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The Tahn Hound 

 

Habitat:

Only found on the island of Tahn.

 

Description:

Several breeds of the Tahn Hound can be found all over the isle, the only difference in all is their fur coating (IE. Sandy brown in Canyons, Deep grey in Plains, White in Forest, and Deep brown in Desert.). Apart from their coats, they stand roughly from twenty inches, to twenty four inches, and would weigh anywhere from thirty-five pounds to sixty pounds. The most striking part of their appearance is their eyes, a striking shade of blue ranging from a dim-sapphire to a sparkling-arctic blue. The size of their teeth and claws vary depending upon their age, however they never grow longer than your average wolf for their size, and their fur coat while not terribly long, is able to become shaggy when not clean. Their strength, in terms of claws, teeth and jaw-power, is no different to that of a wolf their size.

 

Author:

Sky.

 

LM Approval Required:

Probably not.

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Reaver Bat

 

Habitat: Reaver bats live on both Asul and Tahn, but the vast majority live on Asul. They are found in dense forests where there is enough free space between the trees to fly around comfortably and the canopy is dense enough to block out most sunlight. In Asul, they can be found in the near pitch black forest north of the War Uzg in the day or other similar forests on the isle. On Tahn, while very small in numbers, they live in the vast forest along with Linandria. The Tahn Reaver bats tend to live further away from settlements and roads though, so the recent settlers have forced them to change their homes, and they might eventually branch out to other areas on Tahn.

 

Description: Reaver bats, named after their tendency to whisk farm animals such as pigs away in the middle of the night, are omnivorous creatures that might be mistaken for a young drake due to its impressive wingspan and fur that mostly black (except for its head, where it slowly changes into a shade of dark gray). They have an aversion to harsh light like what the sun shines down, so they usually either spend the day sleeping hanging from whatever they find that can support their weight, scavenging mushrooms, or hunting for prey. Their diet usually is mostly mushrooms and other flora edible to them, but they will not shy away from eating small animals that can easily be picked up and fly away with the animal in its mouth. When hunting large prey, they swoop down to bite down on the animal with its pointed row of teeth, much like that of a shark's, and use the momentum it has to pull the a good hunk of flesh off of most animals. They typically prefer prey that they can carry away with them so that nothing else eats it. But, while most reaver bats would only be able to pick up a deer in one piece, groups of them will occasionally gang up on animals and divide the food between each other, with one group of five reaver bats being capable of killing a wyvern. It is unknown if, like wolves, there is a hierarchy that determines who would get the most food from those events. At night, they tend to venture a little bit further out of the forest in order to search for food. When they go out, they usually stay in open areas, where they are capable of flying without too much fear of bumping into anything. These bats are not particularly social, but they will alert one another of predators. Reaver bats normally do not attack people unless provoked by attacking them, their young, or prey that had caught its eye, but small children risk being taken away by them if the children are alone in a forest that these bats inhabit.

 

There are a couple differences between the populations of the two isles reaver bats are known to inhabit. The most prominent of these is the changes in wingspan. Both variations have similar abdomen sizes (usually around 3.5, or 1.1 meters, standing up) but the Asulian reaver bat has a smaller wingspan, typically ranging from 8-10 feet (2.4-3 meters) in order to more easily glide through the rather low clearings they're accustomed to, and are also masters of swooping through the air. Due to the low treeline, the area in which they live, while overall very open compared to other forests or the nearby jungle, is extremely cluttered with roots and trees and other obstacles. So, they have learned to deftly fly through the air and how to navigate, seemingly mastering the art of flight in a way few birds ever could. They do not fly particularly fast, but they are masters of maneuvering around.

 

Tahnian reaver bats are larger, usually 9-12 feet (2.7-3.7 meters) since they have much for open area. They do not have the same prowess with flying Asulian reaver bats do, as they spend most of their time gliding around underneath the canopy of the forest, but they are very strong. Tahnian reaver bats consist a lot more on meat than their Asulian counterparts, most likely due to mushrooms and other things like that that grow in the forests on Asul are less common there. These bats are capable of going after and flying away with heavier prey than their Asulian counterpart could, but they are also much rarer on Tahn than they are in Asul. And with their impressive wingspan, they are usually capable of gliding through the forest like a hawk or another large bird would.

 

Author: 2samspan

 

LM Approval Required:

Yes

 

Illustration of a Tahnian Reaver Bat (this was not my work or commissioned by me, I just decided to use it as a base to make this creature off of) http://saeedramez.deviantart.com/art/Bat-565535127

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(Name): Khrec

 

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Habitat:

Coastlines of the Asul Jungle, or their beaches. 

Description:

Usually found at low altitudes, a snake that is 8ft in length and are constantly pursued by the Zhabe and Orcs for its useful poison. It’s quite lazy and docile and spends a majority of its time sunbathing.  They are found near Chugs, a poisonous crustacean that the serpent tends to eat from time to time. It was first discovered when an orc assumed the still creature was a log. The Khrec’s sharp teeth sunk into his flesh, and brought on intense hallucinations and euphoria. Because of the Khrec’s diet of Chugs, it contains the extremely lethal poison of the crustacean, though watered down to a consumable level. Through breeding and observation, it has been found that the Khrec regulates how many Chug’s it consumes to ensure the poison has its stopping power.  Although a constrictor, it is unwilling to battle and contest with live prey. Instead, it fills its target with the venom, and then waits for it to rest or pass out due to the intense high. Due to the docile nature of the Khrec, it has been bred as an orcish drug,though one needs to be extremely experienced with the high, and how many Chugs the creature must eat to balance the deadly poison to effectively domesticate it.

Author:

Divinejustice

LM Approval Required:

Yes, only orcs and Zhabe would be able to domesticate/use the poison currently, needing experience with the snake first.

 

 

 

(Name) Throqal

Cipactli

 

Habitat:

Deep slow moving rivers of Asul, lakes and ponds, or any area with deep pools of slow, stagnant water in the jungle.

Description: A monstrosity of orcish legend and fear. A beast that scares even the bravest of orcs that lurks deep within the jungles and rivers of the Orcish lands. The few who have witnessed the Throqal can rarely describe it’s horrors.  Told as a story to frighten cubs and inexperienced warriors, the Throqal lurks in the stagnant lakes of the jungle. Once an honorable representation of Glutros, the spirit of greed, its own hunger and desire to consume orcish children and orcs alike.Lurking in deep lakes, it primarily eats fish and large terrestrial life, though it has an extreme fondness for orcish children. It hunts by attracting prey with its glittering gold eyes,  before leaping forwards and grabbing and biting whatever it sees. It’s arms are covered in a ooze that it secretes akin to a hagfish or reptile. Once latched on, it devours its prey. It is told that once it consume a soul, it gains more limbs, more mouths as representations of its greed.  When not in the water, the soft cries and shrieks of pain can be heard from its excess mouths. However, it is rarely found on land, and only does so at night, adding to its fearsome and terrifying persona.   

Author:

Divinejustice

LM Approval Required:

Yes, it's quite a big beasty, primarily made for hunting orcs and fools in the jungle, it needs to be monitored before it grows out of hand, literally and figuratively.

 

 

 

(Name):Ilzkaal-tor

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Habitat:Not much is known about their living spaces, though their rare flights are nocturnal, only emerging from high perched caves and nests to feast upon fish. 

Description:Only found at night, these nocturnal fliers light up the sky with its unique blue bioluminesce. It lurks in high above caves like a bat, sleeping deep within upside down with it’s wings folded. It is extremely skittish despite it’s massive size, (20ft wingspan). They are seen on the beaches of orc lands, diving down into the ocean to consume fish, before bursting out of the water with a flash of bright light. Those who have tried hunting the beast have reported the reptile increasing its bioluminesce to a blinding degree, permanently scarring the dishonorable fools who wish to hunt the peaceful creature.   

Author:

Divinejustice

LM Approval Required:

No, It's simply a flying creature that is witnessed as a sign of good luck. There's not much else to it. There's no way to harness its bioluminescence or a real way to tame it, and as such, the sightings of it do not need to be moderated.

 

 

 

(Name)Chug

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*A human atop the largest chull ever found*

 

Habitat:

Asul Coastlines and Bodies of Water

Description:A small red crustacean that lurks besides large bodies of water and the ocean. About 2 feet tall, they’re quite harmless and friendly, only pinching when threatened or provoked. Their shells are quite sturdy, though the Khrec is able to hunt them by constricting and crushing their shells, before devouring the remains. Chugs contain an extremely strong toxin, eliminating the chance of any predators or hunters from consuming it. They are also able to release the toxin in an almost clear yellow gas, causing mass hysteria, hallucinations, and madness, before seizure and death. Chugs often wander together in groups, with the larger chugs forming a wall akin to emperor penguins, as a defense mechanism.

Author:

Divinejustice

LM Approval Required:

Yes, another Orc/Zhabe domesticated creature, along with a dangerous poison that by any circumstances, cannot be taken from Chugs directly. Currently, no other race has tamed them, as they are found primarily in the orc lands.

 

(Name)Asul Bat 

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Habitat:

Asul Jungles

Description: A common omnivore of the jungle, the Axian bat have been domesticated by the orcish nation as housepets. Their wingspan is a 3-4 feet, and often perch on the edges of orcish huts and seem to understand the blah, following basic commands akin to a dog. Though they have no combat capabilities, they are gardeners and trimmers, eating at pests and Gaja that grows too long.  They travel in packs of 3-4, often harassing and pestering orcs for fun in their adolescent years, before accepting their domesticated status.

Author:

Divinejustice

LM Approval Required:

No, they are housepets and tamed primarily by orcs.

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On 06/07/2016 at 8:11 AM, drfate786 said:

Glykors

 

Habitat:

The Glykors use their sharp maws to dig through the earth and create vast catacombs to serve as their nests. These catacombs are usually inhabited by other creatures that the Glykors eat as sustenance, one of the most well documented of these are the amaranthine beetles. These catacombs are usually covered in a sticky substance that the Glykors secrete to trap prey. Glykors aren't sentient but are able to construct makeshift traps and platforms to defend their nests. The Glykors usually create their catacombs deep underneath mountains, this has made them clash with tasty dwarves on many occasions. No dwarf has ever survived an encounter with a Glykor as this would explain why no knowledge of the species exists.

 

 

Description:

Glykors are disgusting creatures that live in vast catacombs deep beneath the earth. They use sharp maws to eat minerals and amaranthine beetles. Glykors have three stomachs and three large intestines for each stomach, each stomach contains a very volatile form of stomach acid. The Glykors eat minerals and amaranthine beetles as sustenance, the acid produced by Glykors has the capability of digesting minerals and almost any organic tissue (Dragon scales and leather armor are an exception to this...). Their maws contain 4 rows of 28 razor sharp fangs, these fangs seem to be made from some kind of metallic substance produced by a dangerous diet of minerals. Glykor claws are made of the same metallic substance, however the metallic substance is akin to pig iron due to the high amount of impurities in their diet of minerals and insects. Glykors are bipedal and seem to sport a semi-human anatomy, their bones are much stronger than ours due to their high diet of minerals but their skin is usually quite soft and delicate due to a lack of protein in their diet. Glykors cannot survive any form of sunlight and will usually become extremely aggressive when a light source is present. Should they come in contact with sunlight, they will most likely begin to burn until they retreat to the darker recesses of their vast catacombs. Glykors usually hunt in large packs similarly to wolves, when they’re in danger the pack of Glykors will screech for assistance, this usually results in an entire host of Glykors showing to kill each other for cannibalistic reasons. Anyone caught in the middle of such a slaughter is usually the first to be eaten alive, more specifically, miners that dug too deep into the unknown. Glykors are blind and slender in appearance, they must rely on sonar to locate prey. Glykors also have a sense of smell, however this sense of smell is weak compared to other species. Despite their seemingly powerful abilities, Glykors are weak against weaponry. Any sword can easily cut through their delicate skin just as a hammer could bruise the flesh beneath. Glykor do not excrete dung or excrement, they excrete a green fluid that slimes tend to eat as sustenance. This fluid is usually incredibly sticky and is similar in texture to mucus. Glykors tend to use their sharp claws to navigate their catacombs on walls and ceilings instead of the floors. The floors of the catacombs are rarely navigated by Glykors due to their excrement being dropped there. Amaranthine beetles love eating the excrement produced by Glykors making them mutual. Amaranthine beetles usually refrain from attacking Glykors due to them being a valuable food source. Glykors reproduce by laying eggs in their own excrement, the mineral rich excrement usually incubates their young, upon hatching the baby Glykors will eat amaranthine beetles until it can properly digest minerals. Glykors don’t have tongues but several small fibres, these fibres are usually covered in stomach acid, this allows them to taste anything the fibres touch allowing them to know the taste of what minerals they’re eating. In the case of flesh, the fibres will flail wildly and the Glykor will attempt to devour whatever it tasted.(Aka, Delicious Dwarves.)

 

Concept Art:

 

https://gyazo.com/6a85836876de900c135c5254ba0828f0

Author:

drfate786

 

 

LM Approval Required:

Yes and no, this creature will be playable by players and the ET but only with LM approval and staff supervision. This would allow large Glykor events to occur in mountainous regions and for players to dig the vast catacombs that the Glykor inhabit. Players and ET playing Glykors will be confined to their designated dungeons/catacombs and will not be allowed to leave unless they expand the catacombs into an underground region, HOWEVER, this would require the region owner's consent and a planned event on a specific date. (For example, the Glykors swarm Kal’Akesh in a large event under the permission of its region owners.)

 

 

Denied - You must submit a separate lore for creatures that can be RPed by players.

 

 

On 08/07/2016 at 7:45 AM, MangoArt said:

Odlatroll

Habitat:

Swamps, sewers, and damp caves. They tend to stay in small nests, that are very damp and moist- packed together from foliage, branches, and rocks- sealed together with their sticky  glue-like spit.

Description:

Small reptilian humanoid-like creatures, resembling lizards. They tend to either crawl around on all fours, or stand at anywhere from 2-4 feet with a significant hunch. They have slight claws, simply for self defense. Their scales can be of most any color, save for purple and grey. They have a slight sentience, reaching the level of a particularly clever olog. Odlatrolls live on their own, in small nests. They are nocturnal beasts, coming out at night to do various activities. These creatures are constantly throwing caution to the wind as they pursue their own personal goals. They are constantly energetic, and desperate for thrills, typically from pranks and mischief. In addition to this, they have overwhelming greed- causing their pranks to often include taking things and not returning them, or returning them in a very poor state. These creatures are skilled in stealth and agility, this aiding with the various acts of mischief they commit. These creatures are very impressionable, and easy to apprehend- often ending up domesticated by people unknowing of their sentience. When domesticated, they are used as messengers. Due to their impressionability, they typically end up obedient to their master although still doing their normal activities while their owners sleep.

Author:

micbox

LM Approval Required:

No

 

Denied

 

 

On 22/07/2016 at 1:49 PM, Mephistophelian said:

--== Ice Fiend ==--

--+--+--==--[~]--==--+--+--

icewraith1_zps69d76183.jpg

--+--+--==--[~]--==--+--+--

Habitat:

Snowy regions, below the surface of iced over lakes and around other areas of extreme cold.

 

Description:

A creation of the now-imprisoned Ondnarch, these aptly named creatures are constructs of pure, solid ice. The power of the corrupted Aengul allowed them to exist and be formed in areas of intense cold, and thus they consist of compact, clear ice. Snake-like in shape and granted the ability to slither and float slightly off the ground, they consume the flesh of any creature for sustenance. Once ingested, the meat of the creature they feast upon is frozen and leached of its nutrients and energies (lifeforce and mana) in order to keep this being alive.

Ice Fiends are hostile creatures and opportunists, with a cunning intelligence that allows them to work together with their own kind and other creatures, should they find it beneficial -- though they often turn against any hot, fleshy beings the moment their brief use is expended. Thusly, taming these creatures is not possible for an average descendant, though a relationship may be formed in a similar manner to crocodiles inhabiting the bottom of a moat.

 

A regular blade is able to chip away at Ice Fiends, and aurum causes them no additional harm whatsoever. Heat, as expected, is quick to defeat these beings. They can be hard to discern amongst a backdrop of ice and snow, often making travellers believe they had been attacked by a ghost or invisible entity. When looked upon closely, however, one might notice the jagged, hard formations of ice and the wicked array of teeth set within strong jaws.

 

Author:

Mephistophelian

 

LM Approval Required:

Yes (For them to exist in a specific area)

 

Accepted C:

 

 

On 01/08/2016 at 9:30 AM, Hobolympic said:

Cave Goblins

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Habitat: Mountainous regions and caverns

Description:

Often mistaken for Goblins descending from Krug, Cave Goblins are a different breed entirely. Their skin color is usually gray or pale, some with a tint of blue. Cunning and hostile to outsiders, they usually inhabit grottos and places that are hard to reach for those of larger stature. The Cave Goblins form tribes, guarding their territories fiercely from potential threats, as well as from other tribes. They build primitive huts of twig, and bones from large creatures long since gone, usually settling in old ruins and crevices. As such they have been a considerable nuisance for the Dwarves of Urguan, stealing resources and ambushing those who would stray too far away from the safety of their mountain holds.

 

Being that wood is a rare commodity in the cavernous depths, most goblins make use of bones to craft tools and weapons. Bone tipped arrows, bone knives and bows are common instruments used by the Cave Goblins. The Cave Goblin diet usually consists of mushrooms found in grottos. Given that most of these fungi contain many toxins, it is theorized that this diet is the cause of the Cave Goblins' feral nature. They also hunt whatever game they can find, such as spiders or mammals. Cannibalism, as well as the consumption of human or dwarven flesh, is not unknown to most tribes.

 

Given the Cave Goblins' small and slim stature, they are relatively weak in melee combat. What they lack in strength however, they make up for in numbers and cunning guerilla warfare. Relying heavily on their archers and hidden flanking tactics, they can prove a considerable threat to even the most experienced of soldiers. Some tribes have also been known to tame or befriend other cavernous creatures, such as trolls and giant spiders, bolstering their threat significantly.

 

Author: Hobolympic

 

LM Approval Required: No, only used in events

 

 

 

Accepted - To be used for events only by ETs or LMs.

 

 

On 14/08/2016 at 11:12 AM, Sky said:

The Tahn Hound 

 

Habitat:

Only found on the island of Tahn.

 

Description:

Several breeds of the Tahn Hound can be found all over the isle, the only difference in all is their fur coating (IE. Sandy brown in Canyons, Deep grey in Plains, White in Forest, and Deep brown in Desert.). Apart from their coats, they stand roughly from twenty inches, to twenty four inches, and would weigh anywhere from thirty-five pounds to sixty pounds. The most striking part of their appearance is their eyes, a striking shade of blue ranging from a dim-sapphire to a sparkling-arctic blue. The size of their teeth and claws vary depending upon their age, however they never grow longer than your average wolf for their size, and their fur coat while not terribly long, is able to become shaggy when not clean. Their strength, in terms of claws, teeth and jaw-power, is no different to that of a wolf their size.

 

Author:

Sky.

 

LM Approval Required:

Probably not.

 

Accepted

 

 

On 17/08/2016 at 5:03 AM, 2samspan said:

Reaver Bat

 

Habitat: Reaver bats live on both Asul and Tahn, but the vast majority live on Asul. They are found in dense forests where there is enough free space between the trees to fly around comfortably and the canopy is dense enough to block out most sunlight. In Asul, they can be found in the near pitch black forest north of the War Uzg in the day or other similar forests on the isle. On Tahn, while very small in numbers, they live in the vast forest along with Linandria. The Tahn Reaver bats tend to live further away from settlements and roads though, so the recent settlers have forced them to change their homes, and they might eventually branch out to other areas on Tahn.

 

Description: Reaver bats, named after their tendency to whisk farm animals such as pigs away in the middle of the night, are omnivorous creatures that might be mistaken for a young drake due to its impressive wingspan and fur that mostly black (except for its head, where it slowly changes into a shade of dark gray). They have an aversion to harsh light like what the sun shines down, so they usually either spend the day sleeping hanging from whatever they find that can support their weight, scavenging mushrooms, or hunting for prey. Their diet usually is mostly mushrooms and other flora edible to them, but they will not shy away from eating small animals that can easily be picked up and fly away with the animal in its mouth. When hunting large prey, they swoop down to bite down on the animal with its pointed row of teeth, much like that of a shark's, and use the momentum it has to pull the a good hunk of flesh off of most animals. They typically prefer prey that they can carry away with them so that nothing else eats it. But, while most reaver bats would only be able to pick up a deer in one piece, groups of them will occasionally gang up on animals and divide the food between each other, with one group of five reaver bats being capable of killing a wyvern. It is unknown if, like wolves, there is a hierarchy that determines who would get the most food from those events. At night, they tend to venture a little bit further out of the forest in order to search for food. When they go out, they usually stay in open areas, where they are capable of flying without too much fear of bumping into anything. These bats are not particularly social, but they will alert one another of predators. Reaver bats normally do not attack people unless provoked by attacking them, their young, or prey that had caught its eye, but small children risk being taken away by them if the children are alone in a forest that these bats inhabit.

 

There are a couple differences between the populations of the two isles reaver bats are known to inhabit. The most prominent of these is the changes in wingspan. Both variations have similar abdomen sizes (usually around 3.5, or 1.1 meters, standing up) but the Asulian reaver bat has a smaller wingspan, typically ranging from 8-10 feet (2.4-3 meters) in order to more easily glide through the rather low clearings they're accustomed to, and are also masters of swooping through the air. Due to the low treeline, the area in which they live, while overall very open compared to other forests or the nearby jungle, is extremely cluttered with roots and trees and other obstacles. So, they have learned to deftly fly through the air and how to navigate, seemingly mastering the art of flight in a way few birds ever could. They do not fly particularly fast, but they are masters of maneuvering around.

 

Tahnian reaver bats are larger, usually 9-12 feet (2.7-3.7 meters) since they have much for open area. They do not have the same prowess with flying Asulian reaver bats do, as they spend most of their time gliding around underneath the canopy of the forest, but they are very strong. Tahnian reaver bats consist a lot more on meat than their Asulian counterparts, most likely due to mushrooms and other things like that that grow in the forests on Asul are less common there. These bats are capable of going after and flying away with heavier prey than their Asulian counterpart could, but they are also much rarer on Tahn than they are in Asul. And with their impressive wingspan, they are usually capable of gliding through the forest like a hawk or another large bird would.

 

Author: 2samspan

 

LM Approval Required:

Yes

 

Illustration of a Tahnian Reaver Bat (this was not my work or commissioned by me, I just decided to use it as a base to make this creature off of) http://saeedramez.deviantart.com/art/Bat-565535127

 

Accepted - For each bat or bat colony, a Lore Master has to be contacted.

 

 

On 26/08/2016 at 2:25 AM, DivineJustice said:

(Name): Khrec

 

KH7dB9gGybt4C-pJ8BwwyQufqCqOiVkxBp9DefwtfN8XJCBONnMuxO3lgGOlO2QCAi98URn2YbA7XDmsonrLcNcqfk2vxky45hQ31Uyi9eobJk7CoKK-gRew6rm70GAGGPXSr9NN

 

Habitat:

Coastlines of the Asul Jungle, or their beaches. 

Description:

Usually found at low altitudes, a snake that is 8ft in length and are constantly pursued by the Zhabe and Orcs for its useful poison. It’s quite lazy and docile and spends a majority of its time sunbathing.  They are found near Chugs, a poisonous crustacean that the serpent tends to eat from time to time. It was first discovered when an orc assumed the still creature was a log. The Khrec’s sharp teeth sunk into his flesh, and brought on intense hallucinations and euphoria. Because of the Khrec’s diet of Chugs, it contains the extremely lethal poison of the crustacean, though watered down to a consumable level. Through breeding and observation, it has been found that the Khrec regulates how many Chug’s it consumes to ensure the poison has its stopping power.  Although a constrictor, it is unwilling to battle and contest with live prey. Instead, it fills its target with the venom, and then waits for it to rest or pass out due to the intense high. Due to the docile nature of the Khrec, it has been bred as an orcish drug,though one needs to be extremely experienced with the high, and how many Chugs the creature must eat to balance the deadly poison to effectively domesticate it.

Author:

Divinejustice

LM Approval Required:

Yes, only orcs and Zhabe would be able to domesticate/use the poison currently, needing experience with the snake first.

 

 

 

(Name) Throqal

Cipactli

 

Habitat:

Deep slow moving rivers of Asul, lakes and ponds, or any area with deep pools of slow, stagnant water in the jungle.

Description: A monstrosity of orcish legend and fear. A beast that scares even the bravest of orcs that lurks deep within the jungles and rivers of the Orcish lands. The few who have witnessed the Throqal can rarely describe it’s horrors.  Told as a story to frighten cubs and inexperienced warriors, the Throqal lurks in the stagnant lakes of the jungle. Once an honorable representation of Glutros, the spirit of greed, its own hunger and desire to consume orcish children and orcs alike.Lurking in deep lakes, it primarily eats fish and large terrestrial life, though it has an extreme fondness for orcish children. It hunts by attracting prey with its glittering gold eyes,  before leaping forwards and grabbing and biting whatever it sees. It’s arms are covered in a ooze that it secretes akin to a hagfish or reptile. Once latched on, it devours its prey. It is told that once it consume a soul, it gains more limbs, more mouths as representations of its greed.  When not in the water, the soft cries and shrieks of pain can be heard from its excess mouths. However, it is rarely found on land, and only does so at night, adding to its fearsome and terrifying persona.   

Author:

Divinejustice

LM Approval Required:

Yes, it's quite a big beasty, primarily made for hunting orcs and fools in the jungle, it needs to be monitored before it grows out of hand, literally and figuratively.

 

 

 

(Name):Ilzkaal-tor

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Habitat:Not much is known about their living spaces, though their rare flights are nocturnal, only emerging from high perched caves and nests to feast upon fish. 

Description:Only found at night, these nocturnal fliers light up the sky with its unique blue bioluminesce. It lurks in high above caves like a bat, sleeping deep within upside down with it’s wings folded. It is extremely skittish despite it’s massive size, (20ft wingspan). They are seen on the beaches of orc lands, diving down into the ocean to consume fish, before bursting out of the water with a flash of bright light. Those who have tried hunting the beast have reported the reptile increasing its bioluminesce to a blinding degree, permanently scarring the dishonorable fools who wish to hunt the peaceful creature.   

Author:

Divinejustice

LM Approval Required:

No, It's simply a flying creature that is witnessed as a sign of good luck. There's not much else to it. There's no way to harness its bioluminescence or a real way to tame it, and as such, the sightings of it do not need to be moderated.

 

 

 

(Name)Chug

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*A human atop the largest chull ever found*

 

Habitat:

Asul Coastlines and Bodies of Water

Description:A small red crustacean that lurks besides large bodies of water and the ocean. About 2 feet tall, they’re quite harmless and friendly, only pinching when threatened or provoked. Their shells are quite sturdy, though the Khrec is able to hunt them by constricting and crushing their shells, before devouring the remains. Chugs contain an extremely strong toxin, eliminating the chance of any predators or hunters from consuming it. They are also able to release the toxin in an almost clear yellow gas, causing mass hysteria, hallucinations, and madness, before seizure and death. Chugs often wander together in groups, with the larger chugs forming a wall akin to emperor penguins, as a defense mechanism.

Author:

Divinejustice

LM Approval Required:

Yes, another Orc/Zhabe domesticated creature, along with a dangerous poison that by any circumstances, cannot be taken from Chugs directly. Currently, no other race has tamed them, as they are found primarily in the orc lands.

 

(Name)Asul Bat 

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Habitat:

Asul Jungles

Description: A common omnivore of the jungle, the Axian bat have been domesticated by the orcish nation as housepets. Their wingspan is a 3-4 feet, and often perch on the edges of orcish huts and seem to understand the blah, following basic commands akin to a dog. Though they have no combat capabilities, they are gardeners and trimmers, eating at pests and Gaja that grows too long.  They travel in packs of 3-4, often harassing and pestering orcs for fun in their adolescent years, before accepting their domesticated status.

Author:

Divinejustice

LM Approval Required:

No, they are housepets and tamed primarily by orcs.

 

Accepted

 

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Thanhic Slug

 

Habitat:

Ocean floors, sea caves, cold mountains, area's with thanhium

 

Description:

 

Slug background lore:

 

The creation of the Thanhic Slug is a long one that traces back many years of sea slugs living along the Harian coastline, following the experiments with thanhium and other magical elements in the city and nearby labs, the dumping of the byproducts of both thanhium and other magical products into the ocean slowly resulted in a transformation of the sea slug, the slug slowly turned a bluish color, much akin to its namesake, thanhic, and began to produce a slimy substance that resembled the effects of typical thanhium poisoning, a good many remained in their environment of Haria, but a few moved along, seeking colder waters away from the warm Harian coast.

 

The crowning of a slug queen:

 

The creation of an actual slug queen is an interesting prospect, it seems to only occur when a slug eats solid matter while no other queen exists in the area, the massive swelling that would typically kill the slug in turn results in the fattening of the slug and its ability to produce offspring.

 

Queen Slug:

 

The queen slug herself is a rather reclusive creature, opting to lay within the cold depths of a cave creating her young, she produces a much greater amount of venom then her offspring, lining the walls with the liquid as to prevent herself from becoming overheated.

 

The Slugs:

 

The slugs themselves are rather interesting vermin, they carry a distinct blue color, they're actual mouth's resembling a circle of sharp teeth, they are hermaphrodite but will not produce offspring unless they become a queen. They seem to have a akin hatred for heat, though they're able to survive in the most harsh of temperatures due to their cold tinged thanhic venom that soaks their bodies, because of this particular lovingness for the cold these slugs have a fondness for seeping into thanhium and other cold elements, opting to be in the mountains near the coast, though sometimes being seen on particular deep ocean floors. They are more particular towards munching on vegetation, however should they be given the chance they will also devour flesh, injecting their venom into their victim which in turn acts akin to thanhic dust poisoning, messing with their opponents ability to cast magic correctly. Should the slugs diet become too far thinned and starvation begins to occur the slugs will begin to opt for cannibalization, eating their own kind to sate their hunger, and if this is hunger is left unchecked the slugs will begin to devour solid matter, such as stone, dirt, wood, etc, however this acts as a double edged blade, as they sate their hunger their bodies swell to enormous masses, unable to process the material their eating, they're bodies rip open and they shortly die. They're constant need to feed produces a good amount of byproduct, the venom mixing with their digestion causing their byproduct to attain a formation akin to thanhium, almost nearly mimicking thanhium itself in color and brittleness, because of this it is not surprising to see clumps of the blue ore in odd formations about a slug den.


 

Author:

Abyssus

 

LM Approval Required:

No.

 

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Tombers

 

Habitats: Deserted places, unless seeking life-force. 

 

Description: Timbers are dark,  lanky beings that are, while oddly fragile, incredibley agile and can easily outrun regular humanoids.  Upon touching beings with life-force within them, they explode into a life-force sucking fog,  only leaving a pale core. The life-force  sapped by the fog is directed to the core. 

 

Upon filling,  the core glitters with a sickly red hue, and a Timber slowly grows around the core.  If a quantity of life-force, larger than the amount needed, is sapped, the life-force overdose will simply remain within the core,  until the Timber grows.  Then,  the Tomber will have a half-core sticking out of its body, attached to the main core,  slowly growing in size before falling to the ground. A Tomber's core is unbreakable, and thusly, cannot be elaborated. 

 

If a Tomber's core doesn't get enough life-force, it begins glowing black,  And sucks up the life-force of anything that touches it. 

 

Author : Pandey_

 

LM approval needed: Yes,  Or a CA. 

 

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The Mor'tish Ent

Introduction

 

The Mor'tish Ent was created by a necromancer using a form of dark magic, the necromancer was said to be creating a creature that would bring an end to all the residents living on the Isles. Although, something went wrong in the experiment and it had turned what he was summoning into a giant living tree, which we call Ents. Although, it really isn't an Ent besides it's a tree and it's.. well.. living. It is rather a corrupted version of an Ent infused with a dark magic essence of some sort, a very compressed dark energy. The creature was first discovered when Willowsguard were on patrol in The Blackwald swamps, upon investigation they found the necromancer's body, not corroded away oddly. They also found his spell book and all it stated was he was planning to make a creature so powerful it would overcome the isles. Obviously, that was a failed experiment, but the necromancer did create something.. The Mor'tish Ent.

 

What is the Mor'tish Ent?

The Mor'tish Ent is a corrupted swamp ent, infused with some form of dark magic it would technically be a very aggressive living tree. The Mor'tish Ent would concealed until someone or something would come near to it. Only then would it reveal itself and it's glowing red eyes that emit smoke. It's eyes are like that because the Mor'tish Ent is not what the necromancer had planned, it is simply a failed experiment in the necromancer's eyes, or would've been in the necromancer was still alive. The eye glow is simply trapped dark magic and energy. However it revealing itself is a very rare occasion because it only does that when it needs a feeding or the someone or something has something the Mor'tish Ent wants, it is very hostile. In theory, it could live an eternity.  

 

Appearance

It would be a very dark wood shade, the wood would be crusting away because of how old the Ent is supposed to be. It would have large wooden spikes of different lengths growing out of his back. It would have two horn-like spikes on opposite sides of it's head. It wouldn't have a neck as it's whole body would be connected like a very large and bulky tree would be. It would have giant root arms that could extent 18 feet out, his 'hands' would look like they were very large and bulky roots. It's mouth would gape 10 feet out and out have very large spike-like teeth, you could not see the back of his mouth because of how dark it would be. even in broad day. It's eyes would be it's most visible feature as it would be emitting a red smoke-like mist at all times. It's eyes would be a bright red and they would emit a light that could be seen from a mile away in the dark. It would not be known to have any legs as it always is in a body of water. If it did have legs of any sort it could be concealed by the body of water. It's body would be roughly 28 feet high and 15 feet long it would be covered in dark green vines and moss.

Spoiler

swamp_ent_by_grizoart-d7wd7e0.jpg

Habitat and Temperament

The Mor'tish Ent would live in a pond or body of murky water at all times. It would live in a location that always would have many bodies of water, small or large. Moss, Vines, and other forms of cover would be important so it could be hidden well. It would also need to live in a mostly-dark area, i.e a lot of leaves or vines blocking the sunlight, though a little sunlight would be needed. It could go years and years without eating a single thing, it would simply survive off of water, but with the wonderful things that come with dark magic it would need to eat a meat of some sort every once and a while. It would usually find an alligator or crocodile to eat. Occasionally a deer would also wonder into it's deadly path.

Spoiler

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Death?

There is no known way of killing the beast but it is said if you take away the essence it's eyes display it would simply lose all it's magical properties of life, yet it wouldn't die it would just lose the energy it needs to stay 'awake' or 'alive'. If you could find where that essence is coming from, you could kill the beast. That is the only known theory of killing it.

 

Purpose

If this were to be used or implemented in any way, i'd would be an event for the Willowguard.

Example: The Willowguard would be on patrol in the Blackwald because of a suspected thief on the run. The Mor'tish Ent after many years of 'hibernation' it would be due again to feast on something living, it happens to be the Willowguard would be right in it's path..

I think it would be a cool fight to roleplay and it would add another story to tell for LotC. On top of that it would add more lore to Mor'tish and Blackwald, because as of now, they are very unknown areas and I think that this would add a new aspect to the area and give a little meaning to it. All in all, it would add a very unique and cool creature to the LotC Lore and it would add a very cool event for anyone who wishes to do an event on this creature, it would bring a ton of LotC players together to defeat this beast.

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Avirrin

 

jelly1.jpg

 

 

Habitat:
They prefer cold temperature, migrating once every four years slowly along the border of every ocean, only at very high altitudes during The Deep Cold. If someone wished to spot them and collect resources from their body, they would have to venture onto tall mountains by the ocean’s coast and wait in freezing temperatures for their arrival. The Avirrin have never been spotted other than during their general migrating season. The reason they travel during this time is currently unknown. They seem to be aimlessly wandering.


jf.jpg


Description:

Their name stems from the two elven words “av” for “wandering”, and “irrin” which means glass. These spineless, timid creatures are indefinitely based off real life jellyfish. Their dome like bodies are filled with mostly air, keeping them light enough to stay afloat. The bell shaped dome is followed by their long, wispy tentacles that flow with the direction of the wind as they drift slowly through the air. They are born with barely visible tentacles and average about one foot in length, and can grow up to twelve feet long from their hood to the tip of their lappets. Their entire bodies are transparent enough to see their vital organs and pale blue veins.

If touched directly, their tentacles will send a painful shock throughout one’s body. This shock would not be life threatening unless one was stung multiple times in a row or endured a single shock for an excessively long period of time. There is normally no effect when prodding their hood, but there could be a rare case of it being a slight irritant to the skin, depending on the individual. The slimy gel-like coat is thick enough to easily ooze off their body and stick to skin, hair and fur, possibly causing a red itchy rash and/or clusters of hives. For the majority who are not allergic to the substance, the goo feels warm and particularly soothing against skin.

 

Normally traveling in groups of three to six, these floating creatures are gentle giants. They are pacifists unless irritated purposefully, and keep close to their group at all times. There are not many of their kind in existence, making them quite rare to spot. When threatened, they will attempt to entrap the enemy in their many lappets, but are easily dodged due to their sluggish movements. Their tentacles can be cut off with a sharp object, but they grow back in another ten years. The majority of their body can easily regenerate.The only way to kill one would be piercing it’s heart directly, which is always visible due to the transparent nature of the creature.

As for their uses, their warm coat of transparent goo provides amazing insulation against arctic temperatures. It can be used as a type of lotion to protect skin from frostbite in cold climates. Of course, it shouldn’t be used this way on those who find it as an irritant. The substance must be stored in cool temperatures, or it will dry up into a useless grey dust within an hour. This secretion can easily be collected and jarred without harming them, but touching one may trigger them to retaliate in fear of being attacked. It is highly advised not to kill one of these creatures, as they have a difficult time reproducing. Once a member of a group of Avirrin is killed, the others tend to drift apart from each other, lowering themselves into the ocean and withering away to never be seen again.


jelly.jpg

Author:
Vaynth
 

LM Approval Required:
Not sure.

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Duufles

Spoiler

armadillo_dog_by_cwiet-d612jtb.png

 

Habitats: Forests and other places with heavy vegetation.

 

Description: A variety of canine that has developed plates of dermal bone along its back. These plates hinder the animal’s movement though, causing them to walk at a slow pace. In order to survive, these creatures are able to curl up into a ball and rely on their plates to protect them. These plates are on par with iron (not steel) and will react as any kind of plate armor when hit with a substantial amount of blunt force trauma (e.g. against a mace it gets wrecked).

 

Unlike most (if not all?) canines, these creatures are herbivores, possibly having evolved into this state due to their inability to give their past prey chase. These creatures are not hostile and will curl into a ball at any sign of real danger, making them useless as guards or any sort of creature of battle.

 

While cautious, these creatures will be friendly towards anyone they suspect not to be a threat, making them easy for domestication. If an owner is abusive, they will try and escape at every able moment.

 

For some strange reason, these creatures do not bark as a normal dog, but will instead bork.

 

Author: FlamboyantUsopp

 

LM approval needed: No.

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Trowcroen

 

Spoiler

2015-12-02(155559)_wendy001.jpg

 

Habitats: Any area with low inhabitation of descendants, particularly thick wilds and forests.

 

Description: It's pretty long, so here's a spoiler

 

Spoiler

What is Known

 

The Trowcroen (said to be derived from "Draoi-Crone") are rumored to be a secretive society of ancient Druii who have been cast off from the Circle after stealing the Aspects' blessing of shapeshifting from Cerridwen. Little is known about them, even by the Druids themselves, and there's much argument and debate about what the Trowcroen actually are. Since there is a possibility of the ability of shapeshifting being revealed by speaking about them, the druids themselves that know and have seen them tend to keep any observations tight-lipped, and do not encourage any other druid or person speaking of them should they come across one.

 

What is known is that the Trowcroen are shapeshifters, who can take a multitude of forms, appearing as animals, monsters, or even descendants, and can even take the form of specific descendants. However, for this broad ability, they seem to lack the sort of definition that other shapeshifters can attain; even when in a four-legged form, they may be seen on their hind legs, walking bipedally with practiced comfort, and their eyes will often seem strangely human, if off. If they take the form of a specific person or animal, there may be a number of tells that give them away, and anyone who actually knows the person or animal they're attempting to imitate well will be at the advantage against them in discovering this.

 

They also sometimes seem to have general difficulty moving and making sounds typical of what form they chose. Their movements sometimes look unpracticed for their bodies, and sounds have a tendency to be perfect copies--too perfect--of calls and speech they'd heard.

 

What is True

 

The reality of the Trowcroen is that they are their own creature and not descendants themselves, created by Cernunnos himself to ensure the Balance is kept, a precaution against another devotion towards the Balance: the Druids. Although gifted by the Aspects, he worried that the Druids will work towards the gain of the descendants, unconsciously or otherwise, as they themselves are descendants. The Trowcroen are Cernunnos’s answer to the problem: a natural hunter, designed in full to hunt everything--up to and including Druids.

 

Physical Description

 

Since they are creatures of Cernunnos, they actually appear somewhat in his image in their true forms: bipedal humanoids with antlers, often preferring robes matching the foliage of their surrounding habitats. Under the robes, their skin and fur/hair is fair, but their form tends to be gaunt and sinewy, as they have high metabolisms and work off their meals quickly when not in hibernation. Their ears seem long and flat as a stag's, and their thin lips, though they can fully close, usually set in an open position around their large teeth. Said teeth are imposing, with sharp, long incisors and canines to rend meat and broad, backed by thick molars and premolars for cracking and crushing bones to get to the marrow. Despite this, they can enunciate words and sounds remarkably well, and can do perfect imitations of near any creature's sound. Their thumbs are positioned towards the center of the heel of their hands during their youth, much like the hallux of a bird, with a long nail that is kept sharp by frequent shedding. This appendage is such to make holding down and skinning their prey cleanly easier. As they age, their thumbs move to a more natural opposable position, but retains the sharp talon.

 

If they should die while in a shapeshifted form, they will retain the form after death, but it will become putrid and rot abnormally fast, and will leave little behind within days. They can be eaten as a fresh kill, but the flesh does not keep, even if preserved with salt or ice, and the hide disintegrates if one attempts to tan or work it in any way.

 

Phases of Life and Maturity

 

Trowcroen are born in large clutches as a writhing mass of long, sinewy bodies in a protein mush. Their bodies appear red as their skin is still delicate and thin, and they do not leave the lubricating mush for several weeks as their skin thickens and their motor skills improve, slowly eating away the mush as they do. Once they are free from the clutch and able to move about on their own, they are taught to walk by the elders of their tribe, and will spend the first few years of their lives eating from kills brought to the community and watching the elders as they teach them to don a skin.

 

They reach sexual maturity at a relatively early age, around five years, and are allowed to hunt with a few older ones until they are able to hunt alone. However, they are not really what one would consider “sapient” for most of their adult lives. As they age, and become more and more experienced at imitation and hunting, they eventually come to “realize” themselves, if they do not die beforehand. They breed in large clutches in the meantime, listening devotedly to the elders of their tribe, and are really little more than animals. Their life expectancies aren’t terribly high and most die before they reach personal enlightenment. As such, most Trowcroen are able to be communed with, but any druids will find the communion to be peculiar; instead of the typical approach of amicability or intimacy most creatures have to those blessed with the gifts of the Aspects during communion, the Trowcroen are jarringly cold to druids, regarding them anything between apathy to full hatred, depending on the situation, since Druids are among their prey as any other creature.

 

Trowcroen reach their Enlightenment at around a century, which is a rare thing, and does not happen all at once but rather as a series of epiphanies as they age. As such, even fully-sapient elders come to understand that there is more to know, and are comparatively humbled than the younger ones who’ve had just a few breaking moments and tend to think they understand the world. Still, their superiority is fully acknowledged, for the animalistic ones will follow them on instinct before the younger upstarts. Their shapeshifting and imitation is of a high quality, but they can no longer be communed with, even in an animal form, and they rarely leave the heart of their settlements.

 

 

Society and Culture

 

The elders understand their place in the Balance and place themselves fully devoted as worshippers of the Aspects, though being wholly and solely devoted to Cernunnos is not uncommon. Some even believe they are direct children of Cernunnos and believe themselves to be a different line of Descendants (this is, however, an uncommon view, and is mostly held by younger elders). The tribes make settlements in remote areas, taking the utmost care in insuring it is unlikely to be discovered, by civilization and, to some extent, by Druids as well. If they believe their position to be compromised, they will pack up and move their settlement quickly, leaving little behind except perplexing clues.

 

The elders understand that their survival depends entirely on not being discovered by anyone, as they are hunters of every one and thing. They cannot even trust the Druids, as they are by design a defense against them. As such they will sacrifice almost anything--including their own lives if necessary--to preserve the secret of their being. There is a positive working for them, however; the Druids who suspect them of being Druids cannot spread the knowledge and will squash any mention of them, for fear of outing the secret of shapeshifting.

 

The settlements are mostly populated by the younger packs of Trowcroen, who rest where they will as animals do, usually in places they find comfortable, often by the fire. The only structures in such settlements have one of three functions: housing elder Trowcroen, providing shelter to a clutch of babies, or storing the hides of kills. The storage of the hides is well maintained, and overlooked by the elders themselves. The younger Trowcroen know which ones are theirs and do not steal hides amongst themselves, though sometimes they are gifted. The structures can be of whatever design the elders desire, but almost always are made to be easily disassembled.

 

Abilities

 

Trowcroen are naturally fast creatures who can run most quickly and easily on two legs, though with practice can run on four. They are of decent strength, but can be overpowered if outnumbered, and as such will always try to separate their prey from the group. Their primary ability for this is their shapeshifting, which they perform by donning the skin or hide of the creature they wish to appear as. Once their basic form is achieved, they could either from that point appear exactly as the creature the hide had covered in life, or deviate to a differing look.

 

This deviation is what gives them their biggest advantage: they merely need any elf skin, for instance, to take a form of a different elf, though that copy will be immediately distrusted by anyone looking at it, even if they do not know them well for it will not be perfect; it will be a close likeness, but there will be an Uncanny Valley “wrongness” to it. Younger, less experienced Trowcroen may even not be able to adequately “humanize” the creature, making the effect that much more unsettling.

However, should a Trowcroen wish to appear exactly like the hypothetical elf whose skin they have in life, they can. But there are still limitations; their ability to imitate said elf will be limited to the interactions they’ve witnessed to the point they’ll talk and move like repeated recordings, and they may have severe difficulty doing even rudimentary things if they are not sufficiently experienced, and a loved one will find them out quickly. Even an experienced elder may find difficulty in the long term, should they try.

 

Sometimes the Trowcroen even don such disguises to enter Descendant society, but it is almost unheard of unless they are elders, and even then it is done with high caution and sparingly.

 

Red Lines

 

Trowcroen cannot imitate any person perfectly. Even an elder with the skin of the person they wish to imitate after watching them extensively will give tells, as they are simply not that person and not socialized as such.

 

Trowcroen are incapable of learning any void or dark magic as they are direct creations of Cernunnos. They may be able to learn Druidism, but only as elders.

 

Trowcroen cannot one-emote shapeshift except to return to their primary form by removing the pelt. They must emote putting on the hide, and then a series of emotes of changing to its new form from its primary.

 

Trowcroen cannot shapeshift into a different form once it takes a shape without removing the pelt to don again, even if they’re changing from one of the same creature to another (like a black dog to a brown dog).

 

Trowcroen cannot increase their strength or speed with the shapeshifting, though they may gain the natural weapons and armors of the creatures they shift into.

 

Trowcroen body mass must stay constant, so the smaller, the more dense, and the bigger, the less dense.

 

This is an ET only creature. Players cannot apply to be Trowcroen.

 

Trowcroen cannot sexual FTB, as they are not descendants. I shouldn’t have to say this but I do.

 

Author: Murdervish

 

LM approval needed: Nah.

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Riv’Vallel

 

hawk_wings_by_gawrifort-d5tk8e4.jpg

 

Habitat: It most commonly lives in the coastal mountains near Haelun’or and Riv’vallel.

 

Description: The Riv’Vallel is a variety of hawks, having long ago migrated from around Tahn, finally settling in the coastal mountains, where it became a dangerous predator to the fish of the sea. With time it has taken on a ice blue colour, managing to disguise itself well in the snowy mountains. It’s most common difference from normal hawks, are it’s deep blue claws, which is what it was named after. It generally has an ice like appearance, almost resembling that of an ice sculpture.

 

It is not a friendly animal, it’s a dangerous predator, frequenting attempts to kill anything and everything that isn’t fellow Riv’Vallels. It is dangerous to people who wish to travel the mountains, it’s a stealthy animal, being able to almost disguise itself in the snow around it. If they feel like they’re up against something stronger than themselves, they do not flee, but instead call upon other Riv’Vallels to give them aid and assistance. With all of that said, it is possible to tame the Riv’Vallel, but doing so would be a dangerous and hard task, given their natural behaviour.

 

If tamed, they are frequently used in case of battle, this is mostly because of their natural behaviour and their claws, which compared to other hawk’s, appear to be quite a bit sharper. They are also easily distracted from commands, making them not useful for that much more than combat or gatherers, using them as messengers would almost be near impossible, as it’d most likely get distracted and go on a hunt, forgetting about its task.

 

The Warhawke settlement of Riv'Vallel, was named after the avian, seeing as many of them were frequently spotted nearby.

 

Author: GusanoArentonio


LM approval needed: No.

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The Parhor

Habitat:

Orcish jungle and swamp (Migration, goes to jungle at winter, returns to swamp when winter is over.)

Description:

Albeit the intimidating name, the parhor is a more evolved kin of frog that has developed across ages to be able to constantly migrate between the harsh jungles and the swamp close to it. They are seen generally in groups of two to five. Being a far smaller animal than any of the great, jungle ones, they have developed a capacity to spill some sort of slime with a vivid colour, yet, a horrid smell, which keeps predators at bay. This allows the parhors to mate, subsequently allowing them to mate and lay eggs, but not to feed; for they are carnivorous.

 

The parhors are absolutely savage on their diet, which varies from mosquitoes to even smaller and herbs, but their hunting tool is the act of eating poisonous mushrooms. Instead of being intoxicated by the poison, they gain a large ammount of energy, sending them into some sort of frenzy, aiding them to chase the smaller animals, but they obviously get exhausted, which is where their slime plays a big role on their diet: The slime allows the parhor to calm down, allowing him to sleep.

 

And it was by observing such a behaviour that one or two goblin explorers decided to tame the parhors. The first days were fine and food was abundant, but gradually, they stopped to produce the precious slime, making the goblins come to the conclusion that such creatures can't be encaged or tamed, but instead, only found on the wilds.

 

Time passed, and some goblins began to harvest the slime used to protect the nests, giving trial to the slime on some slaves. It was acidic and poisonous due to the nature of the mushrooms that the parhors ate, making them soon perish, which was when the researcher of the Lak clan, Omar Grimmer Lak began to study and develop ways of purifying the slime for the drug use. After long and exhausting experiments, Omar Grimmer Lak had finally developed a technique to purify the parhor slime, naming it the "parhor fal."

 

In order to create the parhor fal, the creator must simply take off the darker bits on the slime and cook it on an open recipient as it's mixed constantly. This will make the water inside the slime to evaporate, which will make the purified slime quickly replace the empty spaces. When the slime becomes somewhat one, all glued up, the contents must be placed inside bowls cooled bowls, or simply a fridge used to store food. This will make a hard substance that quickly dissolves with water, where is when the drug is used.

 

The saliva of the mouth of the individual will melt the slime, making it spill like a fountain all across the mouth and tongue of the individual like an antiacid, leaving the parhor fal glued all around the mouth. Once it has dissolved on the mouth, passing the tongue over the corners of the mouth gives an extremely pleading feeling whilst also making the user calm and relaxed. It's really great for having someone to sleep, but the overuse also has its consequences, because the descendants didn't evolve to take frog slime. The user also has hallucinations in the form of facial distortions, so the pretty gets ugly and the ugly gets pretty.

 

The abuse slowly kills the senses of touch, smell and taste. With time, the reaction speed, leading to possible, multiple and severe health issues, such as schizophrenia or the development of parkinson. The list is long.

Trivia:

Parhor is ever in the old blah. The name "parhor" comes from the fact that the frog is a frenetic

Fal is charm in the old blah. The name "fal" means the final drug product of the parhor slime.

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LM Approval Required:

Yes/No

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(Name)

Cave Fisher

Habitat:

Caves, caverns, tunnels and essentially any underground area that isn't frequently traveled.

Description:

Cave Fisher

Cave Fishers are creatures who reside outside of plain sight, they are  hunters which will go after anything from small rodents to things even as large as orcs. The cave fisher ambushes it's prey by launching it's ropy, adhesive-covered  tongue in much the same way a frog would from it's concealed nest. The ambush predator then reels it's prey into it's large claws, which are powerful enough to rend flesh and even pierce or crumple armor. The cave fisher resembles a giant crustacean, with a large carapace and claws, which are hardened to the point where even bladed weapons can have a difficult time piercing them. The joints and underbelly however, are sparsely protected making them the ideal target. The most prominent feature of the creature however, is it's blood, which is highly combustible, and any open wound that is exposed to flame can kill the creature. The unique properties of the blood make it a sought after reagent for alchemists and laymen alike, and pieces of the carapace make decently sought after trophies.  All in all, an individual may find these creatures dangerous, but a well armed group would find them relatively harmless and a worthwhile prize.

Author:

grimmothy (shoutout to Aerial for some sick proofreading)

LM Approval Required:

Yes/No

No

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On 10/30/2016 at 2:01 AM, grimmothy said:

(Name)

Cave Fisher

Habitat:

Caves, caverns, tunnels and essentially any underground area that isn't frequently traveled.

Description:

Cave Fisher

Cave Fishers are creatures who reside outside of plain sight, they are  hunters which will go after anything from small rodents to things even as large as orcs. The cave fisher ambushes it's prey by launching it's ropy, adhesive-covered  tongue in much the same way a frog would from it's concealed nest. The ambush predator then reels it's prey into it's large claws, which are powerful enough to rend flesh and even pierce or crumple armor. The cave fisher resembles a giant crustacean, with a large carapace and claws, which are hardened to the point where even bladed weapons can have a difficult time piercing them. The joints and underbelly however, are sparsely protected making them the ideal target. The most prominent feature of the creature however, is it's blood, which is highly combustible, and any open wound that is exposed to flame can kill the creature. The unique properties of the blood make it a sought after reagent for alchemists and laymen alike, and pieces of the carapace make decently sought after trophies.  All in all, an individual may find these creatures dangerous, but a well armed group would find them relatively harmless and a worthwhile prize.

Author:

grimmothy (shoutout to Aerial for some sick proofreading)

LM Approval Required:

Yes/No

No

 

 

Denied. We see this as a too easy method of acquiring explosive components assuming you mean something as volatile when saying "combustible" versus "flammable". Were that to be removed or changed to merely flammable your chances of acceptance with a resubmission would heighten.

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White Rhinoceros


Habitat: Grasslands and Savannah
 
Description: White Rhinoceroses will be just how they are in the real world, except for the following changes:

1) They can live up to around 200 years.

2) They are not nearly extinct nor endangered, but they are still rare to encounter.

3) They can grow to be 30 feet in height. Because of this, it could be a little difficult for smaller races to get their attention. They stop growing at around age 110 and they eat a LOT of food. (white rhinoceroses are herbivores)

4) They are entirely passive creatures. They will not attack other creatures under any circumstances. They are not fast and they can not be used in battle. 

5) If tamed properly, the white rhinoceros will be loyal to it's owner and it will only disobey it's owner if the owner fails to get it's attention. It won't try to escape from being tied to a wall or post by a rope or a chain unless it's hungry, and if it does escape then there's a good chance it'll come back to where it escaped from after it eats.
 
Author: Omar Grimmer'Lak (Textarea)
 
LM Approval Required:
Perhaps, because of it's height; most of the creatures and races in Lore of the Craft are quite small. I am not proposing this as a playable race, only as a pet/companion creature.

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