Hello, this is the pinned post for my sideblog to Alma, from Monster Hunter Wilds! Most of my rules from my main blog, thestupidmeanone, apply here, but I will add a link to Alma's bio. Note that there will be a LOT of spoilers here for the story of MH Wilds, so be warned!
at the point where im just blocking people who vocally hate nata. dont talk about my son like that its not his fault you didnt get his character arc because you barely paid attnetion to the story
"Well, I'll be. You en't kiddin', are ya, Alma?" He looks over the beast in kind, tracing his hands to follow hers, and he finds that, indeed, its back spines are different than those from others that he's fought before. "...Huh. You reckon these are bonding scars, like what Sharqs get? they rake their teeth over each other to mark each other up if they're mated."
Another bit of pondering, and he wanders a small distance away to sit down in the shade of the oasis with a grunt. "A sheen...? That means it's Tempered, en't it? Fuck, no wonder the beastie's so agitated. It's old and mean and the worst of the worst. We'll let the eggheads have a lookit'im."
"It's a possibility," Alma mused. She always appreciated a little outside input like that. "I'd have to take some measurements, see if anything matches the teeth marks of another Rey Dau." With their distinctive jaw structure, that would be easy enough, even if it took a bit of time.
"Oh yes, definitely Tempered," she continued with a nod, taking a step away from the slumbering monster to get a better look at it. After a moment, she seemed to realize Teddy had retreated a bit, and walked over to join him, sitting in the shade. "A long life of constant fighting and competing with other Rey Daus, maybe even Seregios? I'd be a bit ornery too."
CHILDREN GROW QUICKLY, and it seems that at almost fourteen years-old, he'd hit a major growth spurt. Hands folded behind his back, Nata stood proud beside his guardian—could she still be called that? He was still quite young, but Nata had certainly come far from the tired and shaken child they had found in the desert that fateful day.
He'd already been smiling, but at Alma's comment, Nata smiled even wider. "Really?" He giggles a bit—perhaps he hasn't noticed yet himself? Funny, given that he'd begun to outgrow his old hunter's gear. His mentor, noticing the boy's height, had lent him their jacket.
His new seikret, Coran, nudges into his shoulder with its head, and Nata reaches to cradle the bird wyvern's beak in his palm.
"When I'm done growing, do you think I'll be as tall as the Hunter?"
"Very much so!" Alma replied with a laugh, as if she was prepared to admonish him--how dare Nata get taller than her! Not that she'd ever been concerned about being short, considering she was 5'10". Still!
"Hm..." She paused to think, adjusting her glasses a little. Would he even keep growing? After a certain point, it would definitely stop, but that might not be for another couple years or so. "It's hard to say, if I'm to be completely honest. But I certainly wouldn't be surprised!"
It had been well over a year since their journey into the Eastlands--maybe a little more. Alma had, honestly, lost track of time a bit. So many new discoveries, so much research to do... and so much fretting over Nata, even after he was reunited with his people and Zoh Shia was defeated.
She had spent to much time focused on other things that she didn't register just how much he had grown, at least at first. Maybe because it was all so subtle, or she was just so easily distracted by everything she had to do? Either way, it finally seemed to click one day when she realized that she actually had to look up slightly to meet his gaze. She stared blankly at Nata for a second, holding a hand to her chest.
Perhaps one of the strangest of an already strange group, Chameleos is an elusive, mysterious Elder Dragon well-known for its intelligence, bizarre appearance, toxicity, and seemingly supernatural ability to turn completely invisible.
Chameleos is, indeed, very chameleon-like in appearance: it has a long, sticky tongue that extends significant distances at incredible speeds in order to snatch up Neopterons and smaller insects, and its uniquely structured eyes can move independently to watch for danger from two directions at once--or work together to lock onto prey. It has also, however, been compared to some species of gekko: its clawed feet have adhesive toe pads that let it cling to most surfaces, and its tail is broad and vaguely leaf-shaped, terminating in multiple coiled protrusions. These coils, along with the spikes along the side of its head and the long nasal horn, glow with a noticeable bioluminescence that, combined with its oddly textured hide, lends it a haunting and almost ghostly quality. It is no surprise, then, that many cultures near Chameleos territory compare these monsters to spirits and phantoms of their humid jungle homes.
Though territorial, Chameleos are surprisingly docile and calm monsters, moving slowly and almost comically through the forest. They fan their tails in the underbrush to stir up insects to lick up, and will supplement this diet with mushrooms and even particular ores; they rarely try to eat anything bigger than a Vespoid, and do not consider humans to be prey. At best, they would rather chase off someone intruding on their home than actually pick a true fight, and to do so, they take advantage of their most remarkable ability: apparent invisibility.
It took several generations for Guild researchers to actually figure out how this fantastical ability worked: Chameleos are naturally elusive to begin with, and one cannot simply observe invisibility. The first hint is in the skin: after many trials and experiments with a Chameleos skin sample, Scriveners discovered that it changes both texture and color when exposed to an electrical charge--though how the monster itself generated such a charge was unknown.
It was also observed that a Chameleos only turned invisible after exhaling a strange, pale mist from its mouth, and would always prioritize producing more if the mist ever dissipated. As it turns out, this mist is made of an evaporated neurotoxin that, when inhaled, causes mild hallucinations and sensory disruption--the Chameleos does not produce a concentrated enough form of this toxin to do any real damage beyond these side effects, though condensed samples can be lethal.
The final clue that helped figure out what was going on was the study of a Chameleos' blood vessels, which are connected to a secondary system beneath the skin that contains small amounts of powdered Fucium ore which can be injected into the bloodstream. As it turns out, Fucium ore produces an electrical charge when mixed with the blood of an Elder Dragon. This is a well-known fact among experienced blacksmiths--Gemma was able to clarify as such for me--but it also seems integral to the Chameleos' incredible vanishing act:
The Chameleos releases traces of Fucium ore (obtained by licking and consuming ore deposits) into its bloodstream, creating a weak electrical current that spreads to the skin, causing it to change color and texture; the Chameleos modulates the current in order to look as close to translucent (by mimicking its general surroundings) as possible.
The Chameleos exhales its hallucinogenic mist, interfering with the sensory perception of everything in a wide area; there is no known limit to how much mist a Chameleos can produce, but they generally only emit it in a localized area around them.
Finally, the weak electrical charge in the Chameleos' skin jumps into the mist, causing it to refract light and render the monster effectively invisible.
As a side note, a Chameleos' horn and tail coils seem to be 'command nodes' for control over this complex system, as damage to either significantly impedes the monster's ability to vanish from sight.
With this ability, a Chameleos can easily ambush foes; while they are not perfectly invisible while moving, it's still difficult to track them until they strike, and most opponents quickly find the Chameleos not worth the effort to deal with. As intelligent as they are mischievous, Chameleos have a penchant for kleptomania, hiding in plain sight and stealing supplies such as potions and rations from Hunters and their camps with their long tongues. At first regarded as simple curiosity, it's now understood that Chameleos who regularly deal with human encroachment into their territories realize that these supplies are what allow them to do so in the first place, and if they don't have any, they will quickly leave. They use this intelligent behavior in direct confrontation with Hunters as well, stealing potions out of their hands and, in the case of Kamura Hunters, even stealing the empowering Spiribird pollen from their Petalaces, all in an effort to frustrate their enemies into going away. Because of their preference for peaceful (if annoying) resolutions to conflicts, people can often live near a Chameleos in relative peace, as long as they leave it alone.
Of course, sometimes violence is unavoidable, and it is an unwise Hunter indeed who would mistake a Chameleos' peaceful disposition for harmlessness. They are tremendously strong monsters, with sharp claws, powerful tails, and lashing tongues, all supplemented by flickering in and out of sight nearly constantly. It also moves erratically, deceptively slow and shockingly fast in a seemingly random rhythm, making it almost impossible to predict what one might do next. On top of this, its oddly-textured hide is not only surprisingly tough, but a Chameleos has, effectively, no blind spots: on top of its strange eyes giving it a nearly 270-degree field of vision, but the uniquely curled portions of the tail help guide sound waves into a currently unknown organ within the tail itself, acting as an extra ear that more easily picks up sounds behind the Elder Dragon.
Of course, anyone who has faced an angry Chameleos knows that its physical prowess is nothing compared to the mind-boggling variety of toxins and poisons the dragon can produce--far beyond its hallucinogenic mist. A unique toxic sac connected to the Chameleos' digestive system allows it to extract certain chemicals from its food and convert them into one of nearly a dozen different toxic substances that it can then spit at threats in either liquid globules and streams, or as clouds of deadly gas that it manipulates with its wings (it's believed that ultrasonic frequencies and vibrations produced in the dragon's chest create this gas). Because their toxicity is determined by diet--and Chameleos are omnivorous--exactly what toxins an individual Chameleos produces varies based on habitat and overall region, from caustic acids to chemicals that trigger lactic acid buildup and fatigue, to simple but deadly neurotoxins and necrotoxins; there is even one toxin that constricts vocal chords in humans and prevents them from speaking or yelling. Even poison-resistant monsters like Raths cannot stand up to such incredible toxicity, and the Chameleos itself is all but immune to essentially all known poisons and venoms.
This is why, despite being a peaceful and docile creature, the Chameleos is treated with the same awe and caution as any other Elder Dragon--there is absolutely nothing stopping an angry Chameleos from simply dousing an entire populated area in toxic gas and essentially wiping out a village in minutes--or, in a worst case scenario, an entire ecosystem. So far, this is purely hypothetical, but the danger is always there, and puts the Chameleos in the same category of potential threat as a Kushala Daora or the Stra Dragons. It is as they say: never judge a book by its cover... especially when you can't see the book sneaking up on you.
Attached: one of the few known photos of a Chameleos, taken while it was distracted. The unfortunate Hunter who got this incredible shot was subsequently smacked around by the annoyed monster's tongue, already mid-extension here.
Few monsters can match the stealth and agility of the Nargacuga, a deadly ambush predator native to lush jungle habitats. Their sleek scales and the keratinous 'fur' covering them appear soft, but are shockingly tough for their comparably light weight, and the dark coloration obscures them in the shadows of the forest canopy and underbrush. This 'fur' also provides insulation in colder weather and is waterproof--a useful adaptation in their humid habitats. Despite their large size, Nargacuga are masterful climbers, often pouncing on their prey from thick tree boughs, and they are infamous for their incredible speed on the ground and powerful leaps.
A Nargacuga is a poor flier, and its wings are fairly small by Flying Wyvern standards. Instead, they have evolved to work alongside the monster's powerful forelimbs: each of the wing phalanges, especially the outermost one, is encased in extremely hard scales that have a metallic sheen and form sharp tips and razor edges. Known as 'cutwings' by the Guild, these dangerously sharp blades allow a Nargacuga to cut through dense undergrowth and prey alike. With their cutwings, claws, and sharp teeth, Nargacugas are masterful hunters, especially of Kelbis--their preferred prey.
Perhaps the most dangerous and notorious tool in a Nargacuga's hunting arsenal, however, is its tail. Remarkably strong and flexible in equal measure, a Nargacuga's tail is as long as the rest of its body when at rest, and can extend up to fifty percent further when the monster lashes out with it. They can use their tails like enormous whips, smashing down on prey or smacking it to the ground; the tip is also lined with specialized scales that are diamond-shaped, sharply pointed, and possess serrated edges. Normally, these scales lay flat against the tail, but can be extended and bristled with muscular contractions by the Nargacuga. This has two purposes: one, it can audibly rattle the extended spikes as a threat display, and two, they can turn the tail from a whip into a spiked club, and the scales can be detached and flung with the right tail motions as deadly projectiles that impale prey. Even a grazing blow from one of these scales leaves deep, bleeding wounds.
Nargacugas, being nocturnal, have extremely keen nightvision and acute hearing, allowing them to track even the quietest prey. These senses can also be a weakness, however: bright flashes of light and sudden loud sounds can disorient a Nargacuga, and is one of the most reliable ways to make them fly into a rage. An angry Nargacuga is obvious: they flush their faces with blood and extend their tailspikes in an intimidating display, lashing out with even more speed and power than normal. While this can make them exceptionally dangerous, experienced Hunters have learn to exploit this rage--Nargacugas are normally quite intelligent and notorious for their ability to avoid camouflaged traps that could surprise other monsters, but they lose this spatial awareness when angry, making them easier to trick or ambush.
Several subspecies and other variations are known for the Nargacuga. The most common is the Green Nargacuga; as the name suggests, it is green rather than black, and seems to be more well-adapted to diurnal activity, where it can more effectively camouflage itself in the forest greenery. This subspecies' tailspikes are longer and more formidable than those of the nominate subspecies.
There is also the exceedingly rare Lucent Nargacuga, found only in a select few isolated habitats that are prone to low-lying fog. Poorly understood, this highly unusual subspecies has brilliant pale fur, shimmering blue scales, almost translucent scales across the cutwings (often call 'Bladewings' in this case), and have venom glands filled with a dangerous neurotoxin connected to their tailspikes. Most impressive of all, the Lucent Nargacuga is somehow able to refract light and render itself virtually invisible; exactly how it accomplishes such a remarkable feat is mostly unknown, but seems to involve its fur and Bladewings, as well as moonlight and fog. These specific environmental conditions may explain why Lucent Nargacugas are so rare--considering their incredible aggression, stealthiness, and toxicity, this is probably for the best.
There are also Deviants, the Silverwind Nargacuga, that seem to be exceptionally old and experienced individuals with unusual striped patterns in their fur. They are not only stronger than the usual Nargacuga, but have overdeveloped tail musculature that allows them to swing their tails with enough force that in generates gusts of wind at such speeds that they can slice through prey as easily as the monster's physical blows. For this reasons, Silverwinds tend to keep their distance from their prey whenever possible, and are more than agile enough to do so with ease.
Attached: a Nargacuga photographed in the Shrine Ruins locality near Kamura Village, patrolling its territory.
Plesioths are the largest and most well-known of the Piscine Wyvern family, due to being widespread (if adapted to warm, freshwater habitats) and highly successful aquatic apex predators with a number of unique traits and highly specialized adaptations.
As they are likely descended from terrestrial ancestors, Plesioth don't actually have gills, despite their fish-like appearance. Conversely, they also lack lungs, and instead breathe through their skin, via small gaps in their armored scales. How such an enormous monster can rely solely on its skin for respiration is unknown. What is known, however, is that this trait makes them amphibious: while staying on dry land for too long risks dehydration, they also cannot dive too deep underwater either, and must remain close to the surface, where oxygen is easily accessible.
For these predators, however, such a specific habitat suits them fine, and they are specialized in ambushing prey at the water's edge or snapping up swimming creatures that they can outpace--and they are very fast swimmers. Their large, expressive fins end in orange spines that secrete a tranquilizing toxin that saps a victim's energy, and they can inject this same venom from their sharp teeth. As a result, anything they bite or sting is quickly rendered unconscious and helpless as they are dragged underwater. While a Plesioth's jaws are strong enough to crack through armor and shells, they are also not opposed to swallowing smaller prey whole and letting their powerfully acidic stomachs handle the rest.
While undoubtedly most comfortable in water, the long hind legs of a Plesioth allow them to walk on land with surprising ease, albeit only for a short time before they risk drying out. They usually only do so when angered or baited--frogs are a popular lure, as Plesioths seem to find even the smallest species irresistible.
While their large size, venom, and powerful builds make them very dangerous to begin with, Plesioths have a couple other tricks for when they must deal with an equally threatening opponent. They can store water in special sacs in the throat, compressing these organs to eject the water in a high-pressure stream to devastating effect. They are also surprisingly tough: the head of a Plesioth is hard enough to be used as a hammer, and even the smaller scales across its body are thick and durable.
Green Plesioths are a similar-looking subspecies with more brilliant scales and more efficient respiration; as a result, they can spend longer on land and are far less hesitant to pursue prey out of the water. This allows them to stake out larger territories and tends to make them more aggressive than typical Plesioths.
There are many tales of Hunters being smacked around by an angry Plesioth while claiming that the monster never even touched them. It's safe to say that these stories are exaggerated at best.
Attached: a photo of a breaching Plesioth. Note that, despite the impressive wings, they cannot fly.
Many creatures in nature utilize toxins to hunt or to defend themselves from predators, but few go to the same defensive extremes as the ferocious Espinas. These wyverns have a distinctive, forest-green shell studded with reddish spines that secrete dangerous hemotoxic venom. Their well-armored, spiky hides make them nearly impervious to attack, and Espinas are currently believed to have no natural predators. This explains their most notorious behavior: Espinas sleep for nearly 16 hours a day, and are usually found curled up next to well-used game trails with only their coloration to camouflage them; they're so well-protected that they clearly have no fear of anything that might walk by--indeed, they often wake up to incapacitated snacks that have accidentally bumped into their venomous spines while they slumber.
In the rare event that an Espinas is actually threatened--or rudely awoken--they are quick to fly into a furious rage, flushing blood to the surface of their skin to create bright red patches that intimidate opponents. This is usually the only warning they will give before charging the offender, trampling smaller enemies underfoot and impaling larger ones on their nasal horn and spines. Should their foe stay at a distance, an Espinas' flame sac is also infused with a potent cocktail of toxins, allowing it to spit fireballs that burn, poison, and paralyze the unfortunate target.
Exactly how an Espinas is so astoundingly toxic is up for debate, as they are rare creatures that dwell deep in jungles and can be difficult to study safely, even when asleep. However, they have been observed going out of their way to devour Poisontoads--comparatively diminutive but dangerously poisonous amphibians. It's believed that they take the toxins from these toads to utilize for themselves; juveniles stock up on Poisontoads early in life, to the point where even their blood is considered poisonous, and maintain their toxin levels well into adulthood.
There are also reports of an exceedingly rare Flaming Espinas subspecies, which combines a more potent flame sac with caustic fluids on top of the typical venom, but they are even more difficult to observe than the typical Espinas.
Attached: a photo of an Espinas, having just been startled awake by a Nargacuga and performing a threat display.