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The Creature Index [2017]


shimmeringbliss
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Announcement #1

 

 


Hello LOTC! After a week of revision or so, the lore team have decided to change the format of the creature/fauna submission index to better reflect the details we are currently looking for, as well as simultaneously updating the wiki pages with creatures. 

 

To recap, the creature index is a mini lore forum used to implement creatures or fauna into the world of LOTC, to make it feel more vibrant and immersive as we build our own unique world. 

 

With this new update, the format for the creatures have changed, and now require more details as well as an upload to the wiki before it is considered accepted. The Creature Index is now categorized by habitat, for an ease of search. Also as a disclaimer, all IRL animals are considered to be present in LOTC. 

 

 

 

Announcement #2

Spoiler

As of 22/2/2017, the following creatures are hereby discontinued, pm shimmeringbliss, Zarsies, Corvoo, Flamboyantmingo, or Toodles to find out why.

  1. Ooze
  2. Rotter
  3. Genies
  4. Minotaur
  5. Giant Raven
  6. Pleskana
  7. Gravis Lizard
  8. Raitiki
  9. Sylvan
  10. Simorgh
  11. Praire Dulk
  12. Implings
  13. Taurfeher
  14. Tiuinjor
  15. Athron Wolf
  16. Paupuuli
  17. Asul Bat 
  18. Tahn Hound 


The general reason being these animals are not much different to an IRL animal, and as such is already represented in the world as all IRL animals are also found in LOTC. Some others are too similar to existing creatures, and as such are discontinued after assessing their impact among the players. 

Previous Creature threads

 

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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Image result for fantasy desert

 

Desert

 

 

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sunset_on_savannah_by_syntetyc-d3hyh6n.jpg

Savannah

 

 

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Image result for fantasy mountain

 

Mountains 

 

 

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Image result for fantasy jungles

 

Jungles

 

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Image result for fantasy forest

 

Forest

 

 

 

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Image result for fantasy tundra

 

Tundra

 

 

 

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Image result for fantasy sea

 

Marine

 

 

 

 

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Image result for fantasy plains

 

Plains

 

 

 

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Image result for fantasy caverns

 

Caverns

 

 

 

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Creatures that do not fit in any 'regular' habitat

 

 

 

 

 

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New submission format: 

 

Application for new creatures

Care to add to the already expansive list of creatures available to the public of LotC? Well, here is how! Fill out the below application upon the post and you’ll receive either a ‘Yes’ or a ‘No’. Do not expect a vivid explanation as to why it was denied should that be the case, this process is designed to be quick and easy without cluttering up the already present lore forum. Nevertheless, enjoy!

 

Quote

(Name of the creature )

 

(Picture reference including credit to artist)
 

Habitat:

Size:


Diet:

Temperament:

 

Brief summary of the creature

 

Characteristic: (Behaviour, Reproduction, Gathering food)



Origin:

 

Weaknesses:

 

LM Approval Required:

Yes/No

If playable, what are redlines?


 

 

 

 

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Would you mind moving the previous creature list to the outdated lore archive? The wiki link which should send to the original lore, sends back here, which makes a loop, because the lore here is the one on the wiki.

 

Also, amber wolves are missing:

https://wikia.lordofthecraft.net/index.php?title=Amber_Wolf

 

And hair leech:

https://wikia.lordofthecraft.net/index.php?title=Hair_Leech

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The Drûth Skhelll, or Bush Tortoise in the Common Tongue

 

26c9fe19361758b83f49d829fb1d961d.png

(Link to artist.)

 

Habitat: This massive tortoise exclusively inhabits jungles/oasis'.


Size: Gigantic


Diet: Herbivorous, finding its sustenance in the dense foliage of its jungle home, and often swallowing stones to assist in digestion.

Temperament: Passive unless provoked earnestly.

 

Characteristic:

The Drûth Skhelll, or Bush Tortoise in the Common Tongue, is the jungle dwelling cousin of the famous Duhnah Skhelll. While similar in its enormous size, the Drûth Skhelll differs from its desert relative in temperament and general behavior. Unlike the Duhnah Skhelll, the Drûth Skhell is herbivorous, finding its sustenance in the dense foliage of its jungle home, and often swallowing stones to assist in digestion. As such, it is noticeably safer to approach. Some might even consider it relatively docile. This is not to say the beast can’t or won’t defend itself when it feels threatened. It shares the powerful jaws of the Duhnah species, and can use them with lethal efficacy. Its shell also provides a near impenetrable defense, rivalling that of the great tortoises of the desert. Unlike the shell of the Sand Tortoise, however, the shell of this species doesn’t become brittle upon death, but stays behind as a proud monument to its previous owner long after the stalwart beast passes away.

  

Like many other reptiles, the Drûth Skhelll grows for as long as it lives, as evidenced by the discovery of rare colossal shells left behind in the jungle, though most specimens only seem to live long enough to reach the size of a respectable house. Their coloration has been noted to vary from deep grays to dark greens, well-suited for their hostile jungle homes. The females tend to lay and bury large clutches of eggs, many of which are likely to fall prey to the various predators of the Orcish jungle. Needless to say, the Drûth Skhelll is extremely slow, with the exception of its devastating bite, much like that of the common snapping turtle, but on a far grander scale.


Origin: 

Drûth Skhelll were first discovered in Vailor during the tenure of Kharak'Raguk as Rex when he ordered an expedition to examine and conquer a newly opened crevice filled with a jungle like terrain, hidden under the Orcish desert. Orcs of Clan Yar were quick to notice the Drûth Skhelll, due to their clans relation to the Drûth tortoises, and a clearing of the jungle where the remaining shells of long since dead Drûth Skhelll were amassed in what could be compared to an elephant graveyard. These shells were utilised as shelter and through Goblin workmanship and engineering were brought back to the surface to serve as clan housing and most prominently as the clan hall. (There was a large event-line based around this jungle crevice that would give context to this and would allow it to be properly integrated into rp for the Orcs.)

 

Weaknesses: Unknown, it is not hunted due to its passive nature and being sacred to Clan Yar.

 

LM Approval Required: No

If playable, what are redlines?: It should be pointed out that, if tamed, this is not a combat mount. It’s a tortoise. It’s slow. Not something on which one gallops into battle. Since it only attacks in defence, it cannot be forced to fight. It defends itself if attacked, but it cannot be commanded to attack people.

 

Authors: Catarrh and Nolan

 

Original google doc if you want it: Link

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22 hours ago, Jistuma said:

Would you mind moving the previous creature list to the outdated lore archive? The wiki link which should send to the original lore, sends back here, which makes a loop, because the lore here is the one on the wiki.

 

Also, amber wolves are missing:

https://wikia.lordofthecraft.net/index.php?title=Amber_Wolf

 

And hair leech:

https://wikia.lordofthecraft.net/index.php?title=Hair_Leech

The problem is that the original lore is in the thread itself, so once I archive the old Creature Index, so does all the original lore go. I'll try and do a workaround by making them accessible to the public so they can see the original lore. 

 

The list this is based off came from the previous creature index, I did not find these two submissions in them. But I'll add them to the list. 

 

 

12 hours ago, Nolan_ said:

The Drûth Skhelll, or Bush Tortoise in the Common Tongue

 

26c9fe19361758b83f49d829fb1d961d.png

(Link to artist.)

 

Habitat: This massive tortoise exclusively inhabits jungles/oasis'.


Size: Gigantic


Diet: Herbivorous, finding its sustenance in the dense foliage of its jungle home, and often swallowing stones to assist in digestion.

Temperament: Passive unless provoked earnestly.

 

Characteristic:

The Drûth Skhelll, or Bush Tortoise in the Common Tongue, is the jungle dwelling cousin of the famous Duhnah Skhelll. While similar in its enormous size, the Drûth Skhelll differs from its desert relative in temperament and general behavior. Unlike the Duhnah Skhelll, the Drûth Skhell is herbivorous, finding its sustenance in the dense foliage of its jungle home, and often swallowing stones to assist in digestion. As such, it is noticeably safer to approach. Some might even consider it relatively docile. This is not to say the beast can’t or won’t defend itself when it feels threatened. It shares the powerful jaws of the Duhnah species, and can use them with lethal efficacy. Its shell also provides a near impenetrable defense, rivalling that of the great tortoises of the desert. Unlike the shell of the Sand Tortoise, however, the shell of this species doesn’t become brittle upon death, but stays behind as a proud monument to its previous owner long after the stalwart beast passes away.

  

Like many other reptiles, the Drûth Skhelll grows for as long as it lives, as evidenced by the discovery of rare colossal shells left behind in the jungle, though most specimens only seem to live long enough to reach the size of a respectable house. Their coloration has been noted to vary from deep grays to dark greens, well-suited for their hostile jungle homes. The females tend to lay and bury large clutches of eggs, many of which are likely to fall prey to the various predators of the Orcish jungle. Needless to say, the Drûth Skhelll is extremely slow, with the exception of its devastating bite, much like that of the common snapping turtle, but on a far grander scale.


Origin: 

Drûth Skhelll were first discovered in Vailor during the tenure of Kharak'Raguk as Rex when he ordered an expedition to examine and conquer a newly opened crevice filled with a jungle like terrain, hidden under the Orcish desert. Orcs of Clan Yar were quick to notice the Drûth Skhelll, due to their clans relation to the Drûth tortoises, and a clearing of the jungle where the remaining shells of long since dead Drûth Skhelll were amassed in what could be compared to an elephant graveyard. These shells were utilised as shelter and through Goblin workmanship and engineering were brought back to the surface to serve as clan housing and most prominently as the clan hall. (There was a large event-line based around this jungle crevice that would give context to this and would allow it to be properly integrated into rp for the Orcs.)

 

Weaknesses: Unknown, it is not hunted due to its passive nature and being sacred to Clan Yar.

 

LM Approval Required: No

If playable, what are redlines?: It should be pointed out that, if tamed, this is not a combat mount. It’s a tortoise. It’s slow. Not something on which one gallops into battle. Since it only attacks in defence, it cannot be forced to fight. It defends itself if attacked, but it cannot be commanded to attack people.

 

Authors: Catarrh and Nolan

 

Original google doc if you want it: Link

 

 

Lovely submission, Accepted! 

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 Milingonat Kanada

  Related image

( ABOVE IMAGE PROVIDED FROM http://aminoapps.com/page/falloutamino/8318832/the-cavern-of-ants-mlaoc ) Habitat: Lives in trees and small spaces, sometimes in players houses

Size: One foot tall to One Point five,  Around two feet wide


Diet: Plants, Meat from dead animals, Pretty much anything not Living ( Apart from plants )

Temperament: Friendly unless provoked, can be kept as pets, But Aggressive in large numbers

 

Characteristic: Mostly curious, and will approach anything it hasn't seen before, builds its nest out of tree bark and leaves, creating a dome type structure, uses its hooked feet to weave plants and climb trees, in some cases rip flesh, When threatened it spits acid and or slashes at its attacker with its sharp limbs, Reproduction works the same as normal ants, ( Pregnant queens lay eggs in their nests, and they hatch into other ants,) Queens become pregnant in this species nuptial flight season (Around the suns smile), Eats pretty much anything but mainly leaves in the forest...



Origin: First Discovered in the outskirts of Sutica, by a party of mixed races that were looking to find a new pet for their injured child,Instead of something fluffy they found these charming creatures, though when the wood elf of the group tried attacking the beast, they found themselves being sprayed by a large amount of formic acid, Ouch...

 

Weaknesses:

dislike large amounts of water, and are afraid of Bright lights and fire

LM Approval Required:

No

 

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6 hours ago, Captain Spartanz said:

 

 Milingonat Kanada

  Related image

( ABOVE IMAGE PROVIDED FROM http://aminoapps.com/page/falloutamino/8318832/the-cavern-of-ants-mlaoc ) Habitat: Lives in trees and small spaces, sometimes in players houses

Size: One foot tall to One Point five,  Around two feet wide


Diet: Plants, Meat from dead animals, Pretty much anything not Living ( Apart from plants )

Temperament: Friendly unless provoked, can be kept as pets, But Aggressive in large numbers

 

Characteristic: Mostly curious, and will approach anything it hasn't seen before, builds its nest out of tree bark and leaves, creating a dome type structure, uses its hooked feet to weave plants and climb trees, in some cases rip flesh, When threatened it spits acid and or slashes at its attacker with its sharp limbs, Reproduction works the same as normal ants, ( Pregnant queens lay eggs in their nests, and they hatch into other ants,) Queens become pregnant in this species nuptial flight season (Around the suns smile), Eats pretty much anything but mainly leaves in the forest...



Origin: First Discovered in the outskirts of Sutica, by a party of mixed races that were looking to find a new pet for their injured child,Instead of something fluffy they found these charming creatures, though when the wood elf of the group tried attacking the beast, they found themselves being sprayed by a large amount of formic acid, Ouch...

 

Weaknesses:

dislike large amounts of water, and are afraid of Bright lights and fire

LM Approval Required:

No

 

Its fine, except you need to specify which habitat they live in under the categories on the top. So is it a forest, or a jungle habitat? 

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14 hours ago, shimmeringbliss said:

Its fine, except you need to specify which habitat they live in under the categories on the top. So is it a forest, or a jungle habitat? 

Oh sorry, i forgot to mention it, They live in the forests

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Dusk Leopard

 

Image result for leopard eyes

(Picture was taken by Wayne Wetherbee. and picture can be found here)

Habitat: Jungle, Lush Forests 

Size:  5 ft but when on hind legs 7 feet

 
Diet: mostly a meat based diet

Temperament: effectuate but very difficult and suborn. and take for ever to cool down when angry

 

Brief summary of the creature

 

Characteristic: (Behaviour, Reproduction, Gathering food)

The Dusk leopard is very weary when approaching new things that are in there habitat while they enjoy fast chases when hunting, they do have a temperament for grooming each other showing there affection, they have a quick temper when it comes to being angered or threaten, there litters remain small from one to two cubs but sometimes only one, they gather food by hunting down prey mostly wild game
 

Origin: One was first discoverer by a druid and a hunter when it was sun down they only catching quick glimps upon what it was but what struck them for odd was that there left eye had an odd color hue which mixed in between the red and orange scale as well as fleck's of gold and black there is not much documentation on about them but there are a few sighting's and accounts to coming face to face with one.

 

Weaknesses: eyes are very sensitive to light , partially blind on there left side aswell as give off a soft glow when its the dusk hours which give other animals a heads up where they are. can anger easily

 

LM Approval Required:

n/a

side note:  this race of leopard are super rare and won't breed in captivity and will mostly kill each other if you tryed breeding them in captivity.

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7 hours ago, _Owen said:

Dusk Leopard

 

Image result for leopard eyes

(Picture was taken by Wayne Wetherbee. and picture can be found here)

Habitat: Jungle, Lush Forests 

Size:  5 ft but when on hind legs 7 feet

 
Diet: mostly a meat based diet

Temperament: effectuate but very difficult and suborn. and take for ever to cool down when angry

 

Brief summary of the creature

 

Characteristic: (Behaviour, Reproduction, Gathering food)

The Dusk leopard is very weary when approaching new things that are in there habitat while they enjoy fast chases when hunting, they do have a temperament for grooming each other showing there affection, they have a quick temper when it comes to being angered or threaten, there litters remain small from one to two cubs but sometimes only one, they gather food by hunting down prey mostly wild game
 

Origin: One was first discoverer by a druid and a hunter when it was sun down they only catching quick glimps upon what it was but what struck them for odd was that there left eye had an odd color hue which mixed in between the red and orange scale as well as fleck's of gold and black there is not much documentation on about them but there are a few sighting's and accounts to coming face to face with one.

 

Weaknesses: eyes are very sensitive to light , partially blind on there left side aswell as give off a soft glow when its the dusk hours which give other animals a heads up where they are. can anger easily

 

LM Approval Required:

n/a

side note:  this race of leopard are super rare and won't breed in captivity and will mostly kill each other if you tryed breeding them in captivity.

 

The LT is not really interested in taking on creatures that are too similar to existing creatures, the dusk leopard basically being a leopard, as we follow the rule of 'if it exists IRL, it exists in LOTC', so things like tigers, lions dont need lore. Denied. 

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Urrûrz’Rukh (Repulsive Horror)

((Updated to better fit the format. Origin story now included!))

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((Credit to artist Brent Hollowell https://www.pinterest.com/pin/90072061269803076/))

   Habitat: The Urrûrz’Rukh lives primarily in swamps and jungles, preferring hot, wet, humid climates. The creature tends to stay close to water bodies. It seems to especially favorstagnant bodies in which movements in the water are more easily detected, or murky waters, allowing it to more easily remain unseen. It will, however, commonly leave the water for varying reasons.

  Size: 16-18 feet (4.9-5.5 meters) in length; 4-6 feet (1.2-1.8 meters) tall at the shoulder.

   Diet: Carnivorous. 

   Temperament: Extremely hostile. Territorial. Aggressive.

   Brief summary of the creature: The creature is a large reptilian monster, reminiscent of a crocodile. It's extremely violent, and unpleasant in every possible way. 

   Characteristic: (Behaviour, Reproduction, Gathering food) The Urrûrz’Rukh, a name meaning Repulsive Horror in the Old Tongue of the orcs, is so named due to its absolutely grotesque appearance, smell, and general behavior. Other names include Skunk-Gator, Murk Lurker, and Muck Stalker. It is, in nearly every way, a total offense to the senses.

 

   The creature measures 16-18 feet (4.9-5.5 meters) in length from head to tail and 4-6 feet (1.2-1.8 meters) tall at the shoulder. The Urrûrz’Rukh possesses armored skin made up of scales on the upper side. These scales are composed of bony deposits and make their skin almost impossible to penetrate. The hard skin of this nightmarish monster can easily withstand swords, spears, arrows, and most conventional means. The underbelly is easier to penetrate, however striking at said underbelly requires one to somehow topple the sturdy beast, or for one to be stupid enough to crawl beneath it.
 

   The Urrûrz’Rukh stands upon four thick, powerful legs armed with black claws. Its tail makes up a considerable portion of its body length, and can propel it through the water at frightening speeds, sometimes reaching as fast as 25 mph (11.176 m/s). It has in some cases even been known to use its powerful tail to launch itself from the water at unsuspecting prey wandering too close to the banks of the rivers, lakes, and ponds in which they commonly stalk. Needless to say, the tail serves as a formidable danger in combat.

 

   On land, the Urrûrz’Rukh can charge up to 45 yards (41.15 meters) in 3 seconds, in similar fashion to the charge of a bear, which by comparison can run as fast as 50 yards (45.7 meters) in the same amount of time. Unlike a bear, however, it is completely incapable of climbing trees, which is a far wiser escape strategy than trying to outrun the beast. The Urrûrz’Rukh commonly attempts to maim and cripple prey which try to run away by using the superior reach of its long neck to bite at the legs of fleeing victims, usually resulting in broken ankles or mangled thighs for the one foolish enough to think he could outrun the monster. It is also known, upon overtaking prey, to stomp the limbs of its victims underfoot, or crush bones between its jaws to prevent escape.

  

   The powerful jaws of the Urrûrz’Rukh are capable of biting down at  3,700 pounds per square inch (1678.292 kg) of bite force. By contrast, the average human male can generate a bite force of approximately 265 lbs (120 kg). Their bites, in addition to being capable of crushing force, are also known to cause dangerous and potentially lethal infections, though anyone unfortunate enough to be bitten by this monster will likely be eaten before infection even becomes an issue.

 

   Behind the eyes and near the top of the head of the Urrûrz’Rukh is a pair of vulnerable openings, which secrete a rancid-smelling musk used to mark territory near water. This musk contributes to the already horrendous stench that lingers about the creature and its territory. These openings are one of the beast’s only vulnerable areas, however they’re known to contract and narrow considerably in addition to spewing forth copious amounts of fetid liquid when the Urrûrz’Rukh finds itself threatened. While a recommended target, they are not an easy target, and the smell of the fluid secreted can approach the unbearable.

  

   Telltale sounds to listen for when hunting, or simply hoping not to encounter an Urrûrz’Rukh when travelling through a swamp or jungle, include hissing, grunting, huffing, and a blood-curdling roar described by one traveler as “something between the bellowing of a bull and the squeal of an enraged boar.” The low grunting is typically only heard during mating season, when the beast attempts to attract mates and is even more dangerous and aggressive than usual. To the human ear, this sound is difficult to pick up. A good rule of thumb is that if you can hear the grunt of this temperamental reptile, you’re too close. Their huffing is really nothing more than the sound they make as they blow water and mud from their nostrils. The beast hisses when it feels threatened. Anyone who doesn’t want a nasty experience should heed the warning; it’s never given twice. Should one hear their hellish roar, it’s time to either escape or get ready for a thoroughly unpleasant fight. The roar of the Urrûrz’Rukh is used to intimidate other Rukhu (the plural of Rukh), or any other people or animals that fail to flee the creature’s territory after it hisses at them.
  

   Usually these monsters are solitary, due to their extremely territorial nature. The exception to this rule is during mating season, which occurs during mid-summer throughout the hottest and most humid months of the year. During this period, the male Urrûrz’Rukh will attract a female and pair up with her until just days prior to the eggs hatching. At this point, the female must force the male to leave by means of violence (which invariably leaves the female brutally battered) and by secreting a fluid specific to the female of the species, not to be confused with the musk secreted for territorial purposes or the liquid all Rukhu produce when threatened. This substance is particularly foul-smelling to the male, and even more so to anyone or anything else. Even by the standards of this already putrid animal, this secretion is truly abhorrent. Any whiff of this smell should tip travelers off to the presence of a frightfully protective mother in the area. Should the female fail to evict the male from the nest, he will cannibalize his own young. For this reason, it is crucial that the mother force the male to leave by whatever means necessary. Until then, however, the two will stay by each other constantly, and will be even more territorial and aggressive than usual. Extreme caution is advised when travelling jungles and swamps during mid-summer.

   

   The female lays 35-50 eggs at one time in a nest measuring around 8 feet (2.4 meters) in diameter and 3.5 feet (1.07) in height. The eggs incubate for approximately 120 days with vegetation covering them for protection and warmth; the eggs tend to require high heat and humidity. Days before hatching, the eggs will begin to quiver in place as the unhatched offspring move inside. This is usually the queue for the mother to evacuate her mate from the nest. Shortly after hatching, roughly 80% of the hatchings typically die due to other predatory animals or males who happen to catch them away from their mothers. Within just one month, the young are on their own, and ready to fend for themselves.

 

Origin: The origin of the Urrûrz’Rukh is the result of the sins of a wayward tribe of orcs who inhabited the land centuries prior to the arrival of the descendants who fled Vailor. These orcs came to Axios from Aegis shortly before the establishment of the first Rexdom. For over one hundred years, these orcs dwelt in the jungles of Axios, preferring to remain tent-dwellers, rather than concern themselves with the complexities of city life.

 

   This tribe lived contentedly as simple hunter-gatherers for some time. After over a century, however, they began to fall on hard times. Their numbers were dwindling in the harsh jungles due to disease and predators. They eventually grew desperate, as leaving their village became harder with more and more of their best hunters and warriors falling prey to the many dangers of their forest home. Before much longer, desperation gave birth to dishonor.

 

   In their hunger and fear, the tribe turned to cannibalism; many of them even devoured their own cubs. Krug, looking down on this tribe from his glory in the Ancestral Plane, saw these descendants of his betraying and consuming each other, and hated them for it. In his disgust and fury, he cursed the rivers near their camps.

 

   As the dishonorable tribe drank of the cursed waters, they began to change. Their skin became scaly, and their backs hunched. They became even crueler, and fouler. Before the tribe ever even knew what was causing their transformation, they'd become far too bestial to even think beyond brute animal instinct, even losing the power for speech. Instead, they hissed and groaned at each other, lashing out and hating one another. Before much longer, they had become the first of the Urrûrz’Rukhu. All their generations after them have since been born, not as orcs, but as the cruel, vicious, hateful monsters which Krug in his wrath cursed them to be. 

 

Weaknesses: The underbelly, and the openings on the top of the head. Also, it can't climb trees. 

 

Author: Catarrh

 

LM Approval Required: No.

 

If playable, what are redlines? ((You cannot tame/ride them. They’re aggressive, dangerous, nasty, and unpleasant in every way. Anyone who could tolerate their smell long enough to spend extended periods of time around them would find they’re far too vicious to tame or really be close to at all without getting hurt. They cannot be used as companions of any sort. Capturing them is obviously possible as with most creatures, but they remain violent, feral, and impossible to domesticate.))

Edited by Catarrh
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plandaí mall

ba41c729548fe489f731fba35e4e642e_artwork

~Art by miss bonnie hawks from thornton

 

 

Habitat: Forests, normally tall grass.

Size: From the size of a a mouse to the size of a small dog.


Diet: Insects and plants, they love to eat the buds of flowers and young plants.

Temperament: passive if not aggravated, if it attacks it bite will only cause the victim to see double for 5-10 minutes.

 

Brief summary of the creature

 

Characteristic: Very skittish, they try to avoid humanoids at all costs, they live for about 6 years and breed every other spring. It uses it tail to fan its self when it gets hot. Spirites are sometimes seen riding them, but no one knows why.

Origin: It is unknown how they came to be. 

 

Weaknesses: they are tiny and weak, they must hide in tall grass to blend in so they are not hunted by bigger animals.

 

Description: small, twisted looking things, with bird like beaks, soft fur, and a plant like tail.

 

LM Approval Required:

No

If playable, what are redlines?

 

Super weak, they can be killed easily.

Not very smart, they live to eat, breed, and hide.

 Easy to tame using food.

 

 

 

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Wyrssa

 

tumblr_nfj4wtUX2t1rhkja1o1_1280.png

Art to me

 

Habitat: Forests, especially near oceans.

Size: 6'8 At the shoulder


Diet:  Meat, Grass, as well as a Crystal flower that creates the crystals upon its fur.


Temperament: Passive

 

Brief summary of the creature

 

If you run across a Wyrssa you'd notice they're pack animals, quite often with one or two, once every two weeks or so they can produce 2-3 babies however these have a life span of about 20-40 years.  They're the more hearty versions of the Athera breed, allowing humans, halflings, elves, gobo's and even Kha to ride them!  However due to their size, being around 6'8 at the max, though with spindly legs orc's are still unable to mount these unless they're extremely small or underfed.  These creatures are friendly yes, but they are omnivores allowing them to eat anything, especially when time is tough.  These creatures, though to have perished in Athera where brought over on the boats, and slowly bred back up, before being released into the world.  Now they wander in forests and on ocean sides calmly.

 

They're extremely skittish, being easily frightened however they are able to be lured in and with time tamed, usually it's best to get one from a breeder, or a young one from the wild to tame, however it has been said that even the eldest Wyrssa can be tamed with time.  

 

Origin: My own lore

 

Weaknesses:  Weak spindly bones, as well as any weaknesses a deer would have.

 

LM Approval Required: No

 

 

 

Karin

tumblr_nfkae8MIRR1rhkja1o1_1280.png

I did the art

 

 

Habitat: Forests, and ocean sides

Size: 5-6 feet long, including tail

 


Diet: Meat

Temperament:

 

Brief summary of the creature

 

Characteristic:

 

How do they get this way?  They eat the Crystal Flowers, just like the Wyrssa.  They safely defuse the crystal’s chemicals by depositing it into their skin.  This causes the many large crystal’s on their fur.  However if one was to remove them, the crystals are all but worthless.  .

 

Are they aggressive?  Being rather leopard like, these creatures are known for being hissy and more than happy to growl at you, but they are rather friendly for the most part, they are loyal and will always follow after their chosen friends.  They have sharp claws and can accidentally hurt someone in play.

 

How hard are their horns?  Their horns are extremely hard but they just go over the back and point backwards, the purpose of this is to protect their sensitive necks.

 

What size are they?  Look at a puma, aka a cougar.

 

 

Can you get one?  Sure, you can get one, halfling can even use them as mounts.

 

What does it eat?  These creatures prefer meat, but they eat the flowers to help digest it, and get a larger amount of salt in their system.

 

How many babies does it have?  7-8

 

How often do they breed? Once every three years, so three elven weeks. 

 

Can you ride it?  Sure, if you’re a halfling or a really young child.

 

What happens if it doesn’t have access to these flowers?  Well if its already eaten from it, it keeps its crystalline chunks and horn, if not then similar to the Wyrssa they look just normal, two tailed pale cat with deer horns protecting their neck.

 

What types of group do they live in?  They don’t live in large groups, they may run in small groups of 2-3 others but thats about the worse it is.

 

Are they loyal?  EXTREMELY,  these creatures tend to choose people to run around with, as they are drawn to affection and love.

 

What is their behavior like?  Playful and cat like these creatures are quite often seen eating animals, roughing around, or following their chosen friend.  

 

 

 

Ok, so I’m an orc and I want one as a pet, can I?  Sure, just make sure not to sit on it.

 

Now there's something special about these creatures, if they realize that their companion is stressed they will do about anything they can do to curl up around them and provide comfort.  If it was an orc stressed they may try to curl up on their shoulders to purr soothingly, if its a dwarf they may just knock it over and curl up, a halfling they may run off with to a quiet area to love on the halfling, a human it just may pester them, and an elf, take them down with a pounce!  But these actions are easily mixed up or changed, its only examples.  They also have a good nose for diseases and any off levels in the blood, if it senses something they would pester the companion to try and solve the issue.  

 

These you don’t need to train to be therapy pets, they are naturally like that, being able to live about 30-60 years they make great companions and great defenders.

 

HOWEVER these creatures WILL NOT kill, they may bite, claw, scratch, maul, but it will never kill, if someone goes to attack it, it will disable the person, it will never go for the throat and crush it, unless its some sort of food item.

 

Will it eat other livestock, sure if you don’t store it properly, or its hungry.  They don’t kill prey for pleasure.



Origin: My own original outdated lore

 

Weaknesses: It's throat, or its chest.

 

LM Approval Required: No

 

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On 3/31/2017 at 3:25 AM, Catarrh said:

 

 

 

 

Urrûrz’Rukh (Repulsive Horror)

((Updated to better fit the format. Origin story now included!))

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((Credit to artist Brent Hollowell https://www.pinterest.com/pin/90072061269803076/))

   Habitat: The Urrûrz’Rukh lives primarily in swamps and jungles, preferring hot, wet, humid climates. The creature tends to stay close to water bodies. It seems to especially favorstagnant bodies in which movements in the water are more easily detected, or murky waters, allowing it to more easily remain unseen. It will, however, commonly leave the water for varying reasons.

  Size: 16-18 feet (4.9-5.5 meters) in length; 4-6 feet (1.2-1.8 meters) tall at the shoulder.

   Diet: Carnivorous. 

   Temperament: Extremely hostile. Territorial. Aggressive.

   Brief summary of the creature: The creature is a large reptilian monster, reminiscent of a crocodile. It's extremely violent, and unpleasant in every possible way. 

   Characteristic: (Behaviour, Reproduction, Gathering food) The Urrûrz’Rukh, a name meaning Repulsive Horror in the Old Tongue of the orcs, is so named due to its absolutely grotesque appearance, smell, and general behavior. Other names include Skunk-Gator, Murk Lurker, and Muck Stalker. It is, in nearly every way, a total offense to the senses.

 

   The creature measures 16-18 feet (4.9-5.5 meters) in length from head to tail and 4-6 feet (1.2-1.8 meters) tall at the shoulder. The Urrûrz’Rukh possesses armored skin made up of scales on the upper side. These scales are composed of bony deposits and make their skin almost impossible to penetrate. The hard skin of this nightmarish monster can easily withstand swords, spears, arrows, and most conventional means. The underbelly is easier to penetrate, however striking at said underbelly requires one to somehow topple the sturdy beast, or for one to be stupid enough to crawl beneath it.
 

   The Urrûrz’Rukh stands upon four thick, powerful legs armed with black claws. Its tail makes up a considerable portion of its body length, and can propel it through the water at frightening speeds, sometimes reaching as fast as 25 mph (11.176 m/s). It has in some cases even been known to use its powerful tail to launch itself from the water at unsuspecting prey wandering too close to the banks of the rivers, lakes, and ponds in which they commonly stalk. Needless to say, the tail serves as a formidable danger in combat.

 

   On land, the Urrûrz’Rukh can charge up to 45 yards (41.15 meters) in 3 seconds, in similar fashion to the charge of a bear, which by comparison can run as fast as 50 yards (45.7 meters) in the same amount of time. Unlike a bear, however, it is completely incapable of climbing trees, which is a far wiser escape strategy than trying to outrun the beast. The Urrûrz’Rukh commonly attempts to maim and cripple prey which try to run away by using the superior reach of its long neck to bite at the legs of fleeing victims, usually resulting in broken ankles or mangled thighs for the one foolish enough to think he could outrun the monster. It is also known, upon overtaking prey, to stomp the limbs of its victims underfoot, or crush bones between its jaws to prevent escape.

  

   The powerful jaws of the Urrûrz’Rukh are capable of biting down at  3,700 pounds per square inch (1678.292 kg) of bite force. By contrast, the average human male can generate a bite force of approximately 265 lbs (120 kg). Their bites, in addition to being capable of crushing force, are also known to cause dangerous and potentially lethal infections, though anyone unfortunate enough to be bitten by this monster will likely be eaten before infection even becomes an issue.

 

   Behind the eyes and near the top of the head of the Urrûrz’Rukh is a pair of vulnerable openings, which secrete a rancid-smelling musk used to mark territory near water. This musk contributes to the already horrendous stench that lingers about the creature and its territory. These openings are one of the beast’s only vulnerable areas, however they’re known to contract and narrow considerably in addition to spewing forth copious amounts of fetid liquid when the Urrûrz’Rukh finds itself threatened. While a recommended target, they are not an easy target, and the smell of the fluid secreted can approach the unbearable.

  

   Telltale sounds to listen for when hunting, or simply hoping not to encounter an Urrûrz’Rukh when travelling through a swamp or jungle, include hissing, grunting, huffing, and a blood-curdling roar described by one traveler as “something between the bellowing of a bull and the squeal of an enraged boar.” The low grunting is typically only heard during mating season, when the beast attempts to attract mates and is even more dangerous and aggressive than usual. To the human ear, this sound is difficult to pick up. A good rule of thumb is that if you can hear the grunt of this temperamental reptile, you’re too close. Their huffing is really nothing more than the sound they make as they blow water and mud from their nostrils. The beast hisses when it feels threatened. Anyone who doesn’t want a nasty experience should heed the warning; it’s never given twice. Should one hear their hellish roar, it’s time to either escape or get ready for a thoroughly unpleasant fight. The roar of the Urrûrz’Rukh is used to intimidate other Rukhu (the plural of Rukh), or any other people or animals that fail to flee the creature’s territory after it hisses at them.
  

   Usually these monsters are solitary, due to their extremely territorial nature. The exception to this rule is during mating season, which occurs during mid-summer throughout the hottest and most humid months of the year. During this period, the male Urrûrz’Rukh will attract a female and pair up with her until just days prior to the eggs hatching. At this point, the female must force the male to leave by means of violence (which invariably leaves the female brutally battered) and by secreting a fluid specific to the female of the species, not to be confused with the musk secreted for territorial purposes or the liquid all Rukhu produce when threatened. This substance is particularly foul-smelling to the male, and even more so to anyone or anything else. Even by the standards of this already putrid animal, this secretion is truly abhorrent. Any whiff of this smell should tip travelers off to the presence of a frightfully protective mother in the area. Should the female fail to evict the male from the nest, he will cannibalize his own young. For this reason, it is crucial that the mother force the male to leave by whatever means necessary. Until then, however, the two will stay by each other constantly, and will be even more territorial and aggressive than usual. Extreme caution is advised when travelling jungles and swamps during mid-summer.

   

   The female lays 35-50 eggs at one time in a nest measuring around 8 feet (2.4 meters) in diameter and 3.5 feet (1.07) in height. The eggs incubate for approximately 120 days with vegetation covering them for protection and warmth; the eggs tend to require high heat and humidity. Days before hatching, the eggs will begin to quiver in place as the unhatched offspring move inside. This is usually the queue for the mother to evacuate her mate from the nest. Shortly after hatching, roughly 80% of the hatchings typically die due to other predatory animals or males who happen to catch them away from their mothers. Within just one month, the young are on their own, and ready to fend for themselves.

 

Origin: The origin of the Urrûrz’Rukh is the result of the sins of a wayward tribe of orcs who inhabited the land centuries prior to the arrival of the descendants who fled Vailor. These orcs came to Axios from Aegis shortly before the establishment of the first Rexdom. For over one hundred years, these orcs dwelt in the jungles of Axios, preferring to remain tent-dwellers, rather than concern themselves with the complexities of city life.

 

   This tribe lived contentedly as simple hunter-gatherers for some time. After over a century, however, they began to fall on hard times. Their numbers were dwindling in the harsh jungles due to disease and predators. They eventually grew desperate, as leaving their village became harder with more and more of their best hunters and warriors falling prey to the many dangers of their forest home. Before much longer, desperation gave birth to dishonor.

 

   In their hunger and fear, the tribe turned to cannibalism; many of them even devoured their own cubs. Krug, looking down on this tribe from his glory in the Ancestral Plane, saw these descendants of his betraying and consuming each other, and hated them for it. In his disgust and fury, he cursed the rivers near their camps.

 

   As the dishonorable tribe drank of the cursed waters, they began to change. Their skin became scaly, and their backs hunched. They became even crueler, and fouler. Before the tribe ever even knew what was causing their transformation, they'd become far too bestial to even think beyond brute animal instinct, even losing the power for speech. Instead, they hissed and groaned at each other, lashing out and hating one another. Before much longer, they had become the first of the Urrûrz’Rukhu. All their generations after them have since been born, not as orcs, but as the cruel, vicious, hateful monsters which Krug in his wrath cursed them to be. 

 

Weaknesses: The underbelly, and the openings on the top of the head. Also, it can't climb trees. 

 

Author: Catarrh

 

LM Approval Required: No.

 

If playable, what are redlines? ((You cannot tame/ride them. They’re aggressive, dangerous, nasty, and unpleasant in every way. Anyone who could tolerate their smell long enough to spend extended periods of time around them would find they’re far too vicious to tame or really be close to at all without getting hurt. They cannot be used as companions of any sort. Capturing them is obviously possible as with most creatures, but they remain violent, feral, and impossible to domesticate.))

Accepted

 

On 3/31/2017 at 6:40 AM, Jacobcraft04 said:

plandaí mall

ba41c729548fe489f731fba35e4e642e_artwork

~Art by miss bonnie hawks from thornton

 

 

Habitat: Forests, normally tall grass.

Size: From the size of a a mouse to the size of a small dog.


Diet: Insects and plants, they love to eat the buds of flowers and young plants.

Temperament: passive if not aggravated, if it attacks it bite will only cause the victim to see double for 5-10 minutes.

 

Brief summary of the creature

 

Characteristic: Very skittish, they try to avoid humanoids at all costs, they live for about 6 years and breed every other spring. It uses it tail to fan its self when it gets hot. Spirites are sometimes seen riding them, but no one knows why.

Origin: It is unknown how they came to be. 

 

Weaknesses: they are tiny and weak, they must hide in tall grass to blend in so they are not hunted by bigger animals.

 

LM Approval Required:

No

If playable, what are redlines?

 

Super weak, they can be killed easily.

Not very smart, they live to eat, breed, and hide.

 Easy to tame using food.

 

 

 

I'd like to see how one would describe this creature before marking it

 

On 4/14/2017 at 9:56 PM, Rella101 said:

Wyrssa

 

tumblr_nfj4wtUX2t1rhkja1o1_1280.png

Art to me

 

Habitat: Forests, especially near oceans.

Size: 6'8 At the shoulder


Diet:  Meat, Grass, as well as a Crystal flower that creates the crystals upon its fur.


Temperament: Passive

 

Brief summary of the creature

 

If you run across a Wyrssa you'd notice they're pack animals, quite often with one or two, once every two weeks or so they can produce 2-3 babies however these have a life span of about 20-40 years.  They're the more hearty versions of the Athera breed, allowing humans, halflings, elves, gobo's and even Kha to ride them!  However due to their size, being around 6'8 at the max, though with spindly legs orc's are still unable to mount these unless they're extremely small or underfed.  These creatures are friendly yes, but they are omnivores allowing them to eat anything, especially when time is tough.  These creatures, though to have perished in Athera where brought over on the boats, and slowly bred back up, before being released into the world.  Now they wander in forests and on ocean sides calmly.

 

They're extremely skittish, being easily frightened however they are able to be lured in and with time tamed, usually it's best to get one from a breeder, or a young one from the wild to tame, however it has been said that even the eldest Wyrssa can be tamed with time.  

 

Origin: My own lore

 

Weaknesses:  Weak spindly bones, as well as any weaknesses a deer would have.

 

LM Approval Required: No

 

 

 

Karin

tumblr_nfkae8MIRR1rhkja1o1_1280.png

I did the art

 

 

Habitat: Forests, and ocean sides

Size: 5-6 feet long, including tail

 


Diet: Meat

Temperament:

 

Brief summary of the creature

 

Characteristic:

 

How do they get this way?  They eat the Crystal Flowers, just like the Wyrssa.  They safely defuse the crystal’s chemicals by depositing it into their skin.  This causes the many large crystal’s on their fur.  However if one was to remove them, the crystals are all but worthless.  .

 

Are they aggressive?  Being rather leopard like, these creatures are known for being hissy and more than happy to growl at you, but they are rather friendly for the most part, they are loyal and will always follow after their chosen friends.  They have sharp claws and can accidentally hurt someone in play.

 

How hard are their horns?  Their horns are extremely hard but they just go over the back and point backwards, the purpose of this is to protect their sensitive necks.

 

What size are they?  Look at a puma, aka a cougar.

 

 

Can you get one?  Sure, you can get one, halfling can even use them as mounts.

 

What does it eat?  These creatures prefer meat, but they eat the flowers to help digest it, and get a larger amount of salt in their system.

 

How many babies does it have?  7-8

 

How often do they breed? Once every three years, so three elven weeks. 

 

Can you ride it?  Sure, if you’re a halfling or a really young child.

 

What happens if it doesn’t have access to these flowers?  Well if its already eaten from it, it keeps its crystalline chunks and horn, if not then similar to the Wyrssa they look just normal, two tailed pale cat with deer horns protecting their neck.

 

What types of group do they live in?  They don’t live in large groups, they may run in small groups of 2-3 others but thats about the worse it is.

 

Are they loyal?  EXTREMELY,  these creatures tend to choose people to run around with, as they are drawn to affection and love.

 

What is their behavior like?  Playful and cat like these creatures are quite often seen eating animals, roughing around, or following their chosen friend.  

 

 

 

Ok, so I’m an orc and I want one as a pet, can I?  Sure, just make sure not to sit on it.

 

Now there's something special about these creatures, if they realize that their companion is stressed they will do about anything they can do to curl up around them and provide comfort.  If it was an orc stressed they may try to curl up on their shoulders to purr soothingly, if its a dwarf they may just knock it over and curl up, a halfling they may run off with to a quiet area to love on the halfling, a human it just may pester them, and an elf, take them down with a pounce!  But these actions are easily mixed up or changed, its only examples.  They also have a good nose for diseases and any off levels in the blood, if it senses something they would pester the companion to try and solve the issue.  

 

These you don’t need to train to be therapy pets, they are naturally like that, being able to live about 30-60 years they make great companions and great defenders.

 

HOWEVER these creatures WILL NOT kill, they may bite, claw, scratch, maul, but it will never kill, if someone goes to attack it, it will disable the person, it will never go for the throat and crush it, unless its some sort of food item.

 

Will it eat other livestock, sure if you don’t store it properly, or its hungry.  They don’t kill prey for pleasure.



Origin: My own original outdated lore

 

Weaknesses: It's throat, or its chest.

 

LM Approval Required: No

 

 

Double accepted alongside the Flower of Crystal

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