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 Post Posted: Sun Jun 04, 2017 12:30 am 
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(pronounced, ee-moo):(that's a Greek μ, and not the Latin m). A water/ice doll that takes the shape of a large flightless bird.

Its natural logarithm is also the derivitive of itself.

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     Post Posted: Sun Jun 04, 2017 1:51 am 
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    Anomynous 167 wrote:
    Mos-cow (or Moz-cow). Flying cattle with the drain-life special.


    Do they prey on flying Dairy-Gerbils?
    A Flying unit that can grow to enormous size, a giant Dairy-Gerbil can be encircled with a harness ring that many units can hang onto, though most sides prefer attach a gondola and have their units ride in that. Said to be a cow to control, once tamed you can milk a lot of Move out of them. Make little noise and their signamancy is often non-threatening.

    Their favourite forage is a flying plant with no Move called a kernal-blimp.

    Giant Dairy-Gerbils were the main-stay of Overlord Monty Python's Flying Circus, until his warlords dispersed and founded their own sides.
    These days Giant Dairy-Gerbils are only tamed by the side Rushing Alas Cur, founded by the former Warlord Mikhail Palin, now ruled by his Heir Tsara Palin, whose chief warlord is Count Tzep Palin.

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     Post Posted: Sun Jun 04, 2017 12:26 pm 
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    Snapping Hurtles. Primarily greens and reds as varieties of tortoise like units that wander through forest or desert hexes. They have a move of only 2 but within hex are capable of massive speeds. While they can bite the most feared attack is their ability to launch themselves through the air at any targets. Reds have a limited flight capacity and are far more accurate against a moving target. Supposedly a rare Blue variety exists with a spiked shell and the ability to detonate with shockamancy and a strange power to always unerringly hit the highest level unit in its hex.

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     Post Posted: Sun Jun 04, 2017 12:40 pm 
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    B-eagles: a small, easily tamable feral hound best used for hunting other ferals for forage. Has the special of flight if it assumes a seated position.

    _________________
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    A tale from Erfworld: The Retconjurer

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     Post subject: C.Logo's favorite units
     Post Posted: Mon Jun 05, 2017 4:39 am 
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    Hufflynx - Rumored to be the original founders of Hobbittm, these small humanoids can also be popped by a few other sides. All hufflynx take only half the Move penalty (rounded down) from rough terrain; some attribute this to their slightly hypertrophied, hairy feet.
    Furthermore, a stack of hufflynx is able to cross water hexes; this is achieved by all members linking elbows, floating on their backs, and using their feet to propel themselves forward. In stormy, or otherwise perilous water - the chance of capsizing or otherwise being harmed by a natural obstacle or weather is diminished in proportion to the number of links. Stealth is a common, but not ubiquitous special among them, as is Archery (sling). While linked, a stack of hufflinx containing at least one Stealth-capable member, acts as if all members had it. Hufflynx archers on water hexes can still shoot, albeit at half the attack.
    Like their feet, the hufflynx' feline ears are also adorned with fur, and the males invariably sport rich, drooping sideburns. Cutting or shaving these off is considered a severe cultural faux-pas. ("Trying to be Man, are you? Being hufflynx not good enough for you anymore? Oy wei is mir...")
    To clarify, "hufflynx" is both singular and plural.

    Peeksees - Miniature Flying units that make excellent Scouts. Barbarian peeksees may pop in seldom-visited dense forest hexes, especially near waterfalls and streams; some sides can also pop them, though their relatively low Loyalty makes it a bit of a gamble. They are winged humanoids, about the size of two hufflynx palms (or, you know, a single man palm), with long, curved antennae sprouting from their foreheads. Their wings sport dazzling patterns, including 2 or 4 eyes (1 or 2 per wing). The antennae and wingeyes are both essential for their Eyemancy and Scouting specials.
    In attitude, peeksees tend to be the far opposite of the (significantly more powerful) Archons, whom they often (and loudly, and at great length) dismiss as being stuck-up, submissive, prudish, and/or disproportionally endowed. Peeksees, by contrast (as they will miss no chance to remind you) are whimsical, freedom-loving*, dressed in flower petals and leaves, and are delightfully petanko.
    Each peeksee pops with one of the following specials: Lookamancy (Look: a man! See?!), Foolamancy or Scouting. With levels, some peeksees acquire additional specials from this list, and on rare occasions also Leadership.
    Though they were never spotted in the wild, some sides have managed, on a rare occasion, to pop a Peeksee with the Findamancy special instead, making for a valuable garrison unit. Conversely, anecdotal reports of barbarian male peeksees, as well as a non-capital peeksee side, are yet to be confirmed.

    *_______
    A peeksee following orders usually remains convinced that she acts in her own best interests, or is merely "indulging" her warlord or ruler due to finding them amusing and adorable.

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     Post Posted: Tue Jun 06, 2017 2:36 pm 
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    A troublesome natural ally I came up with for a story idea, the Coalbold. A diminutive race of creatures that look to be black stones shaped like a man-dwagon. They have little defense and take fewer hits than a standard piker to be crumbled into chunks of rock. They also are one of Erfs few units to have the Cowardly special causing them to flee rather than engage an enemy unless they have leadership or superior numbers. Lastly they have a dire weakness to water, refusing to go near rivers or lakes and a hard rain can croak unprotected stacks.

    What makes them worth having is their cheapness, tunneling ability and, their unique power Smoldering. They need far less upkeep than most units do so massing them is simple and they can even eat anything flammable for rations. The power to Smolder is what lets them shine, literally. Standing near one is like being near a candle, a full stack is like like a campfire, a few stacks standing together feels like a raging bonfire and can ignite nearby dry materials.

    The heat an army generates can occasionally even start hex wide forest fires, giving a foe a far more pressing concern that the hordes of weaklings swinging stone clubs at their knees.


    Last edited by PastorofMuppets on Tue Jun 20, 2017 11:12 pm, edited 1 time in total.
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     Post Posted: Wed Jun 07, 2017 8:25 pm 
    Here for the 10th Anniversary Has collected at least one unit This user is a Tool! Erfworld Bicycle® Playing Cards supporter
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    What About an Antler?

    its a Large wild creature that groups in Hives under the ground. They have a 3 segmented body with 6 legs and nasty mandibles and a thick brown coat of fur. As well, they have Large horns coming out from their heads, that they use to charge and challenge intruders to their domains. They are especially week to high heat from shockamancy blasts using the power of the sun. They are drawn to any bivouac within 3 hexes, attacking after all other factions in the area. They always invade in a single file.

    on a related note, I think if Parson had gotten a picnic set up, he would be in danger of them as well.

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     Post subject: pardon the length
     Post Posted: Mon Jun 12, 2017 11:53 am 
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    Fang-Goyls - These flying units are about half the size of a normal Goyl, have very prominent fangs (hence the name), hypertrophied ears, and a large pair of fully functional bat wings. Their air maneuverability is quite limited, except while swarming (see below) or in darkness. Their skin is covered by short fuzz, like a bat's. They are a speaking unit, but their sense of individuality is significantly stunted, compared to a Goyle or a Skank, which causes them to (falsely) seem stupid to some.
    The greatest strength of this unit lies in field ambushes aimed at commanders, especially in forest and cavernous hexes:
    When a designated target enters a hex with one or more Fangoyls, these will Swarm the target commander, emitting the dreaded "SQUEE!" vocalization. This alerts fangoyls in all surrounding hexes (who then take up the SQUEE cry) to the target's presence, and grants them the ability to cross the interjecting hex boundary off-turn (provided they had at least one move left at the end of their last turn). With their superior Echo-location, they unerringly fly towards their victim.
    Worse, the SQUEE cry also affects feral fanggoyles on the same and adjacent hexes, who then proceed to join the attack (ferals do not receive the side's leadership or similar bonuses). Swarms of fanggoyls, including any ferals joining in, gain a special bonus directly proportional to their target's level. If a feral fanggoyl hears multiple squees emanating from different swarms - it will default to the one whose target has the highest level. Aside from their designated target, fanggoyls will only attack units directly screening it.
    While they can be ordered to do otherwise, such a counter-intuitive order costs them their target bonus, and does not affect any ferals already affected. If at least 4 (or, if the target is Heavy - at least 10) fanggoyles are in the swarm - they can be ordered to capture the target, rather than croak it, with no loss of bonus. However, issuing such an order to a swarm containing ferals causes the ferals to break and attack your own side's fanggoyls instead.

    Origin:
    Fang Goyls are the terrible result of a Weirdo-Thinka-Changemancer link attempting to alter a stack of normal Goyls to become better field units, when the transilvitan city of Sucksony really needed a mobile army, much more than a garrison. That city has itself become affected by the linked spell, and thereafter never popped Guard Goyles - only Fang ones. When the necessity for them passed, Transilvito's ruler tried to "reset" the city by razing and - a few tenturns later, when the treasury wasn't as tight - rebuilding it. This did not work. Instead, the ruins began popping feral fanggoyls, and their numbers in the surrounding lands continued to rise even after Sucksony was rebuilt, which implies they were now popping randomly in nearby cavernous hexes.

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     Post Posted: Tue Jul 11, 2017 12:28 pm 
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    Gnolls:
    Though not as many as Elves, these canine creatures also have a number of subspecies:
    * Bouncy Gnolls, former allies of a side that literally sunk itself beneath the waves, appear like anthropomorphic Springer Spaniels and have the Dancefight special.
    * Grassy Knolls, the dominant species of the Damned Strait's (former location of the Epic Vale) appear like bright green, anthropomorphic terriers. Many of them have the Archery:Rifle special, and so much of their tribal lore revolves around the mystery of WHAT in the titan's name a "Rifle" is, and where might one be found.
    * Other types include Tile (immune to pain), Tack (black and towering) and Parasitic Gnolls (which look the same as Tile ones, but have the Drain Life special, instead of the useless immunity.)

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     Post Posted: Tue Jul 11, 2017 1:22 pm 
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    Poster
    Garrison humanoid unit, usually low base stats but some understanding of how combat works, can be promoted to warlords.
    Natural thinkamancy - can build a weird thing which is sort of a thinkamancy golem, called "argument".
    Natural retconjuration/carnymancy - can build "arguments" based on things they remembered incorrectly, things they misunderstood or things they guessed, regardless of their basis in reality.

    Bee-he-moth
    Always male, giant bugs with a stinger. Have a big bonus against cloth golems.

    Chosen ones
    Have low base stats, but for some reason very important.

    Rules lawyers
    Low base stats, natural signamancy - contracts, have a very high bonus against carnymancy.

    Badass bookworms
    Giant worms that look like they are made of paper and shoot words out of their mouths.

    _________________
    I wrote a book.
    Friendship is natural date-a-mancy; Date-a-mancy is a school of magic; therefore, friendship is magic.
    The real twist of book 3 is that it will be 500 pages long.

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     Post Posted: Sun Jul 23, 2017 11:24 am 
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    Monotreme - A galley-class warship with a single deck of oars. They are "manned" by echidnas and platipi.

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     Post Posted: Wed Jul 26, 2017 1:23 pm 
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    Ants of Irrit

    A Tribe of all-female humanoids distinguished by having four arms, a pair of club-shaped antennae, what the ignorant describe as a wasp waist, and a bulbous gaster where other units might have a tail. A feral Tribe will only have a few classes of unit, namely:

    Pit Ants - The least of ants. They pop only in deep mines and tunnels, have no move, no combat, and minimal hits and defense, but do have the Mining special and a bonus based on how many of them there are (Note intentionally vague wording. It’s meant to be nice, not OP), so if a mine known to pop Pit Ants isn’t garrisoned, they can build up into a stack that’s not trivial to take out… and that sucks away at gems that rightly belong to the Capital Side owning the mine, if such exists. Pit Ants are one of only three kinds of Ant that pop naturally, and the only kind that pops in significant numbers. Generally their first objective is to mine out a gem big enough to let them promote themselves to one of the following units:

    Trench Ant - Comparable to Digger class infantry, but their shovels are a bit sharper than most. They have a natural dirtamancy that lets them build simple traps and fortifications. Some say a Tribe can’t consider itself proper Irrit Ants without at least one stack of Trench Ants.

    Valley Ant - Effectively Stabbers, but with high morale and a bonus to foraging, especially destructive foraging. The other kind of Ant considered necessary for the Irrit Ant lifestyle, they’re often sent to the surface to exercise their bonus, bringing the rations back to the Tribe.

    Speedy Ant - Scouts, with the Scouting special, and four fistfuls of Move. A sign of a deeply rooted feral Tribe. Speedy Ants are difficult to capture and interrogate, because they have a Special that lets them explode in a mass of sticky goo, which they can use even while a prisoner. The semi-acidic resin is more humiliating than debilitating, but at least a unit can be comforted to know that their temporary raiment is an ex-Speedy Ant.

    Bear Ant - Heavies. They’re usually too expensive for a feral Tribe to promote from Pit Ant, but they’re the second of three ants that will pop on their own. However, any given Tribe will only have at most one, and the one is not guaranteed. Tunnel capable, of course, and the dread of any unit sent in to clean out an advanced Tribe. “Don’t be a Bear Ant” is a wish made for every new shape coming out of the darkness of the tunnels.

    Now with such a wide variety of functional infantry and useful specials, you’d think the Irrit Ants would be good natural allies to have, but Overlords who ally with them run into a problem: They don’t accept leadership bonuses, at all. They all have the self-bonus, not just Pit Ants, but in order to make it compensate for the loss of the leadership bonus, the Overlord has to sink a lot of Schmuckers -- and trust -- into the tribe. And even if the Overlord commits to doing that, now they have the problem that they’re sitting on a full hierarchy of Warlords who are suddenly much less effective for the bulk of their army. So most Overlords living in areas that pop Irrit Ants just set stacks out on permanent seek and destroy missions instead, to protect their investment in their mines.

    However, there have been Capital Sides with the unique circumstances to make alliance with the Irrit Ants tempting, and those Sides have found even more advanced units the Irrit Ants can be promoted to, if fed their Schmuckers carefully and given clear orders on the subject:

    Bully Ant - Pikers with overbearing personalities and manic temperament. One of the more reliable Ant units, but not even the other Ants like them.

    Err Ant - Knights, but with a natural illuckamancy that makes them less effective than their stats suggest. They’re a bit depressed about it, too.

    Inner Ant - Knights with pikes. Lancers, if an ally orders them to mount up, but valued by the Tribe more for their level-headed judgement than their combat prowess. One Inner Ant is more expensive than one Bully Ant and one Err Ant, and therefore doubly out of reach of a feral tribe, but they are the third and last Ant to pop naturally. All naturally popped Inner Ants are Chiefs, and if there’s a Chief that isn’t an Inner Ant, it means their Tribe doesn’t have any Inner Ants. Like Bear Ants, their popping is not reliable, so they tend to be sequestered in the deepest parts of the mine for safety. Unlike Bear Ants, sometimes a Tribe gets more than one.

    Expector Ant - Archer specialist, spit. Which is Acid, by the way. They also have a natural predictamancy that prevents them from being surprised, but that's it.

    Pursue Ant - Rangers. They can hunt people down. Dedicated to order in a chaotic world, they also have natural signamancy that (sometimes) gives them an awareness of contracts affecting them, their side, and/or people and sides they focus on. Casters, for example, may be unnerved to find a Pursue Ant quoting clauses from the Grand Bargain at the most inconvenient times (at least for the caster).

    Wannabee - Flyers. What do you want?

    Yellow Jacket - I’ll tell you. You want a wannabee to want to be a bee, but no. They want the Yellow Jacket, the attire and only moniker of the Ants’ most elite unit. Are they knights? Heavies? No idea, but they fly, and a single Yellow Jacket in the same hex is enough to paralyze an entire picnic. They are, by far, the most expensive unit to promote and the unit with the highest upkeep, but they are also, at least for the Ants’ own objectives, the most efficient Ant. A Tribe that breaks alliance with a Capital Side tends to disband all its higher tier units in order to keep maintenance cost down, except for the Inner Ants it needs as Chiefs, and all the Yellow Jackets they can get their hands on. Small stacks of nothing but Yellow Jackets are sometimes all that remain of a Tribe with a long history allied to a Side that ultimately bit the dust. Maybe that’s why the Wannabees want the jacket so much.

    And then there’s these guys:

    Boy Ant - The exception to the rule that all ants are female. Cheap enough they could be popped alongside Trench Ants and Valley Ants, but their special is Seafarer, and the Tribe never goes into the water until an Ally asks them to.

    Now, most larger cities have a book in their library telling the story of a Side that really fell in with the Irrit Ants. They never popped their own infantry, it’s claimed, always choosing to feed more Schmuckers to the Ants instead. If you read between the lines of the story, it can be suggested that they were able to unlock three other kinds of Ant. If these Ants really exist, the exact method of their creation is not fully known:

    Sibyl Ant: An Expector Ant with predictamancy powers both expanded and more reliable. Speaks with a lisp, and maybe some drool.

    Relucked Ant: An Err Ant that has shed its illuckamancy somehow, without promotion to Inner Ant. Depending on the rumor, possessed of specials related to either flower power, luckamancy, or some measure of both.

    Spelling Bee: Allegedly to Pursue Ants and Wannabees what Inner Ants are to Bully Ants and Err Ants. Has expanded Signamancy powers.

    Some say the book is a hoax put out by the Ants to try and improve their image, but if so they would need the assistance of a Signamancer… or a Spelling Bee. Others point out that the History of the Side in question cannot be found in the libraries, but that leads to the uncomfortable idea that the Side might still be out there, somewhere, crawling with Ants.

    If these are my creation, they’re not a hive mind. That’s boring. It’s been done. They talk to each other, all the time, over channels that other units can’t interpret. Body language, pheromones, an acute ability to imagine oneself as a different Ant in a different place, etc. Maybe that’s Thinkamancy. Maybe it’s Lookamancy. Heck, maybe it’s Signamancy. I don’t know, but it’s where their self-bonus comes from.

    I really want to write the story of That One Side, but I’m stumped as to what their city pops. A decent mount for the knights. Some unit that’s more efficient than Warlords for an army that wants Commanders but not leadership bonuses, which doesn't necessarily mean efficient in general. Probably Siege, Siege is a weakness. I feel like the best story would be if the units were themed with each other but not with the Ants, so that there’s this seam in the Side between the natives and the allies.

    Now I know you, dear reader, have figured out all the puns already, but here’s a cheatsheet just in case your little sister is reading over your shoulder:
    Spoiler: show
    Ants of Irrit - Irritants.
    Pit Ants - Pittance
    Trench Ant - Trenchant
    Valley Ant - Valiant
    (ex-)Speedy Ant - Expedient. Fast and easily disposed of in times of emergency.
    a Bear Ant - Aberrant freaks of Antkind.
    Bully Ant - Ebullient bullies.
    Err Ant - Knights Errant who err
    Inner Ant - Inerrant wisdom kept deep within.
    Expector Ant - Expectorants who expect things, hence are never surprised.
    Pursue Ant - Pursuant to the rules for rangers, ants who pursue.
    Wannabee - Bee and Wannabe
    Yellow Jacket - The yellowjacket is a kind of social wasp native to North America.
    Boy Ant - Buoyant
    Sibyl Ant - Sibilant. A Sibyl is a female oracle.
    Relucked Ant - Reluctant
    Spelling Bee - A bee that spells, as in words, but also as in magic.

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     Post Posted: Thu Sep 07, 2017 7:35 pm 
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    Dupligator, alternately Dupligater: A fairly average and very short four legged reptile. They're mountable, but not very fast on land (in terms of speed or distance covered), but can lunge at short ranges, and has a mean bite. They're Water-capable, but they're really cool ability is Natural Dittomancy, being able to duplicate themselves if they have water to submerge themselves in. At least 1 ditto per level.

    Weakness? Swallowing clocks or other mechanical devices makes them easy to spot.

    _________________
    2017 Halloween competition - closed, winners announced!

    Here's my Erfics: Hungry Jungle. -- Completed!

    The Overlord's New Clothes -- Two parter, Completed

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     Post Posted: Fri Sep 08, 2017 9:56 pm 
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    I had been saving this one for a fanfic (but now that I've used it in it, I might as well mention it here)

    Aqua Duck: Looks like a regular duck, except it has the unique ability to float and swim on water.

    Army Duck: An all terrain (except mountain) avian mount patterned with army-camou. Capable of transporting a full stack of infantry on its back, the Army Duck's camo' patterns aren't really sufficient to hide those riding on it. Which really isn't a problem since those that do pop them aren't using them for stealth.
    Spoiler: show
    For reference, the Army Duck is based off the DUKW "Army Duck"


    Neighbourhino: A horned quadroped with a thick hide, capable of ramming down city walls. The preferred mount of the Vicar of Diddly.

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     Post Posted: Wed Sep 13, 2017 12:02 pm 
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    Hatcrabs a unit made by the combo of hat magic and croakamancy. The small 4 legged burlap unit walks slowly and leaps moderate distances to a living unit without headgear. If it lands right it becomes the new hat for the unit and granting it Uncroaked. The unit no longer has upkeep, decays, and fights in the side of the casters that made the hat( though muffled protests can be heard under the full head covering hat). Eventually the unit decays away if not croaked in battle and in such cases the depopped body is replaced by additional HatCrabs.

    The major downside of these items is that once the creator croaks or disbands they turn "feral" and count as barbarian units, even if the side that employed their maker still exists. Hatcrab Infested hexes and mines are a rather dangerous finds for any that wander without headgear.

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     Post Posted: Tue Sep 19, 2017 10:29 am 
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    E is for Erfworld Supporter Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    Construction Crane: Large flying bird unit with the Construction special. Kind of like a construction barrel, but with flying.

    Slag: A female casting knight like a Skank or Archon, but with dirtamancy and dollamancy specials.

    _________________
    “I will tell you precisely what Royalty is,” said Intra, “It is a continuous cutting motion.”

    -The Song of Maybe

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     Post Posted: Mon Sep 25, 2017 8:13 am 
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    Pokie monsters: A mimic-like unit in the shape of a slot-machine with neon-claws. Also goes by the name of "Gamblor", although to do that would be like calling a gorgon a "medusa".

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