Star Wars Roleplay: Chaos

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Approved Species The Techno Magorum | Blind Horrors of Arimurkhan

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Ö - Wurm
Ö - Wurmspawn
D-verse : Ex-Collector for the Book
Cursed minion


OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: The Blind Horrors of Arimurkhan
  • Designation: Sentient
  • Origins: Techno Magorum Tribe
  • Average Lifespan: 45 Standard Years
  • Estimated Population: Planetary
  • Description:
    • Although they come in many different forms, they each share a singular trait among them. That being blind with no eyes to speak off, created by Arimurkhan as a symbol that the great vortex of the force is the only deity that should command them and has their exalted prophet he is their commander until death. Typically in a range of colors from red to purple to green and sometimes black. They are all grown within the spawning pits deep beneath the tower of sorcery on Weik, some have been made to be a counter to the War Hounds of the Scar Hounds of the Brotherhood of the Maw in the form of immense worm like creatures, while others have been outfitted with armor and melee weaponry to form the backbone of the techno magorum fighting force. These variants often have horns on top of their heads, while some have spikes running along their backs to form a defensive barrier. Although a more specialized variant will have access to small amounts of the force although not even comparable to the power of a knight. All though they are all different in shapes and sizes they all have one thing in common and that is their loyalty to the Great Vortex of the Force and its exalted prophet. The Purple Blind Horrors are the smallest of the blind horrors of Arimurkhan and are used to annoy the enemy on the battlefield, while the other variants are used to form a backbone of infantry as a way to counter the monstrous infantry units that Arimurkhan has created before within the spawning pits.
PHYSICAL INFORMATION
  • Breathes: Type I Atmosphere
  • Average Height of Adults: 5 ft (1.5240 m)
  • Average Length of Adults: 15 ft (1.3935456 m) (For Worm Horrors)
  • Skin color: Blue, Gold, Purple, Orange, Grey
  • Hair color: N/A
  • Distinctions:
    • While all Blind Horrors of Arimurkhan are made within the same spawning pits deep beneath the Tower of Sorcery. They come out differently depending on what ingredients were mixed into the spawning pits as the time of the summoning. Purple materials will spawn more purple blind horrors that serve more as an annoyance unit to an opponent. While worms added into the spawning pits will spawn more worm like blind horrors that can be used against the War Hounds of the Scar Hound Tribe of the Brotherhood of the Maw. A dead worm horror added into the spawning pit will either give an orange or blue and gold coloration and spawn more humanoid like than their original worm genetics. These more humanoid blind horrors serve as the true infantry for the techno magorum tribe at the additional cost of not requiring much time to spawn and send into the battlefield because they lack self preservation. Since there are no male and female among the blind horrors, they have no difference and all appear to look the same at a glance but have evolved due to superimposed circumstances during their creation. Those blind horrors that reach the maximum age of 45 will be withered and dried up and eventually die to be reused once again in the creation of more of their kind to send to their deaths. Much like the other monstrous infantry units they will serve to different them from the other tribes of the maw, but they are more useful and far more powerful in large numbers than by themselves as a whole.
  • Races:
    • Worm Horror - The worm horrors are exactly as they appear, with long bodies with two strong arms to them that helps them to crawl or walk towards an opponent. Large teeth hang from their mouths that allow them to swallow prey and fight back against the War Hounds of the Scar Hound Tribe. A single horn on their head with many spikes along their forms make them a separate race from the rest of the blind horrors.
    • Evolved Worm Horrors - The next stage of the worm horrors have formed a separate race from the original strand that they were created from within the spawning pits. Having grown into a humanoid figure that allows them to hold weapons and still fight efficiently on the battlefield as a buffer against more specialized infantry of the opponent. They have a small access to the force but not enough to be considered anything above a padawan in terms of skills, but that shall do wonders in backing up the Arcane Spellcasters. They still have their large horn upon their head, but have increased the number of spikes upon their bodies and have changed them into a white coloration.
    • Champion Orange Horrors - The Orange Horrors make up a strand of worms that have been enhanced with more intelligence than normal, allowing them to operate as the commanders of the Blind Horrors of Arimurkhan that make them completely separate race from the others and have given them more leadership ability that way they don't require Awakened Handlers to direct them like the other monstrous infantry do. They are humanoid in shape but have orange coloration and can often be seen wielding modern weaponry that the Techno Magorum has managed to form together from scraps.
    • Purple Small Horrors - The Purple Horrors make up the majority of the Blind Horrors of Arimurkhan being seen wielding different weaponries that is simple in design but no less effective on the battlefield. They are a different race all together and have been formed by stopping the spawning process before they are turned into worm horrors. They are smaller in size but that allows them to be hard to hit on the battlefield, and are made to form into swarms to attack large enemies. With purple coloration to them with a single horn upon their head much like the rest of the races.
  • Force Sensitivity: Rare
Strengths:
  • Rapid Production: The summoning of Blind Horrors within the spawning pits takes considerably less time than the training of new professional troops, As such the Blind Horrors of Arimurkhan have a rapid production rate that allows them to be used as fodder infantry in war times and be used for mineral task that the Awakened Warhost is unable to do. A single summoning can make a few hundred of them at any one time provided that one has enough materials to multiple batches to be produce and fielded against the tribe's enemies. Along with production they also have rapid growth which means that they are fully formed when they are out of the spawning pits and ready to enter into service right away.
  • Enhanced Senses: The Blind Horrors are named such due to their lack of eyes that allow them to see, this has enhanced the rest of their five senses so that they are aware of their surroundings and can engage with an enemy. Which gives them some element of surprise because they can ambush prey and enemy formations within terrain that they have an advantage in. They primarily focus on hearing and smell to locate the enemy on the battlefield, and can be given orders through specific types of whistles at a frequency that they can hear.
  • Swarm Tactics: The Blind Horrors were created to be fodder infantry that engaged in swarm tactics to bog down enemy infantry and vehicles with their bodies if necessary. They are adept at ambush tactics and favor rocky and unstable terrain that they can use to their advantage. While a single blind horror can be taken down without considerable effort, a pack of blind horrors will take considerable amount of time to accomplish, time that could be vital to securing an objective on the battlefield.
Weaknesses:
  • No Eyesight: While they do have enhanced senses, they lack a considerable asset on the battlefield and that is eyesight. Although they do have superior sense of smell and hearing they can be mislead into choke points and blasted into smithereens if they are lured into an area by something that smells like something to attack. Their actual combat and depth perception is off due to a lack of eyesight and that makes them considerably weak on the battlefield overall and much more like fodder infantry that can hold the line and attack in massive swarms.
  • Single Blow to the Head: While the blind horrors might be an effective if somewhat untrained force, they have a critical weakness in that fact that one blow to the head will kill them outright. Since they were made as fodder infantry they weren't created with immense durability or any durability at all for that matter. But they have developed spikes on their heads to better protect that area from a killing blow, but it is still a critical weakness for them in combat.
  • Single Horror: While the Blind Horrors are a scary sight on the battlefield with swarm tactics, individually on their own that are just an annoyance that can do little to no damage. Meaning that they can't function in one v one situations because they aren't trained to do such and they have limited intelligence due to the rushed production of them from the spawning pits underneath the Tower of Sorcery.
CULTURE
  • Diet: Omnivore | Due to their spawn like creation, they have the ability to devour food that is both for carnivores and herbivores. Having developed over time the ability to devour large quantities of either to fuel themselves on the battlefield. They will often eat the corpses of fallen enemies and wounded soldiers have often become victim's of their devouring sprees. Although they can't devour anything that has a strong smell to it due to their natural enhanced senses, which affect their stomach.
  • Communication: They communicate in what can be described as unintelligent gibberish, but it does have some form of language structure to it. For now the only one that can understand them is Arimurkhan the Defiler as he made them personally within the spawning pits and have formed a unique connection.
  • Technology level: They can't build anything so they use technology from the Techno Magorum Tribe
  • Religion/Beliefs: They follow the Great Vortex of the Force much like the rest of the Techno Magorum
  • General behavior:
    • The Blind Horrors of Arimurkhan are a sentient species with limited but active intelligence to them, formed from the Spawning Pits and Sorcery. They were made as a fodder infantry unit for the Techno Magorum Tribe to save cost from having to train and equip a large army. While they aren't strong on their own and they can be killed with a single bash to the head, they serve as a distraction force and a buffer force against enemies on the battlefield because they lack any self preservation tactics and will fight with vigor against any superior foe which makes them perfect for other units to withdraw or regroup while they hold the line. They come in many different variants but the four common ones are the Worm Horror, Evolved Worm Horror, Champion Orange Horrors and finally Small Purple Horrors that can serve a variety of different rolls on the battlefield. Since the techno magorum lacks the resources necessary to fund a large army, they will often only send a token force to secure a position or world because they are saving a majority of their forces in protecting their headquarters of Weik. Although they have a life cycle of about 45 years, many do not often reach that age due to being either recycled within the spawning pits or dying on the battlefield. When not engaged in combat they will be used as a fodder but effective construction force and other odd jobs that the rest of the Techno Magorum Tribe doesn't want to do. Although they have been known to steal and eat many items that are useful for the tribe, but they are the favorite servants of Arimurkhan so none challenges them for fear of his unyielding wrath. Considering that they are apart of the unified tribes of the Techno Magorum you would think that they would be allowed to mingle with the rest of the members, but they are kept within the same monster pens that keep the other monstrous infantry at bay.
HISTORICAL INFORMATION

The History of the Blind Horrors goes further back than one might realize to when Airmurkhan was still loyal to the Three Avatars and the Service of the Brotherhood of the Maw. Since he distrusted the crews of the warships, he sought to replace them with his own personal minion that would allow him to direct the fleet as he wished instead of having to obey guidelines and standards set by the brotherhood of the maw. While the brotherhood was engaging with various planets on multiple fronts, Arimurkhan took the time to study deep within the codex's of sith lore to uncover the formula to make sithspawn. Knowing to himself that he lacked the proper training to accomplish this made him set out to find a suitable candidate that could learn lore faster than himself and all he would have to do after they learned it would drain their knowledge into himself.

A young girl was the answer that he was looking for as she had a strong connection to the force through some unknown means, as he personally ravaged her world with the Sorcerer's Host that was his small warband formed from the Bloodsworn Tribes. Her name was eventually revealed to be Catherine Valdemaine, although he himself only called her rat and nothing more due to his believe in the birth and recycle of the avatars. He allowed her to study sith lore and she begun to create minor sithspawn like imitations that would function like the original species but have some more favorable qualities of them. Arimurkhan quickly grew tired of his pet and casted her aside into the warships' dungeons to rot for all eternity. Chained to the walls of the dungeons and abandoned by her father figure made her mind split into two halves, one personality was good and kind and the other was evil and destructive. He himself had studied the arcane sith lore as his warships ravaged the east, eventually studying enough to formulate the first blind horrors which lacked eyes but increased their other five senses to be just as effective.

They would be the first to form and they quickly rose to become his favorite servants, ever loyal to him and without an ounce of betrayal like could happen within his own sorcerer's host. For a former mawite tribe is always looking to replace its leader if they appear weak and unfit to lead. Blood would be spilled, and the actual manning of the battleships would be taken over by the blind horrors which had been given directions by the Champion Orange Horrors which had superior intelligence to lead the rest in this formulated hive-mind collective. They served arimkurhan well throughout his years in the service of the maw, although even the other mawites wouldn't travel upon ships that were infested upon them for many of them just straight up disappeared without a trace and it was well documented that the horrors did such. Eventually discovering the great vortex of the force and landing on weik with his small fleet of mawite warships that were granted to him to carry out his own personal destruction. Now they serve at the head of the more powerful mawite tribe formed from the Sorcerer's Host known as the Techno Magorum and will carry on serving them for as long as they are in existence.
 
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