User:Alockwood1/Sandbox

This is where I'm going to put rough information about Armies/Fighters I plan to send into combat.

World of Redwall
Set in that Medieval-like land known as Mossflower, and the surrounding areas, war and fighting always show up at unwelcomed times. The rightful inhabitants and their allies are often forced to take up arms against vermin hordes. While generally peacefully, every Woodlander worth their salt would gladly lay down their lives to protect their homes. As for the Vermin Hordes, they'll stop at nothing to loot and plunder the area, and set themselves up as Tyrant Leaders of enslaved beasts that only lived to serve them.

Mossflower Woodlanders and Allies
There are several groups of Woodlanders. Here are some of them.



Redwall Abbey
As an order dedicated to the art of healing, the inhabitants prefer to care for the sick and injured, and are opposed to being attackers, unless the safety of Redwall and its inhabitants are at risk. In such cases, they are no slouches when it comes to warfare- the abbey's high stone walls already make a good defense, and when the bells are rung, every able-bodied Redwall picks up something that would do for a weapon (mainly gardening tools and kitchen knives) and heads to the wall. Also, a Warrior, chosen by the spirit of Martin, the first Warrior, will pick up the legendary Sword, and lead the defenders, if need be. While lacking in professional fighters, they are not short on allies who are trained, and battle-tested warriors.

Leader: an Abbot or Abbess.

Warcry: an exaggerated Redwall!

Weapons and Armor
Armor: The inhabitants of Redwall often wear green habits. This comes with a hood that can be used to keep the sun out of ones eyes. While not much protection against weapons, they protect one from the elements, and can be somewhat augmented to allow the wearer to blend into the surrounding greenery.

Weapons: Since Redwall is a place of Peace, most Redwallers have to use Improvised Weapons, such as gardening tools, though it's fairly easy to make slings and slinging material. Also, the Leading Warrior, as selected by the spirit of Martin, the first Redwall Warrior, will use the Sword of Martin, of which few weapons can stand against, especially in the hands of a well-trained fighter.



Guosim Shrews
Walk along any stream long enough, and rest assured, you're going to encounter the Guerrilla Union of Shrews in Mossflower, or one of their affiliations. More often than not, you'll hear these shrews arguing or singing long before you see them rowing into view on their logboats. Following a strict code, these rough, spiky-haired, ill-mannered beasts can be your best friends, or your worst enemies.

Leader: called a Logalog

Warcry: repeatedly saying Logalog or Gousim (or other tribe name)

Weapons and Armor
Armor: Aside from the equivalents of leather jerkins, and a colored bandanna, shrews tend to wear little armor.

Weapons: Every shrew is armed with a rapier-like shortsword, bow-and-arrows, or slings, and their paddles will do if caught on the water.

Salmandastron/Long Patrol
Hailing from the extinct volcano-fortress of Salmandastron, the Hares of the Long Patrol, and the Badger Lords they follow, guard the Western Shores from many vermin raiders and corsairs. While well known for being gluttons when it comes to eating vittles, they are very professional when it comes to fighting vermin. Don't let their laid-back manner fool you, else they'll leave you saying "wot wot" when they're through with you.

Leader: Badger Lord/Lady or Commanding Officer when on Patrol.

Warcry: Eulalia!

Weapons and Armor
Armor: Every hare wears a red cloth tunic. Badger Lords/Ladies may wear chain/plate armor during battle.

Weapons: Swords and spears are carried by most every hare. Designated ones may be archers, while others may carry slings. Many even learn the Noble art of Boxing, and are just as good with their left as they are with their right when it comes to knocking some sense into vermin skulls. Badgers will use weapons that are so heavy, that it would take two normal creatures to wield them, and they are very deadly with their weapons, especially if they take to the Bloodwrath, a berserk state in which they feel no pain, and are driven on by the destruction of their enemies, no matter how many there are.

Other Woodlanders/Allies
Most other Woodlanders tend to live in Mossflower, either alone, in family homes (single family or multiple families), or as nomads. Some of these groups, like otters and squirrels, are trained in the use of weapons and fighting. In times of danger, they often head to Redwall, or Salmandastron, both to protect their young ones, and to bolster the number of defenders fighting against the approaching Vermin Horde.

Leader: Depends on tribe.

Warcry: Usually Mossflower/Redwall or the name of their tribe.

Moles
Known for their rough manner of speaking, moles tend to have a head of good sense. When it comes to making tunnels, what a mole doesn't know, generally ain't worth learning.

Leader: Foremole (Redwall contingent).

Armor: Normally none.

Weapons: Normally improvised, but some tribes use weapons such as flails and warhammers.

Otters
Much like with the Guosim, you'll find otters along the streams and rivers, with plenty more being found along the coasts of the oceans and seas. Well known for their liking of spicy soups and stews, especially when flavored with hotroot pepper, they don't take too kindly to vermin patrolling their waterways.

Leader: Skipper (usually the leader of an individual clan) or High Rhulain (Queen of Green Island)

Armor: Normally none, though some tribes use the equivalent of leather jerkins and wooden shields.

Weapons: Double pointed javelins (points on both ends), slings, bows and arrows, swords, axes, and knives.

Voles
While generally an argumentative group of beasts, prove yourself to them, and you'll have a friend for life; earn their enmity, and you'll have a sworn enemy. Often times, many groups of voles live together- meadow, bank, and water- in a series of underground homes. Many tribes of watervoles have boats, similar to the Guosim, and know the waterways quite well.

Leader: Usually a Chief

Armor: Normally none.

Weapons: Clubs, bows-and-arrow, blowpipes with poisoned darts, and paddles if caught on the water.

Shrews
Sometimes shrews form groups that are usually made up of family members, but aren't part of the Guosim. While not normally warlike, they will do whatever it takes to protect their family/home.

Armor: None.

Weapons: bow-and-arrows or improvised.

Hedgehogs
While many hedgehogs are known for making good tasting drinks, groups tend to be something of a disorganized bunch, often being rude and crude. However, they are quick to help friends in need.

Armor: When you're covered in spikes, you rarely need much more. Some hogs will curl themselves up, and become rolling balls of death.

Weapons: Clubs, axes, and other such weapons. Some even practice a form or wrestling.

Squirrel
Often found in treetop communities, many tend to be quick when it comes to talking.

Armor: A wooden shield at the most, normally.

Weapons: Typically armed with bows-and-arrows, there are tribes that are sword fighters. One tribe even took it's name from their habit of slinging pine-cones at their foes, mainly to show them just how deadly accurate they were, with most getting the message after a few hits.

Mice
Generally, one of the more common species, mice tend to be friendly and peace-loving. However, there are plenty of warrior mice.

Armor: Rarely any.

Weapons: Bows-and-arrows are very common, with slings being just as plentiful. Other weapons include swords, axes, spears, clubs, and gardening tools

Birds
While it might not be too surprising to see sparrows and robins aiding the Woodlanders from time to time, what is surprising is the number of predatory birds, like owls, hawks, and eagles, who help out. Sometimes birds help out because they nest in the general area, and don't want vermin to get at their eggs, other times it's because the Woodlanders helped them out when they were injured.

Armor: None

Weapons: Natural weapons (beak and talons)

Mixed Groups
More often than not, most communities and groups contain a mixture of species, sometimes by choice, and other times it's forced upon them.

Average Community
Since most Woodlanders get along, most live within the same community, or within an easy traveling distance.

Armor: Normally none.

Weapons: Unless the group is regularly attacked, weaponry is mainly improvised from gardening tools. Otherwise, the weaponry is the same as most other places, bow-and-arrows, slings, spears, clubs, and axes.

Entertainment Troupe
Consisting of actors, jugglers, singers, and other similar entertainment, they fight only if they have to, usually bluffing their way out of a scrap, but they are no slouches when they do have to fight, as the leader of the troupe is often a hare or a badger.

Armor: None:

Weapons: Generally improvised.

Slaves
Often captured by vermin raiders, slaves side with those who free them. Afterwards, they can return to their homes or settle in the Mossflower area.

Armor: None.

Weapons: Broken chain-shackles, weapons taken from dead foes

Victory Conditions
1. Enemy Army is Destroyed

2. Enemy Army Retreats (usually after enemy leader is killed)

3. Enemy Army Surrenders (usually after enemy leader is killed)

The Woodlanders tend to practice a Kindness in Victory policy. If an enemy retreats, the Woodlanders tend to let them go. If an enemy is taken captive, they are cared for until they are well enough for travel, given food for three days, and told to leave the territory under threat of death. Such defeated foes rarely attack again, warning other vermin about what happened to them, and thus enhancing the tale of Redwall's Invulnerability.

Conditions for Defeat
1. Complete capture/enslavement/destruction of all Woodlanders.

Except for certain areas, this has yet to be met, with conquered areas often revolting/allying with outside help from Redwall/Long Partol/Guosim, and taking back what was rightfully theirs.

Conditions for Tie
1. Enemy may control a Stronghold, like Kitor or Salamandastron, often times before the existence of Redwall, but bands of Resistance Fighters (Woodlanders) make it difficult for them to exert any real influence in the area.

This has only happened a few times, usually in the long distant past. However, while Vermin Armies/Hordes might have taken over the area, resistance to their rule eventually brought them down.

Species
Mossflower Woodlanders tend to consist of Mice, Moles, Voles, Shrews, Squirrels, Hedgehogs, Otters, Hares, and Badgers, though other creatures have helped them out, including some birds, seals, rabbits, bats, and a few cats.

Mossflower Vermin
Since before Redwall was built, Vermin Hordes have tried to conquer Mossflower and the surrounding area. While initially successful, most groups often meet their match against those defending Redwall or Salmandastron.

Common Traits of Horde Leaders
1. Cold-Hearted Killers- Often times they Kill to get to the top, and Kill to stay the Leader.

2. Slightly Paranoid- Often times, Leaders will have dreams of their worst fears, or of an impending demise. Also, if they think that someone is planning to kill them, they'll kill that person.

3. Ambitious- They want to take over the area, and rule from a stronghold.

4. Superstitious- Many consult a Seer before going into battle.

5. Gain Numbers through Conquest-  To increase the number of followers, Horde Leaders will often take on other Horde Leaders, taking over the loser's followers.

Common Traits of Horde Followers
1. Fear of the Leader- Followers are occasionally killed by the leader as a warning to others who think of mutiny or desertion, or other disobedience.

2. Follow the Strong- Horde members follow those who are strong- if a leader is killed, they follow the one who defeated them.

3. Reluctant to take on those who are set on making a Last Stand fight, as they don't want to be dead while others enjoy the loot.

Corsairs, Searats, and other Pirates
Often possessing a ship, or more, these vermin often raid coastal settlements, burning homes, killing those who resist, and enslaving the survivors. Depending on the size of the vessel, up to 100 fighters may crew the ship, though there might be more, or less.

Juska
These dry-land pirates are nomadic, and often at war with each other. Merging only due to Attack or Conquest, each clan is named after their leader, like the Juskabor, which was named after its leader, Ruggan Bor. All Juska seek out the Taggerung, who was said to be a mighty warrior, and if one could kill a Taggerung, they'd become a Taggerung themselves. The Juska tattoo their faces to symbolize their allegiance to a clan, tattooing over them if they become part of a new clan.

Rapscallions
These vermin either sailed the seas or traveled on the land, depending on the way a special sword fell. At over a thousand strong, they were the largest horde (in known numbers) to attempt to attack Redwall.

Other Vermin Hordes
Most hordes didn't have a special name, but all have the desire to take over Redwall, Salmandastron, and the area surrounding Mossflower.

Weapons and Armor
Armor: Usually none, but some wear a uniform of sorts.

Weapons: A wide variety, from swords, axes, clubs, spears, bows, slings, javelins, and a number of other weapons, though some Sea vermin used whips, and almost all had a knife of some sort.

Species
Rats, Weasels, Stoats, Ferrets, Foxes, and even Ermines, Martens, Wildcats, and one Wolverine.

Conditions for Victory
1. Enemy is destroyed.

2. Enemy is enslaved.

3. Horde Leader is Alive.

Many Hordes have been victorious for a time, but rarely last in the wrong run.

Conditions for Tie
1. Vermin control a stronghold, while enemy control the countryside.

Conditions for Defeat
1. Horde Leader is Killed.

2. Horde is destroyed.

3. Horde is forced to retreat.

4. Horde is captured.

Other Mossflower Villains
Of course, it isn't just vermin one must watch out for.

Carrion Birds
While rarely bothering Redwall or Salmandastron directly, these birds constantly threaten travelers, making certain areas unsafe.

Species: Ravens, Crows, Magpies, Choughs, and other similar birds.

Armor: None, though their feathers can act as natural armor.

Weapons: Beaks and Claws.

Reptiles/Amphibians
Much like Carrion birds, reptiles/amphibians rarely bother Redwall or Salmandastron directly, but they can endanger travelers.

Species: Frogs, Toads, Lizards, Smooth/Grass Snakes, Adders.

Weapons: Frogs and Toads mainly use tridents, though some use bow-and-arrows. Smooth/Grass Snakes tend to use their coils, and adders use their Poisonous Teeth.

Conditions for Victory
1. Enemy is destroyed.

2. Enemy is Captured.

3. Enemy leaves the Territory.

Conditions for Defeat
1. Tribe is destroyed.

2. Leader is killed.

3. Important Captives Escaped/Rescued.

Sword of Martin
Originally made with a normal steel blade, a red pommel stone, and strapped with leather, the sword was made for Martin the Warrior's namesake, his grandfather (or great-grandfather). The sword was then passed from Father-to-Son, until it ended up in Martin's hands. When Martin was traveling the Mossflower region, he was captured by a patrol from Kitor, a local vermin stronghold, and his sword taken from him. When Tsarmina, the daughter of the Wildcat Warlord, didn't get her wish of having the mouse executed, and was instead imprisoned, she snapped the blade of the sword, and had him wear the broken handle around his neck.

Some time later, Martin was set free by members of the Mossflower Resistance, and ended up at their headquarters. He was then asked to quest for Boar the Fighter, the Badger Lord who was the rightful ruler of the region. Along with a few new friends, Martin headed for Salmandastron, where Boar was believed to be staying at. After a series of events, Martin and Co. ended up at the ancient mountain, where they found Boar still living. Boar took a look at Martin's broken sword, and told the mouse that he could repair it.

Using a large piece of a fallen star, more coal than he'd ever used before, and secret techniques known only to Badger Lords/Ladies, Boar was able to remake the sword. During the process, Boar recited the names of every warrior he knew of, saving his own, and Martin's, for last. Remade with "three-quarter" blood channels, Martin wielded this restored sword when he came back to Mossflower, and used it in combat against Tsarmina, who was now the ruler of Kitor.

Ever since then, the sword has been kept at Redwall, and wielded by certain Warriors, who were picked by the spirit of Martin to carry it. However, being a sword with no magic powers, it has been stolen, and misused on a few occasions, but was always gotten back by a Redwaller, especially at the urging of Martin's spirit.

Due to the way it was constructed, and the materials it's made of, the sword has lasted hundreds, if not thousands, of seasons without any damage, either in battle, or from the effects of time. In fact, for many seasons, it had been hidden on a weathervane, until taken by a tribe of sparrows, without any harm coming to it. Since the events of Redwall, after the war against Cluny the Scourge, the sword has been hanging by the tapestry of its most famous wielder, Martin the Warrior.

However, there are many vermin out there who have heard about the sword, and believe it to hold special powers, such as invulnerability in battle, and thus many vermin leaders have desired to have it. The problem for them is, Redwall is always up to the challenge, and the Spirit of Martin always picks a winning Champion.

Zena- My OC
She is my wolfess-thief turned Police Officer.



Basic Stats
Species: Humanoid Grey Wolf/Fox hybrid.

Gender: Female

Size: 30 feet in height- porpotions are of a trypical body, if a human was 30 foot tall, with certain wolf features, such as her jaws, being more on a scale set of a wolf, if a wolf was 30 feet in length.

Powers: Due to a certain potion, Zena is immortal. Her rate of healing is about 20 times faster than that of a human. She is largely resistant, or immune, to most poisons, especially those of a natural nature, due to injecting herself with venom on a regular basis. Because of this, her blood is highly toxic, and could kill those who get it injected into their bloodstream- conversely, her blood is also the bases for many anti-venom's, especially for those based upon snake venom. She can also enter a berserk rage if something bad happens to one she cares for.

Age: Around 500 years old.

Sexuality: Bisexual, but has a preference for other women.

Weaknesses: Can be stabbed, beaten, shot, and other such things. Bones can be broken, knocked out by a heavy blow to the head, or bleed to the point she looses consciousness.

Animalus Background
To understand Zena, you must understand her homeworld of Animalus.

Sometime after Earth started colonizing planets past its Solar System, it encountered the warrior lizard-like race known as the Herogs, and eventually went through a series of On-and-Off wars with them. During this time, many of Earth's animals went extinct. At some point, at around 6000AD, a large transport ship had an encounter with a large Herog attack force, one led by a warrior who wanted the captain of the transport ship dead- due to the reason that the captain had killed the Herog's brother some years previously. Thanks to some quick thinking on his part, the transport captain managed to kill the Herog leader, and cause the destruction of the attck force. However, most of those on board, approximately 100,000 men, women, and children, were badly injured, and the ship had been badly damaged during the battle. Thankfully for those on board, the scientists who were on board, for a reason that was Top Secret for the majority of the others, had made a device that could use animal D.N.A. to repair one's body.

Now, one thing that must be noted is the composition of this vessel-

33,000 Colonists and Family members- they were to boost the population levels of one of Earth's colonies, so that it could be Self-Sufficient.

10,000 Soldiers were going to help garrison a planet that was between the Earth and Herog zones.

50,000 were going to a Penal Colony- 40,000 were Prisoners, and their families, and the other 10,000 were Prison guards and their families- it had been found that allowing Convicts to bring their families reduced trouble, and motivated them to work for their freedom after a period of years.

The other 7,000 were a mixture of Ship's Crew and Scientists- the scientists were working on cloning Earth's now Extinct animals, and their mission was to release these animals on an Earth-like planet Codenamed Paradise.

Once those on board had gone through the process of healing, most found themselves looking like humanoid animals. Even if the ship had been working properly, there was no way they'd be accepted among any Earth colony. As a result, there was only one choice, the planet Paradise, which was later renamed Animalus.

After settling, the planet soon had an economy set around a business known as Tasting Houses. In these places, those who were fussed with a predatory animal could enjoy the taste of humans in a safe manner, by essentially covering certain workers in a flavoring solution, and licking them clean.

Of course, when it comes to death- burial is illegal- as a plant that releases a deadly gas will grow on the remains. Since the cremation of everyone was not practical, the practice of cooking the dead and serving the deceased to close family and friends, under the watch of special trained priests, came into being.

As for Religion- The dead meet up with a being known as the Judgement Beast- a two-headed creature with the head of lion and the head of a ram. If the person lived a good life, they'd be sent to Paradise. If they lived a wicked life, they'd be sent to Digestion, the creature's stomach, until the evil in their souls had been digested.

Zena Bio
She is what is called a hybrid, or an anthro to most people, though I call them hybrids in my story. She resembles a humanoid Grey Wolf. Currently, she is over thirty feet tall, though she tends to walk on all fours for the most part, as she doesn't want to scare people more than is necessary. When she was younger, and smaller, and mortal, she was an expert thief, who could steal the clothing off of a security guard, and they wouldn't know until they saw their reflection or someone pointed out to them that they were naked. The police of the cities would curse her after her thefts.

However, there was another side of her, that of a vigilante/killer. Out in the Wilds, the unsettled areas of Animalus, which is an Earth-like planet, she was feared by outlaws, as she'd kill them, without any remorse, and blessed by the nomads, as she kept the roads safe, either because she killed the outlaws, or the Wild Beasts, a military-like law enforcement group that patrolled the Wilds to preserve law and order there, who were after her, would catch any outlaws she missed. She may have robbed your museum, but those who traded the cloth that you used for your security guards outfits would be safe.

Her history was shrouded in mystery, and there are some things that Zena herself doesn't know, like her real name. However, here is what is known. Her grandmother, a large wolf named Zena, was the Commissioner of the Wild Beasts. She had a daughter who married a grey fox and had three daughters with him, including the one later known as Zena. The two eldest, as well as the parents, were killed in an avalanche, the youngest only surviving because of her parents' sacrifice when they tossed her in a wrong way cave and sealed the entrance with their bodies, just before that avalanche hit, killing the two of them instantly. The girl only survived by eating the bodies of her parents, but when she finally got out, she was feral, meaning that her animal side had taken over, and she was surviving on instincts. However, when she ran into a nomad caravan, she encountered two of them who looked like her parents, and the group, after hearing her story, decided to let the crazy wolf girl, who was just eight years old, stay with them, as she'd proven herself to be one heck of a fighter, and after a while, her mind started to heal.

Unfortunately, outlaws attacked and killed most of the adults, but when they tried to take the children, they encountered the crazy wolf girl, who killed several of them with ease, and it took most of the group to subdue her. Then, just before they were about to slit her throat, the leader, a highly venomous snake, told them to keep her alive, saying that someone like her would be useful. Then, for twelve years, she went though Hell, wishing every day she'd wake up dead, and with her family in the afterlife. She was raped and beaten daily, but the worse was when she was forced to eat adult male captives alive, as the leader would inject her with his, or another snake's venom, and the only way she'd get the antidote would be if she did the deed.

Then one day, when she was twenty years old, the group attacked a group of nomads, and the leader killed a young boy after the killed attacked him when he killed the kid's parents. When the man ordered the wolf woman to eat the boy's body, she said one word, "No." The leader, thinking that this was her usual rebellious nature, tried to bite her, but this time, the wolf grabbed the fangs, broke them off, and stabbed him in the eye with one of them. What happened next was a scene to come many times in the future, she became a whirlwind of death and destruction, and killed every last outlaw. Then, she killed the leader, by tearing him open, and eating his heart and lungs. Then, she collapsed, waiting for death to come, as she was severely wounded. But death never came, and she healed up. When she recovered, she led the former slaves to a nearby settlement and left.

Sometime later, she broke into a museum, looking for food. However, she saw many useless objects, i.e. diamonds, rubies, emeralds, ECT. Then, she saw the golden head of a wolf, and, feeling a connection to it, went to take a look at it. However, she was attacked by a guard, whom she fought and would have killed if she hadn't seen something, a painting of a wolf fighting a horde of outlaws, in a scene that reminded her of that one battle she fought. After questioning the guard, she found out who the person was, and that the statue of the wolf head was for her too. Needless to say, the wolf started to laugh, and started to call herself Zena. After that, she stole everything, and acquired a nickname, "Swallowing Zena" as she swallowed everything that she could, including things the size of her head, thanks to a trick jaw, not to mention a few other things. Funny thing is, she'd of looked good in a two piece swimsuit even after this.

Then, after she left the city, she encountered a group of outlaws during the aftermath of one of their attacks on a group of nomads. At this, Zena, as she called herself now, charged in and slaughtered the whole group, all the while shouting "Zena! Zena! Zena!" When she was done, the blood-covered wolf gave the surviving nomads, mostly women and children, the bulk of her loot, with the exception of the Golden Head of Zena. After that, she became a legend, a childish jokester who frustrated even the best of law enforcement officers to no end, and an avenging murderess who protected the nomads who roamed the Wilds between the cities. She was a blessing and a curse.

However, like all adult hybrids, Zena had to deal with the monthly mating urge, in which hybrids would seek out a mating partner. Her partners would include an outlaw that she'd spare for that purpose, though she'd kill and eat him afterwards, some traveler she'd kidnap and rob when she was done with him, though she never killed any of those partners, as well as hired mating partners at mating houses, which were for adults with no mates of their own, and she'd break the noses of them afterwards. Also, she'd also blindfold her partners, and she made sure that they knew who was in charge.

One day though, when she had a bad sore throat, a proprietor at one such place thought that she was a man and sent her a woman to take care of her needs. Needless to say, the pair were surprised to find out about the truth, but, the woman took this in stride and helped her out. After that though, when the mating urge hit Zena, she'd take a willing female partner, as she liked it better with females as opposed to males, no bad memories.

After five years of living like this, she found someone who changed her life around, a young red fox named Zoey. The young woman and her friends took care of the legendary thief/murderess, and showed her another way of life. Zena then turned herself in, served her time, and was released. Sometime later she acquired a potion of immortality and drank it. After that, she became a member of the Wild Beasts, eventually leading it. However, her past still affects her, even at her current age of 480+ years.



Wild Beasts
The Wild Beasts are a Quasi-Military Police force that has its roots based upon a fight between members of the Police Force and the Military. According to legend, a captain on the police force and a captain in the military had a brawl over a girl, and their men joined in on the fight, causing massive damage to the block, until the fighters from both groups were detained by a mixture of police, soldiers, and citizens bent on stopping the fight. Upon surveying the damage, one person remarked that the two groups had acted as wild beasts- a name which stuck. The combatants were to be stripped of their uniforms, and their respective ranks, if it hadn't been the intervention of Fate. At that time, a dangerous group of Outlaws were causing trouble- disrupting trade, killing or enslaving the nomads, even attacking some small settlements that were near this particular city. Thus, the Chief of Police and the General of the City's Military forces gave the dishonored one chance at redemption; work together to put an end to these criminals, and they'd get their jobs back.

In the end, the joint group was able to defeat the criminals, but at a high price- a large number of the men and women were killed during the final battle with these outlaws, including one of the captains that had started the original fight in the first place. In memory of these fallen, the Wild Beasts was made an official group. Comprised of soldiers and police officers looking for a challenge, these brave men and women are tasked with the job of patrolling the Wilds, rescuing those who are lost, searching for and apprehending fugitives from the Law, and engaging in battle with Outlaws.

To become a member of the Wild Beasts, a candidate must have at least 5 years serving as part of the Police force or military, though exceptions can be made, such as if the person had been a bounty hunter, and had been very successful, and had proven themselves to be acceptable. Also, they must not have committed any serious crimes, such as theft or assault, for at least two years before attempting to join the force. While it's preferred that members be Native Animalus Citizens, ever since Animalus has been in contact with the rest of the Universe at large after the Spidarian Wars, an Officer Exchange Program has been in place, in order to foster understanding between the various planets, and thus allows the Planetary Police and Military from other planets to serve while a Wild Beast officer serves in the Exchangee's Military/Police force on their planet.

When it comes to combat training, Officers are expected to be proficient in hand-to-hand fighting, learning a type of Mixed Martial Arts, with officers learning a wide variety of fighting techniques. Hybrids also learn techniques that utilize any natural weapons they might have; teeth, claws, horns, and so forth. Officers also have to know how to use a number of weapons, from knives, to clubs, to swords, to spears, to firearms, of all sorts, from basic handguns that fire lead bullets, all the way up to laser rifles.

When it comes to Jurisdiction, the authority of Wild Beast officers supersedes those of regular Police and Military of equivalent rank. The reason for this is due to the officer's greater experience, comparatively speaking. Another reason is because an officer's territory is the entire area he patrols, including the city they claim residency in. Thus, Zena commands not only the Wild Beasts, but the Police and Military forces of all Animalus, especially if something were to threaten the entire planet. Of course, unlike Police and Military, there's no such thing as an Off-Duty Wild Beast officer, unless injured, sick, or pregnant. Even when on vacation, they are on Duty. Even when Off-World, they are required to assist any citizen of Animalus, should a crime be committed to one, though they are expected to comply/work with members of the local Police/Military forces, unless said Police/Military are the culprits committing the crime, in which case, it's their job to get the person to the Embassy, in order to get assistance.

Dragon Knight and Companions
This is about a certain time-lost teaching assistant and his Medieval friends.



Basics
James Eckert was once a teaching assistant at a Minnesota college called Riveroak. However, due in part to a malfunction with a teleportation device, he and his girlfriend, Angela, ended up in a parallel world that resembled Early 14th Century Earth, specifically the Medieval Ages, with his soul ending up in the body of a dragon named Gorbash. Soon after this, Angela is abducted by an evil force known as the Dark Powers, and James was forced to get help in the form of Sir Brian Neville-Smythe, a remarkable, if impoverished, knight, Dafydd Ap Hywel, an extraordinary Welsh bowmen, Aargh, a large proud English wolf, descended of Dire wolves, Silvanus Carolinus, a powerful and high-ranking magician, and several others. After defeating the Dark Powers, and their minions, Angela was released, and James, after deciding between whether or not to return to his Original Home World, or to stay in this Medieval one, decided to stay with his new friends, and got his rightful body back, and Gorbash had his body to his own self once again. However, the Dark Powers are not content with this, and attack James and his friends at every chance they can.

Baron Sir James Eckert de Bois de Malencontri et Riveroak
Also known as "the Dragon Knight" or sometimes "Sir Dragon"

While originally a teaching assistant, James soon found himself in the body of a dragon. After defeating the Dark Powers, the first time, he got his body back. However, he realized that he couldn't fight on the level of his new friends, and told Brian that he really didn't know the first thing about weapons, and lacked muscles, to which Brian said, "It will be a pleasure for me to teach you the noble use of arms... and as for muscles, it would be strange for a man of your size and thews could not make a good man of deeds"- it was at that moment that James had realized that, while of average height back Home, he was practically head and shoulders above the average person in his new home.

Some time after this, about 10 months, James found himself switching between a dragon body, and his human body, so he went to see Carolinus. Since James had a Magic Account, if by involuntary means, and was alive, the magic would use him, unless he used it. As a result, James became Carolinus's apprentice, and began to learn magic as a result- though this was mostly a self-taught process. However, his knowledge and understanding of things known to even the average 20th century inhabitant, gives him an advantage over even more powerful Contemporary Magicians, and other similar persons, as he can use his imagination to a greater degree.

Finally, James has his dragon body- which is modeled after the dragon he had originally inhabited upon his arrival- Gorbash, who was quite large, even for those of his community, the Clifsides, all of which were larger than the other local group of dragons, the Mere-dragons. His dragon body is capable of flying for quite some time before getting tired, and is strong enough to carry several thick tree branches, and break them up into more manageable sized pieces (for a fireplace). However, as for carrying a human, that's somewhat difficult, if flying for more then a quarter of a mile.

Of course, given that he is a Knight, and a Lord, thanks in part to a lie he told Brian, and later his acquisition of Castle Malencontri, he does have access to some money, if not a lot, as well as a supply of Men-at-Arms, castle servants, tenet farmers, peasants, and other such folk, who swear loyalty to him, and many of which would gladly fight, and if need be, die for him.

Fighting Style
Due to his own upbringing, as well as certain rules that All Magicians must follow, James is rarely the Aggressor in a fight. Even when attacked, he is initially more concerned with protecting himself, and his companions, then harming his adversaries. However, once his anger is risen, and goes on the offensive, he'll use his larger size, and speed, to his advantage. However, if he's somewhat outclassed, or outnumbered, he'll use magic, typically tricking his foes into not seeing him by the use of "hypnotism", or using a ward that blocks blows. If by chance he runs out of magic, or is on "blessed" ground, or gets blessed himself, he can turn into his dragon body. Once off of "blessed" ground, he can use his magic to teleport himself, and friends, if need be.

Far Range: Will use a form of "hypnotism" in order to fool foes into not seeing him. However, this only works if he, and those with him, remain quiet, as it's possible that if the enemy senses something amiss, the spell might not work.

Medium Range: While not a Jousting Champion, the size of James' "warhorse", Gorp, and his personal training from Brian, along with a few little magical tricks, has allowed James to emerge relatively unharmed in what few "spear-runnings" he's had to do. However, he'd rather not do it if he can avoid it.

Close Range: Thanks to his training with Brian, James is competent when it comes to swordwork- slightly above average. However, James is quick on his feet, due in part to having played tennis back in his original Home World, and this trait has helped him in evading blows. In addition, he can jump and kick out with both feet, catching more than a few foes of guard.

Magic: The magic that James uses is Defensive in nature, and he's unable to use it to harm foes, or put them in danger. However, as mentioned above, he can fool his foes by making them not see him. He can also put a "Hold" spell on them, preventing his foes from moving voluntary muscles, providing that doing so won't put them in Harm's way. He can also set up a protective shield, which will keep those within it safe from harm. He can also heal wounds, even preforming the equivalent of a blood transfusion on two occasions. Also, he can teleport from one place to another, providing that he knows the destination in mind, and has seen it.

Dragon: While not strong enough to carry a full-grown human very far, his wings are powerful enough to send people into a wall, knocking them out. Despite lacking the fire-breathing abilities that are so often found in most dragon stories, his teeth and claws, and tail, are enough to do some serious damage. Also, his dragon body can regain its strength after a minute or two of rest. However, even as a dragon, he's still vulnerable to injury, as evidence by the time he got a spear in his chest, due to the rogue knight Hugh de Bois charging at him with a horse and lance.

Lady Angela 'Angie' Eckert
Initially the betrothed, and later wife of James, she tends to stay at castle Malencontri, taking care of Robert, the child the pair adopted, as well as leading the defense of the place when James is away.

Squire Theoluf
Former Chief Man-at-Arms of Melencontri, he was made James's Squire, as James lacked the time to find a suitable young man of nobility to fulfill this role before he was called to battle certain French forces.

Robert Falon
James and Angela's ward. His parents, and guards, had been murdered during a trip to an Earl's Christmas celebration, when James and the others found them. Since then, James, and especially, Angela, have treated him like their own.

Sir Brian Neville-Smythe
James' first Companion, and friend, Brian is one of the most gifted swordsman and jouster currently living. When he and James first met, Brian was hunting mere-dragons, and almost attacked James, who was in a dragon body, but for James's decision to climb up a tree and convince the good knight that he was also a knight, and a baron, one who'd been place under a spell, with his soul trapped in the body of a dragon.

Being somewhat impoverished, he makes his money mainly by fighting in Tournaments, ransoming the armor and horses of vanquished foes. Due to his victories, he has something of a name with the Lance. He also has a reputation with the sword, once having been declared "the best in all of England".

Fighting Style
Due to being trained since the age of 7, Brian is well experienced in the use of weapons. He is often eager for battle, occasionally getting "drunk" on bloodlust. However, he tends to respect the wishes of James, even breaking off from fighting if told to do so.

Far Range: If out hunting, Brian will use a bow- though he tends to use one a little too strong for him, as he's trying to compete with others who use more powerful bows. In combat though, Brian will not use the bow.

Medium Range: As an experienced Jouster, Brian is highly proficient when it comes to using a lance.

Close Range: Brian is very efficient with a sword, though he'll use other weapons in a pinch, most of which he's highly proficient with.

Lady Geronde Isabel de Chaney
Betrothed, then later wife to Brian, the Lady de Chaney had been waiting for several years for her father to return home, so that she and Brian could marry. During this time, she was attacked by Sir Hugh, and scarred on her face. This scar later vanished, due in part to magic, when she married Brian.

Dafydd Ap Hywel
A Welsh bowmen with a chip on his shoulder towards Englishmen, especially those who profess to be bowmen. While not a man of great dispute, he is not one to hesitate to help his friends, even putting aside his dislike of English to help them out. Descended of an all-but-extinct royal lineage, he prefers to live life as a common archer.

Fighting Style
Known for his abilities with the bow, Dafydd also makes his own arrows, and even made the bow he uses. While he doesn't actively seek out fights, those who set them selves as his enemies, or try to harm his friends, tend to find an arrow in their chests.

Long Range: With his personal longbow, Dafydd can pick off enemies at up to half an English mile away. Since he also makes his own arrows, he's able to use customized ammunition, including armor-piercing ones that can go through plate armor, and give the wearer a fatal wound, even at a "supposedly" safe distance.

Medium Range: Since he doesn't live as a knight, he doesn't carry a spear like one. However, his arrows haven't failed him much.

Close Range: Dafydd is a fair hand with a sword, and almost always carries a knife.

Danielle o' the Wold
Dafydd's wife and mother of his children. She is also an experienced archer in her own right, having been taught by her Outlaw father, Giles o' the Wold, and his band of outlaw archers.

Giles o' the Wold
Allegedly, was once a nobleman, who was declared an Outlaw. He leads a band of free men, all of which tend to be fair hands at the use of a bow and/or a sword. He is Dafydd's father-in-law, due to Dafydd's marriage to his daughter.

Aargh, or Aragh (depending on book)
A proud English wolf, who has protected his territory from all comers. Capable of speech, he often uses abrasive language, and is often pragmatic. Due to being of Dire wolves, he's of an exceptional size. In spite of this, he can be very stealthy, even catching his friends off guard when he shows up.

Fighting Style
When it comes to fighting, Aargh is not too picky about his targets, mainly crippling his foes by biting their arms and legs, breaking their bones with his jaws.

Close Range: Despite relying on only his teeth, claws, and agility, Aargh has proven himself worth any five humans armed with swords or spears.

Silvanus Carolinus
One of the foremost Magicians, Carolinus can be somewhat difficult to deal with, but he does have a certain fondness for James, even bending, or breaking, rules to help him out, such as letting James use his personal magic account when James was all but out of his own.

Fighting Style
While rarely in the thick of fighting, Carolinus can place a Hold, or even Mute, spell on foes, and can teleport people around. Most tend to comply with his wishes, especially after being threatened that they'd be turned into a beetle if they chose not to.

Magic: Like all Magicians, Carolinus can only use his magic for defensive purposes. However, he can put up shields, prevent others from "seeing" or "hearing" him, teleport, and even heal wounds.

Other Allies
Depending on the situation, James and Co have a number of allies that help out.

Secoh
A mere-dragon. While initially cowardly, after assisting James in his first fight against the Dark Powers, Secoh has grown in confidence, and is James' steadfast ally in the dragon community.

Sir Giles de Mer
A knight from the land between England and Scotland, Giles has the ability to turn into a seal upon entering sea water. While not as skilled at fighting as Brian, he's much better suited compared to James.

Hob
The castle Hobgoblin, he is a peace-loving creature, but, like all hobgoblins, he has something of a blood feud with deep-earth goblins, who had expelled them from the Demon Kingdom, for their refusal to take part in causing trouble. Generally shy around others, he has begun to open himself, with most people accepting of him, especially since he's a friend of James. One of his abilities is flying on smoke, occasionally taking unhappy children for rides, in an attempt to cheer them up, as making other people happy is what make hobgoblins happy. Implied to be immortal, as he's over 800 years old.

Rrrnlf
A 30 foot tall "Sea Devil", he's a helpful, if simple-minded, sort. If a body of water is connected to the ocean, in one way or another, he can show up in it.

Others
From mortal humans, to long-lived Elementals, to dragons, and even the Knights of the Round Table, as well as Edward the Black Prince of England, James has had numerous other allies, mainly because he was in the area to rid them of the Dark Powers evil influence. These allies have brought their knowledge of the area, and their own weapons, in their fight alongside James and his Companions.

Perfection Nevada Citizens
"Welcome To Perfection, Nevada! (Pop. 14)"

- Perfection Welcome sign

Established before 1890, Rejection, later to become Perfection, was a Mining community that centered around a certain silver mine owned by the Gummer family. One day, however, several minors were killed by a strange accident, by some sort of underground creature according to the soul survivor, Juan Pedilla. After this, Hiram Gummer came to find out what the issue was. After he and Juan barely survive an encounter with the creatures, which looked like some sort of demonic trout, Hiram hired a gunfighter by the name of Black Hand Kelly to face the Dirt Dragons, as the creatures had been named by the inhabitants. However, by the time they set out, which was several months after the initial attacks, the creatures had grown, and become the creatures that would later be named Graboids. During the encounter, Kelly was eaten, and Juan and Hiram were saved only thanks to the timely arrival of Christine Lord, the owner of the local hotel, and her horse-drawn wagon

Initially, Hiram left the town, as he felt that since the mine was "lost", there was no sense in staying. However, he had a change of heart, sold his lucky gold watch, and came back with, effectively, an arsenal of firearms that would have made the Late Kelly impressed, including a 2-inch bore punt gun. Using some tin cans as a detection instrument, and a dinner triangle to lure the creatures in, the inhabitants mounted their Defense. However, the creatures were fairly smart, because, as Hiram's great-grandson would later say, "Theses creatures are smart, and the  harder you come at them, the smarter they get." Because of this, they only managed to kill one with the punt gun before it was grabbed an buried. However, luck was with the town- the others were killed using a saw blade that was stuck in a flagpole hole, and a harness attached to a steam tractor, which the surviving creature crashed into. The survivors then agreed to never tell anyone about the creatures, otherwise no one would ever settle in the valley.

A hundred years later, in 1990, the giant earthworm-like creatures, eventually named Graboids, due to their three hand-like tongues, showed up again, and the inhabitants once again took up arms. This time, they took the time to learn about their foes: They hunted by sound- most any noise would do. This helped in the development of a simple technique to hunt and kill the creatures, by placing a wired explosive on a R.C. car/truck/tank, drive the thing around for a bit, let the graboid swallow the toy/explosive, and press the detonator. They also learned that the creatures learned quickly- if the creature survived an attack, or "witnessed" another being killed, it would not get caught in a similar situation. The creatures could even plan ambushes, such as digging a trap that caused a Caterpillar tractor to get somewhat buried. However, they did have some weaknesses- extremely loud sounds harmed them, forcing them into retreat, and high powered guns, like those used for hunting elephants, can kill them, especially with sustained firepower. The inhabitants, after some initial losses, were able to kill the creatures. After this, Perfection Valley became a "Must See" in tourist guides, with some taking advantage of it, doing tours, and selling souvenirs.

Then, in 1996, the owner of a large Mexican oil company asked for help from some of the residents, as they were suffering from an incursion of their own. Earl Basset, and later Burt Gummer, came down, especially since the company was offering them a bounty of $50,000 per kill, with Burt coming down when Earl told him that he had a Graboid situation- though Burt was somewhat bored sitting around the house anyways, with a large supply (2.5 tons) of Government issue High Explosives. While initially successful with killing the creatures, the graboids changed into mutant ostrich-like creatures- at least three per worm- which became called Shriekers. Once again, they had to learn about their foe: The creatures were attracted to heat- body, electronic, it didn't matter, and they'd try to eat it. The creatures were also deaf, but they'd make a loud noise, from which they got their name, which gave off a lot of heat, allowing them to communicate. Also, given enough food, these creatures would reproduce in an asexual manner, at an exponential rate, 1 becoming 2, which became 4, which became 8, and so forth, with the young growing very quickly. However, the creatures were weaker than graboids, in that you didn't need an elephant gun to kill them, though a belt-feed machine gun, preferably a full-auto .50, is Burt's preferred method. The team managed to kill the creatures by luring them into a building, which had Burt's truck, set a timer on one of the explosives, running as fast as the could to a ditch, which they got in, and let the 2.5 tons of explosives take care of the job.

Then, in 2001, the creatures showed up again, this time in Argentina, and then back in Perfection. After Burt had, single-handed, dealt with the Argentina incursion, of around 300 shriekers, he came back home to find out that a few more graboids had showed up, with a certain white one, later named El Blanco, constantly showing up around his home, which was built like a bunker, with two foot thick reinforced concrete walls in his basement. However, when trying to go after the Graboids, to keep them from turning into their next stage, Government Agents from the Department of the Interior showed up, and yanked his "hunting license", as the creatures had been declared Protected. However, a deal was made- Burt would help them capture one of the creatures, so that they could study it, and they'd allow him to kill any others. After being forced to kill one of the graboids, in order to save Burt, another went after the Feds, and turned into Shriekers, which ate them. However, the white graboid, which was after Burt for some reason, hadn't changed. Because of this, it was theorized that E.B. was sterile, or some such thing. Eventually, Burt and Co. found the Shriekers, only to find out that they had changed, yet again. This time, the creatures could fly, or, more accurately, glide, thanks to their ability to expel certain chemicals through its "ass" which ignite, giving them the ability to soar through the air. This ability gave them the name of Ass Blasters. Thankfully, these creature have certain weaknesses that can be exploited: feed them a sufficient amount of food, and they'd end up in a coma- a fact that Burt, ironically, found out after blowing up 10 years worth of MREs, along with the rest of his home. Also, if struck with something hot, like a flaming arrow, the chemicals would mix inside the creature, causing it to blow up, which was how Burt and Co. managed to take out the remaining Ass Blasters, though the one got ate by El Blanco, especially once Burt figured out that the creature had been following him due to his watch.

After this, the town took something of a vote about whether or not to kill E.B., as there was a certain land developer, Melvin Plugg, who wanted to turn the valley into a series of ranchettes. After the vote, Melvin tracked Burt to a rock, only to find him playing with a remote control truck that had several watches on it. Burt told Melvin to get on the rock with him, as it was much safer. E.B. then made his appearance, causing Melvin to get on the rock. Once up there, Burt explained the situation; since E.B. was an Endangered creature, it was illegal for any unauthorized development to be done.

Ever since then, or at least as of 2003, the inhabitants have lived on, more-or-less peaceful terms with E.B., who has effectively become the town's mascot. However, plenty of graboids, and their ilk, have been showing up in other areas, prompting the Government to use Burt and his friends to deal with these situations. Also, at home, the release of a Top Secret chemical, Mixmaster, which mutates the D.N.A. of all creatures, and plants, that come in contact with it, except humans, has created a deadly situation for local wildlife, which must not be allowed to escape the valley. However, the citizens have been able to come up with "cheap" and highly effective means of dealing with the situations, often telling government agents that, "your concerns are noted, but we know what we're doing, unlike you."

Current Residents
These are the people currently living in the Valley.

Burt Gummer
""Broke into the wrong god damn rec room, didn't you, ya bastard?!""

- Burt Gummer

To say that Burt is a paranoid gun-enthusiastic survivalist is a huge understatement. Burt settled in Perfection because it was geographically isolated, mountains on two sides, cliffs on a third, with only one real road in. He was determined to survive World War 3, and had prepared accordingly- enough food to last several years, enough weapons and ammunition to hold off a small army, a bomb shelter, and so forth. However, after an encounter with the underground creatures known as graboids, he realized that Russians were the least of his worries. After the incursion was over, he reinforced his home "for the next one," though it wasn't for some years.

When it comes to Graboids, and other mysterious happenings, he's often the "go-to-guy" to handle the situation. What he doesn't know about guns, and how to modify them, such as turning a BB-gun to Full-Auto, isn't worth knowing- normally. Of course, when he finds out about a gun he never knew about, like the homemade Potato Gun, he is an adapt study, learning as much as he can about how to use it, especially where it concerns fighting graboids and their ilk.

It is generally believed that Burt was somehow involved in the military, likely a secret branch, due to certain situations where he states that he was "all too familiar with cover-ups" leading people to believe that he has some sort of military background. In any case, he has a deep paranoia where the government in concerned, and often reacts with an understandable level of hostility towards government agents, though if one just so happens to be in a jam, he won't hesitate to help them out, as there are some deaths that Burt wouldn't wish, even on his own worst enemies.

Current occupations/Activities include, but are not limited to: Protecting El Blanco (World's only known Living graboid- this is due to the fact that it's Sterile, unable to metamorphose into the next stage known as shriekers, which would later turn into Ass Blasters. Plus there's that Endangered Species Act, making it a Federal offence to harm EB.), Running Burt's Survival School, Dealing with other Graboid/Shrieker/Ass Blaster incursions, Fighting Mixmaster Mutants, and finding the lab that created them.

Tyler Reed
A former NASCAR driver, Tyler settled in Perfection after buying the Graboid Tour business from Jack Sawyer. Tyler is Burt's wingman when dealing with incursions outside of Perfection. He has the ability to defuse a potentially explosive between Burt and others, even turning enemies into willing allies- Case in Point, when sent to a town where a graboid was eating people, but the locals belied that it was aliens abducting people. The People believed that he and Burt were G-Men sent to cover up the "abductions". After several failed attempts to kill the graboid, and being made unwelcomed, Tyler told Burt, in the town's diner, that it was "Time to drop the act, and come clean" and told the people that they were "indeed G-Men sent to cover the abductions up" and managed to get the townsfolk on their side by "explaining" to them that "the aliens were the Graboids". Because of this, they were finally able to find, and kill, the graboid.

Current Activities: Running the Graboid Tour, Being Burt's Wingman when on assignment, Defending the valley from "trouble", Keeping Burt out of trouble.

Rosalita Sanchez
Came to Perfection to take over her late "uncle" Miguel's cattle ranch after he was killed during the Ass Blaster incursion of 2001. A former Las Veges showgirl, she has a somewhat mysterious past, but most people don't pry into other's affairs in Perfection. She has proven to be capable of handling herself, even taking part in fending off a shrieker herd armed with a shotgun, claiming, "I can hit anything with a 12 gauge pump."

Current Activities: Running the late Miguel's cattle ranch. Surviving the "problems."

Jodi Chang
Moving in to take over Chang's Store after the death of her Uncle Walter in the 1990 graboid incursion, Jodi renovated the store, selling graboid, shrieker, and ass blaster themed memorabilia to tourists who pass through town. She has proven capable of handling herself everytime trouble comes into town.

Current Activities: Running Chang's Store, along with managing the online portions of the others' businesses. Surviving the "problems."

Nancy Sterngood
Something of a "Mother-Figure", Nancy has been in town since before the 1990 incursion, originally taking care of her daughter. Nowadays, she makes various graboid-themed souvenirs, provides advice to new/younger resident sand so forth. Can handle herself in a situation.

Current Activities: Making souvenirs.

Larry Norvel
Something of a Sci-Fi Geek who moved to Perfection in 2003, most Perfectionists wish that he'd leave them alone. However, he has proven helpful in several situations.

Current Activities: Helping out at Chang's Store (his ideas about placing graboid themed items at the front of the store, and in an organized manner, have helped boost sales), Having a Special-kind of Dumb Luck at being at the right place at the right time, and doing the right thing.

Cletus Poffenberger
An ex-scientist, who was once a biochemist for the morally corrupt Proudfoot Corporation, Cletus lived in hiding in the valley, along with one of his experiments, until it escaped, and was forced to be put down. He'd helped to create a compound called Mix-Master- which combined D.N.A. from various plants and animals to make powerful mutants. However, once the Federal Government found out that Proudfoot was selling to the Enemy, Cletus went into hiding. Nowadays, he uses his expertise to help out during Mixmaster situations.

Former Residents/Other Current Allies
Some of the people of Perfection have left town, because there are better opportunities outside the valley. There are also those who don't live in town, but do work in the area. Also, there are those who have helped out during other incursions, especially in their own home town.

Valentine McKee
A handyman during the 1990 incursion, Val and his friend Earl are one of the first ones to survive an encounter with a graboid, and caused the death of two of the creatures, one by having it rammed into a thick cement wall, and the other by chasing it off a cliff with a pipe bomb. He, presumably, married Rhonda LeBeck and became quite wealthy.

Rhonda LeBeck
A college student from the local university, she studied seismology and discovered that there was four creatures in the valley (well, actually three since the one had just been killed.) After killing the creatures, she married Val, wrote/published various books about graboids, and became wealthy. Her seismology research led to the creation of various graboid tracking devices.

Earl Bassett
A handyman during the first graboid incursion, his success wasn't as good as Val's and soon all he had was an ostrich farm that did nothing. However, he got a second chance in Mexico when graboids started attacking a large oilfield down there. This time, he found his fortune- managing to make 1.4 million dollars (at least) and "finding the girl of his dreams". He, presumably, got married, and made a theme park based on his experiences.

Grady Hoover
Earl's partner in Mexico- he is a former cab driver blessed with a "sunny disposition". After making a good deal of money, he and Earl made a theme park.

Dr. Kate Riley
A seismologist working on the Mexican oil field during the '96 incursion, she is Earl's "dream girl" as she was the one on a certain Playboy cover that Earl liked. Presumably, she got married, and became wealthy as a result.

Jack Sawyer
Started "Desert Jack's Graboid Tour" in 2001. After seeing his first "Real-Live Graboid", which ate his "Special Effects" guy, he joined with Burt and other locals to hunt down the graboids and kill them. After surviving his encounter, he bought a car wash in Bixby, and later suckered Tyler Reed into buying his tour business.

Mindy Sterngood
Nancy's daughter, Mindy went to collage after the 2001 incursion, thanks to money made by Sigmund and Roy buying an ass blaster she and her mother had caught. She later joined an Animal Rights organization advocating for "Graboid Rights", and tries to get the other residents of Perfection to leave, for El Blanco's sake, until it was revealed that the thing had been a sham, with E.B. being poisoned, and the group's leader not really caring for her. After saving E.B., she then goes back to college, but can come back any time.

Heather Gummer
Burt's ex-wife. A gun-enthusiast herself, she left Burt some time after the first incursion, after the collapse of the Soviet Union- claimed that he had become too much for her to handle.

W.D. Twitchell
A GS 13 government employee, Twitchell oversees the valley, and says who can stay, and who has to leave. Despite butting heads with practically everyone in the valley, and threatening to kick them out on multiple occasions, as well as hating the desert, his job, and El Blanco, he has proven to be useful. For instance, he helped fend off a shrieker herd, after a number had escaped from some scientists and multiplied, helped deal with gangsters, and later sacrificed his own car to keep a mutant giant shrimp from escaping to a reservoir, allowing it to be killed.

Harlowe Winnemucca
Rosalita's hired hand on her ranch, Harlowe lives nearby, presumably Bixby, as he's rarely around during a crisis.

Presumably, he's descended from Tecopa, a Native American who lived in town in 1890, when it was called Rejection.

Other Allies
There are plenty of others who help out.

Tourists
These are the life-blood, and money, of Perfection. Sometimes they're helpful. Other times, they are a pain in the ass.

Scientists
For one reason or another, they come to the valley- some to study Mix-Master, and the effects on the local wildlife, and others come to conduct experiments due to the valley's natural remoteness from civilian populations. Some are helpful, and others are worse than tourists.

Townsfolk in Other Towns
Due to graboids and their ilk popping up in other areas, Burt and friends have to deal with the locals. In such cases, it's best to leave the talking to someone else, as Burt has a tendency to rub feathers the wrong way.

Late Residents of Perfection
These are people of Perfection who have died due to Modern graboid attacks. Might use them for Cameos.

Edgar Deems
A farmer who liked to drink. Died because he was stranded on an electrical tower due to a graboid chasing him up one.

Old Fred
A vegetable and sheep farmer, all that was left of him was his head, which was under his hat, after he got eaten by a graboid.

Jim and Megan Wallace
Husband-and-Wife. Jim was the town doctor. He was eaten by a graboid. As for Megan, it is unknown if she got trapped in her station wagon as it got buried, or escaped from the car, and was eaten.

Walter Chang
Former owner of Chang's Store. Named the graboids, and was eaten by one. Jodi is his niece.

Nester Cunningham
He lived in a trailer and initially thought that ordinary tools, like a pickax or a chainsaw could stop the creatures. He was eaten after he tried to hide in a tractor tire.

Miguel Sanchez
He was a rancher who survived the first incursion, but was killed by an Ass Blaster. Rosalita claims to be his niece.

Buford
Helped out on Jack's tour as a "special effects" person. Claimed it was better than shoveling roadkill for the county. Was eaten by a Graboid.

Other Redshirts
Generally bland-name/no-name characters who die, in order to show the dangers to the others. Includes tourists, scientists, oil workers, silver miners (Rejection), and even people in other towns that get attacked.

"Living" Citizens of Rejection
These are the people "currently" living in Rejection/Perfection as of 1890. I might use them for a Western themed battle.

Hiram Gummer
Burt Gummer's Great-grandfather. A city-slicker from the East, Hiram is very unlike his descendant- has no experience when it comes to firearms. However, he did buy an arsenal for the town, including a punt gun, which he used. Later on, he got a Gatling gun. He eventually married Christina Lord, who ran the local hotel. It was due to his ownership of a certain silver mine, that Burt had the money to buy his supplies.

Christina Lord
Ran the local hotel. Had amassed a collection of firearms, due to patrons not being able to pay their bills. Later married Hiram.

Juan Pedilla
A silver miner who wished to own a ranch. He was the first survivor of a graboid attack, when several miners were killed in one day while working in the Gummer Silver Mine. He later help to hunt down, and kill, the creatures. Believed to be related to Miguel and Rosalita.

Pyong, Lu Wan, and Fu Yien Chang
Husband, Wife, and Son. Immigrated from China- first owners to Chang's Store. Ancestors to Walter and Jodie Chang.

Tecopa
A Native American. Claimed that his people told stories about the "Spirits of the Mountains". Built a hole for a flagpole- long before Nevada adopted a flag- said hole came in handy to kill one of the graboids. Believed to be related to Harlowe.

Dead Rejection Citizens/Allies
They were killed in the 1890 attack. Might use them to bolster numbers.

Old Fred
Drove the freight wagon. He was later killed by graboids, with his head being found under his wagon- shortly after the others moved his hat to find nothing, only for the wind to blow, revealing what was left of his head. May or may not have been related to the Modern Day Old Fred- for which both he, and his death, was a reference to.

Black Hand Kelly
After seeing how fast baby graboids (which look like demonic trout) were, Hiram hired this man to kelp protect the town and kill the creatures. However, 20 years of gunfighting hadn't prepared him for creatures the size of freight wagons, and was soon eaten. However, his greatest influence was teaching the importance of being prepared- along with the Gummers' love of firearms.

Miners
The Redshirts of Rejection- they were the ones who showed the rest of Rejection the initial dangers of the creatures.

Foes of Perfection
These are the people that the citizens of Perfection have fought, both creatures and humans. Might use some for Cameo/Specials, or give them their own battle.

Graboids
Imagine an earthworm the size of a school bus. Imagine them being as fast as a sprinter. Imagine them hunting by sound. Now imagine them coming up from under the ground to, effectively, swallow you whole. Yep- that's a graboid in a nutshell. To kill these things, you need explosives or the type of firearms that would blow a big hole in an elephant, or a tank. However, these creatures, and all their ilk- shriekers and ass blasters, are smart, and as the saying goes, "the harder you come at them, the smarter they get." Thankfully, there is one simple, and effective, tactic that tends to work- place a wired explosive on a remote controlled car/truck/tank, drive it around a bit, and once it's swallowed- press detonation button. Of course, to avoid excessive splatter, use the equivalent of one stick of dynamite- Burt himself once stated that "4lbs of C-4 was a bit excessive".

After some time though, most turn into 3-6 shriekers.

El Blanco
Due to some sort of genetic mutation, this white graboid hasn't turned into the next stage. Because of this, and the fact that certain people won't be able to develop the place into a series of homes with him around without permission from the government- the citizens of Perfection Valley have decided to let him live. As it is, he's what brings people to the valley- similar to the Great White Sharks of South Africa.

Shriekers
The second stage- these creatures resemble mutant ostriches, only ostriches are better looking. They also sense heat, and will eat anything hot, or anything they can eat. Once a sufficient amount of food has been eaten, it will reproduce by asexual means- basically by "burping up baby"- and the offspring grow quickly. If given plenty of food, they can quickly turn into an army. However, they are physically weaker than their predecessors- a shot from a 12 gauge or a 3 round burst from an M16A2 will bring them down- even 3 ranks of a dozen inexperienced men (local college baseball team) armed with American Civil War-era Springfield and Enfield muzzleloaders will do the job. One simple tactic for hunting them is to, effectively, lead them into an ambush- have a fire lit, or a hot engine handy, conceal your body heat, wait for them to come to you, and mow them down- just keep an eye on all sides- these bastards can be sneaky.

Ass Blasters
The third stage- much like their predecessors, they can see heat. Unlike shriekers though, they can fly/glide by lighting a "fart" which produces a streak of flames that launches them into the air, where folds of skin can catch thermals. At an unknown point in time, they'll lay eggs which hatch, in roughly 2-300 years, into the next generation of graboids. To kill them, that are a few effective ways-the most important part being to use heat to attract them in. After that, a good shot will do the job- though shooting them with a flaming arrow will cause the chemicals inside the creature to mix and explode. However, if you wish to capture one alive, let it stuff itself with food, and it will go into a "food coma."

Mix-Master Mutants
These are the creatures made by the compound known as Mix-Master. Capable of mixing with any organism, except for humans, 99% die before birth, but that 1%- extremely dangerous. Possibilities range from grasshoppers with scorpion tails, Gila monsters with bat wings to only the Devil knows what. If the compound were to ever escape the valley- trouble worse than a horde of shriekers.

Project 4-12
Created as a military project in 1973, being made from a combination of an rhinoceros, a switchback spider, and a wolverine, it was designed to hunt down Viet Cong during the war. He was saved from destruction by Cletus when the government found out that the Lab was selling to the other side. However, due to the nature of the animals he was made with, 4-12 was prone to violent mood swings, which were controlled by a special flower. Sadly, the flower became extremely rare, and the Perfections were forced to kill it in self-defense with a homemade flamethrower.

Microbe Cloud
Made by some combination of bacteria that sucked moisture from various sources, including humans, the Perfectionists captured this creature by making a highly powerful vacuum. However, this creature wandered the valley, shedding dead cells all over, contaminating the valley.

Planimal
Described as a "pumpkin patch from Hell", this thing produced a powerful acid that dissolved flesh from bones in seconds. While the situation was already dangerous, it would become critical as it was about to seed. It was stopped with a powerful poison inserted into its tap root.

Termaggots
Made from a combination of cicadas, termites, and maggots, these creatures ate wood and meat. They would also emit a high-pitch screech that would effectively paralyze, and then kill, their victims. They were stopped due to playing insect mating songs through a souped-up sound system, leading them to a freshly tarred road, dousing them in gasoline, and then setting them on fire.

Giant Shrimp
While not created in the valley- but rather because a certain "little turd" used contaminated Perfection water for the pond at his resort- this creature was developed from a local shrimp into its prehistoric form. The "developer" tried to kill it by poisoning the pond- but the creature, now pissed off, survived and escaped to a canal. Perfectionists and Local Police were able to stop the creature using the gate to a cattle fence, Twitchell's car, and dry ice.

Melvin Plugg
Often called "little turd", and is more of a nuisance than an enemy, Melvin causes plenty of trouble for Perfection. While originally a source of comic relief in the 1990 incursion, he is now a land developer who wishes to turn Perfection into a series of ranchettes. However, due to El Blanco's protected status, Melvin can't develop the area, and thus tries to get E.B. killed. However, this is foiled, and he finds himself stranded on a rock- same thing happened in the 2001 incursion- with E.B. circling the area. Later on, he steals water from Perfection, and causes the creation of a giant shrimp. He's later blackmailed to paying for the improvements to Perfection's water tower.

Protesters
Graboid Rights Activists who came to convince Perfectionists to leave the valley, for "El Blanco's sake", as it was found that E.B. was "suffering from stress". One of them even vandalized several properties. However, it was soon found that one of the members had poisoned E.B. and that the Leader was doing it for the fame. The Poisoner, and vandalizer, met his end by E. B. eating him- which meant that the Perfectionists had to save the giant worm because he'd ingested a huge quantity of the toxins. The Leader was arrested for various crimes, and the rest left without further troubles.

Dr. Meghan Flynn
A scientist who was trying to train shriekers for Search and Rescue missions, her creatures soon escaped, endangering the valley. After being taken to Burt's bunker, she was appalled to find out that Burt's plan was to, basically, kill every last shrieker, including the ones she'd been training. After the first two waves, which were lead by her creatures, were killed, she destroyed Burt's Primary Ammo Supply, and tried to capture the third, and final, creature. However, this failed, and she was killed/eaten by this shrieker.

Las Veges Mobsters
Several members came to kill El Blanco after he'd eaten one of their own, who'd had a key to a vault that contained $20 million in unmarked barer bonds. Perfectionists engaged in a shootout with them and, while not killing any of mobsters themselves, set them in the perfect position for E.B. to grab himself some lunch. The surviving member, Frank, managed to escape. Later on, Frank came back for Round 2, but fared even worse- his accomplice betrayed him- mentioned accomplice got eaten, and Frank was captured, and presumably killed for his failure to get the key.

Note to "Walking Dead" Fans
If you're a fan of Merle Dixon, you'll quickly recognize that mobster Kinney is portrayed by Michael Rooker.

Sommerton Junction Police Department (The Last Stand)
"The wicked flee though no one pursues, but the righteous are as bold as a lion.- Proverbs 28:1"

- Etched into a statue dedicating those who've fallen in duty- Dated June 1969

"Welcome to Sommerton!"

- Sheriff Ray Owens- After killing several cartel henchmen with a Vickers machine gun.

Normally the most crime that Sommerton Junction, a small town just north of Mexico, saw was an angry farmer threatening to shoot trespassers, some of the deputies shooting slabs of beef with a local firearms enthusiast and museum owner, and the mayor parking his Camaro in a fire zone.

This changed when a drug cartel leader escaped from Federal custody, and his men kill one of the deputies. The Sheriff then deputized the town drunk, who was an Iraq War vet, along with the owner of the firearm museum, to use his various vintage firearms, including a Vickers Machine gun, in order to stop the cartel leader in effectively, a Last Stand, taking on the military-trained henchmen, and the leader himself.

Sheriff Ray Owens
Former LAPD Narcotics officer who went to the quiet town after a bad bust took the lives of his partners, and left him wounded. Now the Sheriff of Sommerton, he tries to keep things quiet. However, when his town in in danger, it unleashes a fury that had stayed quiet for a long time.

Deputy Mike Figuerola
Called Figgy by his friends, he's a somewhat experienced deputy. While not the sort to cause a fight, when one of the local citizens is in danger, a tiger emerges from within him, as when he took on numerous cartel henchmen with a Tommy gun.

Deputy Sarah Torrance
An inexperienced female Deputy, she was one of the first to fight the cartel henchmen.

Frank Martinez
An Iraq/Afghanistan War vet, Frank was the local town drunk, and locked up on several occasions, until his friend Jerry was murdered. He then asked Ray to let him help, and he was deputized to help defend the town.

Lewis Dinkum
Owner of the local Historic Weapons and Firearms Museum, Dinkum was asked by Ray for additional firepower. In exchange for being deputized, so that the town would pay for any damage caused to/by his weapons, Dinkum helped to arm the others, and defended the town with them.

Deputy Jerry Bailey
An inexperienced Deputy who wanted to join a bigger police department, Jerry was murdered by cartel henchmen, which informed Ray what was really going on.

Ursula and Valens' Gladiator School
"Ready when you are."

- Ursula

"For the glory of the Gods!"

- Valans

Long ago, the barbarian kingdom of Nordagh was at war with the Roman-like kingdom of Imperia. However, this brought about the attention of the Dark God, who laid waste to both armies. This caused the other gods to enter the war on the side of the humans, who'd joined forces, to fight the Dark God. With the sacrifice of the Queen of the Valkyries, the Dark God was defeated. After this, a truce was enacted- to prevent any more bloodshed.

Nowadays, battles are fought to entertain the crowds at home, and schools travel the lands, from Nordagh, to Imperia, to the Windward Steppes, which is full of bow users, and the Southern Expanse, which is full of magic and strange beasts.

Ursula, the daughter of the Nordagh king, and Valens, the son of a well-known gladiator school owner from Imperia, team up, at first to win the tournaments in the various regions, including the Championship, and then they must battle the Dark God to save the world from his resurrection.

Common to all Glads
Things all gladiators can do.

Magic
All Gladiators can use magic, though this is mainly by asking the Affinity God- Earth, Air, Water, Fire, Light, and Dark- to enhance the power behind a blow, though Affinity Attack 4 will summon an avatar of the four elemental Gods- Hawk for air, turtle for water, boar for earth, and a fire serpent for fire- which will strike all foes. However, there are those, the Arcane class, who exclusively utilize magic in practically all of their attacks.

Combo Attacks
Sometimes certain attacks will strike a foe multiple times.

Stats
Certain skills, situations, and even items will affect damage, defense, movement, or taking damage- like poison and bleeding- or are unable to attack, due to confusion, fear, or something similar. Status can be boosted or reduced.

Stats that can be affected include: Backstabbing- attack foes from the side, or back, to do extra damage. However, some gladiators have abilities that reduce such damage to Normal.
 * Extra Damage taken, even when not actually attacked- Poison and Bleeding will reduce health slowly.
 * Movement- this can be boosted, allowing the fighter to move faster, or be crippled, causing the fighter to move slower.
 * Attack Quickness- how soon the fighter is able to attack.
 * Attack Damage- how hard can the fighter hit the target.
 * Attack Accuracy- Odds of making a successful attack.
 * Defense- Will the fighter avoid damage, by dodging, blocking with shield, or parrying with own weapon.
 * Counter Attack- What will the fighter do if an opponent's attack hits, or misses. Some gladiators, if hit, will hit back, while others will strike back if there's a miss, or even taunt the foe.



Crowd Popularity
The People like winners, and showmen. If a school can impress the crowd, the audience will cheer them on. These cheers have the effect of strengthening the school being favored. The school will weaken down to "normal" if the crowd is not cheering for them. Certain abilities, and items, will have the crowd on ones side sooner.



Classes
Between the weight classes of Light, Medium, and Heavy, there's something of a triangle- Light can evade blows from Heavies, and can attack them more often, but they are weak against Medium Foes. Mediums enjoy doing extra damage to Lights, but take extra damage from Heavies. Heavies dish out extra damage to Mediums, but have trouble hitting Lights- similar to the game Rock-Paper-Scissors. In this case however, rock can rip though paper, paper can bind scissors, and scissors can split rocks.

Added into this are the Beasts, which have their own weight classes, along with the magic using Arcane and the Javelin and bow using Support classes.



Area Battles
When Ursula and Valens, and the members of their school, battle in the arena, this is to increase their fame, entertain the crowds, and of course, to make money. Should a gladiator fall in battle here, they are treated by the "finest doctors in the lands" and can fight in the next planned battle.



Wilderness Battles
If an encounter with an enemy occurs in the Wilderness- outside of the Arena- the fights are for keeps. The only loot you get is whatever the foe was carrying, providing you get to his body (a "treasure" chest) before the other side does. If your gladiator dies here, there's no doctor to fix them up. Best to make use of Summoned Units here.



Types of Battles
When it comes to Gladius battles, there's different types, which require different strategies.

Kill all Foes
The most common type of fight- Just make sure that you're the last one still swinging a weapon. This is especially important in Wilderness battles, where Deaths are Permanent. In Arena battles, the loss of a gladiator isn't a concern as the gladiators are transported off the field, and given medical treatment. Of course, most other Special battles can be won by taking out all the opposition.

Points Battles
This is all about doing more damage than your opponent. Of course, since all the fighters have infinite health, attacks that damage allies are good here as well.

King of the Hill
In these battles, there will be a "hill" that one of the fighters will have to stand on- the longer they stand on it, the better the odds their team will win. However, other gladiators will try to take out the "King". So if your glad's the "King", use your other gladiators to protect him, and if he's not, remove the current "King".

Dominance Battles
Similar to King of the Hill, only with three "Hills". Best thing to do is to take at least two of them to secure your win, and use your remaining fighters to reduce the competition.

Vandal Battles
Basically, you have some barrels to destroy- destroy more than your foe, and you win, though you'll win if you take out your foe.

Rival Nations
The important thing in this battle is to protect your team's statue, while taking out the other guy's.

Treasure Hunt
These battles feature a bunch of chests, which contain money and weapons. Best thing in these battles is to use a fast light unit, like a bandit, to snag the loot, while the rest fight the other team- until the last enemy is left, then snag any remaining chests, and then take out the last foe. This also happens in Wilderness Battles- Foes will drop their weapons and armor, as will your fallen gladiators.

Protection Detail
In some battles, there will be a person, usually a Citizen, to protect, or even free from a "cell". The main idea here is to take out the opposition before they "kill" the prisoners.

Series Battles
Enter in this fight, and one is in for a number of rounds. In a Regular Series, one can change fighters after the round is over. In an Endurance Series, there is no changing of the rooster, and there will be no "healing" between rounds.



Important Info
Gender: Some attacks are more effective against Males, and certain battles require a certain number of Females to be entered.

Nationality: Certain gladiators are found in only certain locations, and certain battles require fighters from certain lands.

Weapons: This is what the fighters use to attack foes. Different fighters use different weapons.

Armor: This help the fighter to endure more damage.

Helmet: Protects one's head. Certain attacks can destroy them.

Shield: Helps to protect a fighter from harm. Can be destroyed if a certain amount of damage has been incurred.

Accessory: Largely a decorative item, and differ for different gladiators, they can enhance Affinity- both Offensive and Defensive, improve different Stats, or give special extras.

Heroes
These are the main members of the School. They have important Roles that shape the land. Ursula, Valens, Urlan and Ludo are Medium type gladiators, Eiji is a Support type, and Gwazi is a light type. A word of Warning- Ludo left the school at one point, and joined the Dark God's Minions and Gwazi was secretly working for the Dark Good.

Ursula
Class: Medium

Gender: Female

Nationality: Nordagh

Weapons: Medium Sword, M. Hammer, M. Axe, All Legionnaire, All Ursula

Shield: M. Shield, Legionnaire, Ursula

Armor: Barbarian and Ursula

Helmet: Ursula and Barbarian

Accessory: Runestone and Feathers

Daughter of King Orin, Ursula was fated to have a destiny shaped by magic. Desiring to see the world, her father allowed her to travel only if her older brother, Urlan, went with her. Along the way, she makes some good friends. While weaker than her brother, she knows a few tricks to Empower herself. She can use a spell to blast foes around her, use another to heal her allies- or damage those aligned to the Dark God with same spell, and lower the Defense of an enemy, should they fail in an attack against her. Also, should a certain Dervish be saved, and their cash reward be refused, Ursula, and Valens, will be immune to bleeding, should a gladiator of that type be on the field.

Valens
Class: Medium

Gender: Male

Nationality: Imperia

Weapons: Medium Sword, M. Hammer, M. Axe, Legionnaire, Valens

Shield: Medium, Legionnaire, Valens

Armour: Medium, Legionnaire, Valens

Helmet: Valens, Legionnaire, Military

Accessory: Medal

When his father, Munio, was murdered, the school started to fall apart, until it was just Valens and his best friend Ludo. However, Valens was determined to see the school shine, and traveled the world to make it possible. During this traveling, he made some good friends. He will cause a foe to lower their defense, should an attack against him fail. Also, should a certain Dervish be saved, and their cash reward be refused, Valens, and Ursula, will be immune to bleeding, should a gladiator of that type be on the field.

Urlan
Class: Medium

Gender: Male

Nationality: Nordagh

Weapon: Two Handed Sword, T.H. Axe, T.H. Hammer, Barbarian, Urlan

Shield: None

Armor: Barbarian, Urlan

Helmet: Urlan, Barbarian, Hat, Helm

Accessory: Runestone

Ursula's big brother, Urlan is basically a supped-up Barbarian with the ability to turn himself into a Plains cat, in addition to the wolf and bear transformations common to the barbarian class, and can give a counter-attack if the foe misses. He can also Inspire allies, providing that they came from Nordagh, like fellow Barbarians, Nordagh Bandits, Bears, Wolves, Berserkers, Gungnirs, Mongrel Shaman, Satyrs, Nordagh Undead Legionnaires, Wolves, Yetis, Ursula, and possibly, Galdrs, Nordagh Citizens, Greater Bears and Greater Wolves.

Ludo
Class: Medium

Gender: Male

Nationality: Imperia

Weapons: Medium Sword, M. Hammer, M. Axe, Legionnaire, Ludo

Shield: Medium, Legionnaire, Ludo

Armour: Medium, Legionnaire, Ludo

Helmet: Ludo, Legionnaire, Military

Accessory: Medal

Valens' childhood friend, Ludo is basically a modified Legionnaire. After a dispute about having foreigners in the school, he left Valens and Joined the Dark God. Of course, with the Dark God's Defeat, he's probably out of work, and needs money. He can also counterattack, should an opponent's attack against him fails, and lower the foe's defense.

Eiji
Class: Support

Gender: Female

Nationality: Windward Steppes

Weapons: Plain Bow, Archer, Eiji

Shield: None

Armor: None

Helmets: Eiji, Archer, Hat, Helm

Accessory: Belt

While claiming to be an archer, Eiji has more in common with Amazons, especially her stance towards men- many of her attacks work only against them. She has a clever tongue- joined the school by claiming that she could get three apples with one arrow- she proved this by catching one apple on the point of her arrow, hitting the second while it was in mid-flight, and the third as it was just placed in the thrower's hand.

Gwazi
Class: Light

Gender: Male

Nationality: Southern Expanse

Weapons: Light Axe, L. Sword, L. Spear, Secutor, Gwazi

Shield: Light, Secutor, Gwazi

Armor: Light, Secutor, Gwazi

Helmet: Gwazi, Secutor, Gladiatorial

Accessory: Ring

A modified Secutor, Gwazi joined the school after they saved him from some bandits, or so it seemed. In truth, Gwazi was a double agent in service to the Dark God, and led the school into an ambush. After the Dark God's Defeat, it could be assumed that Gwazi is out of work, and needs money. Should an attack against him fail, he will taunt the foe, causing the crowd to go wild with excitement, and root for his team, improving their fighting capabilities. Also, just like a Berserker, he can throw his weapon, for range damage.

Arcane
Magic Users, who use their powers in different ways- includes, Channeler, Mongrel Shaman, Summoner, and Undead Summoner. Generally, they tend to stay out of the thickest part of the action, and will attack foes with spells, or, in the case of Summoners and their Undead counterparts, summon allies to assist the other fighters.



Channeler
Gender: Female

Nationality: Imperia

Weapons: Plain Staff, Channeler

Shield: None

Armor: Arcane, Channeler

Helmet: Channeler, Diadem, Arcane

Accessory: Charm

Do not be deceived by Femme Fatales in Gladius, as demonstrated by the Channeler. Once someone has built up a nice amount of Affinity Power, she'll steal it from them, and power up her own spells, mostly fire and ice themed.



Mongrel Shaman
Gender: Male

Nationality: Nordagh

Weapons: Plain Club, P. Staff, Mongrel, Mongrel Shaman

Shields: None:

Armor: Arcane, Mongrel

Helmet: Mongrel Shaman, Diadem, Arcane

Accessory: Scalp

Unlike other arcane users, a M. Shaman has to get into the thick of the fighting to be able to work up enough magic in order to do his spells. However, he can kick foes, and poison them. Team them up with an ogre to increase their combat effectiveness.

Summoner
Gender: Male

Nationality: Southern Expanse

Weapons: Plain Staff, Summoner

Shield: None

Armor: Arcane, Summoner

Helmet: Summoner, Diadem, Arcane

Accessory: Charm

These guys are, effectively, the most powerful arcane gladiator in the world of Gladius. These guys summon Affinity from out of thin air one moment, and summoning a minion the next, placing the creature right in front of the summoner's foes. After that, the summoner can sit back and relax, or blast the enemy with some spells.



Undead Summoner
Gender: Unknown (presumably Male)

Nationality: Imperia, Southern Expanse

Weapons: Plain Staff, Undead Summoner

Shield: None

Armor: Arcane, Undead S.

Helmet: Undead S., Summoner, Diadem, Arcane

Accessory: Charm

This guy's magic was so powerful in life, it raised him, and some friends, from the grave. Much like his living counterpart, the Undead S.will summon minions- in the form of skeletons- to do his bidding. To get his magic, an Undead S. will convert some of his own life into Affinity- don't worry too much, as he can get his health back, and he won't be in the thick of fighting. Also, he and his Summoned Undead Melee are great when dealing with Support gladiators, as projectiles, like arrows and javelins, don't do them much damage. Of course if he were to die, he'd poison the area around him.

Beasts
Animal Gladiators- often they are the cheapest to recruit, and equip, as they don't need armor or weapons- Bear, Plains Cat, Scarab, Scorpion, and Wolf. They have a certain advantage over other gladiators- you can put them between a Support gladiator and a foe, and the support unit would be able to attack the foe from a distance, unlike other gladiators, who'd block the view of the Support unit.



Bear
Gender: Unknown

Nationality: Nordagh

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Collar

This creature is a powerful fighter, capable of bringing others to the ground. When hit during an attack, it will hit back. It can also take, and dish out, a good deal of damage. Innate Affinity towards Earth.



Plains Cat
Gender: Unknown

Nationality: Windward Steppes

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Collar

While not as powerful as a bear, these felines are quick, and can climb up and down places twice the height that other gladiators can do in one go- they can climb up, or down the equivalent of 12 feet while others can only climb 6 feet- meaning that they can reach snipers, like support and arcane gladiators, quicker than even a light human gladiator can, as they'd have to take a slightly longer path. Should an attack against them miss, they can hit back. They have an innate affinity towards Air- do not send them against a Dervish.



Scarab
Gender: Unknown

Nationality: Southern Expanse

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Jewel

These man-sized bugs, and their scorpion cousins are no joking matter. Scarabs can tunnel under the ground, past other gladiators, and reach a well-defended sniper-type, and thus attack them. They can also use a minor range attack- in the form of gas, which can poison foes. Also, they can even hit back, should an attack against them fails. They have an Innate affinity towards Fire.



Scorpion
Gender: Unknown

Nationality: Southern Expanse

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Jewel

Whatever you might have heard about large scorpions having weak venom does not apply to this man-sized creature. This creature is fast, and when you get hit by its tail, you're sure to get poisoned. Should an attack against it fail, it will attack back. Innate Affinity is Water.



Wolf
Gender: Unknown

Nationality: Nordagh

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Collar

This puppy is not Man's Best Friend. While weak by themselves, give them a pack to fight with, you'll be attacked on all sides with Group Attacks, and their howls can either heal themselves/allies, or scare foes into retreating. Should an attack against them fail, they'll hit back. Innate Affinity towards Earth.

Heavy
Largest of the Gladiators- they dish out serious damage. Includes Centurions, Cyclopes, Minotaurs, Ogres, Samnites, and Yetis. They excel against Medium Gladiators, but those of the Light class can give them fits, unless things are done properly.



Centurion
Gender: Male, Female

Nationality: Imperia

Weapons: Heavy Sword, H. Hammer, H. Spear, All Centurion

Shields: Heavy, Centurion

Armor: Heavy, Centurion

Helmets: Centurion, Military

Accessory: Medal

These guys are team-players. Having one on the battlefield tends to inspire the team, and they can heal their teammates. Also, when they successfully attack a foe, all allies within range get a shot at the foe- having two of these guys can devastate the competition. They are a must when fielding Legionnaires, as they can improve those gladiators even more.



Cyclops
Gender: Male

Nationality: Imperia

Weapons: Plain Club, Medium Hammer, M. Axe, All Cyclops

Shield: None

Armor: None

Helmets: All Cyclops

Accessory: Eye

He may have but one eye, but he can see well enough to deal some serious damage. His eye can cause fear in those who stare at him too long, and can even damage those in his way. One of the best things for him is the Blindman's Eye, as it will make his attacks 100% accurate.



Minotaur
Gender: Male

Nationality: Imperia

Weapons: Two Handed Sword, T.H. Hammer, T.H. Axe, All Minotaur

Shields: None

Armor: None

Helmets: All Minotaur

Accessory: Bullring

The horns on this gladiator's head are not for show- mess with him and his friends, and you'll find them stuck in you when he Skewers you. They can be hard to stop, and are immune to many things, like confusion and blindness. Also, should an attack upon them fail, they will attack back.



Ogre
Gender: Male

Nationality: Imperia

Weapons: Heavy Sword, H. Hammer, Two Handed Axe, All Ogre

Shields: Heavy Shield, Ogre Shield

Armor: None

Helmets: All Ogre, Gladiatorial Helmet

Accessory: Scalp

Let's face it, this ogre is ugly, but you'll call him revolting when he farts, forcing you to back off. Basically, an ugly Samnite, he has an ability that all Samnites would love to have; the ability to hit back when an enemy successfully attacks him. Use him when fielding Mongrels and Mongrel Shamans, to increase the effectiveness of them in combat.



Samnite
Gender: Male, Female

Nationality: Imperia, Windward Steppes, Southern Expanse

Weapons: Two Handed Axe, Heavy Spear, H. Sword, All Samnite

Shields: Heavy Shields, Samnite Shield

Armor: Heavy Armor, Samnite Armor

Helmet: Samnite, Gladiatorial

Accessory: Ring

These guys like to use their weight, and will push their foes away, and can attack those all around them. Of course, should a foe fail to hit them during an attack, the Samnite will have an easier time hitting them, due to a lower defense.



Yeti
Gender: Male

Nationality: Nordagh

Weapons: All Yeti, Two Handed Hammer

Shields: None

Armor: None

Helmets: None

Accessory: Teeth

This big hairy ape-man-thing just likes to hit things. More mobile, yet physically weaker than most heavy gladiators, they are heavy hitters when it comes to brute power.

Light
Quick and agile, but do low damage. Includes- Bandits, Berserkers, Dervishes, Mongrels, Satyrs, and Secutors. These guys love to fight Heavy gladiators, but take extra damage from Medium gladiators.



Bandit
Gender: Male, Female

Nationality: Imperia, Nordagh

Weapons: Light Axe, L. Sword, L. Spear, All Secutor, All Bandit

Shields: Light Shield, Secutor, Bandit

Armor: Light, Secutor, Bandit

Helmets: Bandit, Secutor, Hat, Gladiatorial

Accessory: Armband

These guys might have been criminals before being forced into the games, but they can be good fighters, and can put some serious hurt on Heavy foes, especially with backstabs. The Revenge Armband is a very good item for bandits, as it gives them two counterattacks- one for when the enemy hits them, and one for when the foe misses an attack. Also, Bandits benefit from having a few fellow bandits near them, as it increases their movement.

Berserker
Gender: Male, Female

Nationality: Nordagh

Weapons: Light Axe, L. Sword, All Berserker

Shields: None

Armor: None

Helmets: None

Accessory: Runestone

These fighters have some versatility- they can throw their weapons, and can temporarily become a Heavy unit that dishes out more damage than other Light gladiators- though when in a Rage, they have very little control over their actions, except to destroy the enemy. However, they are not armored like other light gladiators, and can be knocked out sooner. Of course, should an attack against them fail, a Berserker will attack them.



Dervish
Gender: Male, Female

Nationality: Southern Expanse

Weapons: Dervish Axe, Dervish Sword

Shields: None

Armor: Dervish

Helmets: All Dervish

Accessory: Anklet

Don't be too fooled by these lithe gladiators, as they are very quick and nimble, and more so, they come doubly armed, carrying two Light Swords or Axes. When surrounded by foes, they will use a Whirlwind type move to cause massive damage, bleeding, and force the foes away from them. Also, they can go after foes who use Air Affinity type weapons, and suffer no damage from these foes. Also, should a certain Dervish be rescued, and their reward of money be turned down, Ursula and Valens will not suffer from bleeding, should a Dervish, Friend or Foe, be on the field of battle, as they will have an ability that prevents it- a very nice gift to have. If an attack against them fails, the foe of the Dervish will suffer from a lowered defense. They also have an increased resistance to damage from javelin and arrow attacks.



Mongrel
Gender: Male

Nationality: Imperia

Weapons: Mongrel Club, Medium Hammer, Medium Axe, All Mongrel

Shield: None

Armor: Mongrel

Helmets: All Mongrel

Accessory: Scalp

More powerful than Bandits, but not as versatile. They tend to kick their foes, and poison them. Should an attack against them fail, they will attack their foe back, and cause the enemy's defenses to be lowered. They benefit from having an Ogre nearby.



Satyr
Gender: Male

Nationality: Nordagh

Weapons: All Satyr- Carafes (Bottles and other drinking utensils)

Shields: None

Armor: None

Helmets: None

Accessory: Poem

These creatures may be able to hold their liquor, but they can't take a hit too well. However, the crowd loves these goat-men, and when these creatures do a jig, the crowd tends to side with the team that has one, strengthening the other fighters. Also, they can throw their (bottle) a fair distance, knocking foes out, and they can set fire to them. Should an attack against a satyr fail, they will laugh at the foe, lowering their initiative, and driving the crowd wild.



Secutor
Gender: Male, Female

Nationality: Imperia, Windward Steppes

Weapons: Light Axe, L. Sword, L. Spear, All Secutor

Shields: Light

Armor: Light, Secutor

Helmets: All Secutor, Gladiatorial

Accessory: Ring

These gladiators are similar to Bandits, only they are more combat-orientated. They can attack foes in the back without help from a friend. Also, should an attack against them fail, they will laugh at the foe, lowing their Initiative, their Defenses, and causing the crowd to cheer on the Secutor's team.

Medium
These are your basic middle-of-the-road types. Includes Barbarians, Legionnaires, Murmillos, and Undead Legionnaires. They do best against Light foes, but have trouble against Heavy foes.



Barbarian
Gender: Male, Female

Nationality: Nordagh

Weapons: Two Handed Sword, T.H. Axe, T.H. Hammer, All Barbarian

Shields: None

Armor: Barbarian

Helmets: All Barbarian, Hat, Helm

Accessory: Runestone

When it comes to Medium gladiators, the Barbarian is a powerhouse on the battlefield, destroying shields and knocking foes down with powerful blows. They can even turn themselves into bears or wolves, depending on ones own taste, and regain some health as a result.



Legionnaire
Gender: Male, Female

Nationality: Imperia

Weapons: Medium Axe, M. Hammer, M. Sword, All Legionnaire

Shields: Medium, Legionnaire

Armor: Medium, Legionnaire

Helmets: Legionnaire, Military

Accessory: Medal

Legionnaires are your basic fighter- nothing really special about them. However, team them up with a few fellow Legionnaires and a Centurion, they will be very quck to move and to attack. They are also immune to a number of Negative Status things, like fear and confusion. Also, should an attack upon them fail, they will strike back, and lower the foes defense.



Murmillo
Gender: Male, Female

Nationality: Imperia

Weapons: Medium Sword, M. Hammer, M. Axe, All Murmillo

Shields: Medium, Murmillo

Armor: Medium, Murmillo

Helmets: Murmillo

Accessory: Ring

These gladiators love to use their shields for offense- throwing them, bashing foes with them, and such. Of course, they really excel in battle with Support-type gladiators, as they can cause other gladiators to be more effective at dodging arrows and javelins that are aimed at them. Should a foe fail in their attempt to attack them, a murmillo will counter attack with their shield, humiliate the foe- decreasing the foe's initiative while getting the crowd to side with the murmillo's team, and lower the foe's defense. Having a Female Murmillo is practically a Must when dealing with Amazons.



Undead Legionnaire
Gender: Unknown (Presumably Male and Female due to two different outfits in each region.)

Nationality: Imperia, Nordagh, Southern Expanse, Windward Steppes

Weapons: Medium Axe, M. Hammer, M Sword, All Legionnaire, All Undead

Shields: M. Shield, Legionnaire, Undead

Armor: M. Armor, Legionnaire, Undead

Helmets: Legionnaire, Undead, Military

Accessory: Medal

Who knows what curse was done to these gladiators to cause them to be brought back from the grave, though it's implied that the Dark God had a hand in it. In any case, if you're fighting Support units, one of these fleshless warriors if just what you need. Critical attacks can poison foes, it will "blow itself up" when its health is low (hopefully in an Arena Match), and poison the area around their remains for a time. Should an attack upon them fail, they attack the foe.

Support
These guys make good use of bows and javelins. Includes Amazons, Archers, Gungnirs, and Peltasts. These guys attack from a distance, with bow-users being capable of moving and loosing an arrow quickly. Javelin-users take a bit of set-up though. Good allies for them are Beasts, as the animals are low enough that Support gladiators can aim over them. Their greatest adversaries are Undead Summoners and Legionnaires, along with Murmillos. One of the best strategies for them is to Cover an Area, so that when foes enter the area, they are immediately attacked.



Amazon
Gender: Female

Nationality: Windward Steppes

Weapons: Plain Bow, Amazon

Shields: None

Armor: Amazon

Helmets: Amazon, Diadem

Accessory: Bracelet

These are the girls that every boy is warned about. They love to Charm Males foes, only to shot them with an arrow or Kick them where it really hurts. Against Female foes, or those with an Unknown Gender, most of their special attacks are not as effective, but they can still hold their own.



Archer
Gender: Male, Female

Nationality: Windward Steppes

Weapons: Plain Bow, Archer Bow

Shields: None

Armor: None

Helmets: Archer, Hat, Helm

Accessory: Belt

While Females Archers are unable to charm men, like their Amazon counterparts, they have more tricks up their sleeves, like arrows that can poison foes and knock them back.Of course, their most powerful attack is Deluge, which can attack virtually every foe on the battlefield.



Gungnir
Gender: Male, Female

Nationality: Nordagh

Weapons: Plain Javelin, All Gungnir, Light Spear

Shields: Light Shield, Gungnir, Peltast

Armor: Barbarian, Gungnir

Helmets: Gungnir, Hat, Helm

Accessory: Necklace

These guys love to throw javelins, and were named after one used by the god Odin. Of course, it does take a bit of skill to use their abilities, which are near useless if an enemy gets too close to them. Thankfully, they can turn into bears, which can put them on the same level as a medium fighter.



Peltast
Gender: Male, Female

Nationality: Imperia

Weapons: Plain Javelin, All Peltast, Light Spear

Shields: Light Shield, Peltast

Armor: Light armor, Peltast

Helmets: Peltast, Helm, Military

Accessory: Necklace

Similar to their Gungnir cousins in virtually all but one aspect- they lack the ability to shapeshift into a bear. However, they do have an ability that makes up for this- Indirect Fire. This ability allows a Peltast to throw their javelin over obstacles and hit a foe. While it doesn't do much damage, it can take out a foe on the brink of death- useful if the foe is a Summoner or a Channeler.

Summonables
Summoners and their Undead counterparts are capable of summoning extra allies- one apiece at any given time, until the creature is killed or its time limit expires. This can throw foes off their gameplan, and can even protect more valuable gladiators during Wilderness battles, as the creatures are expendable. Of course, the creatures, usually, only do basic attacks, and can't be trained, or controlled. Thankfully, they can differentiate between friend and foe.

Includes- Affinity Beasts (Air, Earth, Fire and Water), Dark versions of Affinity Beasts, Scarab, Scorpion, and Undead Melee.

One thing to note is this; should a summoner die, so will their creature.



Affinity Beasts
Class: Beast

Gender: Unknown

Nationality: Unknown (Gods)- Summoned by Summoner only

Weapons: None

Armor: None

Shields: None

Helmet: None

Accessory: None

Aside from looks, and the status that they boost for allies, the Affinity Beasts are virtually the same. Their only attack is to claw or bite the target. They are also the size of a human.

Air Beast- Resembles a hawk, and will boost the quickness of allies.

Earth Beast- Resembles a boar, and will boost allies defensive capabilities.

Fire Beast- Resembles a serpentine-like dragon covered in fire, and will boost the power of attacks.

Water Beast- Resembles a sea turtle, and will boost the accuracy of attacks.



Dark Affinity Beasts
Class: Beast

Gender: Unknown (Air and Water appear to be Female, Earth and Fire appear to be Male)

Nationality: Unknown (Gods)- Twisted- Summoned by Summoner only

Weapons: None

Armor: None

Shields: None

Helmet: None

Accessory: None

Similar to their normal Counterparts, Dark Affinity Beasts are basically the same, except for appearances, and the status they affect upon Foes.

Dark Air- Resembles a Harpy with 4 wings. Reduces Foes' quickness.

Dark Earth- Resembles a Boartaur- a centaur with a boar's features- reduces Defense.

Dark Fire- Resembles a fiery Spinx, reduces Power.

Dark Water- Resembles a mermaid, (don't ask how she moves on land), reduces Accuracy.



Scarab and Scorpion
Class: Beast

Gender: Unknown

Nationality: Unknown (Presumed Southern Expanse)- Summoned by Summoner only

Weapons: None

Armor: None

Shields: None

Helmet: None

Accessory: Jewel

Similar to their recruitable counterparts, these creatures tend to use poison-based attacks.



Undead Melee
Class: Medium

Gender: Unknown (Not even a difference in outfits, when compared to regular Undead Legionnaires)

Nationality: Unknown- (Presumably all over) Summoned by both Summoner and Undead Summoner.

Weapons: Medium Axe, M. Hammer, M Sword, All Legionnaire, All Undead

Shields: M. Shield, Legionnaire, Undead

Armor: M. Armor, Legionnaire, Undead

Helmets: Legionnaire, Undead, Military

Accessory: Medal

These are basically summoned versions of the Undead Legionnaire, and are basically the same. However, when they expire in a Wilderness Battle, they leave behind their stuff- great way to equip most Medium Gladiators for free.

Unrecruitables
Can't be recruited- Galdr, Dark Beasts (Cat, Wolf), Greater Beasts (Bear, Cat, Wolf), Citizens, (Imperia, Nordagh, Southern Expanse, Windward Steppes), Dark Legionnaires, and certain others. Might make them extra foes, or battle objectives, or even optional fighters for Ursula and Valens to have.



Galdr
Class: Arcane

Gender: Female

Nationality: Nordagh

Weapons: Light Sword

Shield: None

Armor: None

Helmet: Mask

Accessory: Runestone

These witches from the Barbarian lands specialize in singing chants that improve the combat effectiveness of their allies.



Dark Beasts (Cat and Wolf)
Class: Beast

Gender: Unknown

Nationality: Unknown (Creations of the Dark God)

Weapons: None

Shield: None

Armor: None

Helmet: None

Accessory: None

Only the Dark God knows where these twisted cousins to the more common Plains Cat and Wolf came from. They can steal one's Affinity, and poison them, among other things. Innate Affinity is Dark.



Greater Beasts (Bear, Cat, Wolf)
Class: Beast

Gender: Unknown

Nationality: Nordagh (Bear, Wolf), Windward Steppes (Cat)

Weapons: None

Shield: None

Armor: None

Helmet: None

Accessory: Collar (Cat and Wolf)

Far more deadlier than their normal-sized kin, Greater Beasts can have two human-sized foes in front of them, and attack both. While thankfully rare, they are not to be trifled with.



Citizens
Class: Light

Gender: Male, Female

Nationality: Imperia, Nordagh, Windward Steppes, Southern Expanse

Weapons: Stick (that's all they are likely to get, if they are lucky.)

Shield: None

Armor: None

Helmet: None

Accessory: None

Normally Merchants, Weapon Makers, Trappers, and Woodsmen, all love to attend the games. Sometimes though, they owe a debt, or two, and have to fight in the Arena. Of course, not being proper fighters, they are not too good at combat. Thus, they are normally something to protect, or attack, to win the match.



Dark Legionnaire
Class: Medium

Gender: Male

Nationality: Imperia

Weapons: Medium Axe, M. Hammer, M. Sword, All Legionnaire, All Dark Legion

Shield: M. Shield, Legionnaire, Dark Legion

Armor: M. Armor, Legionnaire Armor, Dark Legion

Helmet: All Legionnaire, All Dark Legion, Military

Accessory: Medal

Sometimes, mortal men can be the most evil of creatures. For whatever reason, these legionnaires turned from serving Imperia, to serving the Dark God, and were corrupted as a result. Other than having an Innate Dark Affinity, they are basically the same as regular legionnaires.

Mosquito Survivors
"Hendricks the Park Ranger: Hey Doc, that's science fiction bullshit!

Parks USAF Meteor Chaser: No, Hendricks. You... are living... in science fact!"

- Hendricks and Parks talking about how the mosquitoes are not from Earth, or some such thing.

When one thinks of going on a picnic, one thing that comes to mind is mosquitoes. For the most part, you just swat them. However, if those mosquitoes feed on alien blood, it will take something more to deal with them. This is what Bank Robber Earl, USAF Meteor Chaser Parks, Park Ranger Hendricks, Rookie Ranger Megan, and her Boyfriend Ray discover when human-sized mosquitoes come after them.

An alien spaceship crashes into a pond, killing the crew. Mosquitoes feed on the blood of the aliens, and, due to certain radioactive chemicals, grow to a large size.

Megan and Ray encounter a mosquito while driving to Megan's new job at a park. Said mosquito is splattered by the car, and its proboscis is lodged in the radiator. Megan, who has knowledge of animals, takes the proboscis and Ray drags the carcass off the road.

Meanwhile, Park Ranger Hendricks is told to lay down "fog cover" to protect the campers from normal mosquitoes, a job he does due to a "Patriotic Speech" from the Chief ranger.

At the same time, USAF Meteor Chaser Parks is searching for a strange meteor (the spaceship) that landed near by.

Also, Bank Robber Earl, and his younger brother Junior and cousin Rex (both by 10+ years) are on the run from the law after a series of robberies and murders. They stop to find out where they are.

A while later, Ray and Megan stop at a Motel to see about getting their car fixed, only to find that no one can fix it.

Meanwhile, Rex goes to use an outhouse, only to encounter a very large mosquito, and runs away screaming, getting the attention of Earl and Junior. However, Rex gets killed by accident.

At about the same time, the park is attacked by the mosquitoes.

In the morning, Ray and Megan get a ride with Parks, and go to the park, and discover the devastation, and find only Hendricks alive, from hiding under a rowboat. They then decide to leave, using an RV for both transportation and as a shield from the creatures. The group soon encounters Earl and Junior, who try to take the RV, but the group manage to defend themselves. However, the bugs are heard, and in a moment of Humanity, the group decides to bring the two bank robbers along- tied-up of course.

The mosquitoes soon attack, several of them getting inside. Earl manages to free himself and kills one of the creatures with a hatchet. The rest are fended off with shotguns and a revolver. However, Earl takes Megan hostage, and a Mexican Standoff ensues. Thankfully, Megan grabs a proboscis from a dismembered mosquito and stabs Earl in the side, takes the hatchet, and kicks the robber in the groin.

Problem is, the mosquitoes attack again, wrecking the RV, and wounding Hendricks in the leg. The group looks for a place to hide, but Junior, who went to get the money he and his brother had stolen, gets attacked and killed by the bugs. The rest hide in a storm drain system, and use fire/smoke to keep the creatures away, with Earl being distraught over the loss of his brother.

In the morning, the group soon goes to a farmhouse, which they board up, but the mosquitoes surround the place, and the group discovers why; the bugs laid their eggs in the basement. The group soon come up with a plan- create an explosive using Parks's Geiger Counter, flood the house with nature a gas, let the bugs in, escape through dumbwaiter up to the roof, get out of the house, and let a timer set off the explosive.

While working on the Booby-trap, the group bonds a bit, Parks grew up on the mean streets of Detroit, and served in 'Nam as well, same with Hendricks, Earl doesn't say anything, though his similar expressions indicate what he's been though- likely saw action himself, and Ray lightens the mood by saying that he was in Cub Scouts and that it was tough trying to become a Webelos.

Soon, the plan is implemented, and Megan and Ray make it out alright. However, when Hendricks tries to get out, the dumbwaiter breaks, and he ends up in the basement. Earl heads down, armed with a chainsaw he'd found earlier, in an attempt to save him, and the mosquitoes get into the kitchen, that the group was using to escape, and threaten Parks's escape. Down in the basement, Earl is attacked by hatching mosquitoes, and losses his grip on the chainsaw, which hits the dry rock on the wall, creating a spark, causing the house to blow.

Ray and Megan check on the remains of the house, and find that Parks had survived by hiding in the fridge. The three then leave the place.

McCandles Posse
"There were seven McCandles' people killed, one crippled, your own brother shot-- maybe crippled, maybe even dead-- and my grandson kidnapped. I ain't going to pay them for that. Neither's your mother."

- Jacob McCandles explaining to his two sons why they killed some would-be thieves for newspaper clippings.

At the beginning of the 20th century, as the times are changing, Jacob McCandles was a wealthy rancher and well-known gunfighter, whose business kept him away from home. However, he soon gets a note that says that there was a raid upon his ranch, several of his hired hands having been killed, one of his sons being seriously wounded, and his grandson kidnapped. With the help of his other two sons, an Indian Scout friend, and his dog, Jacob sets out to get his grandson back, the Old-fashion way.

The year is 1909, and great changes are happening in the world; technology, clothes, money, and more were all changing, at least in the eastern half of the United States. In the West, things were still rough, but they're been influenced, and are slowly changing. It is during this time that nine men cross from Mexico and go to the McCandles Ranch, a wealthy target. Their leader, John Fain, pretends that he and the others are out-of-work cowhands looking for a job. However, the foreman tells him that the McCandles aren't hiring at the moment. Fain then says that the place had to be worth a great deal of money, and that the trouble with money is that someone is always trying to take it. He then shows his colors, and kills the foreman. His gang begins killing everyone in sight, with Fain telling one of his gang to go after, and capture a certain kid- the Young Jacob McCandles. Jacob's father, and the rest try to protect him/the ranch, but most are either killed or wounded. The gang soon gets the kid, and leaves, leaving behind a ransom note for "One Million Dollars in $20 bills", or they'd kill the kid. Martha, the woman who runs the ranch, and is the kid's grandmother, sends for her husband- the Elder Jacob McCandles.

After saving a shepherd from a lynch mob, and hiring him, and his son, Jacob soon gets the message, and returns home. He finds the Texas Rangers are there to help, and they would be using newfangled cars instead of horses, with one of his sons going with them, and the other on a motorcycle, also a newfangled contraption. Jacob soon takes a strongbox filled with the money, and heads out to meet up with a friend, along with his dog