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The Creature Index


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The Creature Index

 

Listed below are all of the creatures present in the Lord of the Craft universe, including their usage and descriptions. This has been made to cut down on the numerous creature lore ports where instead they can all be harbored here.

 

The application for new creatures are at the bottom. Post your application as a reply to this topic.

 

"LM Approval" refers to a player requiring the exact consent of a Lore Master in order to play a given creature. The majority of the time the answer will be yes, this is more so used to monitor and control their usage.

 

 

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The Creature Index

 



~ Harpy ~

 

Spoiler

 
 

 

~ Vodnik ~

Spoiler

Vodnik

Habitat:

Deep lakes, Rivers, Coastal Sea and Ponds.

Description:

The beast is humanoid in appearance, and is not to be mistaken with a zombie. Vodniks lurk around coastal towns and villages with deep lakes or rivers, they are revived bodies of men or women that have met their demise by drowning, what makes a Vodnik is actually the parasites that lurk in the water, they use the body as a host and grow. Their hair is slimy and green, as is the ends of their arms and legs, they leave trails similar to a snail’s and make gurgled howls when it is a full moon, they possess a toxin which sedates their prey, which they then drag into the water to feast upon.

 

Excerpt from a text on marine creatures:

"These are scoundrels who ended their wicked lives in the water. Drowned alive or thrown into deep watery ravines, they turn into vengeful creatures which stalk the inhabitants of fishing settlements, dragging unsuspecting bathers off into the depths."

 

The Vodnik is slow and weak, but in the water, the creature is at its best. It can swim at unbelievable speeds and hear the faintest of footsteps on the land, the beast also possesses a sedative in its saliva, which it uses to drown the prey. The Vodnik also possesses the ability to ignore bad injuries, one could cut off all its limbs and it would still try and attack its prey, it also doesn’t weaken when it bleeds, is poisoned or tossed off cliffs. The Vodnik, as agile and aware as it may be, is completely blind, it relies completely on feeling, smell and its hearing. The Vodnik is quite scrawny, like a decomposing corpse, though it possesses abnormally large claws and teeth like knives, which it has several sets of. Upon death, the Vodnik does something very odd, it hacks up its insides and the parasites that lived within crawl back into the water to find another host corpse, and create another Vodnik.

Author:

freema5

LM Approval Required:

No

 

~ Boggens ~

Spoiler

Boggens

Habitat:

Battlefields or any location with shallow graves or bodies left out to rot, also found in swamp-like locations and areas where fog can occur naturally.

Description:

Boggens are deceptive pack hunters, alluring lost travelers in the fogs they can create. They separate and try and lure you to follow the eerie illumination they form within their chest cavity towards their pack.

 

Quote from a wandering caravaneer: “If you stray too far to take a piss, finding yourself in the thick of fog, don’t expect the light to be a friend coming to get ya’ in most occasions... har har.”

 

They bare claws sharp as steel, though normally never care to utilize them, driving their victims mad and lost within the foggy illusions they create. Quick thickening fogs are an alarming calling card of these creatures, there is also rumor their illusionary prowess could out do an illusionary mage, but that is merely a tale.  

Author:

freema5

LM Approval Required:

Yes

 

~ Fleugal ~

Spoiler

Fleugal

Habitat:

A monster that can live predominantly near or within settlements, they normally favor sewers, waste dumps; anywhere with an overabundance of filth and corpses.

Description:

Fleugals, a beast that always hungers; dispose of these creatures while they’re small and young, for a mature Fleugal is a nuisance. The Fleugal is hideous and bares many rows of teeth within its maw, the larger they grow, the bigger reach they attain with their tentacles to consume anything living.

Excerpt from a Journal of a Marked Man: “This creature, it preys on whatever it can slip it’s tentacles around, I stare upon it, feasting now, its multitude of teeth put to work as it feasts on a stray hound. It’s big.. too big for a mere city guard or even a professional such as myself- they better pay me extra.”

A hermaphroditic creature which can reproduce once in it’s lifetime. They have an insatiable hunger and feed upon the filth produced by living and dying beings alike. Fleugal’s are practically immune to sword blows, regardless of whether they’re of aurum or steel. You must remove their tentacles removing its ability to eat and it will soon die. They shower their opponents with numerous tentacle hits

Author:

freema5

LM Approval Required:

Yes

 

~ Rotter ~

Spoiler

Rotters

Habitat:

Battlefields or any location where a large number of corpses are in shallow graves or left out to rot.

Description:

Rotters are the aftermath of a decomposing body left out to hang just too long. Their occurrence is considered due to poor treatment of corpses. The overwhelming aroma of rotting flesh follows these creatures and are their usual calling card. They spend most of their time feasting on other rotting bodies though won’t allow the living to go unnoticed.

 

They’re faster then most Necrophages, but in agility they lack strength, normally being cut down very simply. When you thought it couldn’t get any worse, in death or a critical state they begin to choke up, the rotting muscles constricting as the decomposing body fills up, and soon hazardly releases a poisonous gas in which the Rotter explodes into a mess.

Author:

freema5

LM Approval Required:

Yes

 

~ Cockatrice ~

Spoiler

Cockatrice

Habitat:

The creature is found to reside within vast cave systems, and dense forests. Typically near civilization hubs, but remaining out of sight. Perhaps to feed on unsuspecting cattle, or lone travelers. Typically the Den, or nest, of a cockatrice is lined with various straw-like plants, or fibers and is dotted with the bones of victims.

Description:

A rather comedic looking creature, the cockatrice is found to have the body and wings of a drake, with the head and legs of the common rooster. The creature is noted to stand as tall as a small hut, with the body length to match. Strangely enough, the beast maintains an uncomedic deep roar over the expected high-pitched squawk. Further inspection and interaction with the cockatrice has revealed a small pouch beneath the beak of the cockatrice. When enraged, the cockatrice inhales deeply, the pouch expanding and pulsating momentarily, before exhaling an ash-like smog. Should the smog come in contact with an individual, he/she will be cursed with a strange spell. This curse, now referred to as, “Stoning,” has been noted to thoroughly turn a victim to stone, with no known method of returning flesh to their cursed body. The beast has talons roughly as sharp as the common fighting blade, the strength expected of a massive beast, and the bodily scales maintain the quality of common iron.

Author:

freema5

LM Approval Required:

No

 

~ Genie ~

Spoiler

Genie

Habitat:  

Thankfully for the regular person, Genies never leave their chambers unless locked inside an object such as a lamp or a bottle where they may be accidentally released if the container is broken.

Description:

A powerful and extremely rare spirit brought about by immense power of a particular element. Genies are endowed with consciousness and character. According to legend, Genies can grant wishes to those who help them. Powerful mages can tame Genies, but it is no easy feat as Genies are exceptionally powerful, they can cast even the most difficult spells in an instant and are extremely hostile to whoever encroaches in whatever tomb, chamber or object they are locked in.

 

Genies normally manifest themselves as a small cloud of smoke, for the purpose of better communication they may change their appearance so that it is more humanoid. They are blindingly fast to such an extent that a sonic boom may occur when a Genie dashes. Genies are incredibly powerful and depending on the element they are derived from, may evoke Hurricanes, Tsunamis, Earthquakes or Firestorms whenever they feel threatened. A terrifying and often surprising calling sign of an approaching Genie is static electricity in the air.

Author:

Sode1

LM Approval Required:

Yes

~ Minotaur ~

 

Spoiler

Minotaurs

Habitat:

Minotaurs seem to favor settling in ancient libraries and ruins where they know scholars, scavengers or adventurers may come and challenge them.

Characteristics: The Minotaur is strong, quick and possesses remarkable senses of direction, smell and hearing. They are lacking in agility and stealth and have extremely poor eyesight but make up for this with echolocation.

Description:

Large beasts, not unlike a bull who walk on two feet and have opposable thumbs. Minotaurs are excellent hunters who kill for sport but do not tend to stray far from their hunting grounds, which they select based on how maze-like they are. Minotaurs are able to wield weapons with great efficiency and power and are extremely proficient at recognizing and memorizing patterns, making them excellent mathematicians and engineers. They use these natural talents to create elaborate traps in their habitats in order to ensnare their prey.

Excerpt from an Ancient Script (Translated from Flexio): "He is here, I can feel him. He walks with hooves vpon cold stone, I hear the pvmice cracking. He is here and he is thirsty for more bloodshed. Lvcivs has left me. Let the gods damn him to eternal svffering."

Author:

Sode1

LM Approval Required:

Yes

 

~ Spectrals ~

Spoiler

Spectrals (Subtypes: Poltergeist/Revenants)

Habitat:

Anywhere

Description:

They are the products of mortals who are deceased not getting a proper burial or killed in a traumatic or horrific act. These creatures haunt their death place and their surroundings, the only ones not binded to their place of death. These creatures are normally characterised into Revenants (Good) with a blue-like appearance and Poltergeist (Evil) with a red aura. They are sentient and are the main focus of most folktales told in the lands, as they are surprisingly common for being of such supernatural origin.

Author:

Urara

LM Approval Required:

No

 

~ Apparition ~

Spoiler

Apparition

Habitat:

Anywhere

Description:

A large group of spectrals which are binded together, and are much more powerful than individual spectrals. They are binded together in death and hence must be exorcised together.

Author:

SupremacyOps

LM Approval Required:

No

 

~ Graven ~

Spoiler

Graven

Habitat:

Anywhere

Description:

“The Graven are a kind of spirit, a type of ghost if you will. However, they are subtly different. Whereas ghosts generally retain most of the sentience they had in life, and can 'adapt' to their surroundings, Graven are more similar to apparitions--which are bound to one area, the site of the mass death that spawned them, and cannot leave it unless that place is destroyed--in that they are bound to one task or duty for eternity until their quest is complete or they are destroyed for good. Like apparitions, Graven can prove difficult to exorcise fully, but are much more easily damaged with common steel, not requiring gold or silver to slay. Graven tend to manifest semi-corporeal, seeming ghostly but possessing form and figure. Without this corporeality, limited though it is, they would not be able to complete their tasks, and would be tormented for all eternity in a state of agonising limbo.

Author:

_Grim1_

LM Approval Required:

No

 

~ Troll ~

Spoiler

Troll

Habitat:

Anywhere

Description:

Trolls are large sentient creatures who seem to near tower Uruks. They are creatures who try to stray away from sunlight since of its hide reacting and petrifying it for reasons currently unknown. The creatures are quite daft, but nevertheless are able to communicate with those who wish to talk to it. Most of them are nomadic and attempt to keep a horde of some kind, whether it is food, shiny objects or perhaps fair maidens.

Author:

SuperSodaPops

LM Approval Required:

Yes

 

~ Ooze - Blob ~

Spoiler

Gelatinous Creatures ((Ooze + Blob))

Habitat:

Anywhere

Description:

Blobs are creatures which thrive in dry, hot climates and appear to have no sort of skeleton. They are a large group of organisms which work together and adapt their colour to their environment depending on terrain and temperature ((Red, orange, yellow etc.))

Oozes are territorial creatures which thrive in harsher environments such as tundra and regions where it is quite cold. These creatures seem to be the more aggressive than their counterparts and also adapt their colour to their environment. ((Blue, violet etc.))

Author:

Dr_Dovahkiin

LM Approval Required:

No

 

~ Valahii'ame - Leaf Apes ~

Spoiler

Valahii'ame - Leaf Apes

Habitat:

Heavily forested lands, though they live among the uninhabited forests.

Description:

Strange Wolf-like creatures that reside among Malinor’s various trees. The creatures are often quite thin, have very short patchy hair and communicate in a series of high-pitched chortles and howls. The creatures are seen to move in large packs, moving between trees, jumping

branch to branch, and have been noted to utilize crude tools.

 

The Tiny creatures are extremely fast and aggressive. It’s extremely common for the creatures to attack the necks of it’s prey, aiming to either bleed or strangle it’s prey. Should this fail, it’s common for the creatures to bite and claw at exposed flesh. In the extremely unlikely event that the creatures find no other method to attack their opponents, they often attack with sticks or rocks in an attempt to disable prey.  The teeth, claws, and “Tools,” used by these creatures are generally inefficient and are only a minor threat. Instead, their massive numbers compensate for their lackluster strength. Strangely enough, striking the creatures with common steel only causes blunted damage. For an unknown reason, common Iron or Steel do not penetrate or break the skin of these creatures.

 

The creature is roughly the size of the standard dog, though considerably thinner, almost sickly in it’s nature.

 

These creatures build Nests, made of various hides and leaves, typically producing litters of 8 or more young. Reproductive cycle lasts roughly 4 months.

Author:

freema5

LM Approval Required:

No

 

~ Ihnsil Taliame - Spear Vine ~

Spoiler

Ihnsil Taliame - Spear Vine

Habitat:

Densely forested areas within the borders of Malinor. The creatures are nomadic in nature, seeing them outside of Malinor, or around civilization is exceptionally common.

Description:

These plants look to be the common Venus Fly-trap, though with roots clearly exposed and forming a bit of a bush around the central pod.  The plant seems to have a will of it’s own and moves without clear motive, slowly wandering aimlessly about the forests of Malinor.

 

The vines of the creature are abnormally thick and tough, they’ve been noted to impale an unarmored figure with ease. The prey fed to the central pod. When ingesting Food, the creature remains entirely inactive. Generally unresponsive to the exterior world, even when clearly attacked with efforts to claim it’s life. Upon closer inspection, the creature seems to be a collection of creatures, working within a hivemind environment, the central pod directing the creature entirely.

 

The Central pod is surprisingly thin and frail, lack of effort to protect the mind of the oganism is. strange to say the least. Further  observations would be needed to get a better understanding of the creature.

 

The digestive acids of the central pod weaken considerably over time, suggesting the constant need to produce acid from the central pod. When left unhindered, the creature has been known to grow sizes rivaling that of the common tree.

Author:

freema5

LM Approval Required:

No

 

~ Cave Leech ~

Spoiler

Cave Leech

Habitat:

The Creature simply craves a massive darkspace. Due to preferences, the creature resides within the icy northern reaches, and is known to plague the cave systems of the Dwarven lands.

Description:

Of all the unfortunate beasts to come across, this winged beast is the most horrid, putrid, and generally repulsive creature to meet within the depths of a cave. The creature looks remarkably like a naked bat with an extended neck and featureless face. Where a nose and eyes perhaps

once stood, a large drooling maw now consumes the face of this beast.

 

Due to it’s highly aggressive and repulsive nature, the creature is widely avoided and genuine investigation on a live subject is nearly impossible.

 

The Creature is seen to walk upon 2 legs, with wings. Suggesting the ability to fly, but there have been no confirmed instances of such. The thick stretchy hide of the repulsive creature is a natural flame-retardant.

 

The teeth of this creature have been known to cleave Iron as if paper, and removal of a limb when coming into contact with this creature is excessively common.

 

This creature clings to the ceiling of vast cave systems, simply awaiting opportunity to fall onto it’s prey, typically aiming to behead immediately. Due to it’s nest, the high-pitched screech emitted from this creature’s maw is deafening, literally. Often resulting in loss of hearing for several days.

 

Once dead, the creature is noted to drain the carcass of it’s victim.The creature is noted to be roughly the size of an adult Orc, with a wingspan of roughly 5 feet.

Author:

freema5

LM Approval Required:

No

 

~ Duhnah Skhelll - Sand Tortoise ~

Spoiler

Duhnah Skhelll - Sand Tortoise

Habitat:

The Sand Tortoise is only found within the War Uzg lands of Anthos. It’s found in secluded lands, typically on the outskirts of settlements. It’s unclear of how the creature remains hydrated, as it is not seen consuming cacti, and prefers to avoid any bodies of water.

Description:

The common Tortoise, though abnormally large and noted to be abnormally territorial. The Sand Tortoise, commonly referred to as the, “Duhnah Skhelll,” due to it’s ability to blend and camouflage within the harsh environment that is the, “War Uzg,” is a territorial and reclusive hunter. It’s favored method of hunting is a form of ambush. The Dune Shell creates a massive crater, and lays flat, only the upper portions of it’s head and shell fully exposed. Even when directly next to the creature, it’s shell and head are remarkably similar to that of it’s surroundings, genuinely appearing to be yet another sand dune, with a small cave mouth and various assorted rocks dotting it’s approach.

 

When prey comes within reach, the creature lurches forth in a surprisingly fast motion, typically snapping at it’s prey’s legs in an attempt to disable effective escape. Once the prey is disabled, the Tortoise will often move to simply crush it’s unfortunate victim. It’s been noted for the Tortoise to simply walk over the victim, breaking bone and entirely disabling the creature. Once the prey is entirely disabled, the creature will move to swallow the victim whole, exhibiting the traits of a

snake, unhinging it’s jaw and swallowing the prey slowly.

 

The Creature is a staggering Size, roughly equivalent to a small gatehouse, or nobleman’s manor and it’s not uncommon for the creatures to be mistaken for mobile islands.

 

The shell of the Sand Tortoise is noted to have qualities surpassing that of the finest steel, and is roughly as thicker than a grown man’s forearm. Preferred method of breaching remains unknown.  However, upon discovery of a deceased Sand Tortoise, it’s noted that the shell has grown weak and brittle, making it entirely useless for combat adaptation, suggesting the shell is in some form an organic material, much like teeth. When the host dies, the shell dries out, the color diminishes and becomes weak and frail.

 

The Jaw of the Sand Tortoise is known to bend and crack Iron, as if made of wood. Close fighting with the creature is not advised, avoidance is strongly suggested. The bodily scales of the Sand Tortoise are noted to maintain the quality of common Iron, and are quite dense.

Author:

freema5

LM Approval Required:

No

 

~ Straadoth ~

Spoiler

Straadoth

Habitat:

Sandy biomes only, thick sandy dunes are where it functions, anything lesser would result in starvation, blindness and eventually death.

Description:

Straadoth’s are typically nocturnal in nature, they slither and slide across dunes, sometimes travelling in pairs. The beast emerges from it’s sleep at night, coughing up some bile and then slinking off into the night, the beast does this to mark safe spots and also mating places. Orcish hunters often looks for these beasts for the skin, which is very resistant to the elements, the teeth of the Straadoth are like needles, they are numerous but easily broken, meant for ripping the prey apart instead of chewing, the Straadoth has no claws, but instead humanoid hands which it can grip things with. The beast also possesses a dart-like tongue, which shoots out to impale its victims.

 

But the Straadoth’s real asset is it’s tail, thick and long, which it uses to whip things with. The Straadoth is usually 4 feet tall and 12 feet long, with muscular limbs, the good thing about the Straadoth, is it can only see moving things, as it has no eyes and can feel the vibrations of footsteps through the sand, it can only survive in the sand as it constantly shifts and moves,

if someone were to take the Straadoth away from it’s habitat, it would die.

 

Excerpt from an explorer’s journal:

“I saw the dunes rise, my wagon shook and a long hiss was heard, a red spike suddenly pierced through my cavern and blood soaked the wall, I looked out of the hatch to see both the drivers were dead, with  large holes in their chests and most of their bones picked clean.”

 

The Straadoth takes whatever color of it’s environment is, making it excellent at blending in, it’s attack style is quick, vicious and brutal, with no care if it hurts itself in the process, it will shoot

it’s tongue out at the opponent, grip his horse and throw it at him, whip him with the tail or create a large cloud of sand by smacking it’s tail repeatedly against the ground.

Author:

freema5

LM Approval Required:

No

 

~ Winged Screamer - Giant Raven ~

Spoiler

Winged Screamer - Giant Raven

Habitat:

This creature is nomadic, typically living atop mountains for a mating cycle before moving on.

Description:  

A massive Raven. The reason for it’s mutation is unknown. Perhaps exposure to mana, or simple adjustment to the wildlife within Anthos. Much like all ravens, the creature is a Near Black, Dark Blue. It’s Beak and Talons a jet black. The creatures typically stand at 10 feet with a wing span exceeding 12 feet.

 

The creatures Talons could easily render a bit of low quality Iron useless, though the creature prefers to simply scoop it’s prey before allowing it to plunge to the grounds below.  The Beak of the Bird is capable of crack platemail, though only with repeated efforts. The Giant Raven emits a loud scream than can easily be heard for miles around, often said to echo throughout the lands, earning it the nickname, “Winged Screamer.”

 

The Creature typically feeds on cattle or lone adventurers, preferring to make short work of it’s meals. When it’s nest is approached, the Raven goes into an enraged frenzy, attempting to knock it’s attack from the mountain, if not with it’s talons, the winds produced by the flap of it’s massive wings.

Author:

freema5

LM Approval Required:

No

 

~ Cervitaur ~

Spoiler

Cervitaur

Habitat:

Woodland regions

Description:

These creatures are half-deer, half-elf and are heavily connected with nature and the druidic teachings of the Aspects. They are sentients which rely on pack mentalities, travelling in groups to ensure their safety in numbers and also have the combined strength of all of the Cervitaurs. A strange characteristic is that these creatures are in-fact plant based, not needing sustenance from feeding by normal means and they are produced by a central tree which births the fruit, which later turns into a Cervitaur. When these creatures also die they are revived through a process of reincarnation, growing into a tree and eventually commencing the cycle of life once again.

Author:

Keeeeem, Re_Addled, Black_Myst, Zane

LM Approval Required:

No

 

~ Vourukh ~

Spoiler

Vourukh

Habitat:

These massive birds of prey are quite common in Uruk deserts.

Description:

They are infamous for their brutality and efficiency in hunting prey. They use their claws to maim creatures before carrying them up to a nest to feast, or perhaps to feed to their nest. They are defined through their red, feathered hide and have a strict social structure inside their own “packs”. Many adventurers fear this bird of prey and rumors have been said that their large wingspan ((sometimes extending to five meters wide)) can be used to disorientate their prey and even send them aback from the strong gusts of wind produced by the wings. Overall, these massive birds are quite high up on the food-chain and are seen as dangerous creatures from elf to uruk alike.

Author:

Faunherer

LM Approval Required:

No

 

~ Atheran Kestrels ~

Spoiler

Atheran Kestrels

Habitat:

They inhabit the multiple climates of the continent.

Description:

They are small birds, ranging from 30-39 cms in height and 70cm wingspans, they hunt in small packs and normally consume small rodents. These creatures are sought out to be messenger birds by many people, since of their intelligent nature and overall loyalty to those whom tame the bird

Author:

GiratinaXable

LM Approval Required:

No

 

~ Voidal Horror ~

Spoiler

Voidal Horror

Habitat:

Originate in Void, can appear anywhere in the world. Enter through void tears/portals.

Description:

Voidal Horror is the general term for any twisted and morphed creature, birthed and residing in the Void. They live and reside in the Void, wandering, warring, learning and otherwise doing whatever it is they please. They are a strange and incomprehensible form of being, having been twisted, scarred and morphed by the void into impossible beings of the abyss. Each more vastly different than the last, Voidal Horror’s are as infinitely different as the void from which they originate from, their traits and powers and physiology all alien, despite a large amount of similarities between them all.

Author:

Raptor

LM Approval Required:

No

 

~ Wyvern ~

Spoiler

Wyvern

Habitat:

Multiple terrains and climates of the continent.

Description:

Wyverns are generally the most common and well known type of Wyrm. Their features greatly resemble that of their dragon counterparts, taking on most of the typical draconic traits such as the razor sharp teeth, spined backs, leathery wings, scaly bodies and often horns sprouting from their heads. They only ever have two legs and are lesser, feral dragons, almost raptor-like in their physique.

Author:

Raptor

LM Approval Required:

Yes

 

~ Basilisk ~

Spoiler

Basilisk

Habitat:

Live in caves, decorated with clean bones and carcasses. Usually by water.

Description:

Giant draconic serpents, type of Wyrm. Different from their kin, their scales are mostly soft and snakelike, with a hard layer of tough scales across their backs. They have no claws (of course), but have great horns and spines across their back and covering their tails, often using it to pummel large landborne victims. Their teeth are very sharp, however their snouts and noses are strangely tough and hardened, often using their faces to hammer into large creatures.

Author:

Raptor

LM Approval Required:

Yes

 

~ Pygmy Dragon ~

Spoiler

Pygmy Dragon

Habitat:

Multiple terrains and climates of the continent.

Description:

Pygmy dragons (or dwarf dragons) are the smallest draconic beings ever recorded, usually no bigger than a cat or a small dog. They will almost always travel in packs or even swarms, overwhelming their prey with savage strikes and bites, tearing into their enemies viciously.Similar to Wyverns, their bodies are quite similar to their dragon counterparts, sometimes having four legs, other times having two like wyverns. Always a pair of leathery wings, scaly hides, long tails (often dotted with spines), sharp short teeth and vicious claws. Unlike Wyverns and most other Wyrms, Pygmy Dragons cannot breathe fire or much else other than air.

Author:

Raptor

LM Approval Required:

Yes

 

~ Renatian Mountain Hound ~

Spoiler

Renatian Mountain Hound

Habitat:

Mountainous, hilly regions.

Description:

The Renatian Mountain Hound is a breed of dog that are native to the mountains of the mid north, initially been found in the wild of Renatus they were discovered by adventurers and travelers alike. They are usually found in the more hilly regions of the continent but can be found in the lowlands as well. Some of the dog breeders of Renatus took it upon themselves to capture and domesticate the breed, after much trial and error they were domesticated and a domesticated breed has begun to flourish in Renatus. They are very large and proud creatures, having powerful front and back legs being very muscular with with large paws at the end they are an apex predator of the wild and in domestication a war dog to be reckoned with.

Author:

TauFirewarrior

LM Approval Required:

No

 

~ Gy'waka Bird ~

Spoiler

Gy’waka Bird

Habitat:

Jungle, jungle hills. Tropical climates.

Description:

A Gy'waka bird is a large 'bird like' creature native to the jungles of the world, colourful and powerful in nature, they are used by the Kharajyr for many things, such as: mounts, food, training, battles and much much more. They can be found in jungles and won't leave them by choice. To be removed, it will have to be forced into it, and this was result in it acting depressed away from home.

Author:

Benboboy

LM Approval Required:

No

 

~ Pleskana ~

Spoiler

Pleskana

Habitat:

Oceans and seas.

Description:

The Pleskana is a large reptilian sea creature that resides in the vast oceans of the world, it was discovered by fishermen applying their trade across the shoreline of Yamamoto and Schattenburg. They have the body of what could be seen as a large turtle without a shell complete with four flippers and a tail not to discount their large neck. Their scales are usually a shade of blue and are usually patterned to act either as camouflage or to attract a mate for the male Pleskana.

Author:

TauFirewarrior

LM Approval Required:

No

 

~ Gravis Lizard ~

Spoiler

Gravis Lizard

Habitat:

Flat forests, plains, beaches/coasts.

Description:

The Gravis is a large lizard that prefers flat forests and plains regions and will often migrate around the continent. Being very large and lumbering it doesn’t move very fast and travels on four legs. Taller than horses and twice as long they are larger than any mammal counterpart that exists. Due to their size they move very slow, however due to the build they are very tough and have few natural predators save from roaming Venator. They are very docile, ignoring or accepting the presence of descendents and are herbivores by nature.

Author:

Raptor & TauFirewarrior

LM Approval Required:

Yes

 

~ Venator Lizard ~

Spoiler

Venator Lizard

Habitat:

Jungle, warm forest environment.

Description:

The Venator is a raptor-like pack hunting lizard, that live and hunt in plains, jungle and forest regions in Valior and generally travel across all of Vailor. Standing biped, they are amazingly intelligent and advanced, their colours range and change depending on the pack that they are a part of. Standing at two meters, they are also fast runners that can reach up to forty miles per hour in the open and astonishing jumpers, being able to catch prey in the tree’s. In their mouth lies a forked tongue and keeping their balance a long tail useful for the creature to use to enhance its jumping ability and as a weapon if in battle with a descendent.

Author:

Raptor & TauFirewarrior

LM Approval Required:

Yes

 

~ Caecus Lizard ~

Spoiler

Caecus Lizard

Habitat:

Desert/canyon terrain, sinkholes and caves.

Description:

The Caecus is a giant salamander-like lizard, generally found in deserts and canyon regions. They nest and reside in sinkholes and canyon caves, leaving to scavenge for food and steal eggs and young from other nests. They are large but low to the ground, their legs short and their claws hooked for climbing, with long tails and sharp teeth. They have smooth brown scales with the ability to be somewhat camouflaged like chameleons into their environment, to hide from predators.

Author:

Raptor & TauFirewarrior

LM Approval Required:

Yes

 

~ Bokolo ~

Spoiler

Bokolo

Habitat:

The Bokolo were once domesticated on the land of Vailor, but have since been reduced to wandering the many landscapes of the isles in small packs or large herds.

A blue Bokolo originates from a pack that lived in cold temperatures, a red Bokolo will be from a hot, desert place. A green Bokolo will be around forests. A yellow Bokolo is fairly common, and signifies a clean slate.

 

Basically, they can live anywhere. Their color should symbolize where they live. Mountainous Bokolo should be different natural-esque colors. Bokolo who live around water should be shades of blue.

Description:

Bokolos are tall, lean avian creatures with the females being even thinner. They are ancient creatures and were once known for their friendliness and intelligence. Nothing has changed with them. They are light-hearted creatures and would give man’s best friend a run for their money. They can be known to be of any color, except for black. Bokolos can be any color that is represented by Minecraft hardened clay blocks.

 

They are herbivores.

 

Baby Bokolos are called Bok-Boks.

 

There are several different types of Bokolo, they are mostly differentiated by their color. A Bokolo’s color will always show where you can trace back its lineage.

 

They are fast creatures, and their wings are useless past using them to express their emotions. They are runners. Creatures of speed and dexterity. They are strong enough to hold a fully armored man while also wearing light armor themselves, however. So they can be used as war mounts.

 

Descriptions for each individual color:

 

White Bokolo - There is only ever one, and it will likely be destined to only ever be an ET creature.

Orange Bokolo - A desert/mountain Bokolo, they are used to running offroads like their green, brown, and black sisters/brothers.

Magenta Bokolo - A Bokolo chosen mostly to be used by mages. Typically, Bokolo are frightened of being mounted by magic users. The magenta Bokolo are the only exceptions, they are odd ones.

Light Blue Bokolo - A Bokolo of any blue variant is most likely to tolerate water more than any other.

Yellow Bokolo - A yellow Bokolo signifies an average bird, they are basic in all ways and average. They tend to be viewed as a clean slate. However, they are fastest of all the Bokolo.

Lime Bokolo - A forest Bokolo’s talons are sharper, and thicker than the other colors, because of this they are most useful for heavily forested warfare. They will use the trunks of the trees to their advantages to get around their opponents.

Pink Bokolo - A passive bird, a Bokolo born pink will never amount to be any sort of hard laborer or war mount.

Gray Bokolo - Lazy birds. A gray Bokolo will work, but only if allowed to sleep upwards of ten hours a day.

Light Gray Bokolo - Same as gray.

Cyan Bokolo - Same as gray.

Purple Bokolo - Attracted to magic, they will only respect those who can show them a display of magic. A purple Bokolo will never do anything for you until you do that for it.

Blue Bokolo - Same as light blue.

Brown Bokolo - Typically a bird with far greater work ethic, while they do not always make good warriors, a brown Bokolo will be at its happiest when it is helping in construction or digging.

Green Bokolo - Same as lime.

Red Bokolo - Fiercest of all the Bokolo, their talons are large, and they are naturally angry. Their master must be of calm and collected temperament to control the bloodlust of this bird. A red Bokolo whose anger goes unchecked will murder even their owner relentlessly.

 

What they will look like in-game:

40C2Bw3.pngh2TVSmK.png

Author:

i_am_Ricky

LM Approval Required:

No

 

~ Furef ~

Spoiler

Habitat:

The Furef are highly adaptable to most climates. The prefer not to inhabit especially hot areas. The can be commonly seen in highly populated cities or areas due to the fact that they love to steal shiny objects from people passing by.

Description:

The Furef are small but intelligent creatures. They are extremely agile, able to outrun even the fastest of runners. They have small but sharp claws. Their claws are not suited to combat, but rather climbing. Their ears are larger and more pointed than the ears of the elves. Thick, matted fur grows on their arms, legs. chest, back and shoulders. They have a fairly long tail which they use to hang off tree branches and rafters. The Furef speak in a strange, incomprehensible language made up of crazy gibberish. They only know one word from the common tongue. This word is "Shiny" . The Furef love shiny objects such as gold, silver, bronze, copper and many more. They usually steal these objects from the descendants, using their quick, nimble fingers to the steal the item. They than quickly scurry away before their unfortunate victim can even realize that they have been robbed. Although they are considered pest by most, some Thieves have taken to taming them. Thieves offer them small amounts of shiny objects. In return, the Furef steal for their master. A constant supply of shiny objects must be given to a Furef to keep it in service to a Thief. They are easily killed by Ferum but are not effected by holy magic. Furef hoard their shiny objects in hide outs. The Furef make these hideouts extremely high up. A baby Furef is as big as an adult human hand. They are called Furaf.

Author:

The Shrouded One (Going to do a mc name change soon.)

LM Approval Required:

No

 

~ Ratiki ~

Spoiler

Ratiki

Habitat:

They are commonly found in groups within caves. They build simple dens and communities within these natural structures and dig down to extend their colonies. Eventually, once they get too big, a few Ratik leave the nest and go off to create another colony from scratch. With the recent introduction of more modern settlements made by the sophisticated races of the world, some Ratiki have found their homes in the alleys and unwatched corners of towns and cities, scavenging from their betters.

Description:

6pid9j3.jpg

Ratiki appear to be large humanoid rats that stand up to at least 4 feet tall. They don’t have much physical strength and rely mostly on their agility, stealth and their numbers to help them survive in the world. Their development is very group centric and have developed a hive-mind that allows for them to communicate ideas, images and messages very quickly for Ratik to Ratik within the colony. Seeing as this is an auditory communication, they can only communicate through hearing distance. To any ears that hear this, it will sound like common rat chirping.

 

Ratiki are very simple-minded creatures but when they are in a group, they can exchange ideas so quickly between one another, they grow exponentially more intelligent. However, it would take an entire colony of Ratiki, a whole town in comparison, to make a Ratiki outwit the smartest of the four races. Despite this potential for intelligence, the Ratiki suffer from an immediate downfall if they ever stray or go away from their colony for any reason. They risk losing their intelligence, their long term memory and even their goals as soon as they get out of the range.

 

Ratiki have very similar vocal ranges and similar appearances. There is little that shows which sex they are and it appears as though their social structure is based on something else entirely. They instead, base their social hierarchies on who can exchange ideas the quickest. The Ratiki that can exchange ideas the fastest between its group becomes the natural leader of the colony.

 

The Lone Ratik or the Ratik is easily manipulated as they tend to gravitate towards those who appear to be smarter than they. They automatically latch onto others for guidance. Simple-minded and eager to please, they can be taught to pass packages or be a simple assistant for the willing and patient trainer. The only risk toward someone who takes in a Ratik is that they may suddenly have a change of heart if they somehow come in contact with other Ratiki who make them second guess their enslaved life. Even then, a Ratik that is treated well is rare to rebel.

 

Ratiki do not wear much clothing. The most they’ll wear are harnesses that help them attach bags they use to carry the things they scavenge.

 

Ratiki are extreme scavengers and often take things without knowing what they are, or what they do. They take things indiscriminately. More often than not, things that tend to have value towards someone is more tempting to steal than things that have actual value, like minas.

Author:

Adelle

With help from Zane (The Womping Wizard), JtPvLSD (the...) and Myst ( my rock )

LM Approval Required:

No.

 

~ Mania ~

Spoiler

Mania [ET Creature]

Habitat:

Anywhere with considerable darkness or shade, primarily Laureh'lin.

Description:

Ghostly apparitions with a distaste for the living, they are completely insane and think differently than most living and undead creatures. In the long run, a mania only intends to stir fear and chaos in the world of the descendants. They are susceptible to both light and holy magic, and are weak to ferrum and aurum. Ferrum and aurum both disrupt the mania's connection to the mortal plane, and will demanifest them upon contact. They rely on invisibility and manipulation to achieve anything, and are able to control weak minded people and animals. They are also able to evoke pure force from the void, and use it to shove or trip people, they hold minor abilities in magicks pertaining towards illusion and can utilize weak telepathy. They rely on their elusiveness to avoid possible death, and to permanently kill one you must use holy magic.

 

Tl;dr

 

Ghosts that haunt the living for fun and can use telepathy and the occasional illusion. When they appear they manifest as robes or a green mist. They can shove at people weakly with magic, but the magic cannot topple a grown man or woman in full armor. Weak to both ferrum and aurum, susceptible to heavy damage from light, and holy magic can kill them.

https://sp.yimg.com/ib/th?id=JN.cO2VPzirU%2bWKcXw5SxRfYQ&pid=15.1&P=0

Author:

aerialkebab

LM Approval Required:

No.

 

~ Phoenix ~

Spoiler

Phoenix

Habitat:

A Phoenix typically tends to make its nests around different climates depending on which 'form' the Phoenix is in. While it can live anywhere with minimal health concerns, a Phoenix’s mood peeks when being in the climate of choice.

Phoenixes are happy birds if residing within a habitat they prefer. Such as a hot savannah for the Ignis Phoenix, a dense forest for the Ligno Phoenix, the dwarven mountains for the glacium Phoenix and any high up place for the Aether phoenix. An unhappy Phoenix is not a bird you want to be around. While not directly dangerous, an unhappy Phoenix will take orders from its master reluctantly and not without airing out its complaints.

Description:

A Phoenix is a remarkably intelligent bird of prey. Their intellect becomes immediately apparent upon observing one for a few moments. They watch their environment and keep tab on anything which could become an immediate danger to them or their master.

 

This is why Phoenixes are so difficult to capture, and why their masters are chosen by them solely out of respect. Phoenixes, while not being pack animals, will latch onto who it may deem to be an Alpha. Being birds of prey, it will not settle for a master of weak physique or intellect.

 

All in all there are four different Phoenix forms,

Ignis

These are your traditional fire Phoenixes, who's plumage shades from yellow to red crimson. On the end of the feathers a little flame would continue to exist during the Phoenix's entire life. Getting more powerful as the Phoenix grows older of age and eventually even becoming so strong that the Phoenix burns itself.

Ligno

And now we pass on to the less traditional Phoenixes, starting with the Ligno Phoenix. The Ligno Phoenix is the Phoenix in the Ligno form. It's plumage arranges from a dark brown to green, to dark green. Whoever'd look a little closer would see that the Ligno Phoenix in fact is more like a flying bush, It's tail also as parts of it's wings are made out of Twigs, vines, and branches.

Glacium

Then we arrive at the third Phoenix form, Glacium. This is the exact opposite of the Ignis Phoenix, the Glacium Phoenix is the Phoenix of Ice. Its plumage ranges from light to dark blue. Whoever gets close to this Phoenix would clearly feel the cold it radiates.

Aether

The Aether phoenix, is the fourth form of Phoenix. As the name shows well this is a bird from the skies.

Its plumage ranges from a pure white to a nasty grey. Everywhere this bird comes a rapid breeze would pick up. This Phoenix is known as the most rapid pilot of its kin.

 

A phoenix changes it form, when it 'dies'(The change of form is in the order that the different Phoenix types are displayed). As you know a Phoenix will never actually die, but instead be reborn, how? The phoenix would leave an egg at the place of death.

Because of this, only 12 phoenix will ever exist at the same time.

Author:

maxu1234

LM Approval Required:

Yes

 

~ Sky Whales ~

Spoiler

Sky Whales

Habitat:

Sky whales were discovered sailing the skies of valor soon after we transitioned into our new land . They enjoy a temperate climate seeking prairies and grasslands as ideal habitats however some have chosen to live in more extreme locations. These gentle giants are generally found in the lower troposphere roughly a mile above the ground.

Description:

Aerwhale_by_y_the_adaptor-d5ei0ph.png

The majestic sky whales, kings of the clouds and lords of the sky  they rule their domain as the largest organism to have ever graced the sky. The sky whales are thought to be the  descendents of ghast. They traverses the clouds aimlessly in search of its next meal, namely flocks of birds and anything else that gets engulfed inside its large mouth. Sky whales vary in size by age, older whales can reach colossal lengths almost tripling the size of the largest whales found in the ocean. These creatures are a rare sight as they are few in numbers, but they can be observed reliably by tracking their migration. The pigment of the Sky whales skin changes in different habitats, in the desert it takes a sandier complexion while above the ocean it might take a hue of deep blue.

Physiology:

Due to the lack of Sky whales that have donated their bodies to science much of their physiology is not yet understood.

[ooc]

While the sky whale has its mouth open to consume food, the air swallowed into its lungs is funneled into its lungs where it then separates the lighter than air elements tunneling them to a very large bladder that acts as a ballast to keep the giant afloat.

Mentality:

Sky whales are docile and shy animals they tend to stay with themselves and normally do not go near the ground.  Highly intelligent animals that have the inate ability of keeping memories over very long times spanning hundreds of years. From years of experience they have grown wary of the descendants and tend to distance themselves from their harpoons. The taming of sky whales is thought to be impossible due to their aloof natures however those who watch them carefully might gain insight in how to coerce this gentle giant.

Diet:

Sky whales diet consist of mainly birds as not much else will enter into its mouth. They feed by opening their very large mouth and anything unlucky enough will get swallowed will be consumed in a similar fashion as a whale shark.

Winston_sml.jpg

Author:

Hydra

Honorable mention: Miquill

LM Approval Required:

Undecided

 

~ Lur Wolf ~

Spoiler

Lur Wolf

Habitat:

Typically found in land considered to be the dominion of the Lur Clan. Though they may be encountered in a wide range of environments accompanied by their masters, they often stay away from civilized land and will only strike out at solitary farmsteads and isolated ranches if on their own and without food.

Description:

The Lur Wolf is a beast of massive proportions, much bigger than their smaller cousins, the wolf. Measuring almost 9 feet tall when standing on its back paws. Their teeth seem to be as big as a small dagger and just as sharp as one. Some I have seen can even pierce a suit of iron plate with a single bite. The animals claws can easily carve through flesh and rip it to shreds. A pack of over 4 wolves can easily take down any animal even the huge Jabbernacks can be hunted by these beasts The wolves seem to have taken residence in the territory North of the War Nation’s Capital, using it as hunting grounds most likely. Even from a good distance away of their territory you can hear the howls of these animals, as if their stalking you from far away. Beware that if you go into their land alone you will become their prey.

 

Aside from the Lur Wolves size and killing capacities the most interesting thing about them is that they can be ridden by only one kind of orc and unlike other mounts they will only be mounted by a single master through its whole life. The orcs that ride these beasts are the ones of the Lur clan. They appear to have a special bond with them and often treat the wolfs like they are their friends and family. While mounted these wolves run at incredible speeds rivaling the speed of a horse and sometimes surpassing it. The Lur’s don’t only use them for riding and hunting but also in battles. Once in battles they obey solely to their riders. Used as cavalry like the humans use their horses, used for flanking and breaking enemy lines but the wolves seem to enjoy hunting down routing enemies the most. After battles and during them they will be seen with their fur stained with blood and jaws filled with heavily gnawed and chewed meat and sometimes bits and pieces of armor.

 

The Lur Wolves almost saw the end of their kind during the clan wars with the massacre of San’lur when more then half of all Lurs died and so did many of their wolves. The surviving wolves from the massacre seemed to crave for vengeance for their fallen riders and stalked the Dom lines during the rest of the clan wars. The wolves who still had a rider almost all died during the suicidal assault of San’Dom which destroyed the last stronghold of the Dom clan. But the beasts continue to live thanks to the efforts of Craotor’lur and other missing Lurs they have reproduce and the pack still seems to be living strong.

 

It appears that each Lur has his own wolf for his whole life and that is it.From what I can gather when a Lur cub completes his first year he is given his wolf most of the times the wolf will be much larger then the cub.The cub and the wolf will then be left in the woods near the Lur lands and will stay there for 4 days and must hunt to live and survive.This forms a pact between wolf and rider.Also if the parents of the cub are killed in war the wolf will raise the cub like its own.This ofter makes a stronger and more savage orc then usual.Other legends are that the orks from the extinct Vorn clan a sub clan of Lur leave their cubs to be raised on purpose by wolfs so the cub grows to becomes as savage as possible

 

The current pack is almost all made up from cubs of Craotor’lur’s wolf Skar, a large black Lur wolf. Skar is the oldest of the wolfs with reports of him and Craotor coming all the way back from the Clan Wars almost 400 years ago his name comes from the scar he had when Craotor first found him,it goes from his right eye to it’s jaw. But despite being the oldest he is not the biggest in any way. The wolf of Urak’lur is one of the few that is not a cub of Skar and definitely the strongest and biggest of them all, measuring almost 11 feet.Urak’lur’s relatives inside the Lur clan seem to have an even bigger affinity with the giant creatures. Their wolfs are always bigger and more ferocious then any other. It may be because of the ancient founder of Urak’lur’s lineage Kurak the Wolf of Lur that first brought the wolfs to Lur.

Author:

Craotor. He created them originally, I merely helped to flesh them out later on.

LM Approval Required:

Yes. Unless the wolf is being used in Lur roleplay.

 

Lur Wolves have been RP'd since Aegis, we decided to post this to allow the Event Team to roleplay a few wolf attacks, should they choose. The description of the beasts is a copy/paste from craotor's "A Guide Of Orky Beasts". https://www.lordofthecraft.net/topic/74839-a-guide-of-orky-beasts/

 

~ Kelpie ~

Spoiler

Kelpie

Habitat:

Lakes and their surrounding land.

Description:

A Kelpie is a legendary water spirit that haunt/linger around their own body of water. It is reported they seek companionship or at least interaction with other sentient creatures, though they are known to be very peckish. The Kelpie often uses the guise of an equine beast on land, passing as a freed or wild steed. It encourages passerby to mount it, the only distinguishable quality being its soaking wet mane. Upon succeeding in this attempt, the Kelpie will ride hard for its lake, attempting to drown the trapped creature and bring it down to its watery lair for consumption.

3b1c36353801f5c646f011e49a5170f3.jpg

Author:

Raelplayer

LM Approval Required:

Yes

 

~ Gremlin ~

Spoiler

Gremlin

Habitat: anywhere dark or shady such as caves and under houses.

Description:These little beasts are described as being pretty small and very big big pointy ears. The best way to describe them is that they are miniature gargoyles. They hide from people and listen to their conversations and stories, so they know the best time to mess them up.. Most of their pranks are harmless, like hiding wallets or keys. They really love to sit and watch people in frustration as they look for their missing items. Every so often, these miniature monsters pranks can have very terrible outcomes. Sometimes if they find fire, they can try to play a prank and stuff catches flame. They love to play around with wagons and their messing with the the foundations of houses and wheels on carts can cause their meddling to have a deadly and tragic end.In this age, gadgets are continuously being created – gadgets that these little monsters see as just one more opportunity to tinker and play around with. These creature can not be controlled but it can be captured and taken as prisoner. This is still not a very good choice, seeing what they do to property. This is all done so they can frustrate the users and enjoy the show of panic as the fruits of their mischievous ways unfold.

Author: tcs_tonsils_

LM Approval Required:

No

 

~ Demigryph ~

Spoiler

The Demigryph

Habitat: Mountains and Flat Terrain

Description:

Demigryph

d17849008f25ca4c20d75b346b9876f5.png

Demigryph’s are a hybrid creature combining the features similar to wild Gryphons albeit without the wings of said creature. In all these creatures resemble a Lion with the head and neck of an Eagle giving it a powerful beak, excellent vision and sense of direction. However despite the resemblance to the creatures it takes from it is much larger than a Lion, much larger than the biggest breeds of horse and with a strength that puts the largest of the Bears in Vailor to shame. Its powerful legs allow it to travel at fast speeds allowing it to chase down prey or other enemies with ease, being able to rip through even the toughest armours with its claws with accounts of fully armoured knights being severed in two.

 

c6482a76765333e8f57860138a584020.png

 

However despite these accounts its temperament is better than that of a Gryphon, the Demigryph is able to be used as a mount. For someone to be able to tame the Demigryph they must imprint on the creature at its Birth or earn its respect and mutual trust in the Wild. Although heavily aggressive in combat they will not attack descendent races on sight but will act cautiously if approached. Once it is imprinted on or tamed in such a way it can be mounted by a descendent it will only have one rider, disallowing anyone else from riding it and defending its master with ferociously.

 

As mounts they are excellent warbeasts, being as fast as horses however without the fear a charge from a cavalry division of Demigryphs could potentially break any infantry line if the use of Lances is employed. This doesn't mean mean they are unkillable though, no matter what they are unable to swim and treat water very cautiously if they are to cross a ford they will do so much more slowly than infantry or other horse based cavalry and not without doing it reluctantly more often than not trying to throw the rider off.

 

.dbd9b373b8f8de16d21974cd6ee79a1d.png

 

Despite this weakness and their apparent aggression and ferocity in battle they are able to distinguish friend from foe, with their excellent vision comes excellent memory identifying sigils and colours from armies so that they are taught who is friendly and who is not. With this their masters can also teach them friend from foe outside of the battlefield with gestures of aggression towards sigils and colours to show the Demigryph who their master's enemies at the time is.

 

Generally in the wild the Demigryph lives in mountainous and flat terrains migrating between the two environments for hunting and mating purposes, often living with packs of other Demigryphs that make their dens in Mountainous Caves. Peasants and Knights alike might brave a Demigryph Den when the pack is out hunting to steal eggs to either keep for themselves or sell to up and coming Knights so that they might have powerful Mounts. Despite this Demigryph Mounts are generally considered to be rare due to the effort it takes to imprint and tame the Mount as a Master and it takes a Knight that has a lot of dedication to do so.

 

OOC Note:

This is sort of a unique mount for the Humans for Knights and Lancers to use, as it is often noted by others how Orcs have their own special Racial Mounts such as Lur Wolves, Jabbernacks etc. These creatures are more for the RP and can be represented ingame by generic Horse Mobs much like how the Orcs use Horses to represent their mounts ingame.

Author: TauFirewarrior, Lynxy

LM Approval Required:

No

 

~ Sylvan ~

Spoiler

Sylvan

sylvan.jpg

Habitat:

Sylvans often inhabit farmlands due to their diet of crops. If they can’t find any caves, crevices, pits or chasms they will often dig out their own little trench like nests to live in. Their nests are usually just used to store their balls and leftover crops, which they steal from the nearby farmland.

Description:

The appearance of Sylvans can be described as one that combines traits of both goats and men. They have blunt horns sticking out of either side of their heads and often carry sacks of iron balls, which they throw in order to be nuisance or at people who disturb them. It is unknown how they get these balls, but some speculate they are actually Sylvan feces.

 

A Sylvan’s favorite pastime is playing tricks on people. These tricks can range from simply hiding farming tools or for more mischievous Sylvans, setting things on fire. Some Sylvans use their talent in mimicking voices perfectly to devise even more elaborate ruses.

 

Sylvans themselves are mostly harmless, their main form of defence being pelting their attacker with iron balls. As sentient creatures, they are able to see reason. Several farmers have been able to convince the Sylvan to stop playing tricks in return for high quality food and drink, after all, Sylvans are incredibly gluttonous.

 

Sylvans are mostly a pest to farmers, as they spend most of their time eating the farmer’s crops and misplacing their tools.

 

"Oi 'eard a knock on me door and oi went tah ask 'oo it wos. 'eard King Olivier's fookin' voice! Oi open the fookin' door and out of bloody nowhere, a metal ball the size of tha end of me thum' 'its me roight on tha fookin' gob. Oi wos pissed oi wos." -Herbert of Kaedrin, farmer.

Author:

AlpineAl and Sode1

LM Approval Required:

No

 

~ Siren ~

Spoiler

Siren

Habitat:

Sirens are seen on their small, rocky islands. These islands are often found on the coasts of major islands.

Description:

The upper body of a siren is known to be a beautiful lady. The lower body however is completely bird like. Their legs and waist are covered in feathers. Their feet are large talons. They have extremely sharp teeth. Sirens lure passing by sailors to crash on the rocks near their islands. They do this with their enchanting voices. Those who have heard the Siren's song and have lived to tell the tale, have described the voices as the most beautiful sound in the world. Some sailors have even jumped over board to get to the source of the song. Those who do this are eaten by the Sirens. It is said that if you survive hearing the Siren's song, you will become much wiser and smarter.

 

Author: The Shrouded One

LM Approval Required: No

 

~ Simorgh ~

Spoiler

The Simorgh/Simurgh

Habitat:

Worldwide, though preferring temperate plains and forests.

Description:

The Simorgh is a large avian beast, larger than Phoenixes/Firebirds and typically range between 18 and 20 feet height with a wingspan little less than twice the height. The Simorgh's beak is elongated with a slight hook at the end. The beak is used to dig in and thresh away slivers of flesh in which to then swallow whole. The Simorgh possesses great talons that, due to its size, can pick up humans wholesale or Orcs by their appendages and swing them to try and jerk away their arms or legs from their joint sockets. The Simorgh's mode of attack is more like a falcon with swoop, dives, and using its agility to maneuver it in attack.

 

What is most peculiar of the Simorgh is its feathers and down. The bird is typically associated with majesty or benevolence for the full color spectrum displayed upon its feathers. Indigo, scarlet, cerulean, and goldenrod feathers have been picked up from nesting sights of this illustrious creature. The sun's reflection often give it a rainbow coloured luster, especially from either being seen from a distance or having coming out from a water-dive for fish.

simorgh.jpg

This creature has been played in an ET event-line, but I thought it courteous to register it with the Creature Index. I would really like it if other ETs or LMs thinking of involving themselves in the Simorghs talk to me prior just so I don't have mix-ups with the event-line. Much obliged!

Author:

GaiusMarius8

LM Approval Required:

Yes

 

~ Skelt ~

Spoiler

Skelt (ET creature)

Habitat: They live close to water, often in caves, and emerge only to feed.

Description: Skelts resemble huge insects having long and thin multi-jointed legs. Unusually for a creature of their size they can compress themselves and fit in tight or small spaces. Their hard and rigged bodies, like a crustacean, are split into three main segments where gaps in their armour appear but at odd angles and typically have barnacles encasing large portions of their shells. A most notable feature of these overgrown monsters rests on their horrific faces where a long and narrow, serrated bony tube protrudes out wards. They insert this 'tube' into their prey in order to suck its blood. Humans are a rare attack for these but if one were to wander to close to a cave or den it wouldn't hesitate to attack.

 

 

GlaRtCy.jpg


 

Author: Nolan

LM Approval Required: No

 

~ Ker Wolf ~

Spoiler

Ker Wolf

Habitat: Domesticated by the Oussana and Darkspire clans. They live as guardians and mounts for the dark elves. Only a few have been given a ker'wolf outside of the dark elves.

Description: The ker wolves are large seven foot tall wolves. Large beasts with massive bodies, these wolves are known for their dark pelts that seem to meld into the shadows. Their size varies between five feet to seven feet and their weight anywhere from 800 pounds to 1200 pounds, making them smaller than lur wolves and lighter. However, these wolves are around the same size as thoroughbreds and shire horses, making them perfect sized for a normal elf to ride.

 

{From the Lore Post Itself}

 

Physical Appearance:

The ker wolves are large seven foot tall wolves. Large beasts with massive bodies, these wolves are known for their dark pelts that seem to meld into the shadows. Their size varies between five feet to seven feet and their weight anywhere from 800 pounds to 1200 pounds, making them smaller than lur wolves and lighter. However, these wolves are around the same size as thoroughbreds and shire horses, making them perfect sized for a normal elf to ride.

Diet:

The dark wolves diet consists of large game, humanoid creatures, and smaller creatures. Being completely carnivorous, ker wolves are meat eaters. Usually they will hunt large game going after deer and elk. Occasionally they go after smaller game but this does not calm their appetite over for much. They have been known to go into farms and kill livestock and horses.

Temperament:

Ker wolves look and seem vicious and bloodthirsty. Their grown and bark shows them as highly aggressive and very intimidating. However, their true temperament is the complete opposite.Very calm and gentle, these wolves play the part of vicious attack dogs. Very few were willing to get near the wolves believing they would be killed, however, despite this all, they are docile. With temperaments similar to golden retrievers, these wolves are very loyal and very sweet. However, this also comes with domestication. Ker wolves will not be as peaceful to people unless raised around them.

Domestication:

Ker wolves were first domesticated by the mali’ker of old, however, their ritual was lost and only a few dedicated families still carry it on. Ker wolves, especially *******, were more gentle towards children than adults. Noticing this, the first mali’ker sent in his youngest son, a child of eight. He watched from afar as the boy trembled near the large wolf, but his interest peaked when the wolf took the child into his den. After several hours, the child returned with a pup the size of a german shepard. The ritual of the Ker wolves was soon learned and only the mali’ker were given the information. However, as centuries passed, the ritual was lost, only to be known by the families of the wolf.

Author: Myself

LM Approval Required:

No

 

~ Greymane Boar ~

Spoiler

Greymane Boar

Habitat: Most roam around plains and forests, but some have been known to live in Deep caves

Description:

fantasy_cave_boar_by_mbaki.jpg

 

Greymane Boar is a species of Boar which roam plains, forests, and sometimes caves. They have long streaks of white hair on their back, which grow grey when they are adults. A fully grown male has light grey streaks, while a fully grown female has dark grey streaks, almost turning black. Their eye color determines where they are from. Ones with vibrant yellow eyes are from plains. Ones with a dark green eyes are from a forest. And ones with dark grey eyes are from caves. The boars from caves tend to have darker fur. The boars are extremely powerful and hostile, with long, sharp, and curved tusks protruding from their mouth. Their teeth are not very sharp but their jaw force is known to have been able to break bones. They are extremely territorial, and the females being very protective of their off-spring. These boars can and have been tamed, with some dwarves riding them into battle!

Author:

Gdawg213

LM Approval Required:

Yes

 

~ Cyclops ~

Spoiler

 

~ Cyclops ~

jdCGQbPDtZXaeLST9r7hpvDIRJrP0lMqxhW1CC6A

~ Habitat ~

Cyclops are usually found in the wilderness. Dense forests or high mountain holes make perfect places for one to live in. Caves have been found outmost useful as a form of housing for these beings. They use large boulders to close the openings at night to protect themselves and their animals. The area surrounding their cave is seen as sacred for them and thus protected with their lives. They rarely travel. Only when forced to by the lack of resources in their current area, or an exertional force.

 

~ Description ~

Creation: To put it simply these beings have been created as a separate race from the beginning. The reason they have not been seen as of yet would be the fact that they take refuge in the wilderness. Distanced from the other races.

 

 

 

 

 

External features: Apart from having only a single eye (Therefore lacking detailed depth vision) they are large and bestial creatures. Their place in the realm has formed them to become beast like creatures. Their average height would stand at about 3-6 meters tall, with a wide and strong build (Quite similar to trolls, but look more humanoid). Clothing would consist of rags or in some cases leather padding. Never would a Cyclops wear armor. For they have not the skill nor the resource to obtain it. (Apart from stealing, but the armor would not fit). Weaponry would be nothing more than large branches used as clubs.

 

Behaviour: Cyclops are brutish and bestial beings prone to breeding their herd of animals. They are protective of their cave and its surrounding land. They mostly live alone, but see no harm in living with somebody of their kin. (A Male and Female would wish to be together). Their main form of communication, if they are ever in need of doing so, is in common tongue. Their lack of knowledge of it results in simple sentences. (“Blofgar gu eat, Blofgar sheep get.” Think of cavemen speech). If they come across somebody that is not a Cyclop, he or she will probably be seen as a wild animal, thus seen as food.

 

~ Author ~

Captain Daan | Hedgehug

 

~ LM approval required? ~

Yes

 

 

~ Mammoths ~

Spoiler

 

Habitat:

Snowy plains/tundra

Description:

They are large fury quadrapedal creatures akin to an elephant, they are generally fairly tame rarely attacking the average person, the only time they become hostile is when faced with a percieved threat, they also become hostile to people when they come to close to their young. (i'm not very good at descriptions, they are essentially what you would expect of a mammoth)

Author:

professorus

LM Approval Required:

Yes/No

 

 

~ Nemorsa ~

Spoiler

 

Habitat: The shaded areas of Deserts and the tropics during the day, and openly sulk about during the night, on rare occasions when driven by hunger can be found in forests.

 

 

 

Description: The Nemorsa can find itself written down upon the worried scribbles of literate villagers or the oral tales of Uruks. With its long horns, sickly crimson eyes, and its distorted form covered in a rough black leather hide. Giving itself to the lore of many tales to scare children to the point of staring at the stars all night rather than sleep. The beast prefers to hunt and abide in its lair alone. Only exception to this way of life is when they reach their upper years and then seek a mate.

 

 

 

The fierce predator stalks the long empty barrows, caves, and lest traveled grounds of the desert protected by shade. They commonly prey on its fellow predators for subsistence, waiting to strike only once its quarry finds itself gorging itself on its own victim. It’s most common way of bringing down its prey is gorging its long claws into the creature and plunging its teeth into its victim’s neck, specifically seeking its jugular. Once it finds the life draining from its prey to be sufficient it quickly goes to devouring it whole. Then dragging its prey’s victim back to its cave if it assesses it being worth the trouble. While preferring to strike on the distracted, the fierce beast finds no problem upon extinguishing the flame from a weak and easy mark, if it is directly threatened, or it has suffered from hunger for more than a half a day.

 

 

 

The creature actively avoids sentient life, only striking upon one if being aggressively approached on. Only the elderly of the species actively hunts sentient prey. This being due to their failing vision and them having become more feral. Upon their peak of feralality the beast finds itself shunned by its own species, and itself in a war with them. Both seeking the death of the other if encountered.

 

 

 

Author: Chamo (Sean66)

 

 

 

LM Approval Required: Yes

 

 

~ Prairie Dulk ~

Spoiler

Habitat: The majority of the year the Prairie Dulk will sulk about in the grasslands and Prairies. During winter however they usually search for a cave to take up shelter in with its herd. Most adventurers lucky enough to both find a Dulk cave and not to have awoken, and enraged, the beasts. Best describe them as a mountain of horns and fur in the corner of a cave.

 

Description: The Prairie Dulk is a massive beast comparable in size to the War Rhinos of the Uzg. Yet unlike the Rhinos they are completely wild beasts and hate dry and sandy environments. Many wandering Uruk raiders have attempted to tame the beasts that inhabit their victim’s lands. Instead of finding a new beast to ride to war, they instead often find themselves gorged on their horns. Their constant harassment by Uruks not warned about them, and other Descendants races attempts to tame also, they have devolved into a highly territorial and aggressive species.                                        

 

The physical make up consists of three distinct features, a rough hide, thick fur, and a single massive horns with two slightly smaller ones above it. It's hide is comparable to that of a War Rhino except the fact is under belly is bare and fairly unprotected. This adaptation has many High Elf zoologists scratching their head, a prominent theory is that their underbelly is like this so they can quickly sense if something ittis below them and to sense if the air is taking a plummet in temperature.  Their thick fur serves a unexpected purpose, yes it provides warmth but the fur’s main purpose is for camouflage. Many times the large creatures will roll in mud to get it caked to their fur, or to roll in ferns for hours till a makeshift camouflage is made. Their horn has adapted specifically for gorging both its prey and predators.

 

Author: Chamo (Sean66)

 

LM Approval Required: No

 

Reference Picture: AF4byO5smv-_rjtv5G6_CwXgdfijV5IoACuE2OYH

 

~ Implings ~

Spoiler

Habitat:
Traditionally forrested area's, but can be found in just about any nonextreme enviroments (Such as Tundras and Deserts) 

 

Description:
 

Copied from, "Mystical beings and you"

"Implings, what are they?
 These creatures are fairly humandoid in appearence and sentient, not growing taller then a small infant with gray skin. More notably is that their eyes generally vary between three solid colors which, more or less, will show their personolity to some degree, though not always. Blue(Kind, helpful, honest) Yellow (Mischievous, playful, trickster), and Orange(Grumpy, unhelpful, dishonest) . Though take note that one eye could very well be another of the three colors (such as one being blue, one being yellow), though this is among the rarest variations.
  Other then being somewhat of a nuisance to some, Implings are very much a safe, nonviolent creature, other then occasionally dropping a beehive on someone or tricking a person into a wolfs den. They don't find harm with doing such things, just amusment, as they are about as wise a child. But, if one really wishes to kill one, they can be easily slain with any blade, though they are nimble so don't expect them to just sit there and let you kill them.
 Implings are lonesome creature, often found alone, though often seeking someone/something for amusement. Though on occasion you might find two or three living together as a small group. Now, as for where they live. They traditionally lived in forrested area's, but as the modern world progressed they were forced to move with it an now can be found just about anywhere, tending to avoid area's such as tundra's and desserts, unless forced into those areas
 
Author:
kido122
 
LM Approval Required:
No

 

 

 

iSO2SNe.png

 

 

Application

Below is an application to which you may reply to this topic with in order to add a creature to the droves already in place. Expect a single word answer of "Yes" or "No" and no elaborate answer; if you truly care to argue for your creature, PM the LM in question and it may be discussed. 

 

Quote

(Name)

Habitat:

 

Description:

 

Author:

 

LM Approval Required:

Yes/No

 

Spoiler

Harpy

Habitat:

Harpies prefer mountainous areas, full of rocky ledges where they can build nests and swoop down on unsuspecting travellers.

Description:

A truly repulsing creature, they possess large claws protruding from their toes and fingers, as well as a sharp beak. They might be mistaken for an ugly woman if it weren’t for the two large

wings sprouting from their backs and the sharp beak, Harpies also have a lethal screech, which appears in the dreams of those foolish enough to stumble upon their lair. If one were to walk through the poorer back alleys of Salvus, they would hear the orphans sing a popular melody, which is very related to this beast:

 

"Harpy, Harpy see them fly, drop the children from the sky, when the younglings misbehave, escorts children to their grave. Never back-talk, never lie, or they'll drop you from the sky!"

 

Some find zombies repulsing, others find spiders more so, but the Harpy is doubtlessly the most disgusting of the lesser demons, they have humanoid legs and arms, though large raven-like wings sprout from their backs. There are different types of Harpies, which shall not be noted, a recurring trait seems to be kleptomania. Harpies possess a sort of oil that escapes their pores when going into combat, it is believed to be linked to the glands located beneath the beak.

Author:

freema5

LM Approval Required:

No

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Perhaps a fun ET creature or replacement for Trolls? Here`s some lore I wrote some time ago:

https://docs.google.com/document/d/1UMCOqEb0ChL8GMbzoY9eRf7-vraJXGfJkkspY6evV7I/edit?usp=sharing

Edited by Hedgehug
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Mammoths

Habitat:

Snowy plains/tundra

Description:

They are large fury quadrapedal creatures akin to an elephant, they are generally fairly tame rarely attacking the average person, the only time they become hostile is when faced with a percieved threat, they also become hostile to people when they come to close to their young. (i'm not very good at descriptions, they are essentially what you would expect of a mammoth)

Author:

professorus

LM Approval Required:

Yes/No

I messaged jistuma about it a long time ago an he said it was alright, and we also had gm's make some in athera for us, so I would assume yes.

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Could these possibly be sorted and categorized by Habitat for ease of finding by ET looking for creatures fit for a region?

 

Also, possibly for some of them, work through the ET creations and see what has already been built as an MC-representation for some of the creatures, and create a warp to them, labelled, so ET/GMs can easily find and grab a MC version of the creature for events? Happy to help on that end.

Also feel free to hide this comment after you've read it so your thread isn't spammed. <3

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Nemorsa

Habitat: The shaded areas of Deserts and the tropics during the day, and openly sulk about during the night, on rare occasions when driven by hunger can be found in forests.

 

Description: The Nemorsa can find itself written down upon the worried scribbles of literate villagers or the oral tales of Uruks. With its long horns, sickly crimson eyes, and its distorted form covered in a rough black leather hide. Giving itself to the lore of many tales to scare children to the point of staring at the stars all night rather than sleep. The beast prefers to hunt and abide in its lair alone. Only exception to this way of life is when they reach their upper years and then seek a mate.

 

The fierce predator stalks the long empty barrows, caves, and lest traveled grounds of the desert protected by shade. They commonly prey on its fellow predators for subsistence, waiting to strike only once its quarry finds itself gorging itself on its own victim. It’s most common way of bringing down its prey is gorging its long claws into the creature and plunging its teeth into its victim’s neck, specifically seeking its jugular. Once it finds the life draining from its prey to be sufficient it quickly goes to devouring it whole. Then dragging its prey’s victim back to its cave if it assesses it being worth the trouble. While preferring to strike on the distracted, the fierce beast finds no problem upon extinguishing the flame from a weak and easy mark, if it is directly threatened, or it has suffered from hunger for more than a half a day.

 

The creature actively avoids sentient life, only striking upon one if being aggressively approached on. Only the elderly of the species actively hunts sentient prey. This being due to their failing vision and them having become more feral. Upon their peak of feralality the beast finds itself shunned by its own species, and itself in a war with them. Both seeking the death of the other if encountered.

 

Author: Chamo (Sean66)

 

LM Approval Required: Yes

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22 hours ago, Hedgehug said:

Perhaps a fun ET creature or replacement for Trolls? Here`s some lore I wrote some time ago:

https://docs.google.com/document/d/1UMCOqEb0ChL8GMbzoY9eRf7-vraJXGfJkkspY6evV7I/edit?usp=sharing

 

Accepted!

 

 

22 hours ago, professorus said:

Mammoths

Habitat:

Snowy plains/tundra

Description:

They are large fury quadrapedal creatures akin to an elephant, they are generally fairly tame rarely attacking the average person, the only time they become hostile is when faced with a percieved threat, they also become hostile to people when they come to close to their young. (i'm not very good at descriptions, they are essentially what you would expect of a mammoth)

Author:

professorus

LM Approval Required:

Yes/No

I messaged jistuma about it a long time ago an he said it was alright, and we also had gm's make some in athera for us, so I would assume yes.

 

Accepted!

 

 

22 hours ago, TeaLulu said:

Could these possibly be sorted and categorized by Habitat for ease of finding by ET looking for creatures fit for a region?

 

Also, possibly for some of them, work through the ET creations and see what has already been built as an MC-representation for some of the creatures, and create a warp to them, labelled, so ET/GMs can easily find and grab a MC version of the creature for events? Happy to help on that end.

Also feel free to hide this comment after you've read it so your thread isn't spammed. <3

 

That is a decent amount of work that I am not motivated enough to do. If an ET would be willing to run through these and keep their own thread updated in the ET subforum with a link to this and a list of names with what goes in what habitat, that'd be great. I however, more than likely, won't. Sorry Lulu. If I find the time, remember to do so, and am willing I sure will but not right now.

 

Considering there are so many, I doubt the ET would care to have that much structure. Most of the time people pop on skins or use /disguise to represent these creatures anyways; the largest of the creatures on here are up to a builder's creative freedom. If some kind of quest line popped up they could become more important and necessary to cookie cut but otherwise there isn't much of a point. BrandNewKitten is an amazing animal builder if you need one!

 

And no worries, thanks Lulu. c:

 

 

19 hours ago, Chamo said:

Nemorsa

 

Habitat: The shaded areas of Deserts and the tropics during the day, and openly sulk about during the night, on rare occasions when driven by hunger can be found in forests.

 

 

 

Description: The Nemorsa can find itself written down upon the worried scribbles of literate villagers or the oral tales of Uruks. With its long horns, sickly crimson eyes, and its distorted form covered in a rough black leather hide. Giving itself to the lore of many tales to scare children to the point of staring at the stars all night rather than sleep. The beast prefers to hunt and abide in its lair alone. Only exception to this way of life is when they reach their upper years and then seek a mate.

 

 

 

The fierce predator stalks the long empty barrows, caves, and lest traveled grounds of the desert protected by shade. They commonly prey on its fellow predators for subsistence, waiting to strike only once its quarry finds itself gorging itself on its own victim. It’s most common way of bringing down its prey is gorging its long claws into the creature and plunging its teeth into its victim’s neck, specifically seeking its jugular. Once it finds the life draining from its prey to be sufficient it quickly goes to devouring it whole. Then dragging its prey’s victim back to its cave if it assesses it being worth the trouble. While preferring to strike on the distracted, the fierce beast finds no problem upon extinguishing the flame from a weak and easy mark, if it is directly threatened, or it has suffered from hunger for more than a half a day.

 

 

 

The creature actively avoids sentient life, only striking upon one if being aggressively approached on. Only the elderly of the species actively hunts sentient prey. This being due to their failing vision and them having become more feral. Upon their peak of feralality the beast finds itself shunned by its own species, and itself in a war with them. Both seeking the death of the other if encountered.

 

 

 

Author: Chamo (Sean66)

 

 

 

LM Approval Required: Yes

 

Accepted!

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Prairie Dulk

 

Habitat: The majority of the year the Prairie Dulk will sulk about in the grasslands and Prairies. During winter however they usually search for a cave to take up shelter in with its herd. Most adventurers lucky enough to both find a Dulk cave and not to have awoken, and enraged, the beasts. Best describe them as a mountain of horns and fur in the corner of a cave.

 

Description: The Prairie Dulk is a massive beast comparable in size to the War Rhinos of the Uzg. Yet unlike the Rhinos they are completely wild beasts and hate dry and sandy environments. Many wandering Uruk raiders have attempted to tame the beasts that inhabit their victim’s lands. Instead of finding a new beast to ride to war, they instead often find themselves gorged on their horns. Their constant harassment by Uruks not warned about them, and other Descendants races attempts to tame also, they have devolved into a highly territorial and aggressive species.                                        

 

The physical make up consists of three distinct features, a rough hide, thick fur, and a single massive horns with two slightly smaller ones above it. It's hide is comparable to that of a War Rhino except the fact is under belly is bare and fairly unprotected. This adaptation has many High Elf zoologists scratching their head, a prominent theory is that their underbelly is like this so they can quickly sense if something ittis below them and to sense if the air is taking a plummet in temperature.  Their thick fur serves a unexpected purpose, yes it provides warmth but the fur’s main purpose is for camouflage. Many times the large creatures will roll in mud to get it caked to their fur, or to roll in ferns for hours till a makeshift camouflage is made. Their horn has adapted specifically for gorging both its prey and predators.

 

Author: Chamo (Sean66)

 

LM Approval Required: No

 

Reference Picture: AF4byO5smv-_rjtv5G6_CwXgdfijV5IoACuE2OYH

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Posting this here so toalaks may be known by all, summarized the points included here.

Toalaks 

Habitat: Swampland 

 

Description:

  • Creation: Toalaks were created by Laklul, the spirit of swamps, and bestowed upon clan Lak in Athera for their strapping service to him with the aid of the orkish Farseer Thurak'Yar.
  • Anatomy: Height varies greatly from 5-9ft and clock in at hundreds of pounds in respect. The females are noticeably smaller than males, their bodies are covered in warts and they typically have shallow horns on their back. Their arms are lanky in contrast with their powerful hind legs which are excellent for hopping and leaping around which they may do with grand proficiency; they are able to easily hop their height and meters at a time. Their webbed feet allow them to be natural swimmers and they do so very often; they really like water. Toalaks are quite picky of their environment due to this, they cannot tolerate dryness for more than a couple of hours before drying out and dying. In addition, they are very susceptible to colder weather though if they thaw they will be completely fine.
  • Poison: Toalaks have a hallucinogenic toxin coating their skin in accord with their mucous film. If one were to consume moderate to large amounts of their flesh heavy hallucinations would follow before a deep, often fatal coma which may last for weeks. If someone were to actually eat them though they would note a pungent, rotten taste/odor; they do this to avoid being prey. Mild quantities are fine though, it offers only a mere relaxed feeling and hallucinations with passing out following with prolonged, continuous consumption. Toalaks also use the toxin to aid in the capture of their small prey.
  • Diet: Toalaks are omnivores, typically feeding upon a range of swamp flora with the smaller creatures they descend upon as an ambush predator; they hide in waterways and pounce upon drinkers. Using their primitive teeth and powerful jaw they attack, their toxin renders the catch helpless as they are swallowed whole. Though they wouldn't attempt to attack larger creatures unless cornered halflings and children are plausible prey.

Author: Travista

 

LM Approval Required:

Yes - all are currently subjected to a monopoly by Lak

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On 2/24/2016 at 4:58 PM, Chamo said:

 

Prairie Dulk

 

Habitat: The majority of the year the Prairie Dulk will sulk about in the grasslands and Prairies. During winter however they usually search for a cave to take up shelter in with its herd. Most adventurers lucky enough to both find a Dulk cave and not to have awoken, and enraged, the beasts. Best describe them as a mountain of horns and fur in the corner of a cave.

 

Description: The Prairie Dulk is a massive beast comparable in size to the War Rhinos of the Uzg. Yet unlike the Rhinos they are completely wild beasts and hate dry and sandy environments. Many wandering Uruk raiders have attempted to tame the beasts that inhabit their victim’s lands. Instead of finding a new beast to ride to war, they instead often find themselves gorged on their horns. Their constant harassment by Uruks not warned about them, and other Descendants races attempts to tame also, they have devolved into a highly territorial and aggressive species.                                        

 

The physical make up consists of three distinct features, a rough hide, thick fur, and a single massive horns with two slightly smaller ones above it. It's hide is comparable to that of a War Rhino except the fact is under belly is bare and fairly unprotected. This adaptation has many High Elf zoologists scratching their head, a prominent theory is that their underbelly is like this so they can quickly sense if something ittis below them and to sense if the air is taking a plummet in temperature.  Their thick fur serves a unexpected purpose, yes it provides warmth but the fur’s main purpose is for camouflage. Many times the large creatures will roll in mud to get it caked to their fur, or to roll in ferns for hours till a makeshift camouflage is made. Their horn has adapted specifically for gorging both its prey and predators.

 

Author: Chamo (Sean66)

 

LM Approval Required: No

 

Reference Picture: AF4byO5smv-_rjtv5G6_CwXgdfijV5IoACuE2OYH

 

Accepted.

 

 

 

On 2/24/2016 at 5:51 PM, Travista said:

Posting this here so toalaks may be known by all, summarized the points included here.

Toalaks 

Habitat: Swampland 

 

Description:

  • Creation: Toalaks were created by Laklul, the spirit of swamps, and bestowed upon clan Lak in Athera for their strapping service to him with the aid of the orkish Farseer Thurak'Yar.
  • Anatomy: Height varies greatly from 5-9ft and clock in at hundreds of pounds in respect. The females are noticeably smaller than males, their bodies are covered in warts and they typically have shallow horns on their back. Their arms are lanky in contrast with their powerful hind legs which are excellent for hopping and leaping around which they may do with grand proficiency; they are able to easily hop their height and meters at a time. Their webbed feet allow them to be natural swimmers and they do so very often; they really like water. Toalaks are quite picky of their environment due to this, they cannot tolerate dryness for more than a couple of hours before drying out and dying. In addition, they are very susceptible to colder weather though if they thaw they will be completely fine.
  • Poison: Toalaks have a hallucinogenic toxin coating their skin in accord with their mucous film. If one were to consume moderate to large amounts of their flesh heavy hallucinations would follow before a deep, often fatal coma which may last for weeks. If someone were to actually eat them though they would note a pungent, rotten taste/odor; they do this to avoid being prey. Mild quantities are fine though, it offers only a mere relaxed feeling and hallucinations with passing out following with prolonged, continuous consumption. Toalaks also use the toxin to aid in the capture of their small prey.
  • Diet: Toalaks are omnivores, typically feeding upon a range of swamp flora with the smaller creatures they descend upon as an ambush predator; they hide in waterways and pounce upon drinkers. Using their primitive teeth and powerful jaw they attack, their toxin renders the catch helpless as they are swallowed whole. Though they wouldn't attempt to attack larger creatures unless cornered halflings and children are plausible prey.

Author: Travista

 

LM Approval Required:

Yes - all are currently subjected to a monopoly by Lak

 

Denied.

 

 

 

On 2/25/2016 at 7:38 PM, kido122 said:

Implings

 

 

Hidden Content

 

 

Accepted.

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Dagannoths

Habitat:

Dark, damp locations such as caves, swamps or even lakes.

Description:

Spoiler

Malin’s Doom, The Birth of The Dagannoth queens

-The ramblings of an old unintelligible tome would be found in an underground vault beneath kal’akesh.-


 

The shadow bled from the black mountain and took the form of cinder it fed on the life force of the sons of Malin to satiate its lust. Cinder took life and shadows took form, the harrowing figure made of fire and molten black iron took flight and fled beneath the earth. Feeding it’s hunger with riches of gold and iron to grow wings. It became flesh but the flesh became accursed and riddled in decay so it shed the flesh of old and sought out stone. Stone became cinder, cinder became shadow, for the sins of old shall never come to pass.

 

It bled from cinder, becoming shadow once more to feed upon the sons of Malin, the sons of Malin fled the continent in fear of it’s wrath but it was not enough. The women became shadows to serve the terror of the depths, they perished when it’s hunger became too much to bear. Now bone but not flesh, the creature sought the last sons of Malin. He was vanquished but not defeated, the aspects worked against him but he was not whole. Now bone and thorn, cinder and shadow. It retreated beneath the earth to await the sentence of roots and vines. Cinder became kindling, kindling became ash. Roots grew and grew, only eternal slumber could await. It roared when Malin himself stood before it. With one hallowed glare Malin’s doom split into several creatures of flesh and shadow but not bone and cinder but scale and spine. For its bones and cinder would be trapped beneath the earth until released. The flesh and shadow fled ever deeper into the shadow vaults, growing bone and taking shape, the seven heads of Malin’s doom had been conceived. The last sons of Malin had escaped, their wives gone forever.  Malin escaped with them.. The seven heads remained sealed, seeking revenge against the aspects for all eternity. They do not fear the old dark, for they are born from it.

 

Take heed to the warnings of old, the seal can never be opened.

 

~Some sketches seem to be littered in the room, the sketches are ancient beyond belief and look like they would crumble upon being touched.~



 

((OOC: This tome is a prophecy of sorts, it’s not meant to be actual lore nor have any accuracy. However, the voidal horror described is meant to be real. Malin’s doom is meant to be a arch-horror brought into the world by a rift that was torn in the dark volcano long ago. Malin sealed the horror beneath a tree but not before it procreated by turning some of his daughters into Dagannoths. These horrors are not particularly powerful, but can launch poisonous spines tipped with eggs into nearby hosts. Dagannoth’s are of course encountered in runescape but seen rarely in any other game. I believe this makes them unique creatures that should be added into LoTC’s bestiary.))

 

The Dagannoths



 

~You find a second tome in the vault, it is labelled “The Dagganoths”~

 

Malin’s doom grew lustful, hatred swelled beneath it’s shadow. Cornered and fearful, they hid from the great beast. It found them however, and consumed them whole. The seven daughters of Malin cried out in agony, their flesh sizzled and burned within the cinder, spines began to protrude from their backs and scales grew upon their bodies. Their mouths turned into jaws, their minds torn to shreds. Hands turned into claws and legs turned into scaled hind legs. Bones cracked in wretched agony, their blood became a black acid, their hearts splitting into twin organs carrying the seeds of doom. Spined tails grew from their backs, their eyes turned into that of lizards. Their noses became that of a lizard. They became the first of the Dagannoths, compelled to feast and procreate upon the flesh of the living. They slaughtered their betrothed and birthed the first of their clutches. When their father called to them they answered and were sealed away with him.



 

((OOC: The Dagannoth queens are the seven heads of Malin’s doom. They can be considered the seven “daughters” of the arch-horror, despite their “father” being a voidal entity of sorts they are not bound to the void since they are technically daughters of Malin.


 

Strengths and Weaknesses

 

Dagganoths are able to shoot spikes from their tails and backs, these “spines” carry small Dagannoth eggs in them and are highly poisonous. If someone is hit by these spines they must roll 20. If they roll more than 15 the eggs will be infertile and will not hatch from their flesh. However, the poison will cause paralysis upon the affected area. If the spine hits the heart, you will die as your heart will be paralysed, thus stopping it from beating. If you get hit in the arm, the poison will begin to circulate into the arm. The arm’s veins will turn purple. These veins will begin to spread towards the heart, if anti-venom is not applied the heart will stop beating. An alternative to the anti-venom is to suck out the poison as soon as you get hit or amputation, however this may hatch the eggs if they are fertile.

 

Dagannoth eggs are volatile and if fertile will take life and grow small spiked legs, these will allow it to dig into the person’s wound. These eggs will burrow into muscles or fat and remain there for a saints day. If removed, they will hatch prematurely. If left alone, they will erupt from the host and feed on them. The Dagannoth eggs hatch into larvae with sharp mandible-like claws around it’s fangs. These claws will eventually turn into spines around the larvae’s back, this protects it from wild beasts since these are quite long and sharp spines that will impale any predators.  It takes a saints day for a larvae to grow a meter long, once it’s large enough it will seek warm water and envelop itself into a rock hard cocoon. It will then take a entire saints day for the metamorphosis to complete. During this time it is incredibly vulnerable to predators or descendants. Once hatched, it will seek a cave or dark place to make it’s lair. If successful in finding a lair it will screech to call any other Dagganoths or Dagannoth larvae to it’s side. Dagannoths cannot starve to death, once they are fertile they will willingly lay eggs in other Dagannoths and eat the resulting larvae. The Dagannoth is not killed by the eggs when they hatch since Dagannoth scales have mutated to allow larvae to squirm out of the hard flesh beneath. Dagannoth blood is laced with a paralytic agent and is the poison used on it’s spikes, Dagannoths are naturally immune to the poison and consumption of it’s eye should cure any paralysis.

 

Dagannoths are always hungry and will seek prey during the night. They hunt in packs making it difficult for a lone person to defeat them. They are amphibious and can breathe under water, even live in it if need be. They usually prefer to walk on all fours but are capable of bipedalism when shooting spines or hunting prey. Dagganoths do not age and do not stop growing either, the Dagannoth queens are 10 meters tall when bipedal. The younger Dagannoths usually become two meters tall by the age of fifteen and then four meters tall by the age of thirty.

 

When in combat, the Dagannoth prefers to shoot its spines at the victim to paralyse it. Once paralysed it will feast on some of the flesh and then leave the rest to the larvae that it has implanted. Should it run out of spines or feel threatened it will leap on the target and slash wildly at it until only ribbons of gore remain. It’s scales are very hard and normal Ferrum weapons will not work on these scales. Aurum can burn through the scales, the Dagannoth scales also has chinks and weaknesses such as the eyes or mouth. The scales cannot be used to craft armor since they decay rapidly once the Dagannoth dies.

 

Dagannoths hate light and will go temporarily blind if exposed to too much of it. This does not apply to sunlight, their scales are highly combustible and will combust if lit. Furthermore, clerical magics and Aurum will burn them similarly to the undead.

 

Necromantic drains will cause Dagannoths to decay from the inside and any eggs they carry will hatch. Dagannoths usually have only twenty two spines. Half of these carry eggs that  will hatch and attack the necromancer. Clerical magic will also have the same effect.

 

 



 

Infertile Dagannoth eggs are safe for consumption and could be considered a very high class of caviare. The taste would be like that of a delicious cake, Dagannoth meat is also consumable and would in theory, taste much leaner than beef. However, eating too much Dagannoth will cause poisoning, especially if the dish is not prepared correctly. You would need to be a masterful chef to cook Dagannoth.  

Author:

drfate786

LM Approval Required:

Yes

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Dry Octapuss

Habitat:

Dry caves.

 

Description:

Living along the dried up cave ponds and streams lives the Dry Octapus. These beings, looking almost sentient like, sometimes mistaken by cursed people, are fully animals. Octapus which adapted at living away from water scources, they become longer, their heads gaining sharp teeth, and their tentacles spreading more along their bodies. These beings, like many octapus, hide and await for their preys to come close. When they do, they grab the animal or person with their tentacles, and grip their teeth into the flesh. They don't eat the flesh, they drink the blood, all of it. In the end, the animal or person becomes like a dried up person, without moisture in their skin or body. Dry Octapus hideouts are filled with dried up animals and people, with their skin seeming to be touching the bone directly, without rotting. These beings regrow their tentacles if they are cut, but the head is a weakness. Cut it off, and it gets killed.

 

zombie_kombi_by_haburba-d5kbdyh.jpg

(by Haburba, Devianart.com)

 

Author:

Jistuma

 

LM Approval Required:

No

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Name: The Lubba (Sea Serpent)

 

R7vLu8SpKEEyBoKqLR7i74G_upT-vOaEolLXhpE2

(An Adult Male Lubba)

 

As civilization spreads out across Vailor’s seas, sea-faring vessels becoming more courageous, and explorers extending their searches, mention of these mythical beasts have become more common. There have even been rumors of people claiming to be eye-witnesses of these animals in the waters surrounding the Isles of Sutica.

 

Habitat: Due to their size, and need for large prey, mature Lubba remain in deep waters.  A curious, or naiveté, youthful Lubba may rarely be found off the coasts of mainland as it searches for food and explores its territorial limits. However, recently hatched Lubba will remain in their breeding grounds due to their lack of experience in hunting, but also their under developed lungs that force them to remain in the shallow waters to have access to the surface for air.

 

 

Description & Appearance & Life Cycle:  

Mating: A mature female Lubba will carry her unfertilized eggs within her as she searches for a male, often leaving her own territory in her search. Once a male is found and the mating complete, the female will return to her own territory, ending contact with the male. (It should be noted that in the event of it having been a long search for a male, and thus being a long journey back home, the female may attack the male and feast on its corpse for nourishment for her journey.)

Breeding: Once the female returns to her territory she will search for an aquatic environment that gives her young protection but also dry land. Suitable places are often underwater caverns or grottos

 

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(Underwater Cavern Entrance)

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(Underwater Cavern/Grotto)

Once such a location is obtained, the female will construct a small nest of moist soil, vegetation, and rocks and lay her eggs. Once the eggs are laid, the female will remain close to the nest and only leave to eat or if her claim to her territory is challenged..

Hatchlings: (Roughly 1 ½ Feet) Once fertilized, the eggs take roughly 90-120 days to hatch. Should the egg’s soft, gelatin-like shell be punctured or damaged in anyway, the hatchling will most likely die as the embryonic fluid will slowly leak out that the hatchling requires for growth, as well as often kill the clutch of eggs as a whole indirectly. For when the shell is cracked, pheromones are released that the female Lubba will instinctively react to earlier than needed.

Should the egg remain safe for the duration of time, the hatchling, now about 18 Inches in length, will become strong enough to poke their way through the soft shell, releasing the egg’s pheromones.  The female will react to this and leave the breeding grounds, only to return with a large kill. After depositing the kill near the nest, the female leaves the breeding grounds permanently, ending her role as a mother figure.

The hatchlings will remain in the nest, in their shells actually, for roughly a week. During this time, only about a quarter of their body will leave the egg. As their eyes begin to function properly, they will use this time to become aware of their surroundings. Their soft bodies will continue to absorb the remaining embryonic fluid inside the eggs as their senses and motor control strengthens.

 

After the week is up, or the embryonic fluid is absorbed, the hatchlings ability to control its sight, body movement, and smell have advanced greatly. The first test is the hatchlings ability to locate food on its own, being the -now- decomposing/rotting large animal that the female left for them. As the animal is rotting, not only will it be easy for the hatchlings to locate through scent, but the meat will also be softer and partially decomposed making it easier for the newborns to digest.

 

Youth: (5 Feet- 10 Feet) The weeks following the hatchlings emergence from their eggs are some of the most important throughout it’s life. During this time, their once slate grey bodies will take on different hues of blues, blacks, and greens. The coloration is a solid color but is determined by the ocean environment. An example of this would be, should the breeding grounds be in an area with much vegetation, they will take on a greenish hue. An area that is colder may result in a lighter blue color, similar to that of ice.

 

As the youth feast on the kill left to them, their bodies quickly grow. Their, once, soft skin is shed and replaced with harder scales and fin like appendages. Their mouth elongates, becoming sharper and more pointed, allowing them to dive into a carcass to feast. Their teeth begin to grow more, sharp and piercing for quick bites but also to maintain their grip on their prey.

 

Once the rotting remains have been eaten, the youth must begin to learn to hunt. Using only their instincts and their natural advantages (coloration, sleek and streamline bodies, piercing teeth) the youths will leave the breeding ground in search of food. Youthful Lubba, however, will need time to strengthen their lungs and only be able to hold their breath for a short time. This forces them to either return to the breeding ground for air and shelter, or risk going to the surface for air where they can become prey to carnivorous birds and sea life. Youthful Lubba that are unable to learn how to hunt or develop their lungs quickly enough will become weak and defenseless, becoming an easy meal for not only other animals in the ocean and skies, but their own hungry siblings. Thus, out of a clutch of six to eight hatchlings, only one or two may actually make it to maturity.

 

Adolescent: (15 Feet-40 Feet) As the Lubba comes of age (Nearing anywhere between 15-25 feet in length) and perfects its art of hunting, it may eventually outgrow the breeding grounds source of food. This forces the Lubba to move from its home, parting ways with its sibling(s), and seeking out a territory of its own.

 

As the Lubba searches for its new home, it will continue to grow and strengthen. Male Lubba will develop horns( similar to that of bulls) and hardened crests under its neck. Both are used in combat with prey and predators, but also used as ways of attracting mates. While the females grow elongated fins to help them navigate the waves faster, eventually helping them to search for a mate faster and to return their unborn young faster. As the Lubba continue to grow, their skin must be continually shed. Lubba will rub their bodies along sharp rocks to help remove their skin, revealing harder, stronger, and sharper scales. In the process, some rocks may be lodged between their scales. Lubba often use the sea rock, Prismarine, due to its location, durability, and sharpness. Should the Prismarine become lodged between its scales, the Lubba’s body will glisten amongst the waves as it catches the sun’s light. This actually aids the Lubba in its attempt to capture prey, its victims often becoming entranced by the dancing lights in the waters (similar to Anglerfish).

Adult: (50 Feet -???) Should the Lubba find a suitable area to call its home, whether unoccupied by another large predator or it defeats its current owner, it will mark it’s new territory by releasing pheromones along its borders. This marks the age that a Lubba reaches adulthood and thus varies between each.

 

Male Lubba will remain in their territory unless their source of food becomes depleted to the point that it must either expand or move to a new area. While females will do the same, but venture out from their territory to mate. Once a female has mated,  her return journey will be done on the surface in an attempt to protect herself and her young from attacks by larger denizens of the deep oceans.

 

Due to the ocean being an endless source of nourishment and Lubba being as rare as they are, it is difficult to determine their lifespan. Due to the fact that a Lubba’s body has yet to be found, it is believed that Lubba only ever die in combat- leading to an immortal life and able to grow endlessly- or in their older age they become prey themselves to predators.



 

History/Myths- Many sailors can tell stories of the challenges at sea, including stories of sea monsters, such as the mighty Lubba. However, much of these tales are cowardly attempts at appearing brave before landlubbers. For seeing a Lubba is a rare occurrence, and to fight one is even rarer and often results in the sailor’s demise.

Some common misconception of Lubba is their violent nature, their desire to destroy ships, and their taste for the flesh of the Descendents.

Lubba are extremely territorial and will defend their space against another large aquatic beasts, such as Aquatic Dragons. However, due to their massive size -when they reach maturity- they often remain close to the deep sea floor and chasms, hunting the larger of sea life for their voracious appetite. Because of this, Lubba are rarely seen at or above the water’s surface; only coming above to refill their lungs with fresh air or to safely transport their eggs.

In the rare cases a Lubba does attack a ship, it is often not over an issue with its territory as well. Fishing and Whaling ships either cast out large nets trapping copious amounts of fish or harpoon large whales that bleed out into the water and attract larger predatory fish and sharks. Should a Lubba see a large enough gathering of prey, it may rise up from the depths to feast. This often causes a confrontation between the sailors and the Lubba, leading to the sailors attacking the Lubba in an attempt to defend their catch and leading to the Lubba defending itself. However, due to the size of a Descendent in proportion to a mature Lubba  and the Descendents inability to venture into the deep waters, a Lubba does not actively hunt for Descendents.

Fighting Style & Hunting: While the Lubba do not actively look for conflict, preferring to eat and hunt prey that is easily manageable, they are quite skilled, elusive fighters.

Using their coloration and their familiarity with the deep sea floor, Lubba will lurk in the shadows of the waters and be difficult to spot for their prey and other predators alike. Their serpent-like body allows them to quickly dart upwards through the water and strike their target from underneath. Should their target become aware of their presence, the target often becomes immobilized by the blinding light reflected off of the Prismarine fragments embedded in the Lubba’s scales. With its agile speed and shark teeth, a Lubba’s target rarely gets away.

Should the Lubba find itself in a confrontation against a larger predator, or even another Lubba, the fighting style changes depending on the gender of the Lubba. Male Lubba will utilize their sharp horns and scales, often ramming into their target head first, while female Lubba will utilize their sleeker bodies and speed to evade enemies to not only tire out their attackers but to get in quick bites. Should the Lubba’s attacks be productive and the enemy weakened the Lubba will attempt to wrap its body around the enemy, constricting it tightly until it loses consciousness.

 

Valuables:

Lubba Eggs: A shimmering blue shell encases the Lubba’s young, reflecting light off its soft, gel-like shell. Because of their coloration and luminosity, it is rumored that Lubba actually hatch from deep sea diamonds or sapphires. Thus, they are often hunted by pirates and treasure hunters, both brave and crazed to try such a feat.

Adult Lubba Scales: Sharp, Dense, yet exceptionally light, Lubba scales prove to be quite an exceptional defense. While removing such scales from an alive and alert Lubba is asking for a swift death, some deep sea divers have been able to harvest such scales from shed skin that coat the sea floor. Some armorers and leather workers have been able to utilize such scales to coat their wares, creating a dense, light, and effective defense.

Lubba Stomach Acid: An extremely corrosive substance found within the stomach of the Lubba. Due to the large spectrum of things that may find its way into a Lubba’s stomach, its body must be able to break down any and all materials to pass through its system. If bottled, the substance could possibly be used for various alchemical purposes.

Lubba Fang: The Lubba’s main offense and defense, its fangs are prized possessions throughout the realm. Known for their durability and sharpness, a fang is often sought after by weaponsmiths and fletchers alike to create powerful tools of war. However, it is rumored that if grinded, the Lubba Fang can be used to create a potion of love. Esteemed alchemists have not been able to confirm or deny this claim as their have been few records kept on the rare item.

((While no mechanical representation is expected for the above items, and are solely for RP purposes. Should an ET with to rename a bone into a Lubba Fang ,or something similar, after an event involving them, great.))

Author: SquirtGun

 

LM Approval Required?: Yes

((I had looked around the creature index, wiki, and asked a LM about sea serpents and came up dry on lore for them. Here's an attempt to bring some aquatic sea beasts into the mix for events and roleplay. I'd like to be able to utilize the above creature for some events and RP around Sutica as well.))

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On 3/17/2016 at 1:13 PM, drfate786 said:

Dagannoths

Habitat:

Dark, damp locations such as caves, swamps or even lakes.

Description:

  Reveal hidden contents

Malin’s Doom, The Birth of The Dagannoth queens

-The ramblings of an old unintelligible tome would be found in an underground vault beneath kal’akesh.-


 

The shadow bled from the black mountain and took the form of cinder it fed on the life force of the sons of Malin to satiate its lust. Cinder took life and shadows took form, the harrowing figure made of fire and molten black iron took flight and fled beneath the earth. Feeding it’s hunger with riches of gold and iron to grow wings. It became flesh but the flesh became accursed and riddled in decay so it shed the flesh of old and sought out stone. Stone became cinder, cinder became shadow, for the sins of old shall never come to pass.

 

It bled from cinder, becoming shadow once more to feed upon the sons of Malin, the sons of Malin fled the continent in fear of it’s wrath but it was not enough. The women became shadows to serve the terror of the depths, they perished when it’s hunger became too much to bear. Now bone but not flesh, the creature sought the last sons of Malin. He was vanquished but not defeated, the aspects worked against him but he was not whole. Now bone and thorn, cinder and shadow. It retreated beneath the earth to await the sentence of roots and vines. Cinder became kindling, kindling became ash. Roots grew and grew, only eternal slumber could await. It roared when Malin himself stood before it. With one hallowed glare Malin’s doom split into several creatures of flesh and shadow but not bone and cinder but scale and spine. For its bones and cinder would be trapped beneath the earth until released. The flesh and shadow fled ever deeper into the shadow vaults, growing bone and taking shape, the seven heads of Malin’s doom had been conceived. The last sons of Malin had escaped, their wives gone forever.  Malin escaped with them.. The seven heads remained sealed, seeking revenge against the aspects for all eternity. They do not fear the old dark, for they are born from it.

 

Take heed to the warnings of old, the seal can never be opened.

 

~Some sketches seem to be littered in the room, the sketches are ancient beyond belief and look like they would crumble upon being touched.~



 

((OOC: This tome is a prophecy of sorts, it’s not meant to be actual lore nor have any accuracy. However, the voidal horror described is meant to be real. Malin’s doom is meant to be a arch-horror brought into the world by a rift that was torn in the dark volcano long ago. Malin sealed the horror beneath a tree but not before it procreated by turning some of his daughters into Dagannoths. These horrors are not particularly powerful, but can launch poisonous spines tipped with eggs into nearby hosts. Dagannoth’s are of course encountered in runescape but seen rarely in any other game. I believe this makes them unique creatures that should be added into LoTC’s bestiary.))

 

The Dagannoths



 

~You find a second tome in the vault, it is labelled “The Dagganoths”~

 

Malin’s doom grew lustful, hatred swelled beneath it’s shadow. Cornered and fearful, they hid from the great beast. It found them however, and consumed them whole. The seven daughters of Malin cried out in agony, their flesh sizzled and burned within the cinder, spines began to protrude from their backs and scales grew upon their bodies. Their mouths turned into jaws, their minds torn to shreds. Hands turned into claws and legs turned into scaled hind legs. Bones cracked in wretched agony, their blood became a black acid, their hearts splitting into twin organs carrying the seeds of doom. Spined tails grew from their backs, their eyes turned into that of lizards. Their noses became that of a lizard. They became the first of the Dagannoths, compelled to feast and procreate upon the flesh of the living. They slaughtered their betrothed and birthed the first of their clutches. When their father called to them they answered and were sealed away with him.



 

((OOC: The Dagannoth queens are the seven heads of Malin’s doom. They can be considered the seven “daughters” of the arch-horror, despite their “father” being a voidal entity of sorts they are not bound to the void since they are technically daughters of Malin.


 

Strengths and Weaknesses

 

Dagganoths are able to shoot spikes from their tails and backs, these “spines” carry small Dagannoth eggs in them and are highly poisonous. If someone is hit by these spines they must roll 20. If they roll more than 15 the eggs will be infertile and will not hatch from their flesh. However, the poison will cause paralysis upon the affected area. If the spine hits the heart, you will die as your heart will be paralysed, thus stopping it from beating. If you get hit in the arm, the poison will begin to circulate into the arm. The arm’s veins will turn purple. These veins will begin to spread towards the heart, if anti-venom is not applied the heart will stop beating. An alternative to the anti-venom is to suck out the poison as soon as you get hit or amputation, however this may hatch the eggs if they are fertile.

 

Dagannoth eggs are volatile and if fertile will take life and grow small spiked legs, these will allow it to dig into the person’s wound. These eggs will burrow into muscles or fat and remain there for a saints day. If removed, they will hatch prematurely. If left alone, they will erupt from the host and feed on them. The Dagannoth eggs hatch into larvae with sharp mandible-like claws around it’s fangs. These claws will eventually turn into spines around the larvae’s back, this protects it from wild beasts since these are quite long and sharp spines that will impale any predators.  It takes a saints day for a larvae to grow a meter long, once it’s large enough it will seek warm water and envelop itself into a rock hard cocoon. It will then take a entire saints day for the metamorphosis to complete. During this time it is incredibly vulnerable to predators or descendants. Once hatched, it will seek a cave or dark place to make it’s lair. If successful in finding a lair it will screech to call any other Dagganoths or Dagannoth larvae to it’s side. Dagannoths cannot starve to death, once they are fertile they will willingly lay eggs in other Dagannoths and eat the resulting larvae. The Dagannoth is not killed by the eggs when they hatch since Dagannoth scales have mutated to allow larvae to squirm out of the hard flesh beneath. Dagannoth blood is laced with a paralytic agent and is the poison used on it’s spikes, Dagannoths are naturally immune to the poison and consumption of it’s eye should cure any paralysis.

 

Dagannoths are always hungry and will seek prey during the night. They hunt in packs making it difficult for a lone person to defeat them. They are amphibious and can breathe under water, even live in it if need be. They usually prefer to walk on all fours but are capable of bipedalism when shooting spines or hunting prey. Dagganoths do not age and do not stop growing either, the Dagannoth queens are 10 meters tall when bipedal. The younger Dagannoths usually become two meters tall by the age of fifteen and then four meters tall by the age of thirty.

 

When in combat, the Dagannoth prefers to shoot its spines at the victim to paralyse it. Once paralysed it will feast on some of the flesh and then leave the rest to the larvae that it has implanted. Should it run out of spines or feel threatened it will leap on the target and slash wildly at it until only ribbons of gore remain. It’s scales are very hard and normal Ferrum weapons will not work on these scales. Aurum can burn through the scales, the Dagannoth scales also has chinks and weaknesses such as the eyes or mouth. The scales cannot be used to craft armor since they decay rapidly once the Dagannoth dies.

 

Dagannoths hate light and will go temporarily blind if exposed to too much of it. This does not apply to sunlight, their scales are highly combustible and will combust if lit. Furthermore, clerical magics and Aurum will burn them similarly to the undead.

 

Necromantic drains will cause Dagannoths to decay from the inside and any eggs they carry will hatch. Dagannoths usually have only twenty two spines. Half of these carry eggs that  will hatch and attack the necromancer. Clerical magic will also have the same effect.

 

 



 

Infertile Dagannoth eggs are safe for consumption and could be considered a very high class of caviare. The taste would be like that of a delicious cake, Dagannoth meat is also consumable and would in theory, taste much leaner than beef. However, eating too much Dagannoth will cause poisoning, especially if the dish is not prepared correctly. You would need to be a masterful chef to cook Dagannoth.  

Author:

drfate786

LM Approval Required:

Yes

Denied.

 

On 3/17/2016 at 4:24 PM, Jistuma said:

Dry Octapuss

Habitat:

Dry caves.

 

Description:

Living along the dried up cave ponds and streams lives the Dry Octapus. These beings, looking almost sentient like, sometimes mistaken by cursed people, are fully animals. Octapus which adapted at living away from water scources, they become longer, their heads gaining sharp teeth, and their tentacles spreading more along their bodies. These beings, like many octapus, hide and await for their preys to come close. When they do, they grab the animal or person with their tentacles, and grip their teeth into the flesh. They don't eat the flesh, they drink the blood, all of it. In the end, the animal or person becomes like a dried up person, without moisture in their skin or body. Dry Octapus hideouts are filled with dried up animals and people, with their skin seeming to be touching the bone directly, without rotting. These beings regrow their tentacles if they are cut, but the head is a weakness. Cut it off, and it gets killed.

 

zombie_kombi_by_haburba-d5kbdyh.jpg

(by Haburba, Devianart.com)

 

Author:

Jistuma

 

LM Approval Required:

No

Accepted

 

On 4/7/2016 at 3:29 PM, SquirtGun said:

 

Name: The Lubba (Sea Serpent)

 

R7vLu8SpKEEyBoKqLR7i74G_upT-vOaEolLXhpE2

(An Adult Male Lubba)

 

As civilization spreads out across Vailor’s seas, sea-faring vessels becoming more courageous, and explorers extending their searches, mention of these mythical beasts have become more common. There have even been rumors of people claiming to be eye-witnesses of these animals in the waters surrounding the Isles of Sutica.

 

Habitat: Due to their size, and need for large prey, mature Lubba remain in deep waters.  A curious, or naiveté, youthful Lubba may rarely be found off the coasts of mainland as it searches for food and explores its territorial limits. However, recently hatched Lubba will remain in their breeding grounds due to their lack of experience in hunting, but also their under developed lungs that force them to remain in the shallow waters to have access to the surface for air.

 

 

Description & Appearance & Life Cycle:  

Mating: A mature female Lubba will carry her unfertilized eggs within her as she searches for a male, often leaving her own territory in her search. Once a male is found and the mating complete, the female will return to her own territory, ending contact with the male. (It should be noted that in the event of it having been a long search for a male, and thus being a long journey back home, the female may attack the male and feast on its corpse for nourishment for her journey.)

Breeding: Once the female returns to her territory she will search for an aquatic environment that gives her young protection but also dry land. Suitable places are often underwater caverns or grottos

 

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(Underwater Cavern Entrance)

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(Underwater Cavern/Grotto)

Once such a location is obtained, the female will construct a small nest of moist soil, vegetation, and rocks and lay her eggs. Once the eggs are laid, the female will remain close to the nest and only leave to eat or if her claim to her territory is challenged..

Hatchlings: (Roughly 1 ½ Feet) Once fertilized, the eggs take roughly 90-120 days to hatch. Should the egg’s soft, gelatin-like shell be punctured or damaged in anyway, the hatchling will most likely die as the embryonic fluid will slowly leak out that the hatchling requires for growth, as well as often kill the clutch of eggs as a whole indirectly. For when the shell is cracked, pheromones are released that the female Lubba will instinctively react to earlier than needed.

Should the egg remain safe for the duration of time, the hatchling, now about 18 Inches in length, will become strong enough to poke their way through the soft shell, releasing the egg’s pheromones.  The female will react to this and leave the breeding grounds, only to return with a large kill. After depositing the kill near the nest, the female leaves the breeding grounds permanently, ending her role as a mother figure.

The hatchlings will remain in the nest, in their shells actually, for roughly a week. During this time, only about a quarter of their body will leave the egg. As their eyes begin to function properly, they will use this time to become aware of their surroundings. Their soft bodies will continue to absorb the remaining embryonic fluid inside the eggs as their senses and motor control strengthens.

 

After the week is up, or the embryonic fluid is absorbed, the hatchlings ability to control its sight, body movement, and smell have advanced greatly. The first test is the hatchlings ability to locate food on its own, being the -now- decomposing/rotting large animal that the female left for them. As the animal is rotting, not only will it be easy for the hatchlings to locate through scent, but the meat will also be softer and partially decomposed making it easier for the newborns to digest.

 

Youth: (5 Feet- 10 Feet) The weeks following the hatchlings emergence from their eggs are some of the most important throughout it’s life. During this time, their once slate grey bodies will take on different hues of blues, blacks, and greens. The coloration is a solid color but is determined by the ocean environment. An example of this would be, should the breeding grounds be in an area with much vegetation, they will take on a greenish hue. An area that is colder may result in a lighter blue color, similar to that of ice.

 

As the youth feast on the kill left to them, their bodies quickly grow. Their, once, soft skin is shed and replaced with harder scales and fin like appendages. Their mouth elongates, becoming sharper and more pointed, allowing them to dive into a carcass to feast. Their teeth begin to grow more, sharp and piercing for quick bites but also to maintain their grip on their prey.

 

Once the rotting remains have been eaten, the youth must begin to learn to hunt. Using only their instincts and their natural advantages (coloration, sleek and streamline bodies, piercing teeth) the youths will leave the breeding ground in search of food. Youthful Lubba, however, will need time to strengthen their lungs and only be able to hold their breath for a short time. This forces them to either return to the breeding ground for air and shelter, or risk going to the surface for air where they can become prey to carnivorous birds and sea life. Youthful Lubba that are unable to learn how to hunt or develop their lungs quickly enough will become weak and defenseless, becoming an easy meal for not only other animals in the ocean and skies, but their own hungry siblings. Thus, out of a clutch of six to eight hatchlings, only one or two may actually make it to maturity.

 

Adolescent: (15 Feet-40 Feet) As the Lubba comes of age (Nearing anywhere between 15-25 feet in length) and perfects its art of hunting, it may eventually outgrow the breeding grounds source of food. This forces the Lubba to move from its home, parting ways with its sibling(s), and seeking out a territory of its own.

 

As the Lubba searches for its new home, it will continue to grow and strengthen. Male Lubba will develop horns( similar to that of bulls) and hardened crests under its neck. Both are used in combat with prey and predators, but also used as ways of attracting mates. While the females grow elongated fins to help them navigate the waves faster, eventually helping them to search for a mate faster and to return their unborn young faster. As the Lubba continue to grow, their skin must be continually shed. Lubba will rub their bodies along sharp rocks to help remove their skin, revealing harder, stronger, and sharper scales. In the process, some rocks may be lodged between their scales. Lubba often use the sea rock, Prismarine, due to its location, durability, and sharpness. Should the Prismarine become lodged between its scales, the Lubba’s body will glisten amongst the waves as it catches the sun’s light. This actually aids the Lubba in its attempt to capture prey, its victims often becoming entranced by the dancing lights in the waters (similar to Anglerfish).

Adult: (50 Feet -???) Should the Lubba find a suitable area to call its home, whether unoccupied by another large predator or it defeats its current owner, it will mark it’s new territory by releasing pheromones along its borders. This marks the age that a Lubba reaches adulthood and thus varies between each.

 

Male Lubba will remain in their territory unless their source of food becomes depleted to the point that it must either expand or move to a new area. While females will do the same, but venture out from their territory to mate. Once a female has mated,  her return journey will be done on the surface in an attempt to protect herself and her young from attacks by larger denizens of the deep oceans.

 

Due to the ocean being an endless source of nourishment and Lubba being as rare as they are, it is difficult to determine their lifespan. Due to the fact that a Lubba’s body has yet to be found, it is believed that Lubba only ever die in combat- leading to an immortal life and able to grow endlessly- or in their older age they become prey themselves to predators.



 

History/Myths- Many sailors can tell stories of the challenges at sea, including stories of sea monsters, such as the mighty Lubba. However, much of these tales are cowardly attempts at appearing brave before landlubbers. For seeing a Lubba is a rare occurrence, and to fight one is even rarer and often results in the sailor’s demise.

Some common misconception of Lubba is their violent nature, their desire to destroy ships, and their taste for the flesh of the Descendents.

Lubba are extremely territorial and will defend their space against another large aquatic beasts, such as Aquatic Dragons. However, due to their massive size -when they reach maturity- they often remain close to the deep sea floor and chasms, hunting the larger of sea life for their voracious appetite. Because of this, Lubba are rarely seen at or above the water’s surface; only coming above to refill their lungs with fresh air or to safely transport their eggs.

In the rare cases a Lubba does attack a ship, it is often not over an issue with its territory as well. Fishing and Whaling ships either cast out large nets trapping copious amounts of fish or harpoon large whales that bleed out into the water and attract larger predatory fish and sharks. Should a Lubba see a large enough gathering of prey, it may rise up from the depths to feast. This often causes a confrontation between the sailors and the Lubba, leading to the sailors attacking the Lubba in an attempt to defend their catch and leading to the Lubba defending itself. However, due to the size of a Descendent in proportion to a mature Lubba  and the Descendents inability to venture into the deep waters, a Lubba does not actively hunt for Descendents.

Fighting Style & Hunting: While the Lubba do not actively look for conflict, preferring to eat and hunt prey that is easily manageable, they are quite skilled, elusive fighters.

Using their coloration and their familiarity with the deep sea floor, Lubba will lurk in the shadows of the waters and be difficult to spot for their prey and other predators alike. Their serpent-like body allows them to quickly dart upwards through the water and strike their target from underneath. Should their target become aware of their presence, the target often becomes immobilized by the blinding light reflected off of the Prismarine fragments embedded in the Lubba’s scales. With its agile speed and shark teeth, a Lubba’s target rarely gets away.

Should the Lubba find itself in a confrontation against a larger predator, or even another Lubba, the fighting style changes depending on the gender of the Lubba. Male Lubba will utilize their sharp horns and scales, often ramming into their target head first, while female Lubba will utilize their sleeker bodies and speed to evade enemies to not only tire out their attackers but to get in quick bites. Should the Lubba’s attacks be productive and the enemy weakened the Lubba will attempt to wrap its body around the enemy, constricting it tightly until it loses consciousness.

 

Valuables:

Lubba Eggs: A shimmering blue shell encases the Lubba’s young, reflecting light off its soft, gel-like shell. Because of their coloration and luminosity, it is rumored that Lubba actually hatch from deep sea diamonds or sapphires. Thus, they are often hunted by pirates and treasure hunters, both brave and crazed to try such a feat.

Adult Lubba Scales: Sharp, Dense, yet exceptionally light, Lubba scales prove to be quite an exceptional defense. While removing such scales from an alive and alert Lubba is asking for a swift death, some deep sea divers have been able to harvest such scales from shed skin that coat the sea floor. Some armorers and leather workers have been able to utilize such scales to coat their wares, creating a dense, light, and effective defense.

Lubba Stomach Acid: An extremely corrosive substance found within the stomach of the Lubba. Due to the large spectrum of things that may find its way into a Lubba’s stomach, its body must be able to break down any and all materials to pass through its system. If bottled, the substance could possibly be used for various alchemical purposes.

Lubba Fang: The Lubba’s main offense and defense, its fangs are prized possessions throughout the realm. Known for their durability and sharpness, a fang is often sought after by weaponsmiths and fletchers alike to create powerful tools of war. However, it is rumored that if grinded, the Lubba Fang can be used to create a potion of love. Esteemed alchemists have not been able to confirm or deny this claim as their have been few records kept on the rare item.

((While no mechanical representation is expected for the above items, and are solely for RP purposes. Should an ET with to rename a bone into a Lubba Fang ,or something similar, after an event involving them, great.))

Author: SquirtGun

 

LM Approval Required?: Yes

((I had looked around the creature index, wiki, and asked a LM about sea serpents and came up dry on lore for them. Here's an attempt to bring some aquatic sea beasts into the mix for events and roleplay. I'd like to be able to utilize the above creature for some events and RP around Sutica as well.))

Accepted.

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Amaranthine Beetle

Habitat:

Underground, Within the Earth

 

Description:

It is unknown if the Amaranthine beetle is in close relation to the scarab, but it shares with this other breed of beetle a similar shape, size, and dark coloring. The armor of this beetle is a dark, yet glowing shade of purple, protecting it's inner skeleton and making it hard for other creatures to crush or eat. It is quick to move and, seemingly, craves biting the flesh of creatures it finds threatening. The bites are known  thus far to only cause prolonged pain around the site of the bite, little is known about the long-term or short-term side effects.

 

 Recently surfaced, these beetles are still elusive and hard to track, but scholars have already deduced that these large insects burrow deep within the Earth, perhaps attracted to sewers and areas with waste. Seeming to travel in massive groups, these beetles are seemingly drawn to other animal's activity and sense danger at their presence , creatures like humans and elves being prime targets for these vicious beasts.

 

Author: TheMostGinger

 

LM Approval Required:

Yes, and asked to be placed here instead of the Lore Submissions sub-thread. 

https://www.lordofthecraft.net/forums/topic/143665-creature-the-amaranthine-beetle/?page=1

 

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Bryophites

 

Habitat:

Anywhere.

 

Description: (Taken from the latest Lore post regarding them, here)

"A bryophite, in basic terms, is a “plant person”. They are a type of character that has encountered what is called Verridian Moss, a parasitic type of moss that turns them into what they are today.

    They are replaced by the moss and mode entirely out of plant material, from their skin to the organs the moss decided to recreate, everything is crafted genetically from some sort of material that count be found in a plant around the world of LOTC.

    Often among them are things such as crawling ivy going down their leafy arms, vines and leaves for hair, flowers on their shoulders and collarbones, etc."

 

Author:

Sybbyl0127 (newer lore)/OsmiumOtter (original lore)

 

LM Approval Required:

Considering they're ET only, I'm going to hazard a guess at 'Yes'.

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