, or vomit fourth gouts of liquid iron. Their feathered cloaks can transform and change into massive masses of raven wings, which they use to take flight or glide through the endless walls of the castle, and they can also manifest beaks and massive toothed raven heads that release deadly screams and also vomit fourth gouts of molten iron.
Black knights are among the most dangerous of the knights roaming through the castle grounds as they are hunters, leaving signs for other black knights and coordinating their attacks in groups of as many as 12, but usually only in groups of 3, if not a solo encounter. One can glean many powerful items from a Black Knight should they be able to strike it down however, as it's body is full of the liquid iron within, and it can be shattered open at the gut to extract it, with smiths being able to easily forge the iron into powerful magic weapons. Their blades retain the ability to command metal chains, and the feathers they possess can be used as throwing knives, or the cloak itself used to summon fourth the raven's gout of liquid iron. The armor and pieces are cursed, just as with everything else within the maze, and the more it is used, the more likely you are to give in to the effects of Camelot and become a fae cursed creature yourself.
Though the ever expanding castle has for the most part been contained, and it's curse held at bay, openings are occasionally found by weary travelers or unlucky creatures who find a tower or old castle ruins in rural locations. It is believed that there is a possibility that the true black knight, Mordred, still exists within the infinite depths, though some say that he has somehow been cast into the void....
More on the endless kingdom of Camelot and lore on the various knights that can spawn within it's walls will come this month, and in the future as there are a lot of knights that are grown and spawned from this dark fae curse on mankind.
In the Underside, a dimension beneath beds, and behind closets through a thin veil of reality, exist many strange lands and childish dreamscapes that seem like they would be an absolute dream for various children. The land of milk and honey, a landscape littered with giant tea cups and brimming with fresh milk, honeyed tea and hot chocolate and littered with playground equipment and merry go rounds. The Candylands, massive fields of discarded giant toys, beds, and massive chocolate bars, cotton candy trees, gumdrop rocks and lakes of soda. Or even the Pillow Mountains. Massive piles of pillows and stuffed animals towering high into the sky and covered in inviting, scented fuzzy blankets.... And yet these lands run red with the blood of children unfortunate enough to be caught by the contorted and disgusting denizens of the Underside. The Venomous and vile Grindygag, The horrifying and sneaky Oogamel, and the hideous child eating Needlegork are among some of the feared beasts within this disguised hellscape...
The Grindygag are small frog like creatures, spiny and demented, they scurry about on all fours, climbing trees and hiding in tall outcroppings of rocks. They stand out in darker colors as they always come in various vibrant colors such as neon red, blue, green, yellow, or pink, however due to the candy colored landscapes they often live in, they blend in rather well. Grindygag have large, strange eyes on top of their head, and they can suck their eyes into their skulls to protect them from harm, especially when goring a creature with their facial horns. They possess two tails which they use for balance, or to sit on whenever they're inactive, using them as a built in stool. These creatures are a bit taller than the average child, and they can easily grab on to a child and run off with them, swinging through the trees. The spikes all over a grindygag's body are venomous, and creatures struck by them will suffer from Acid Reflex (Not Reflux, it was named by kids, what can you expect) also known as a Barf Attack or Barf Fever and sometimes Grindygag flu, which makes them vomit profusely and lose much of your strength. This vomiting causes you to gag often, and many children have suffocated from repeated dry heaving and gagging caused by a Grindygag. Their bite is rather deadly as well, as it can also inflict the same venom upon a creature. This isn't the only problem however, as it also increases the strength of the bile inside of a creature's stomach, giving the creature constant heartburn. After several hours without treatment, the pain will become unbearable and the child's stomach, throat, and mouth will suffer 2nd degree burns. Within a day or two the child will most likely begin dissolving themselves and anything they vomit on as if it were hydrochloric acid. The Grindygag uses this to their advantage as they have a disgusting method of digestion in which they rely on the bile of other creatures to digest their food, and so they consume the vomit of those afflicted by their venom, or eat pre-digested food. They often capture people and allow themselves to die covered in their own vomit, and consume the creature as they have already digested themselves. Because of this, the Grindygag always smells terrible, with the acrid scent of vomit prevailing wherever they go and causing creatures eyes to water around them. They are immune to acid and all acidic effects and fumes, as well as most toxic fumes in general because of this. They live in small colonies in the mountains and forests of the Underside, and they have primitive language and high pitched grunty voices. On occasion they will fight with weapons such as spears tipped with their own venom, and they may trade with other creatures for food and equipment, but they tend to be extremely primitive culturally.
Grindygag are hunted quite often by children, and though their venom is deadly, there are many remedies for it, such as Banana milk, Banana bread, or "Medicine" which tends to be a bitter substance made by kid doctors out of various roots, herbs, and probably more bananas, which makes banana the main ingredient in all of the cures. It's unknown why this cures the effect, and it doesn't always work initially, but it has the best track record. Because of this the Grindygag are occasionally hunted by children or their homes raided to save other kids or steal the things they have collected. Grindygag saliva is used to coat weapons to inflict Acid Reflex on their enemies, and their spines are sometimes added to armor to inflict it on creatures who strike them, or even made into spears or arrows. Their skin can be used to protect from acid based attacks and is used for armor, and even their tails are sometimes used to make very sturdy furniture legs. Strangely, Mix masters, known by some as alchemists, or mad scientists, will sometimes come up with chemicals involving the substance themselves which allows for a creature to control the Acid Reflex and temporarily be able to use a barf attack to their advantage, firing globs of acid at their foe. This can be extremely dangerous, especially in excess use, and 4 out of 5 kid doctors say it shouldn't be attempted. The 5th doctor thinks it's pretty rad.
The Oogamel is a strange monster with a floppy snoot, bloodshot eyes, catching claws and long arms, and a floppy body and long tail. Their body appears as fleshy and scaly, but pools around them like a sheet of cloth. Oogamel are known for their hideous scream that they unleash, which sounds vaguely like "Oogamel" if trying to write it down, though some kids call them Awoogas, Screamers, or even Screechy boys. Oogamel are horrifying not only because they attempt to jumpscare their prey right as they attack, unleashing a devastating scream as they pounce, and not simply because when they attack, they grab on with their claws and clamp their jaws down on a child, puncturing through their skin and ripping a massive chunk from them as quick as possible before screaming again. But because an Oogamel is a former child. Oogamel seem to be some form of monster costume, adhered to a child and controlling their moves, and when not silently stalking children or screaming, sometimes Oogamel can be seen sniffling and sobbing quietly, playing childish games with eachother, avoiding mirrors, or trying to draw. Oogamel are not always extremely violent, and many may simply sneak in and steal toys, clothes, or supplies and scurry back to their hidden hideouts full of junk and use them int he same way children would. They don't speak however, they make dog like whining noises and grunts at other Oogamel and pantomime a lot. However even when completely complacent and non-violent, after a while an Oogamel will begin breathing heavily and the others will follow suit. After which they will immediately turn on any humans within the area. For some Oogamel it takes months, weeks, days, hours, or minutes, but they will always become feral and murder the nearest child they can find in a deadly hunt. The costumes cannot be removed, and though you can lift the costume and find the lower half of a child from the stomach down beneath the Oogamel's flesh, it melds with the child from the ribs up and looks like a fleshy umbrella if allowed to billow out, which they do on occasion whenever they leap down from high locations. Oogamel live in hideouts that are usually formerly abandoned child locations and they act much like normal children save for being constantly in a state of near depression and sadness, though on occasion some may find joy in their games.
Upon killing an oogamel, others may try to retrieve it's corpse and return it for burial or burning depending on the society of the particular Oogamel. If one is skinned, a creature will find the skeleton of a human buried beneath all of the rubbery, cloth like outfit of a face, with additional bones for the mouth and arms seemingly grafted to and melded with the parts of a normal human child. In some very rare cases, extremely skilled child doctors, with help from magic and other strange substances, have removed the skin from an Oogamel. Usually the subject dies soon after, is in immense pain for the rest of it's life, or in a very rare circumstance, they are able to recover as a normal (Albeit bald and somewhat lumpy) child. The Oogamel never leaves them however and they occasionally revert to their feral nature and bite others, eating them or tearing them apart, and as such any of the few whom have recovered from being an oogamel are under strict lockdown or surveillance. The jaws of oogamel are sometimes used for flails or set with the entire skull as a bear trap, and sometimes their skins are used as monster hoodies and cloaks as they are very much all temperature. Though it is very rare, some speak of finding Oogamel skins that seem to have been unattached to one prior, laying in strange areas, across tree branches, under rocks, in boxes, and sometimes in your own backpack or dresser, slipped in among your other clothes. It is unknown who or what creates these costumes, but some children call him the Costume Maker, the Oogaman, or the Skingiver. In very rare circumstances, a child can drink a potion of slipperiness, or sufficiently grease themselves up and place a still living Oogamel costume on themselves, they can temporarily transform into an Oogamel and gain the superhuman speed, strength, bite, and reach of the Oogamel, but they must remove it within several minutes or it may adhere to them forever. The more it is used, the more often there is a chance it could take a kid over completely, or have lasting side effects on it'spyche, with some children becoming feral and joining the Oogamel despite not being one of them.
Last but not least is the Needlegork. Towering over twice the height of an average kid and even bigger than most grownups, the Needlegork is a large, vibrant red killing machine covered in nasty spikes, possessing a huge maw of teeth and long grabbing arms and a tail with a spiked club. Needlegork are ruthless predators with a howl that sounds like the raspy braying of a donkey, mixed with the scream of a mountain lion, and they often roar at one another to assert dominance. Needlegork can be seen wrestling with one another sometimes in bloody battles for territory, and only one Needlegork or a mating pair will live within any particular 10 mile area. On occasion there may be more if the Needlegork are raising young, however this is very uncommon as needlegork young often go their separate ways fairly early in life, living with their parents for only 4 months before heading out in different directions, ready to murder eachother should they come across one another again. The only time Needlegork ever come together, is if one is on a death march, in which they travel to the location of a collective Needlegork graveyard and pass through every other Needlegork's territory on the way. This is the only time when they are not seen as an enemy and they offer food to one another as it passes by. The Needlegork then gets to the location and lays down to die. There is slight sexual dimorphism in Needlegorks with the males able to grow slightly larger than the females, though sometimes they can reach sizes to two or three times larger if they have lived for long enough. They are known as Needlegork Titans in such occasions, or by some as Needlegork-Kong, or Needlegorkzilla. Needlegork fight by slamming creatures with their spiny bodies, biting, clawing, and striking with their pulverizing tails, but when surrounded or attempting to hunt for distant prey, they may breathe deeply, puff out their body slightly and flex their muscles, flinging their needles out in a spherical area around them like a massive fragmentation grenade and impaling any unfortunate creature caught in the blast zone. Afterward the Needlegork must take a short time to regrow the spines. Sometimes this can happen in as little as 20 seconds, and other times it takes upward of a minute. If it has not eaten in quite some time, it will take hours or days to regrow until it has a good meal. it can also simply loose the spines on it's club tail and fire them at a creature with a swipe, which is a much more accurate method of attack, and they grow back near instantly. These spines possess no venom, but are very sharp and heavy, striking like a pointed lead paperweight when they strike a creature and effectively being like a pointed cannon ball. The needlerain has led to the death of many children and entire settlements have been wiped out by a single Needlegork's needlerain attack. Needlegork are incredibly aggressive, scrounging for food and foraging in ways similar to a bear, following sounds with it's keen ears and scents with it's big nose, ready to eat children or any sort of meat it can find. They are not shy and will enter child settlements if found, breaking into homes and destroying fortifications to get to a child. They are incredibly deadly and while usually children hide from them, some have managed to slay a Needlegork and are considered heroes just as those whom have taken down a Garfunkle or a Giggleump, or other similarly large and powerful creatures. Said children are often given positions of leadership, the first pick of loot and lunch, and are revered for generations. Some may even be nominated king of the playground. It should be warned however that if it is a mated adult, the mate will arrive within days to avenge it's mate and will fight to the death. They know the location as the Needlegork releases a scent when it dies that alerts other Needlegork in the area, and attracts it's mate to come avenge it. This death liquid can be used as a deterrent to keep other creatures from approaching areas and it lasts for months.
When slain, Needlegork meat can feed a child encampment for potentially years as they are very full of flesh and all of it is edible, with the tail being the most delicious. Children who consume needlegork meat may even become slightly more tough, rugged, and durable themselves. Their spines are collected and made into large defensive spikes on bases, and sometimes are used to create powerful spike launchers or landmines that could potentially even slay other Needlegork, but the ammunition is very hard to come by. Sometimes they turn them into lances, or maces for particularly powerful children, and their nails are used as swords and their teeth as daggers and knuckle blades. Their hide is very tough and often times used for armor, with Needlegork armor being incredibly tough and defensive, and the scent lingers, meaning that it will deter many creatures from approaching. Their bones are used for structural building, and their skulls as a symbol of status to show what they are capable of. You may wonder why children don't just loot Needlegork graveyards as they're full of resources. However many dangerous scavenger creatures hide in such areas, and the Bugaboo often collect there as well. In addition, it can be weeks before a Needlegork dies in it's grave, and as such there can be anywhere from 1-6 of them in a single area, all willing to fight together for once. Some Bugaboo in powerful hunting squads may hunt in these locations for the glory of battling multiple Needlegork at the same time, though many just scavenge as the other creatures do. Other than those, you may also find other scavengers such as Byatts, Slimgrubers, Toobsok, or even a particularly bold Bloatus within these locations, and so they are seen as highly dangerous despite the extreme risk and high reward.
These creatures are all posted together as they can be found within some of the same environments, and none of them particularly get along. Oogamel avoid Needlegork, as do Grindygag, however Oogamel will fight Grindygag in the same way children do...
onipuck
2022-10-12 03:27:41 +0000 UTCKenbomb
2022-10-12 02:03:34 +0000 UTC