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123-Kitsune — Dekulond

Published: 2013-03-27 04:50:03 +0000 UTC; Views: 290; Favourites: 4; Downloads: 4
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Description A Dekulond is a small humanoid third level Nightmaren that is three feet in height. It has large floppy ears, large red eyes. It has a pock marked, hooked nose and sharp teeth.
They have clawed hands, and hoofed feet. Upon its back, is a pair of diminutive scalloped wings and a long tail with a tipped with spines and tuft of fur.
Dekulond wear red garment with spiked pieces of armor, and carry a device that serves them as a tool and weapon.
Dekulond are the drudges of the Nightmare and are frequently found in the Waking World as well.
Within Nightmare Dekulond are found everywhere, from Castle Nightmaren to its far flung colonies they tirelessly serve the whims of others, even other third level maren.
However, even the most diligent servant loves their downtime, and attempt to flee their servitude. Within areas inhabited by Nightmaren, a Dekulond’ garments prevent them from straying too far from their workplaces. The spike pieces of armor are inhibitors which have two settings; immobilization which surrounds the creature with an energy field, or mind control which is often used upon repeat offenders. In mind control mode the inhibitors need to be recharged every twenty four hours.
In some of the colonies their servitude can be somewhat more lenient, often becoming a retainer rather then a indentured servant. In these situations the inhibitors will be removed.
Dekulond aid with sanitation, vermin hunting and horticulture. Packs of these creatures will often serve other third level Nightmaren as fighting forces.
In The Waking World though these creatures tend to be trouble if they somehow slip their bonds. They resent their lives of servitude and desire others to serve them. Depending upon the packs dominate gender, they often kidnap attractive humans and occasionally the Somnambulists have had to send out search parties after young men and women fail to return home from a night on the town.
For Visitors that have been captured, they are seldom in any real harm as their captors are often infatuated with them. As such their experience is likely to be an embarrassing one as the victims become servants and toys of the Nightmaren.
The number of captives depends upon the number of inhibitors, food supplies and the size of the lair. If a captive dwells on their own, the pack will sometimes relocate to their residence. By using the mind control setting and some clever programming an experience pack can create an illusion of normalcy. That is until the victim neighborhood starts becoming the last place seen for a number of young people.
All of a victims funds go towards ensuring that the pack has a lavish lifestyle, and will often lair within the basement or attic, keeping out of sight while their slaves go about the pretence of daily life.
While a pack remains small there is little chance of them being discovered, at this point only failure to keep inhibitors charged will be their undoing.
Despite there being males and females, Dekulond cannot reproduce by mating. Initially they were genderless, their creator designing a species of vermin hunters that replaced and increased their numbers by transforming every rodent they caught. The Dekulond transform other creatures by encasing them within a mucus cocoon, and the creature that emerges after three days of incubation retains the gender traits of the victim, but with no memories of its former life.
Dekulond rarely transform humans, often focusing on rats, mice and the occasional dog or cat. However they will do so if a servant’s friends start to question their behavior, often capturing the meddling humans by staging a party and providing drugged food and drink. Once this happens, pack will leave the area with its new members. If the pack is too large it will divide into two or three groups which will then head in opposite directions.
When fighting Dekulond are either armed with weapons made to suit their size, or whatever they can get hold of. Opponents larger then themselves will be swarms and pulled to the ground were they will be punched, kicked and bitten.
Powers/Abilities:

Mucus Missile: A Dekulond can launch large blobs of adhesive ooze by sneezing at opponents. The mucus expands on contact with air and can literally blanket the target.

Audio Awareness: A Dekulonds’ sense of hearing is rather acute, which it next to impossible to surprise them.
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Comments: 2

Art-Eater [2013-09-26 02:15:13 +0000 UTC]

What is this made with? Lego?

👍: 0 ⏩: 1

123-Kitsune In reply to Art-Eater [2013-09-26 02:31:42 +0000 UTC]

Yep, mostly technic, bionicle and tiny of hero factory

👍: 0 ⏩: 0