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The Creature Index [2017]


shimmeringbliss
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On 2017-5-9 at 9:05 PM, shimmeringbliss said:

Fair enough, although I was hoping for a more interesting sort of environmental adaptation than necessarily a result of some random wizard experimentation. 

 

To get this straight, are you telling me that every one of these stone trolls will have an alchemy lab to continue reproducing?

0
 

No, only one troll at a time will know the process and its passed on through death. It's lacking rate of success means only a few could be made in ones lifetime. (Sorry for the late reply. Kowaman spammed me with 600 notifications on dead threads being archived and I missed this until now)

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On 5/6/2017 at 3:21 PM, z3m0s said:

~The Stone Troll~

 

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Habitat: The home to most stone trolls is a central cavern in which they live together in filthy wonder.

 

Size: Over many years of exposure to light and dependant on fruit intake along with their original size, a stone troll could reach double the weight of a normal troll, while still functioning normally, this could mean up to 1600 pounds as they neared the end of their life. This is due to continuous light layers of stone added to their body inevitably when they continue to enter and re-enter the  sunlight. This would mostly pile onto the shoulders of a stone troll, as that is the most commonly exposed area, eventually weighing them down so much that it would push them into the ground and kill them, though this slow process would take many years.

 

Diet: Like most Orc like races they’re able to eat just about everything without any trouble from their stomach, though a staple of their diet is a massive amount of fruit, so that they’re able to roam within the light, this also leads to a taste for finer foods, which is very much preferred.

 

Temperament: Mostly legitimate in their goals, they are not interested in stealing great wealth or being the best at anything. Rather they would care to see you stumped by a riddle or tricked with a phrase so they could chuckle knowing they had won and move on with their day. Overall a stone troll searching for knowledge would hope to learn as much as they could to pass onto their children, so that the race may continue to grow in intelligence into the future.

 

Brief summary of the creature

Mostly grubby, lumbering stone creatures, they’re skin now of stone they have adapted a superior state of mind among most descendants, especially orcs/goblins/ologs/normal trolls. Throwing their great weight about, they simply wish to validate their intellect by outsmarting you or learning something new for themselves before stomping home to their cave to enjoy some food and speak with their family. They live a mostly simple life, although their intellect is heightened, many stone trolls would continue to wish for nothing more than a normal life. While individual cases might branch out and take positions in seats for learning, wishing to soak up as much knowledge as they can to pass on to their children.

Characteristic:

Behaviour: Quick to jump to conclusions, their intellect while far superior to normal trolls, does them much ill will as they’re constantly arriving at premature assumptions and believing they are outsmarting the other party. Their temper very much comes into play when involving territorial subjects such as belongings, land, and even things like friendships and titles. It is noted that in their years of evolution, they began to clip their teeth so they were better enabled to eat the fruit they so desperately require, this has evolved to enable them to speak quite good common while keeping sizeable teeth, though they would be fluent in blah of course.

Reproduction: The process of making a Stone Troll requires a normal troll to begin with, so reproducing them is first required, then they must be introduced to the fruit before they can walk within the light, this in time moulds them to be a stone troll. This process is spoken of in their origin below.

Gathering food: Overall a large portion of the food they need is fruit, as first told by the descendant, they believe it is pomegranate, though any of the various dropped fruits will sustain them in large quantity, but the pomegranate is far more effective, they grow these fruits themselves.  They’re happy to eat whatever they can find otherwise, whether it be a stray animal from a herd or some scraps from a carcass. Once they get a taste of finer things though, is when they begin to get fussy, no longer wanting scraps unless needed for survival, which is why it is common to have quite a good chef among their group, even to descendant standards, who will cook for them.

 

Origin:

It is unknown exactly how the Stone Troll came about. Though at some point it is believed an interaction between a descendant and a troll had occurred, the most likely case was a lumberjack minding his business had run across a wandering troll in the deep shade of a forest, bargaining with the troll for life he offered him what he believe to be a pomegranate. Much to the amazement of the descendant it seemed the troll had not tasted such a fruit before, though it quickly began to search for more, having observed the descendant bring the tree down, which freed the fruit, the troll moved quickly to shaking trees, which inevitably free’d more and more fruit in due time. From there the troll would of brought his findings back from the forest to his cavern in which he lived with his family and friends. Much to their amazement they would be shocked to taste such amazing fruit and agree to set out into the forest to collect more in days to come.

 

After a few days had passed and they had consumed all the fruit the troll had collected, they set out into the forest to find more, shaking down tree after tree, collecting all that dropped, one of the trolls of the group eventually shook a weak tree, pulling it from the ground and unveiling the bright light that the tree’s shielded them from, in a loud shriek the troll began to petrify as usual, though after a few moments it was unclear to the troll what had happened, he remained still, yet stood within direct light. . . As the other trolls rushed to his aid, they were taken aback by both his appearance and his stance within the light, shroud in a stone form yet still moving, he stood with fruit in hand, as a stone troll. Instinct alone the trolls knew what had happened, in the short time they had began to consume the wholesome fruit, they had become resistant to light, something within the fruit once consumed seeped through their pores causing the petrification process to  halt once it penetrated a reasonably thin layer of skin. . .

 

Weaknesses:

-Their vision although quite good in darker settings, is still quite poor during daylight, their vision becomes quite short sighted.

-Their enormous weight makes them very slow, making longer trips very much a weakness.

-Constant irritation and pain due to their cracking stone skin, pinching at skin beneath and rubbing together, making sleep a nightmare let alone just getting comfortable sitting down.

-The sheer weight that comes with being a stone troll, on top of the normal body mass of a troll is insane, this becomes a problem when nothing descendant made can hold you and you’re only able to sit on the ground.

 

LM Approval Required:

Yes - With trolls being an ET playable only/event only creature, these will be kept the same, and will most likely mould to the trolls, should they become playable again.

 

If playable, what are redlines?

-The sheer weight must be roleplayed out, you cannot have a stone troll sitting on an old wooden dock, relaxing. Same goes for chairs, they’re almost not able to ever sit in a chair, unless made especially and braced for their immense weight. This should be kept in mind during all roleplay and played out appropriately.

-These beings are smart for trolls, yes, but they’re not massive goblins, they will in most cases not be capable of understanding most complex processes, nor would they be able to perform magic. Perhaps artificiery’s could be possible but unless this was being played by players or multiple ET it isn’t really needed to make that decision.

-Again with the intelligence, they are able to speak common but would in most cases not be blurting out complex words unless having been taught appropriately, you have to think that they’re taught efficiency, so they aren’t to know complex unnecessary words that wouldn’t be used in everyday life.

-Their immense weight and painful skin almost always leads to a shorter life, a normal trolls life being around 800 years, now at 600-700 for stone trolls at most.

-They’re taught necessary information from birth, so some things such as sarcasm may go over their head should they not be taught what sarcasm is and how it works for example.

 

This has been updated to conform to LT Request.

 

0
 

Accepted

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EDIT: If this needs to be modified at all for the incoming Fae Realm lore, just tell me and I'll try my best!

--

The Hag

--

81e73cdb4a44fb8e95130df4e0f29420.jpg

-By Adrian Smith I'm pretty sure, @artofadiansmith -

4b9d69f1c0168d8e99424cce3b5c0da8.jpg

-( Source, can't find the original artist. :c )-

 

Habitat:
Most hags are native to lonely places in deep forests near small communities, though they will often live elsewhere if they can sustain themselves there, founding strange cottages and odd covens in the most obscure of places.


Size:

Small to Large, anywhere from 4ft to 10ft. Ugly and chaotic things, their height and weight is highly variable across locale and incomprehensibly numerous breed.


Diet:
Omnivorous with a penchant for meat, most times not above the consumption of sentient life. Some prefer rotten food, some like to eat sprites despite their toxicity- They tend to have very unique tastes between them. A common theme, however, is that someone will find it detestable, probably.


Temperament:

Highly enigmatic creatures, largely hostile and solitary, though on occasion known to have benevolent streaks of wisdom-sharing or quest-aiding. Whether such a thing directly benefits them or they simply enjoy helping an odd mortal or two, most often they do so for their own pleasure in the end-- If it is from the 'kindness of their heart', it is so that they feel kind and charitable, not for any benefit of the subject of their generosity; Their psychology is built on such tendencies. Self-serving, greedy crones, very often shifting one day from chowing down on a hapless traveler to helping their grieving family the next. Their conscience is strange and alien to much of mortalkind.

 

Thus it is foolish, obviously, to rely on the kindness of a hag without warrant. More often than not, they are repugnant, inside and out.

 

While they prefer the comforts of a life alone, forming communities with their own kind is not uncommon when the arrangement is mutually (and significantly) beneficial. Most covens are seen in sets of three, with a number of hagspawn tagging along with them. That selective association isn't to say that they do not enjoy eachother's company though, as they will often form large gatherings with nearby hags to share esoteric knowledge, abhorrent tales, and disgusting treats.

 

As creatures of the Ethereal Forest, they do often become displeased with those who wantonly disrespect the wilds, however they are most often not on our plane to devote themselves solely to its protection-- They are here for themselves, by their own power, and may not care enough to head out to protect the wilds at large.

 

Brief summary of the creature:

Repugnant, homely, icky old crones, renowned for their magical powers and their enigmatic natures. They hail from the darker mires of the Ethereal Forest, where the Aspects' most venomous creatures call home. Among the legions of undiscovered Fae that dwell there, they are one of the grisly few who were born from nature's ugly, greedy, chaotic and wrinkly side. With a self-serving attitude and penchant for disobediently placing themselves over their duty to the wilds, they are far from the loyal Cervitaur or bountiful Sprites; They are cast into the shadows, unused, very rarely called upon by the Aspects to serve and be woven into the fabric of man's world.

 

But allowed to remain they are, for on very rare occasions, they are ideal and powerful agents for the wild.

 

They carry a wide variety of appearances over their race, from squat, fat old women to tall, blue-skinned and bird-like crones. No two have the same face or set of traits, although some appear similar should they worm their way through to our realm in the same locale. Notably, another common trait is that they will consider their own hagliness to be an entirely seperate breed of hag and the prime example of their race, and can occasionally get into tussles over this fact. Proclaiming themselves appellations such as a "Dusk Hag" or "Woodland Crone" is common, like a childish reflection of a Druidic Totem.

 

Characteristics:

Behavior:

Hags are highly variable creatures, chaotic and selfish by their very nature, often their apathy of mortalkind, topsy-turvy views of beauty and ugliness, and savage origins meaning the common hag will sooner enchant and kill a man than tell it a tale. Like others of their species, they enjoy tricks and music, though they have a tendency toward torturous jests and discordant tunes rather than harmless merry. They carry a remarkably high capacity for hate, and magic to woe the subjects of their ire.

 

The uncommon, but still numerous 'good' hags have in the past gained the respect of ancient cultures, sometimes even enough for their two worlds to work together. Often seen as grandmother-ly figures or fearsome entities, common is the practice of mortals granting them tribute to beg for their blessings and spells. With superstitious tales of witchcraft and the emergence of God among widespread human culture, their kind, along with other once-common Fae, became fewer and fewer, succumbing, eventually, to the pitchfork and torch despite all their power. Those that remained were hermits or enigmatic old women at the outskirts of those villages that retained their belief in the Old Faith.

 

Their relationship with their fellow Fae are also as variable. Sometimes, a Hag will be seen as a figure of fear and ire; Something similar, but fearsome, disrupting the wilds for their own greed. A fugitive. Those sorts tend to hang strings of spriggan hearts, drink ent sap, bottle sprites, and grind up satyr hooves. Other Hags serve their intended purpose, though most times unsolicited; Leaders, grandmother-ly ladies and guides for communities of Fae, using their gifted knowledge of being one of the few breeds of Fae to remember the Ethereal Forest as a source of wisdom to educate them on their origins and purposes.


Reproduction:

Hags are a unanimously female race, with their male counterpart either unseen today or nonexistent. Even then, should a mortal or indeed other Fae feel depravity deep enough to attempt to sire offspring with one, they would find nothing but failure. For this reason, Hags cannot reproduce. Conventionally, anyhow.

 

When a Hag feels her motherly urges (or grand scheme) tingle in her cold, shriveled heart, she will instead elect (most times) to kidnap a darling young baby from the comfort of their mother's crib, late in the night. The Hag scoops up the child and places a strange root in their place, somewhat resembling a foul bunch of ginger, which shifts its shape to bear the likeness of the child, although sickly and pale. Of course soon the root begins to rot back into its original form, but by the time the illusion is dispelled and it's made clear that the child had in fact been swiped, the Hag has already carted off the child in a bucket or some other crude method of kidnapping.

 

What the Hags do with their children is mostly a mystery to the mortal folk, but when they intend to raise a child as their own they are said to subject them to cruel manipulation and sorcery to mould their young mind against mankind and to remain loyal to their precious, wrinkly mother. Throughout their life, starting from the first full moon after they are taken, the child is touched by the magic of the Hag and taken through anywhere from four to thirteen rituals of dark magic and mystery to create a creature known as a "Hagspawn"; A pseudo-fae similar to a Dryad who is capable of casting the same esoteric magic that their mother does, however lacking any of their other otherworldly powers, such as any boon in strength or their pseudonatural attunement to the wilds.

 

Hagspawn exhibit characteristics similar to the Hag that took them in, IE green skin, leaves of bracken, strange height, a preference for human flesh, or other strange and icky features. Younger Hagspawn show only meager changes and inclination toward magic, as it is only when they reach full adulthood that their final ritual is complete and they sacrifice their humanity to the will of their sweet, innocent mothers. Until then, they are often treated like pets or servants, with a rare few being considered legitimate progeny, though they can seldom see past their ensorcled perception of her. Should any of the rituals be disrupted before the final spell, all the Hag's work will be unwound and they will return to normal. For that reason, a hag is very protective and secretive about their snatched children.

 

The magical ability of a Hagspawn is not nearly as potent as the Hag itself; It requires training and discipline to master, as it isn't an innate craft to them.

 

Hagspawn can be either male or female, but females are far more common, and males are only taken should they exhibit something special to the Hag.


Gathering food:

While a Hag is strong both magically and physically, they possess only meager hunting ability, being lazy and and apathetic if forced into physical persuit of prey; Thus they are a cunning predator, rather than a noble one. They rely on traps, tricks, lures and guile to find their prey, magic often playing no small part in the process of their predation. Some find even lazier methods of sustenance such as keeping gardens and livestock or somehow garnering offerings of food from a local populace, while other, crueler Hags take more active approaches, such as sneaking up on unsuspecting prey and making short work of them with their strength.

 

Magic:

A Hag's magic is almost completely alien to the realms of man; Something spawned from the Ethereal Forest itself, which migrated across the very planes to find very small niches in our world in the form of covens. It is from this magic that stories of witchcraft first arose, and as such it is a reliable practice to look to old tales and song for what power it may hold. Flying brooms, dream-weaving, turning people into frogs and the lot. It is a truly strange and foggy magic that most mortals are not able to grasp, lacking something in their very essence that facilitates its actuation- It does originate from an entirely different plane, after all. Their spells seem to draw power and influence varying sources and subjects, with different covens having sometimes entirely different approaches to their power, and different themes. Common is the use of cauldrons or altars across all of them, but otherwise it is a mystery as to how exactly it works. Tales have been told of witches who eat dreams and weave nightmares, hags who tear out a tribesman's heart and replace it with a bear's, and crones who boil toad warts to brew the fabled love potion. They are commonly in possession of objects enchanted with this alien power, their magic being difficult to apply directly or on-the-fly, and this is one of the many reasons that adventurers hunt them and unsavory folk strike deals with them; Their glorious and otherworldly loot.

 

In addition to their mystical spellcraft, however, the Hags also have some innate pseudonatural abilities in them, such as breathing underwater or seeing visions of the future. Those are only their tertiary abilities, though; Across all hags, they bear one common ability: The ability to change their form. While it takes complex spellcraft and premeditation in order to utilize this ability at will, there is one condition in which a Hag will involuntarily shift form: Upon the moment before death.

 

Should a Hag be slain under any circumstances, their dark magic will, rather than banish them to the Ethereal Forest, shift their shape into the form of a small creature to attempt to flee, in a straight, frenzied beeline toward the nearest escape route. This will often free them from ropes or other binding and heal their wounds, however it will not supernaturally assuage whatever brought them so close to death in the first place.

 

( This is, of course, with exception to Hags who were manifested naturally and not through invasive means, who will regrow similar to a Cervitaur rather than be banished back to their natural plane. )

 

Origin:

As said above; The Hag is a twisted and ugly Fae born of the reflection of Nature's greed and malice, a trait often displayed in opportunistic predators or mischievous apes and birds. More often than not, they do not suit the purpose of defending the wilds, and are not welcomed into them. The Hags were woven into life as powerful, mystical agents of the Aspects, set to lead and advise other Fae, and to protect sacred sites. However, with power, knowledge and free-willed essence came the ugly shadow of the sacred Forest's mire. They took on the traits of Nature's ugliest souls. With all the other boggarts they now rest; Bad Fae, the sort that wants to wreak havoc and do all kinds of nasty things to the people of the mortal plane. They are not prisoners, as the Aspects are either apathetic or love their creations big and small. They are, however, useless for their dogma of preserving the wilds, and thus remain in the muck, unused.

 

An abysmal number hags are loyal or dutiful enough to be manifested within the mortal wood, so the rest-- almost all of them-- remain in the mire indefinitely, purposeless and bitter. For these reasons, very few of them exist upon the mortal plane-- And fewer still are there by the Aspects' command. They find their way there because the Hags, in their wisdom, have a knack for finding ways to escape their planar bounds and descend onto the mortal world. This is often done by the power of their alien magic and esoteric blood rites rather than the consent of the Aspects. Holes from which they escape are often made in places where the other Fae do not look-- In the bottoms of wells, in wardrobes, in the bark of a sickly tree... For, if one connected to the wilds were to lay eyes upon the scar their passage left, they would be able to track their presence down across any distance and know that they were not meant to be here, regardless of if they know what they are or what their implications mean. An alien, chaotic aura surrounds them.

 

Though they are immortal, being slain true would cause their essence to return to the Ethereal Forest, to start the dance again. This is something that they despise greatly, rationally or not, and so they naturally fear the scar of their travels being found.

 

Weaknesses:

- Mortal weaponry pierces their flesh with ease, though they are strong and formidable opponents. Gold offers no innate advantage against them, however the presence of meteoric iron in a weapon can cause a Hag's magic to fizzle, their strength to wane, and their final escape attempts to fail-- Meaning, it not only weakens them significantly, but banishes them far easier.

 

- In addition to their weakness to meteoric iron, a Hag suffers from the natural aversion to voidal magic that other fae do, and it proves exceptionally effective against them, provided the Hag hasn't ensorcled some way to protect themselves from it-- Even then, that would only work against certain approaches.

 

- Should a Druid or other Fae (or possibly a Shaman?) lay eyes upon the gateway that a Hag entered through, they will, from that moment on, have her trail to the ends of the earth, and find that her illusions will no longer cloud their perception of her.

 

- Sub-weakness: Hagspawn are likely weak to Ascended Magic, as well, being creatures with altered soulstuff. They are more than likely not subject to the Aspect-Aeriel pact, and thus free game for their fire.

 

LM Approval Required:

Yes?

If playable, what are redlines?

Intended for ET use, Hagspawn and all!

 

 

Edited by TheCritsyBear
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Ugluk Bulls

METIN 2 asian fantasy mmo rpg action fighting magic samurai warrior online 1metin ninja anime bull cow creature

An Ugluk Bull decorated in ceremonial armor.

{ Credit to ‘BelleDeese’ at www.wallpaperup.com }

 

 

Habitat:

The massive domesticated bulls of the Ugluk clan were once rarely found in deserts of sparse vegetation and rarer still in grassy savannahs. Currently, Ugluk bulls are only sighted in the possession of Ugluk warriors. Wild Ugluk bulls have long since been hunted to extinction.

 

Size:

These bulls have been selectively bred over the generations, ultimately, for their size and strength. On average, an Ugluk bull can grow to 9-10 feet tall and 17-18 feet in length. Ugluk bulls are usually built like a tank, capable of carrying several full-sized orcs across the desert with little to no trouble.

 

Diet:

Curiously, Ugluk bulls are omnivores with sharp incisors as well as molars for grinding up plant matter. While wild Ugluk bulls would primarily be found grazing upon scarce vegetation and only rarely hunting for game, the orcish clan historically forces their bulls to consume descendant flesh in order to heighten the bloodlust and rage of their bulls. This practice has gone relatively stale in recent times in favor of the flesh of wild game.

 

Temperament:

Wild bulls, while territorial, did not have the propensity to charge after things unprovoked and would rather run from a fight they could not win. This trait was ultimately its downfall as Orcish hunters took its timid nature as a sign of weakness.

 

Domesticated Ugluk bulls, however, are some of the most aggressive of the orcish mounts. Often times, an Ugluk bull without its rider will become uncontrollably enraged by the slightest provocation. This enraged nature is caused by both its upbringing and its diet, and often times results in major damages to property and self.

 

Brief summary of the creature:

The bulls of the Ugluk Clan are humongous bulls primarily built for mass-transportation, transporting large amounts of goods over long distances, and over-all ferocity. Their thick bones and large muscles allow them to hold large amounts of heavy goods over extended periods of time and travel across the desert with ease due to their high stamina and flexible diet. These bulls have a bloodlust only comparable to some of the most savage orcs and their Uruk counterparts show this off as a badge of honour.

 

Characteristic:

Domesticated Ugluk Bulls have a tendency to unprovokedly erupt into uncontrollable bouts of rage and it is this behaviour in which an Ugluk show their strength and stamina. An untamed Bull will be mounted by an initiate of the clan and slowly wear the bull out until it is unable to resist, where the uruk then proclaims their ascent into the clan. More often than not, Ugluk bulls will bond with those who choose to mount them during these trials.

 

Origin:

Ugluk bulls originated from the deserts and savannahs of Aegis. Early orcs bred the bulls to be as ferocious as possibly as the tamed them and integrated them into orcish society for their strength and size.

 

Weaknesses:

While these bulls have immense strength and stamina, Ugluk bulls lack the speed necessary to be a viable warmount and can easily be outran by mounts such as Lur wolves or Gorkil boars. Due to this, domesticated bulls are usually not keen on running away.

 

LM Approval Required:

No, Bred by the Ugluk Clan or what’s left of it.

 

If playable, what are redlines?

Acts as an RP mount for members of the Ugluk clan. The mount would mechanically be the same as a horse, and RPly being much slower than most other Orc mounts.

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(BearOwl )        

       

(Picture reference including credit to artist)Reverse Owlbear by TheKidIsGreen        

       

            (pisture by TheKidIsGreen on deviantart. http://thekidisgreen.deviantart.com/art/Reverse-Owlbear-281093890)

            Owlbear        

       

            (http://jamesmakesgames.com/2014/08/17/fing-majestic/10592890_10101497702090408_7518521319174603725_n/)        

                            

Habitat:        

 

The BearOwl is most commonly found in forests, but can appear living in the mountains and tundra. The BearOwl will make a nest high up in a tree to call its home.The BearOwl may also chose to live in a tree hole. There nests are made from twigs, grass, and other plant material.

                    

Size:        

 

The BearOwl is a small and fragile creature. A baby BearOwl is about the size of a pigeon. An adult BearOwl averages at about a foot and a half in height. The average weight of an BearOwl is 10 pounds.

       

Diet:        

 

The BearOwl is a carnivorous creature. It likes to feast on smaller creatures and fish that it pucks from rivers and streams. If desperate for food the BearOwl will attempt to take on larger prey such as wolves, men or even OwlBears.

       

Temperament:        

 

The BearOwl is typically a docile and harmless creature unless its hunting or being provoked. However the BearOwl is extremely territorial and will attack any creature on site that comes near its nest.

       

Brief summary of the creature        

 

The BearOwl is a small creature with the feathered body of an Owl and the head of a Bear. Despite its awkward appearance, its combination of Owl and Bear make it a ruthless killing machine when angered. The owl like body of the BearOwl allows it the swift mobility of flight. Its wingspan reaching that of 5 feet. Its bear like head allows has powerful jaws and thick skull allow it a strong biting power to quickly kill any prey stuck between its jaws. The BearOwl would grab its prey with its sharp claws before bringings its jaws down on the prey's head.

   

       

Characteristic: (Behaviour, Reproduction, Gathering food)        

 

When it is not hunting or defending its nest/ territory from intruders the BearOwl is a relatively docile creature, that is provided that you aren't stupid enough to purposely approach one. The BearOwl is a nocturnal creature. It sleeps during the day and likes to sore though the skies at night. The BearOwl has a superior sense of hearing, If asleep and someone approached and perhaps stepped on a branch, the BearOwl would wake and attack the person or thing approaching. The BearOwl also has great nightvision, used for spotting prey during the moonless nights.

The mating procedures of the BearOwl are that of a strange one. For a female BearOwl to determine her mate during the mating seasons, Males would compete by bringing her larger and larger prey, (a great danger to animals living near BearOwl nests)  The BearOwl that survives and brings the largest catch to the female becomes its mate. After finding a mate, the BearOwl will lay eggs similar to that of a standard owl. The newborns gestate for around 24 days before hatching. A Female BearOwl will lay up to 12 eggs per mating season.

The average lifespan of a BearOwl is 25 years old. The BearOwl is mature enough to mate at the age of 3. Upon being hatched the BearOwl is blind for the first 3 weeks of its life, by its 6th week of life the BearOwl would have learned how to move about the nest. By its 12 week the baby will have learned how to fly. After 6 months of living in the nest, the baby BearOwl will have left the nest to make its own. BearOwls hatch from their eggs by using their tiny claws to pick at the egg shell over the course of 3 days

                       

Origin:        

       

Most people believe that one day the very same  Archmage who mistakenly created the OwlBear got very drunk and decided to experiment with the forces and nature of life. Its result was the cross bread of an Bear and an Owl, giving us the BearOwl. It is thought that this powerful Archmage created the BearOwl before mistakenly creating the OwlBears that ended her life.

       

Weaknesses:

 

Due to the small frame and frail structure of an Owl, the BearOwls body can easily take substantial damage to the bones and organs if struck hard enough. Although being a wise creature, the BearOwl will defend its territory and children at all costs even if it means loosing its life.

       

 

LM Approval Required:        

No

       

                    

If playable, what are redlines?

 

Tragically the Bearowl should remain unplayable as the strength of these winged beast of doom is too powerful for the everyday RP’er    

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On 5/25/2017 at 1:04 PM, TheCritsyBear said:

EDIT: If this needs to be modified at all for the incoming Fae Realm lore, just tell me and I'll try my best!

--

The Hag

--

81e73cdb4a44fb8e95130df4e0f29420.jpg

-By Adrian Smith I'm pretty sure, @artofadiansmith -

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-( Source, can't find the original artist. :c )-

 

Habitat:
Most hags are native to lonely places in deep forests near small communities, though they will often live elsewhere if they can sustain themselves there, founding strange cottages and odd covens in the most obscure of places.


Size:

Small to Large, anywhere from 4ft to 10ft. Ugly and chaotic things, their height and weight is highly variable across locale and incomprehensibly numerous breed.


Diet:
Omnivorous with a penchant for meat, most times not above the consumption of sentient life. Some prefer rotten food, some like to eat sprites despite their toxicity- They tend to have very unique tastes between them. A common theme, however, is that someone will find it detestable, probably.


Temperament:

Highly enigmatic creatures, largely hostile and solitary, though on occasion known to have benevolent streaks of wisdom-sharing or quest-aiding. Whether such a thing directly benefits them or they simply enjoy helping an odd mortal or two, most often they do so for their own pleasure in the end-- If it is from the 'kindness of their heart', it is so that they feel kind and charitable, not for any benefit of the subject of their generosity; Their psychology is built on such tendencies. Self-serving, greedy crones, very often shifting one day from chowing down on a hapless traveler to helping their grieving family the next. Their conscience is strange and alien to much of mortalkind.

 

Thus it is foolish, obviously, to rely on the kindness of a hag without warrant. More often than not, they are repugnant, inside and out.

 

While they prefer the comforts of a life alone, forming communities with their own kind is not uncommon when the arrangement is mutually (and significantly) beneficial. Most covens are seen in sets of three, with a number of hagspawn tagging along with them. That selective association isn't to say that they do not enjoy eachother's company though, as they will often form large gatherings with nearby hags to share esoteric knowledge, abhorrent tales, and disgusting treats.

 

As creatures of the Ethereal Forest, they do often become displeased with those who wantonly disrespect the wilds, however they are most often not on our plane to devote themselves solely to its protection-- They are here for themselves, by their own power, and may not care enough to head out to protect the wilds at large.

 

Brief summary of the creature:

Repugnant, homely, icky old crones, renowned for their magical powers and their enigmatic natures. They hail from the darker mires of the Ethereal Forest, where the Aspects' most venomous creatures call home. Among the legions of undiscovered Fae that dwell there, they are one of the grisly few who were born from nature's ugly, greedy, chaotic and wrinkly side. With a self-serving attitude and penchant for disobediently placing themselves over their duty to the wilds, they are far from the loyal Cervitaur or bountiful Sprites; They are cast into the shadows, unused, very rarely called upon by the Aspects to serve and be woven into the fabric of man's world.

 

But allowed to remain they are, for on very rare occasions, they are ideal and powerful agents for the wild.

 

They carry a wide variety of appearances over their race, from squat, fat old women to tall, blue-skinned and bird-like crones. No two have the same face or set of traits, although some appear similar should they worm their way through to our realm in the same locale. Notably, another common trait is that they will consider their own hagliness to be an entirely seperate breed of hag and the prime example of their race, and can occasionally get into tussles over this fact. Proclaiming themselves appellations such as a "Dusk Hag" or "Woodland Crone" is common, like a childish reflection of a Druidic Totem.

 

Characteristics:

Behavior:

Hags are highly variable creatures, chaotic and selfish by their very nature, often their apathy of mortalkind, topsy-turvy views of beauty and ugliness, and savage origins meaning the common hag will sooner enchant and kill a man than tell it a tale. Like others of their species, they enjoy tricks and music, though they have a tendency toward torturous jests and discordant tunes rather than harmless merry. They carry a remarkably high capacity for hate, and magic to woe the subjects of their ire.

 

The uncommon, but still numerous 'good' hags have in the past gained the respect of ancient cultures, sometimes even enough for their two worlds to work together. Often seen as grandmother-ly figures or fearsome entities, common is the practice of mortals granting them tribute to beg for their blessings and spells. With superstitious tales of witchcraft and the emergence of God among widespread human culture, their kind, along with other once-common Fae, became fewer and fewer, succumbing, eventually, to the pitchfork and torch despite all their power. Those that remained were hermits or enigmatic old women at the outskirts of those villages that retained their belief in the Old Faith.

 

Their relationship with their fellow Fae are also as variable. Sometimes, a Hag will be seen as a figure of fear and ire; Something similar, but fearsome, disrupting the wilds for their own greed. A fugitive. Those sorts tend to hang strings of spriggan hearts, drink ent sap, bottle sprites, and grind up satyr hooves. Other Hags serve their intended purpose, though most times unsolicited; Leaders, grandmother-ly ladies and guides for communities of Fae, using their gifted knowledge of being one of the few breeds of Fae to remember the Ethereal Forest as a source of wisdom to educate them on their origins and purposes.


Reproduction:

Hags are a unanimously female race, with their male counterpart either unseen today or nonexistent. Even then, should a mortal or indeed other Fae feel depravity deep enough to attempt to sire offspring with one, they would find nothing but failure. For this reason, Hags cannot reproduce. Conventionally, anyhow.

 

When a Hag feels her motherly urges (or grand scheme) tingle in her cold, shriveled heart, she will instead elect (most times) to kidnap a darling young baby from the comfort of their mother's crib, late in the night. The Hag scoops up the child and places a strange root in their place, somewhat resembling a foul bunch of ginger, which shifts its shape to bear the likeness of the child, although sickly and pale. Of course soon the root begins to rot back into its original form, but by the time the illusion is dispelled and it's made clear that the child had in fact been swiped, the Hag has already carted off the child in a bucket or some other crude method of kidnapping.

 

What the Hags do with their children is mostly a mystery to the mortal folk, but when they intend to raise a child as their own they are said to subject them to cruel manipulation and sorcery to mould their young mind against mankind and to remain loyal to their precious, wrinkly mother. Throughout their life, starting from the first full moon after they are taken, the child is touched by the magic of the Hag and taken through anywhere from four to thirteen rituals of dark magic and mystery to create a creature known as a "Hagspawn"; A pseudo-fae similar to a Dryad who is capable of casting the same esoteric magic that their mother does, however lacking any of their other otherworldly powers, such as any boon in strength or their pseudonatural attunement to the wilds.

 

Hagspawn exhibit characteristics similar to the Hag that took them in, IE green skin, leaves of bracken, strange height, a preference for human flesh, or other strange and icky features. Younger Hagspawn show only meager changes and inclination toward magic, as it is only when they reach full adulthood that their final ritual is complete and they sacrifice their humanity to the will of their sweet, innocent mothers. Until then, they are often treated like pets or servants, with a rare few being considered legitimate progeny, though they can seldom see past their ensorcled perception of her. Should any of the rituals be disrupted before the final spell, all the Hag's work will be unwound and they will return to normal. For that reason, a hag is very protective and secretive about their snatched children.

 

The magical ability of a Hagspawn is not nearly as potent as the Hag itself; It requires training and discipline to master, as it isn't an innate craft to them.

 

Hagspawn can be either male or female, but females are far more common, and males are only taken should they exhibit something special to the Hag.


Gathering food:

While a Hag is strong both magically and physically, they possess only meager hunting ability, being lazy and and apathetic if forced into physical persuit of prey; Thus they are a cunning predator, rather than a noble one. They rely on traps, tricks, lures and guile to find their prey, magic often playing no small part in the process of their predation. Some find even lazier methods of sustenance such as keeping gardens and livestock or somehow garnering offerings of food from a local populace, while other, crueler Hags take more active approaches, such as sneaking up on unsuspecting prey and making short work of them with their strength.

 

Magic:

A Hag's magic is almost completely alien to the realms of man; Something spawned from the Ethereal Forest itself, which migrated across the very planes to find very small niches in our world in the form of covens. It is from this magic that stories of witchcraft first arose, and as such it is a reliable practice to look to old tales and song for what power it may hold. Flying brooms, dream-weaving, turning people into frogs and the lot. It is a truly strange and foggy magic that most mortals are not able to grasp, lacking something in their very essence that facilitates its actuation- It does originate from an entirely different plane, after all. Their spells seem to draw power and influence varying sources and subjects, with different covens having sometimes entirely different approaches to their power, and different themes. Common is the use of cauldrons or altars across all of them, but otherwise it is a mystery as to how exactly it works. Tales have been told of witches who eat dreams and weave nightmares, hags who tear out a tribesman's heart and replace it with a bear's, and crones who boil toad warts to brew the fabled love potion. They are commonly in possession of objects enchanted with this alien power, their magic being difficult to apply directly or on-the-fly, and this is one of the many reasons that adventurers hunt them and unsavory folk strike deals with them; Their glorious and otherworldly loot.

 

In addition to their mystical spellcraft, however, the Hags also have some innate pseudonatural abilities in them, such as breathing underwater or seeing visions of the future. Those are only their tertiary abilities, though; Across all hags, they bear one common ability: The ability to change their form. While it takes complex spellcraft and premeditation in order to utilize this ability at will, there is one condition in which a Hag will involuntarily shift form: Upon the moment before death.

 

Should a Hag be slain under any circumstances, their dark magic will, rather than banish them to the Ethereal Forest, shift their shape into the form of a small creature to attempt to flee, in a straight, frenzied beeline toward the nearest escape route. This will often free them from ropes or other binding and heal their wounds, however it will not supernaturally assuage whatever brought them so close to death in the first place.

 

( This is, of course, with exception to Hags who were manifested naturally and not through invasive means, who will regrow similar to a Cervitaur rather than be banished back to their natural plane. )

 

Origin:

As said above; The Hag is a twisted and ugly Fae born of the reflection of Nature's greed and malice, a trait often displayed in opportunistic predators or mischievous apes and birds. More often than not, they do not suit the purpose of defending the wilds, and are not welcomed into them. The Hags were woven into life as powerful, mystical agents of the Aspects, set to lead and advise other Fae, and to protect sacred sites. However, with power, knowledge and free-willed essence came the ugly shadow of the sacred Forest's mire. They took on the traits of Nature's ugliest souls. With all the other boggarts they now rest; Bad Fae, the sort that wants to wreak havoc and do all kinds of nasty things to the people of the mortal plane. They are not prisoners, as the Aspects are either apathetic or love their creations big and small. They are, however, useless for their dogma of preserving the wilds, and thus remain in the muck, unused.

 

An abysmal number hags are loyal or dutiful enough to be manifested within the mortal wood, so the rest-- almost all of them-- remain in the mire indefinitely, purposeless and bitter. For these reasons, very few of them exist upon the mortal plane-- And fewer still are there by the Aspects' command. They find their way there because the Hags, in their wisdom, have a knack for finding ways to escape their planar bounds and descend onto the mortal world. This is often done by the power of their alien magic and esoteric blood rites rather than the consent of the Aspects. Holes from which they escape are often made in places where the other Fae do not look-- In the bottoms of wells, in wardrobes, in the bark of a sickly tree... For, if one connected to the wilds were to lay eyes upon the scar their passage left, they would be able to track their presence down across any distance and know that they were not meant to be here, regardless of if they know what they are or what their implications mean. An alien, chaotic aura surrounds them.

 

Though they are immortal, being slain true would cause their essence to return to the Ethereal Forest, to start the dance again. This is something that they despise greatly, rationally or not, and so they naturally fear the scar of their travels being found.

 

Weaknesses:

- Mortal weaponry pierces their flesh with ease, though they are strong and formidable opponents. Gold offers no innate advantage against them, however the presence of meteoric iron in a weapon can cause a Hag's magic to fizzle, their strength to wane, and their final escape attempts to fail-- Meaning, it not only weakens them significantly, but banishes them far easier.

 

- In addition to their weakness to meteoric iron, a Hag suffers from the natural aversion to voidal magic that other fae do, and it proves exceptionally effective against them, provided the Hag hasn't ensorcled some way to protect themselves from it-- Even then, that would only work against certain approaches.

 

- Should a Druid or other Fae (or possibly a Shaman?) lay eyes upon the gateway that a Hag entered through, they will, from that moment on, have her trail to the ends of the earth, and find that her illusions will no longer cloud their perception of her.

 

- Sub-weakness: Hagspawn are likely weak to Ascended Magic, as well, being creatures with altered soulstuff. They are more than likely not subject to the Aspect-Aeriel pact, and thus free game for their fire.

 

LM Approval Required:

Yes?

If playable, what are redlines?

Intended for ET use, Hagspawn and all!

 

 

6
 


Sorry for taking a while to reply, was super caught up with exams ;-;. That being said, after talking to delmodan, this is what she had to say on the matter.

 

Quote

Well it's a very cool concept however there are a lot of inconsistencies with that lore. Firstly naming how one is made, it's not a Fae if the way to reproduce is stealing a child and turning it into one of them. Secondly with the Aspects and this creature, if it doesn't have an actual purpose regarding protecting nature or displaying something along the lines of nature's defence, then the Aspects wouldn't want it in their realm. Greed and selfishness is borderlining that given those animals that 'display' such things are doing it for a reason. Such as a raven stealing shining things to hoard in their nest in an attempt to attach a mate. As well, it seems to contradict a lot and fall more involvement with mortal interaction than nature itself. Accepted yet not accepted within the forest? Eeehhh. No. It's either or. Then the magic itself of it. Able to use tricks and what not yet doesn't state what specifically other than illusion and a shapeshift ability and also apparently has strength? Then stating as well its a soul altered creature so ascended magic would work? It would be a no for me. Neat creature but not a fae nor makes sense to be one.

 

Perhaps a little work could be done to it, but I'm more of a fan of natural things, rather than humanoid sub-species personally. 


Denied.

 

On 5/31/2017 at 9:10 AM, Vilebranch said:

 

Ugluk Bulls

METIN 2 asian fantasy mmo rpg action fighting magic samurai warrior online 1metin ninja anime bull cow creature

An Ugluk Bull decorated in ceremonial armor.

{ Credit to ‘BelleDeese’ at www.wallpaperup.com }

 

 

Habitat:

The massive domesticated bulls of the Ugluk clan were once rarely found in deserts of sparse vegetation and rarer still in grassy savannahs. Currently, Ugluk bulls are only sighted in the possession of Ugluk warriors. Wild Ugluk bulls have long since been hunted to extinction.

 

Size:

These bulls have been selectively bred over the generations, ultimately, for their size and strength. On average, an Ugluk bull can grow to 9-10 feet tall and 17-18 feet in length. Ugluk bulls are usually built like a tank, capable of carrying several full-sized orcs across the desert with little to no trouble.

 

Diet:

Curiously, Ugluk bulls are omnivores with sharp incisors as well as molars for grinding up plant matter. While wild Ugluk bulls would primarily be found grazing upon scarce vegetation and only rarely hunting for game, the orcish clan historically forces their bulls to consume descendant flesh in order to heighten the bloodlust and rage of their bulls. This practice has gone relatively stale in recent times in favor of the flesh of wild game.

 

Temperament:

Wild bulls, while territorial, did not have the propensity to charge after things unprovoked and would rather run from a fight they could not win. This trait was ultimately its downfall as Orcish hunters took its timid nature as a sign of weakness.

 

Domesticated Ugluk bulls, however, are some of the most aggressive of the orcish mounts. Often times, an Ugluk bull without its rider will become uncontrollably enraged by the slightest provocation. This enraged nature is caused by both its upbringing and its diet, and often times results in major damages to property and self.

 

Brief summary of the creature:

The bulls of the Ugluk Clan are humongous bulls primarily built for mass-transportation, transporting large amounts of goods over long distances, and over-all ferocity. Their thick bones and large muscles allow them to hold large amounts of heavy goods over extended periods of time and travel across the desert with ease due to their high stamina and flexible diet. These bulls have a bloodlust only comparable to some of the most savage orcs and their Uruk counterparts show this off as a badge of honour.

 

Characteristic:

Domesticated Ugluk Bulls have a tendency to unprovokedly erupt into uncontrollable bouts of rage and it is this behaviour in which an Ugluk show their strength and stamina. An untamed Bull will be mounted by an initiate of the clan and slowly wear the bull out until it is unable to resist, where the uruk then proclaims their ascent into the clan. More often than not, Ugluk bulls will bond with those who choose to mount them during these trials.

 

Origin:

Ugluk bulls originated from the deserts and savannahs of Aegis. Early orcs bred the bulls to be as ferocious as possibly as the tamed them and integrated them into orcish society for their strength and size.

 

Weaknesses:

While these bulls have immense strength and stamina, Ugluk bulls lack the speed necessary to be a viable warmount and can easily be outran by mounts such as Lur wolves or Gorkil boars. Due to this, domesticated bulls are usually not keen on running away.

 

LM Approval Required:

No, Bred by the Ugluk Clan or what’s left of it.

 

If playable, what are redlines?

Acts as an RP mount for members of the Ugluk clan. The mount would mechanically be the same as a horse, and RPly being much slower than most other Orc mounts.

0
 


Think the bull sizes are over exaggerated. For comparison, big/old bull sizes are about 6 feet tall, and 11 feet across. Force feeding bulls meat also causes them to throw up or if they cannot vomit, die because they cant evolve that fast naturally. While we might play on a fantasy server, I'd like to see it still within the realms of possibility. Regular bulls do exist in lore, but I can not accept these forcibly mutated bulls that dont really make sense.

Denied.

 

 

29 minutes ago, squishybear7 said:

 

(BearOwl )        

       

(Picture reference including credit to artist)Reverse Owlbear by TheKidIsGreen        

       

            (pisture by TheKidIsGreen on deviantart. http://thekidisgreen.deviantart.com/art/Reverse-Owlbear-281093890)

            Owlbear        

       

            (http://jamesmakesgames.com/2014/08/17/fing-majestic/10592890_10101497702090408_7518521319174603725_n/)        

                            

Habitat:        

 

The BearOwl is most commonly found in forests, but can appear living in the mountains and tundra. The BearOwl will make a nest high up in a tree to call its home.The BearOwl may also chose to live in a tree hole. There nests are made from twigs, grass, and other plant material.

                    

Size:        

 

The BearOwl is a small and fragile creature. A baby BearOwl is about the size of a pigeon. An adult BearOwl averages at about a foot and a half in height. The average weight of an BearOwl is 10 pounds.

       

Diet:        

 

The BearOwl is a carnivorous creature. It likes to feast on smaller creatures and fish that it pucks from rivers and streams. If desperate for food the BearOwl will attempt to take on larger prey such as wolves, men or even OwlBears.

       

Temperament:        

 

The BearOwl is typically a docile and harmless creature unless its hunting or being provoked. However the BearOwl is extremely territorial and will attack any creature on site that comes near its nest.

       

Brief summary of the creature        

 

The BearOwl is a small creature with the feathered body of an Owl and the head of a Bear. Despite its awkward appearance, its combination of Owl and Bear make it a ruthless killing machine when angered. The owl like body of the BearOwl allows it the swift mobility of flight. Its wingspan reaching that of 5 feet. Its bear like head allows has powerful jaws and thick skull allow it a strong biting power to quickly kill any prey stuck between its jaws. The BearOwl would grab its prey with its sharp claws before bringings its jaws down on the prey's head.

   

       

Characteristic: (Behaviour, Reproduction, Gathering food)        

 

When it is not hunting or defending its nest/ territory from intruders the BearOwl is a relatively docile creature, that is provided that you aren't stupid enough to purposely approach one. The BearOwl is a nocturnal creature. It sleeps during the day and likes to sore though the skies at night. The BearOwl has a superior sense of hearing, If asleep and someone approached and perhaps stepped on a branch, the BearOwl would wake and attack the person or thing approaching. The BearOwl also has great nightvision, used for spotting prey during the moonless nights.

The mating procedures of the BearOwl are that of a strange one. For a female BearOwl to determine her mate during the mating seasons, Males would compete by bringing her larger and larger prey, (a great danger to animals living near BearOwl nests)  The BearOwl that survives and brings the largest catch to the female becomes its mate. After finding a mate, the BearOwl will lay eggs similar to that of a standard owl. The newborns gestate for around 24 days before hatching. A Female BearOwl will lay up to 12 eggs per mating season.

The average lifespan of a BearOwl is 25 years old. The BearOwl is mature enough to mate at the age of 3. Upon being hatched the BearOwl is blind for the first 3 weeks of its life, by its 6th week of life the BearOwl would have learned how to move about the nest. By its 12 week the baby will have learned how to fly. After 6 months of living in the nest, the baby BearOwl will have left the nest to make its own. BearOwls hatch from their eggs by using their tiny claws to pick at the egg shell over the course of 3 days

                       

Origin:        

       

Most people believe that one day the very same  Archmage who mistakenly created the OwlBear got very drunk and decided to experiment with the forces and nature of life. Its result was the cross bread of an Bear and an Owl, giving us the BearOwl. It is thought that this powerful Archmage created the BearOwl before mistakenly creating the OwlBears that ended her life.

       

Weaknesses:

 

Due to the small frame and frail structure of an Owl, the BearOwls body can easily take substantial damage to the bones and organs if struck hard enough. Although being a wise creature, the BearOwl will defend its territory and children at all costs even if it means loosing its life.

       

 

LM Approval Required:        

No

       

                    

If playable, what are redlines?

 

Tragically the Bearowl should remain unplayable as the strength of these winged beast of doom is too powerful for the everyday RP’er    

0
 

I would rather not accept what is quite literally the opposite of a Owlbear. Denied. 

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I'll try my best to address the points, I suppose!

 

9 hours ago, shimmeringbliss said:

it's not a Fae if the way to reproduce is stealing a child

This little bit, 1, does not result in the proper recreation of a hag; Hags themselves cannot reproduce. They create mockeries of themselves using magic, but never the real thing. 2, that was based on IRL folklore wherein haggy things would take kids and try to make them their slaves forever and whatnot.

On 5/24/2017 at 11:04 PM, TheCritsyBear said:

For this reason, Hags cannot reproduce.

 

--

 

9 hours ago, shimmeringbliss said:

if it doesn't have an actual purpose regarding protecting nature or displaying something along the lines of nature's defence

Their greed and selfishness stems from their purpose as beings of higher power and intelligence, wisdom and learning and such. They were intended to lead, to be powerful, and to serve as more direct agents of the Aspects, but as with other creatures who moderately display those traits in the wilds, they were given their negative ones as well-- And they were exaggerated along with their intelligence and comprehension.

 

For instance; A crow displays an impressive capacity to learn, understand and comprehend its situation, to the extent of even understanding simple exchanges when it's trained or has observed them from other crows. However, on the other end; Crows will sometimes steal objects of interest to display to their mates, use clever ploys to swindle food from other animals (hiding morsels from wolves as they're distracted by eating, and so on), preferring to go it alone if something goes wrong in their community, or ganging together and ceaselessly assaulting someone who they heard threw a rock at one of their comrades.

 

Exaggerated, as with a Hag; Perhaps they'd display an impressive wisdom and intelligence, even having a propensity to striking bargains rather than fighting, however they'd also exaggerate the negative traits of the crow, such as filling their lairs with stolen objects, preying on others using tricks and cruel traps, thinking of themselves before anyone else, and possessing burning, ceaseless vengeance.

 

That'd be a really flanderized example of what an anthropomorphized, borderline-evil crow would be, but that's exactly what was intended to be portrayed; Nature's potential to be nasty and greedy.

 

Furthermore, as with the current attempted rewrites of the Eternal Forest/Ethereal Forest/Aspects Realm, their realm is a lot more experimental then the mortal realm as they fiddled around with things, some of which didn't fit, ss in; The hags weren't meant to go anywhere else, except in rare instances.

 

--

 

9 hours ago, shimmeringbliss said:

Accepted yet not accepted within the forest? Eeehhh. No. It's either or.

What was stated was that they were enigmatic, and could easily be either or; In some cases serving as a disruptive presence, or seeking to serve their purpose. The reason it isn't one or the other is because it depends on the specific hag and the circumstances of their presence, not their nature by creation. At their most basic, they are intelligent and clever, with a desire to seek their own interests. That could swing either way; Their interests could fall in line with the Aspects' mission, or they could be entirely in the opposite direction. Thus, two examples were given, not two absolutes that exist at the same time.

 

--

 

9 hours ago, shimmeringbliss said:

doesn't state what specifically other than illusion and a shapeshift ability

That was the point, it's an event magic; Something kept vague on purpose so that they'd have something to play with that can be imaginative. There's a whole section about how it's vague in character, and impossible to understand. Also there were several examples given.

 

--

 

9 hours ago, shimmeringbliss said:

Then stating as well its a soul altered creature so ascended magic would work?

The hags were stated as specifically not being soul-altered, only the children who they took, as they were the corrupted ones, not the hags themselves.

 

'cause the hags and their children are different creatures entirely

 

--

 

Quote

I'm more of a fan of natural things, rather than humanoid sub-species personally.

EDIT bonus:

 

man what are you talking about literally all the other fae are described as being exactly elves but with animal parts and these are designed to be totally different from any other humanoid D;<

 

--

 

If you feel like I addressed the points well enough, perhaps you could hit me up and try to work with me to make them a little more obvious, so that it's less confusing?

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Arcanae

 

Ckfq4wjBkHH-vGomQbfBWuO3Dyr3PPSIslvZc1or33o6bHSdyFPwoJSxErlsWFOZjBaQx7XFSXadjYGUYnfaMI6LNUO92I1Ivz37QLVEHxh29hh83YY0ZIaRQRttPBsOzCU9d6dz

(Credit to Rei-Zredi)

 

Habitat:

 

 Areas with high magical value. These creatures are adaptable in terrain and suck creatures and plants near dry or even completely deplete them of mana.

 

Size:

 

  Varies on the arachnid species. Generally the same size as other spiders.

 

Diet:

 

    Mana, other insects, meat, and even plant life. These creatures can feed off liquid essence, and are drawn to areas of high magical value, so much so that a mage -- should they own a few -- might find a few spiders around a mana obelisk.

 

Temperament:

Passive.

 

Brief summary of the creature

 

   Infected by magic and incredibly rare. Small and many, these creatures lurk about in areas of high magical value, most staying in dark caverns with mana obelisks within them, or even liquid essence pools. They yearn for the energy, for it is their fuel. Should a mage find one, they can note -- if they focus enough -- that these beings have a faint magical energy about them. While this might mean little regarding the creature, what they produce is perhaps the most valuable. Their silk, while durable and highly resistant, is highly enchantable, similar to arcanium. In addition, the silk and the spider’s thorax are both used as alchemical regents; strong earth regents for resilience and stability, as well as a moderate magical regent. Should a mage get a hold of them, breed the spiders, and put them in the right conditions - they will be able to make elegant and protective silk which potent enchantability, able to conduct mana much like arcaurum - and even be able to generate and hold mana within their arcane silk via taking the mana within the air, the creatures that fall in their silk, and environment to seep deep into its durable material.

 

Characteristics:

    The Arcanae act as normal spiders; they craft their silk to trap their prey and then feast upon them; when a being is trapped within their mana signatured silk, it induces an effect that causes them to produce their own mana, with the silk absorbing the energy they produce. After mating is done, the spideress will carry her eggs on her back, similar to another spider. They are captivated by the mana, and will always seek to be near it. These creatures, as any other spider, have a short lifespan.

 

Origin:

 

    Avenel, experimenting with liquid essence, fed and saturated various spiders species with the essence. He’d lace it with their food and even subject the spiders to being around areas of high magical value; this process caused for their newborns to have mutations - mutations that he so desired. They were odd, with gleaming thoraxes and aura fuming hairs. As they continued to reproduce, the effects became more stable, the spider’s mutations became more finite; and their yield became far more better. However, these creatures were too many in mass to be handled, and all of which fled into the wild.

 

Weaknesses:

 

 Literally anything can kill these things. Get a boot.

 

LM Approval Required:

Yes. These spiderlings are incredibly rare, and likely very few will be let out into the wild. Contact the lore writer for confirmation if someone has one.

 

If playable, what are redlines?

Spidersilk requires an LM to acknowledge that you have acquired the fabric.

 

The drain with the silk does not affect people. It really only is enough to affect insects and the mana in the air/environment.

 

Edited by The Fire Mind
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(Name of the creature ) DireWolf

 

(Picture reference including credit to artist)

mXsBKTknBrQ6CAnO2r91vB9vNXf9J_geTJx3TcdpuvSDw6zkWJjxAAogTGoa_E3hPDRy3wjCTOQOJkLunc1IPKqsFYkzpAUvDTyymXgFYke84rdpufsl0piDF8KKdbQLqL8sKdva

(( https://www.quora.com/Whats-the-difference-between-a-wolf-a-dire-wolf-and-a-werewolf ))

 

Habitat: Tundra/Forest

 

Size: Large 5-6 foot tall wolves that can weigh from 700-1100 pounds.

 

Diet: They are carnivores who hunt big game, though they are opportunistic so they will scavenge if they get the chance.

 

Temperament: Quite Hostile, but will most likely not directly attack unless provoked, hungry, or if the direwolf has cubs around.

 

Brief summary of the creature: The direwolf is a large carnivore that hunts big game and can be found on all the islands of Axios, though most prominently on Tahn. The direwolf has a thick coat that varies in color from the rare black to a brown, though the most common color is gray. They are larger than the average wolf in both height and stature, standing at 5-6 feet tall and having a more bulky frame.

 

Characteristic: (Behaviour, Reproduction, Gathering food) The direwolf is a hostile animal, they will attack those who threaten it or its young but usually they will give warning beforehand. The direwolf will breed again once all of its young have matured, which usually takes around two elven weeks, or two years. A direwolf’s litter would consist of four to five pups, and their sex would largely depend on how many direwolves are in the pack. A litter born into a large pack will have an almost even rex ration of 50-50. But a litter born into a smaller pack could see upwards of 60-70% females in the litter. Direwolves hunt in packs for food, they take down the big game in their area and have even been spotted killing the local farmers livestock, though they will scavenge when given the chance.


 

Origin: The Dire Wolf was first seen in the Fringe, where they roamed about freely in large packs, feasting on the bodies of those who have fallen and the natural fauna. But they have had a comeback in the wilds of Axios, spanning from the deep jungles of Asul to the frigid lands of Ceru. 

 

Weaknesses: Direwolves have any weakness that a normal wolf would have, but keep in mind they are much larger.

 

LM Approval Required:

No

 

If playable, what are redlines?

  • Direwolves can be tamed but only by taking a pup. As the adult wolves would be too aggressive to work with.

  • You must roleplay the domestication.

  • They are super loyal, so they would not leave a pack member to die or abandon their master if domesticated.

  • As they are slightly smaller than the average horse, they could not support the weight of a knight in full plate armor. If ridden the descendant would need to wear light armor, or no armor.

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On 8/28/2017 at 1:37 PM, senor_tortuga said:

(Name of the creature ) DireWolf

 

 

Denied. Direwolves currently exist in server canon under several different names.  For more information, you can visit these wiki pages:

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

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

 

 

On 8/28/2017 at 1:10 AM, The Fire Mind said:

Arcanae

 

1

 

Accepted.  The important bits are that it requires LM approval, has a short lifespan and can be killed by nearly anything.  We don't want to see people running around with loads of enchanted silk!

 

 

On 8/28/2017 at 0:59 PM, Rella101 said:

-snip-

 

Should be fixed!! Sorry about that.

 

 

Thank you for your lore submissions!! ☺

 

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Stone Crab, or Slab Crab
 
558Crustle.png

Credit to Nintendo??
 
Habitat: Marine, though they can go almost a month without receiving water before drying out, unlike most aquatic crabs. When on land they are typically found in coastal caves on or in close proximity to shorelines.

 

Size: Anywhere from golf ball size to the size of a small car (think punch buggy) though most sit at a comfortable soccer ball size or something similar. The latter are almost entirely immobile and are usually situated in the water as to not have to scramble to moisturize itself.
 

Diet: Omnivore, the creature can also consume rocks of varying types to siphon minerals from them for nutrients. Plants and minerals are most often what it eats, but it /can/ consume meat, if it gets it claws on some, this is uncommon. But it's not impossible for them to snap up the odd crawfish or shrimp that trespasses in its space.

 

Temperament: Mostly passive to most creatures of equal size or larger than themselves in the wild. Only the largest would even attempt to kill a descendant and such would very likely only occur if the descendant willingly put itself in harms way given how slow the larger crabs are.
 
Brief Summary of the Creature: A six crab with two thick pincers that can be of varying size, its body covered with thick stone plates that was quite resilient. On their back is a large hunk of rock akin to that of a hermit crabs shell. While capable of great feats of strength and endurance, being able to lift and hold up very heavy plates of stone that cover their body and back nigh constantly. They are awfully slow, and almost incapable of hunting other creatures without the element of surprise.
 
Characteristics: Passive, stronk, resilient to concussive damage. Bred via eggs layed by a female after being fertilized by a male, though they live for almost 30 years, so they have no particular rush to breed like mad and their population is steadily fairly high in the regions they inhabit. They frequently comb the bottom of seabeds and caves for plants and rocks to consume.

Origin: They have always existed, and I'm fairly sure they have an outdated lore piece from Aegis or Asulon that I cannot find.
 
LM Approval Required: No.
 

If playable, what are red lines?
 

-they are ridiculously slow

-the crabs are born at about golf ball size, and even though their body has stone plates, they are still small and weak enough to simply be stomped to death

-as per being a crab, they are particularly bad at forward and backward movement

-the stone they are coated in, and their rock shells do not carry any special properties beyond that of the material they are composed of. if not more susceptible to being picked or otherwise

-less of a red line and more of a guideline, but they shouldn't be played as an individual character. one can roleplay them alongside their character as a pet or travel companion, though.

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(Name of the creature ) Krorrtuls

 

(Picture reference including credit to artist) artist's name is beastysakurablindheim_by_beastysakura-d6c8ptp.jpg

Habitat:Caverns-Mountains

Size: Varying from 3'5-5'6 feet tall yet they have hunched backs and thus look quite shorter.


Diet: Their diet varies on mushrooms found in caverns, small insects and lizards of swamps, corpses and even sentient people.
 

 

Brief summary of the creature: Short, hunched creatures with sharp claws at around 3 inches long, sharp teeth and big jaws. Their skin is pale due to living underground and in dark caverns and their eyes are red. They have long tongues which can be used for licking and devouring insects that they cant catch with their claws. They are not very strong and can be easily defeated although in great numbers they can be dangerous. The Krorrtul prefer cold places than warm ones and thus live in mountains and caverns.

 

Characteristic: (Behaviour, Reproduction, Gathering food) Krorrtuls are a species of feral creatures with hunched backs that can walk on two legs. They are agressive and wont hesitate to attack travellers and passer-by's , even if its not in their advantage to attack. Krorrtuls are found in dark and cold places were the Sun cant find them such as caverns , nests or even swamps. Krorrtuls might be feral yet they will often band up in large packs in which they will bond with the other members of the pack. After some time has passed , the pack will eventually move into a dark place in which they will be able to nest and eventually reproduce. Krorrtuls reproduce in two ways: First one being when a male Krorrtul and a female Krorrtul meet and normally reproduce, after 4 months the female will then dig up a hole in the ground and lay some eggs inside the hole which she will then cover with dirt. Two months later the eggs would have grown large and visible from the ground floor and the young Krorrtuls will pop out of the ground.

 The second way of reproduction is not as simple. Krorrtul packs will often start puking and pooping around their pack caves which would weirdly lead to the growth of the Korrtul plant. A fungal plant which feeds on the pukes and poops of the Krorrtul and when a Krorrtul dies , the fungus will also feast on its flesh, growing in size. The fungus will grow in such a size that it will grow even two times larger than a Krorrtul and 4 times thicker. The fungus will then become bloated after a span of 5 months , being then full of spores the fungus  will have some of the spores burst, from which there's a chance that a Krorrtul  might pop out of or just result to the further expansion of the  fungus.



Origin: The Krorrtul were first created when the Krorrtulkik-Fungus was made after feeding through the left overs of dead animals. The fungus then mutated in order to survive in its quickly changing environment as it kept feeding on animal leftovers and eventually became larger and started groing Krorrtul spores on it. After some months the spores burst and the Krorrtul wandered around, driven by an animalistic instict to find food and shelter. Then the Krorrtul formed packs which eventually found their way in dark places in which they started puking and pooping. When a Krorrtul dies its semi-fungal organism will take over and slowly eat the remaining organic left over of the Krorrtul and then the fungus will seek to feast on the manure and pukes of the Krorrtul in the cave. Thats how the Krorrtul life-cycle  goes and goes.

 

Weaknesses:Their eggs are easily destroyed with fire and thus they try avoid flames and fires which can also easily kill them. They are dumb, feral creatures that are driven by animalistic insticts and thus their attacks are clumsy and they can easily be outsmarted. Another weakness is that they are also relatively shorter and thinner than normal people and wont be that hard to deal with alone yet in high numbers they are dangerous.

 

LM Approval Required:Yes

Yes/No

If playable, what are redlines?

Cant become pets since they are too agressive.

They  are driven by a feral instict of killing and eating...they arent sentient.

They cant see in very far distances although their smelling is very good.

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when y'all gonna look at the response I made to the feedback and help me work on the thing that was denied to make it more acceptable grr

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