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The Creature Index [2017]


shimmeringbliss
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BLORGONS!!!

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                                    [Credit to Monopteryx]


 

Habitat: The Blorgon usually inhabits the tall grasses of plains and undergrowth of large temperate forests where it builds its nests in tightly packed, territorial colonies that range from ten to fifteen adults. Some solitary males can be found in other biomes searching for colonies to mate with right before or in the mating season. This species has been known to migrate when it has depleted all sources of food in the area or rarely if driven out by disease or predators.

 

 

Size: The average size and weight of a Blorgon is 85 cm tall and 42 kg bulky, their lifespan varies between eight and eleven years depending on where it lives, the groups that live in the forest regions are taller and live longer than the ones in grassy plains.

 

 

Diet: With an almost insatiable hunger, the carnivorous Blorgons eat anything they can find in the radius around their nests and marked territory, in two years or so of inhabitancy a colony may find the fauna in their territory dwindle as most of the local species would be wiped by the hungry, vicious birds. At times they may consider  all the forest as their territory if not for other colonies or predators blocking hunting ground. The mostly solitary males are more used to scavenging for insects and feeding on smaller animals like lizards and rodents but a normal healthy colony can even bring down deer and wolves, they use hunting patterns and ambush their prey with superior knowledge gained in years of experience and being very crafty and smart at how they handle their hunt, the instinct for highly social hunting is inherited but the skill is developed.

 

 

Temperament: They are often times aggressive creatures when looking for food but rather docile when in their nesting spots, the males are highly territorial with some being solitary and vicious, their own territory usually overlapping with colonies where they mate. This species is highly communal and social meaning that it can’t be tamed.

 

 

Brief summary of the creature: The long legged, muscular Blorgons, tend to wobble when they move presumably since they only possess one eye, they are covered in small gray, white or brown feathers presenting a short head and an impressive rounded tail. Their large wide beaks always grow, only being kept in shape by scraping it against trees which also marks their territory and normal use such as eating or grooming. They often hunt in packs unless you encounter a solitary male that usually scavenges for food.


 

Characteristics: Blorgon colonies have a close knit matriarchal society where one of the experienced females of the group, usually if its been able to mate a few times with a male is regarded as the protector and guider of the group much like in elephant communities. The mating season starts at the end of winter and ends in the middle of autumn, they produce up to four eggs per coupling and they tend to mate between five and seven times per mating season.

After mating season at the start of winter the now fully grown juveniles depart from their home colonies and form others after a few brawls that often result in casualties before a lead matriarch is chosen to guide the next colony. The colony may be bigger than average at the start but it always settles down to the usual number from different causes such as conflict and casualties during hunts. They are unfriendly to most especially with other species that may hunt in the area and may be considered rivals. If faced with a threat that is too big as a bear and such, most of the time they flee but rarely stand their ground especially if in greater numbers.

In hunting which is a big social event for the community and the whole species they are led by the matriarch. The food being eaten in the field then carried to the nests and regurgitated for the young. Blorgons start hunting from a few months as their developing time is rather short. Blorgons have also been known for their vicious cannibalism where they eat any weakling juveniles or aged individuals at the first sign of weakness. Resulting in cannibalism being the second most important cause of death for these flightless birds.

 

 

Origin: This species of birds probably had taller, stronger ancestors that were also carnivorous but as the flora shortened around them they did too, evolving into the current species that inhabits primeval forests and grassy plains along the temperate parts of Atlas.

 

 

Weaknesses: Cannibalism and starvation if a colony stays in the same place for more than one generation.

 

 

LM Approval Required: No.

 

 

If playable what are the redlines?: Not playable by players.

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Froillec

 

Crystalfox by Rella-Adopts

Drawn by Rella101

 

Habitat: Forest

 

Size: The females are 4.5 foot tall at the shoulder, and 15 foot long, though they have a two foot longer tail than the males, Males are 5 foot tall at the shoulder, and 13 foot long including tail.  They are normally about 9 foot long, with the tail added on, making females have a much more lively tail.

 

Diet: Meats and crystal flowers normally.

 

Temperament: Docile unless aggravated, which can cause a rather devastating attack

 

Brief summary of the creature

 

Characteristic:

 

The Froillec is well known for being a rather docile species, they however have been affected differently by the crystal flower than the other two species affected.  They are completely covered in crystals that grow back except for their face, and their legs.  Their tail and back seem to be covered in what almost looks like a fine carved jade, where as their neck is covered in sharp spines.  These spins are similar to thick porcupine quills, which if shaken will spray out.  This then over the course of three days will have to regrow, leaving them with a light crystal cover on their neck, where it once was protected by thick spines.  

 

Froillec’s are known for playing and bouncing around, playful and if getting to a place is far enough they need to run they will begrudgingly though they are much more happy jumping and loping around, playing even more than a normal fox.

 

These are a pack creature, however they are like hives, there are females but these are EXTREMELY rare as they are brood mothers.  And taming one requires a ritual taught only to those who can handle such a willful beast.  Any person that tries to tame a female is almost completely guaranteed to die by the pack falling in on them.  They are not even tameable by druids, they can be communed with, however they are to strong willed to be controlled.  

 

The likelihood of finding a female, you will need to converse with the lore holder, once one is owned, they may have up to six pups every two weeks in between, going through a four month pregnancy.  These pups are naturally born without spikes, though they eventually get them in their first year of life.  Normally the mother as she is nursing consumes the needed crystal flower to give their pups the needed crystals.

 

In tradition these are quite often owned by a dark elf clan, allowing them only to outsiders who have gained their trust, but only males are given out.  If a female is born she is kept by the clan leader to protect them.  One in maybe fifty years may be born, females rarely giving more than two baby girls before they die.  

 

These creatures can live up to one hundred years of life, if treated properly, however with improper diet, they may only live up to fifty.  

 

These often hunt in packs, to take down large creatures, often going for the harder prey as they enjoy the challenge.  

 

I would expect their intelligence to that equal of a dolphin or orca.  This is what stops them from being easily controlled, if at all by a druid.

 

Colors are often as followed, which are natural salt colors:  Yellow, Orange, Red, Mauve, Blue, Purple, Green, and of course white.  However there is a rare chance of having a black one born, these are often, the females.

 

A cry often heard is one similar to a cat species. 

 

These are often up to 1000lbs due to the crystal masses on their body, but they can also be as light as 600lbs.

 

 


 

Origin: Who knows?  However these are most often found with dark elves.

 

Weaknesses:  Though their spines are thick, their underbelly, legs, and face are extremely weak.  Strike for these spots to cause massive damage!  The neck however is not a smart aim as they have so many spikes there.  

 

LM Approval Required:

No

 

If playable, what are redlines?

To earn a female you must talk to a lore owner.  (DarkSoundwave) or if not available (Rella101)

They do not attack unless provoked, and may only use their special attack once every three days.

They are tall and heavy, thus slower than something without as many crystals on her.

If you can’t fit, you can’t ride.  Don’t be some 700 pound man trying to get on and expect the Froillec to live.

 

--------------------

 

 

 

Dion’Diraar

 

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Habitat: Forests near Haelun’or

 

Size:  They stand between five to six feet at the shoulder, just like a normal horse.  The females are much bigger, where as the males are usually around five foot, never getting larger.  Lengthwise the tail can add up to four feet if not trimmed properly, however they usually range between seven to nine feet from head to rear.  They can weigh between five hundred to eight hundred pounds as well.

 

Diet:  Meats, always meats.  These beasts are very picky, prefering to have rich in nutrient foods, so they often hunt for large creatures and fight over who gets the liver, kidneys and heart.  

 

Temperament:  Aggressive at first, they are a wild cat after all, they however all respect the broodmother, no Dion’Diraar will ever attack the mother of their kind.  These creatures can be tamed, but they will never be house cats.

 

Brief summary of the creature

 

Characteristic: These creatures are often found with a fairly long mane, and hair that extends from the back of their legs.  Their tail is long, with bone through it however the bone is covered with long tufts of hair, making it look like a horses though it has much more personality.  As a Dion’Diraar gets older, blue markings appear upon their body, these are different for every one as it is their distinguishing trait.  However a brood mother will have silver markings that almost seem to glow with how bright they are.  

 

Dion’Diraar are naturally gray, black, yellow, orange, white, and even brown, however with some breeding other colors could be discovered.  Hair is often blue, black, silver, gold, or light brown, rarely black.  Their eye colors range from blue, green, yellow.  Broodmothers however are always white with silver markings black mane and milky white eyes.

 

Intelligence:  They are on equal terms to an orca, having long memories and even some problem solving skills, they are by no means a stupid creature.  

 

Behavior: Typical of wild cats, unless trained otherwise they sleep during the day, and come out at night, where they will as a pack hunt for food for the broodmother and the cubs.  After these are fed they take their fill, they are much like a wolf pack in this sense.  In their culture the brood mother is the one thing they would protect dearly.  A person can create themselves as the position of a brood mother however this is by hand raising them.  They are loyal creatures and amazing mounts.  When raised tame they will still occasionally attack the rider depending on how stressed they are.  Yet these cases are rare and far between.

 

Broodmothers:  Dion’Diraar females are naturally sterile, similar to a female bee, they have no power, unless they are born a broodmother.  These are rare and hard to come by, maybe one in every five to six litters may be one.  Thus they are rarely allowed to even hunt for themselves, often being sheltered by the pack.  Males fight for the chance to breed with the broodmother and this can cause the death of quite a few Dion’Diraar.  Yet the babies are born a solid color, and eventually grow to develop their markings at a full age.  

 

These young cubs are perfect to be tamed however it is suggested to proceed with caution, capturing a Dion’Diraar child can often lead to the whole pack hunting you.  

 

Litter sizes often are three to four cubs.  Sometimes five if it includes a broodmother.

 

How to care for one:  If one was to capture a Dion’Diraar and try to raise it, they would first have to provide it with soft food for the first few months, if it was over three months old.  Any younger and they would have be bottle fed, cows milk and goats milk however is not a good substitute.  One would have to make a special formula out of vital organs and milk to keep these hearty creatures going.  Once they had reached soft meat stage their food would need to be cut up and basically beaten into a mush, as the mothers pre chew the food for these young cubs.  This then would be fed to them.  Eventually their diet would grow to that of needing normal food, and in large amounts, but a suggestion would be to grind up a liver, or heart, or vital organs and rub it upon the food to entice them as they are picky eaters.  This also would allow you to hide medicine into their diet.

 

To care for one physically their claws must be often clipped or given wood to scratch upon.  A bitless bridle may be used as well, and the saddle is suggested to be made of furs instead of hard leather as it can damage their skin.  They need a large pen to run about in though it should be high and hard to climb as they often long for the wild, though they tend to return from lack of knowing how to hunt.

 

Age:  Can range up to sixty years.

 

A broodmother specifically requires a pampered life style, needing to be kept happy to allow her to reproduce.

 

How to get one:  You may easily contact an ET to collect a male or female, however the ET should contact the lore holder to make sure that this is acceptable at that time, as there are times that the Dion’Diraar are more rare.  Or you can buy one from a licensed breeder.  You may not without lore owner permission have a broodmother as they are rare, and I would prefer to keep the population down.  

 

Origin:  High elven forests.

 

Weaknesses:  Their mane is often caught on objects if to long, as well as they are sensitive to fire, not to mention weaknesses a normal wild cat would have.

 

LM Approval Required:  No


 

If playable, what are redlines?

 

Broodmothers are not easy to get and require lore holder permission

They require a specific diet

They may turn on you.

They will never attack a brood mother.\

 

Edit: Forgot to add age.

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Atlasian Cliffhanger

The Cliff-Serpents

 

Pse39fC.jpg

Art made by Liarath and found on Deviantart (https://liarath.deviantart.com/art/Sea-Snake-320266451)

 


 

Habitat: Cliffs and Oceansides, sometimes also found in Mangroves

 

Size: At birth, they are a length of 6 inches and weigh around 1 pound. Full grown Cliffhangers vary between the length of twenty to thirty feet, depending on their gender and the amount of food resources around their habitats. The weight of a full grown Cliffhanger is often around 176 to 190 pounds, making them heavy and rather big animals.

 

Diet: Unlike most snakes, the Atlasian Cliffhanger is known for being an omnivorous animal; it devours most kind of food. Most often Cliffhangers only eat smaller fishes, sea urchins and even kelp; however, some are known to hunt for mammals near their cliffs, such as rabbits and sometimes even bigger mammals such as pigs and cows if a farm is nearby. Such events, however, rarely take place since the Cliffhanger needs to be full grown to be able to hunt a pig or cow on it’s own.

 

Temperament: The Atlasian Cliffhangers are known to be fairly neutral animals, barely ever attacking people. They do become highly aggressive as soon as someone enters their breeding places. Outside of the breeding places they often ignore Descendants.

 


 

Brief summary of the creature: The Atlasian Cliffhanger is known as one of the largest snake living on the realm of Atlas, often staying near the cliffs they claim as breeding grounds. Often holding a blue-ish or black color, the snake is well hidden between the rocky cliffs and the ocean. This makes them fairly hard to spot on normal occasions. The eye color of the snakes are an amber color or a dark, brownish tone. Sometimes they also have red tones. People may sometimes find - however rare - a white-scaled Cliffhanger. Most often those snakes die prematurely due to birds spotting their bright forms and snatching them away from their nests. Their general appearance is the same as that of normal snakes; yet, their tails often end in a fin which allows them to swim fast enough to catch fish and other animals. Due to their speed and their diet, Atlasian Cliffhangers are not known to be poisonous since they often find enough food to grow and mature without ever having the need to develop poisons within their bodies. Most commonly they tend to live around fifty to sixty years and stop growing at the age of fifteen. Explorers have found that some of these creatures can become even older. The oldest ever found cliffhanger was assumed to be one hundred years old and living in a dark ocean cave.

 

Characteristic: (Behaviour, Reproduction, Gathering food):


Scales: The scales of the Cliffhangers are known to be fairly flexible, yet sturdy enough to withstand the pressure of killing a full grown cow by suffocating it with the muscle contraction and body mass of the snake. As such, many hunters search for the Cliffhangers and try to kill them for their scales. They often use said scales for light and flexible armor or as general decoration for jewelry.

 

Senses: Like most snakes, the Cliffhangers are also known to use their sense of smell. Their pit organ also allows them to spot heat differences. As such, the snake is mostly relying on their sense of smell and the heat sources around it. While the snake uses heat and smell, they generally have fairly good eyes. They are able to see clearly underwater and above water due to them being known to be attracted to light.

 

Behaviour: The Cliffhangers are known to be semi aquatic, meaning they are known to live on both land and water. They are also known to end up near beach-side cities, causing a small panic from time to time. If found near such cities, they often tend to avoid most races. If they do bite or attack it is usually in self-defense when accidentally grabbed or being attacked by the citizens. However, most snake bites occur when fishermen attempt to remove the snakes from their fishing nets and fishing rods. Otherwise, the Cliffhangers aren’t dangerous for most races, often opting to stay away from them.

 

Cliffhangers are known to move in large groups, often consisting of those born in the same breeding grounds. They are one of the few hive-minded snakes, often described as semi-swarm due to them still working as individuals and not being directly bound to one central, commanding Queen.

 

Breeding and Taming: Cliffhangers are known to lay eggs in early to mid summer. Eggs are often laid underwater or directly above the water so that the younger Cliffhangers do not fall down from their nests and die from the impact on stone. A normal female is often only laying three to four eggs and stays around her nest, protecting it against any attacker. As soon as the eggs are hatched, the mother will guide the younger Cliffhangers into the water to find food for herself. The food found most often is the algae growing underneath the nests.

 

Taming of the Cliffhangers is not impossible, but it requires intense knowledge about the animal. Druids are often able to communicate with them due to their already neutral behaviour and being less hostile against people in general. Non-Druids are often attacked by the angry mothers, making it hard to get an egg and to hatch it.

 

Food Gathering: Unlike most snakes, the Cliffhangers are not poisonous. Instead, they use their body mass and muscle contractions to suffocate or crush animals. Some people also have seen the snakes swimming around with open mouths to swallow fish whole. Most commonly, the Cliffhangers hunt in groups underwater; not on land. This is mostly due to fishes often being faster and harder to catch than smaller mammals on land.

 


 

Origin: The origin of the Cliffhangers is not exactly known, yet it appears as if the monks first found them in the realm of Atlas. They were living near the cliffs at the Cloud Temple and vanished shortly after the mass arrival of the Descendants. It is assumed the swarm moved to avoid further confrontation with the races and the monks. Now, more and more of these swarms are being found due to new settlements being built near their habitats.

 

Weaknesses:

- Weak against sharpened weapons, such as: blades, axes, etc. (However, can withstand pinpointing attacks, such as arrows or stabs, due to their scales)

- Weak against most forms of magic

 

LM Approval Required: No

 

If playable, what are redlines?:

- Cliffhangers cannot live longer than fifty years and mature at the age of fifteen.

- Taming a Cliffhanger can be done without an event, if the player is a Druid. If the player is not a Druid, an event is required and the player needs to find and fetch an egg.

- The Atlasian Cliffhangers can often be found near most cliffsides, if no settlement or player-made building is in the same tile.

- The scales can only be used for light armor. Said armor is able to withstand arrows from a normal hunting bow and stabs with a knife. Anything bigger or more powerful will penetrate the armor.

- The Cliffhangers tend to stay near areas with water. As such, bringing them to a desert may not be the best decision if there is not an oasis nearby.

Cliffhangers cannot be used as mounts.

 

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Uzg'ga'Rex

Accepted and Implemented

targon_by_flyinglazerwalrus-dbkib2c.png

https://flyinglazerwalrus.deviantart.com/

 

Habitat:  Although the Uzg'ga'Rex can live anywhere that has enough food to sustain it, it prefers the most remote regions to any others, often perilously thick, wet and large swamps, dense, insect infested rain forests and, although much rarer, in large, expanses of deserts.  What is the most rare, but is suspected, is their existance in large tundras and snowlands, particularly the ones home to Mammoths, which is a perfect food source for this beast.

Size: Being a truly monsterously sized beast, similar in height to some of the most perilous of beasts, such as the Lurker (https://wikia.lordofthecraft.net/index.php?title=Lurker), the Uzg'ga'Rex is, on average for a healthy female, 35 feet tall and 90 feet long.  This includes the tail, being 17 feet long if you didn't include it.  


Diet: Carnivorous (But also feeds on fish)

Temperament: Due to it's size, this beast is very rarely under threat of attack, it's only real threat is starvation and reproducing.  Due to this, it can be best described as proud, stoic and dismissive.  Many could even walk beneath this wild beast without being purposefully killed, although it is intelligent, able to recognise if someone has the intent on killing it, as well as recognising weapons and armour.  Finally, and perhaps most peculiarly is it's willingness to observe new things, such as people living their daily lives, interact in a basic way with people and even have conversations with Druids.  

 

Brief summary of the creature

 

Characteristics:

 

Physical Attributes:  As is obvious, the beast is very large, one of the largest on the planet, so it has a hard time stalking it's prey.  Because of this, it has developed incredible stamina and speed.  For it's size, it moves far faster than would be expected, on average able to reach 60 Km/h, faster than a typical horse's gallop by about 20 km/h.  It is able to hold this speed for a long time as well, more than enough time to catch it's prey or sustain an chase until sometime's it's prey will tire first.  Once it is within range of it's prey, typically all that is required is a bite into the back of it's neck.  If this isn't enough, the backs of it's teeth are serrated and it furiously shakes it head, causing the neck to tear open.  Whilst doing so, it grips onto their back with it's two long claws, gripping it in place or tearing threw some of the thickest hides with it's also serrated claws (But can often blunten on hard ground).  Finally, this beast is also capable of swimming.  Using it's long thick tail to propel itself in the water at a moderate speed, kicking with it's back legs as the front hang loosely, but ready for use.  When in the water, it is obvious to some that it's ancestors had once lived in water, as it is capable of swimming mostly effortlessly, diving for extended periods of times to hunt even some of the largest beasts, but never goes out of it's depth, for it's aware when it cannot compete.  Due to this, it will often stick near the coast, going out rarely unless necessary for food.  It also comes in practically any colour and it's skin will naturally turn to a shade that most suites it's environment (Although this takes years, but vary amongst each beast).  The male counterparts of the Uzg'ga'Rex are larger and sturdier, often 5 to 10 feet taller with their muscles much more pronounced.  Unfortunately, however, the males are typically slower and/or have worse stamina, causing their numbers to be naturally lower than females and must seek larger, more dangerous prey that either won't run, or is slower to kill.  This has resulted in each generation of Uzg'ga'Rex to be better physically than the last.

 

Behaviour:  This beast is intelligent and constantly moving from lands to lands, very rarely claiming territory (Unless to preserve it's laid spawn of eggs) and being practically a nomadic.  This makes the beast hard to track and understand it's location.  It is constantly on the move due to the fact it can wipe out it's food source if it were to stay there too long, but it never will.  When it notices the numbers of it's prey getting too low, it will move on to somewhere else.  As was mentioned, it is proud, but also inquisitive.  If somebody approaches it with good intent and a respectful demeanour, it will allow for it's painting to be drawn, claws, scales and even teeth to be observed and recorded.  As is now apparent, this beast is not bestial in intellect and if speaking to a Druid, might even come across as being a High Elf is every way, except body, of course.

 

Reproduction:  This beast is not related to Dragons or it's kind, despite it's uncanny resemblance.  Instead it is reptilian, being more like an alligator in many ways, except it lays eggs, allowing a male to then fertilise the eggs and give off children.  At first, the children will look a lot like raptors, at a glance confused for a Wyvern, but many of the bunch will die from starvation and combat with it's siblings.  At birth, the beast is completely predatory, even more ferocious than a Wyvern and even picking fights with them, if they get the chance.  This early life-style results in the strongest surviving, 'though few in number.  If a Usg'ga'Rex survives it's early life, it will soon reach the intelligence of a typical human at the age of 50, when it is also at it's most inquisitive state.  The maximum age for the beast to live, whilst be capable of hunting is 500 years old, and they reach High Elven intelligence at the age of 300 (On average).  As they get older, they become less and less inquisitive, until they are largely dis-interested in some of the most unique spectacles.

 

Gathering Food:  As mentioned, the beast lives a nomadic lifestyle, hunting for food of various sizes, although making sure to never kill off it's food source, often making a rotational pattern around the world, so that when it arrives at it's previous destination, the wildlife should be restored to it's natural numbers.  When the numbers of it's food source drops too low in the world, scholars have noticed consistent disappearances in their numbers, but then appear again.  This was first believed to be deaths from starvation, but the beasts that return are not young, some being evidently from before the food shortages.  This is explained by scholars to be their migration to deep snowy climates, hunting the Mammoths there, or entering a hibernating state, but either way, neither has been proved.



Origin:  The Uzg'ga'Rex is native to Atlas, so it is of a very separate ancestry to some of the other beasts that are known, but there are many references to other reptilians in it's lifestyle.  Due to it's intelligence and eagerness to learn, as well as speak with Druids, many believe the Aspects had a hand in it's creation, but there is no solid evidence for this.  In all, this is a natural being, a testament to the power evolution and nature has, even possibly without the hand of the Gods involved. 

 

Weaknesses: The beast does not generally have one, but some might be intelligent enough to use it's inquisitive nature against it, but few can match the intelligence of this beast.

 

LM Approval Required:

Yes

Lore Owner:

TheNanMan2000
 

Redlines:

  • If you wish to befriend an Uzg'ga'Rex, you must contact the Lore owner (Stated above) and ask for permission.  The lore owner shall ask for sufficient evidence of your interactions with the beast, as well as your goals if you manage to befriend it.
  • Uzg'ga'Rex is a very proud and stoic beast, meaning anybody that would try to tame it would be rejected and, depending on the degree of which they try to force it, might be killed.  They would react as Orc would if trying to be tamed and brought to heel by a Halfling, or a better example, a dog.
  • To develop any kind of relationship with this beast, you must be prepared to migrate around the world with it and help it in it's hunting.  But even then, you have little to offer to such a huge, powerful beast, so keep that in mind.
Edited by TheNanMan2000
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On 12/27/2017 at 12:53 AM, The Fire Mind said:

Desowyrms

 

Accepted

 

On 12/27/2017 at 12:53 AM, The Fire Mind said:

Adroxi Dorei

 

Accepted

 

On 12/27/2017 at 12:53 AM, The Fire Mind said:

Karik

 

Accepted

 

On 12/27/2017 at 12:53 AM, The Fire Mind said:

Langri

 

Accepted

 

On 12/27/2017 at 3:32 PM, Chthonian_ said:

BLORGONS!!!

 

Accepted

 

On 12/31/2017 at 8:35 PM, Rella101 said:

Froillec

Denied

 

On 12/31/2017 at 8:35 PM, Rella101 said:

Dion’Diraar

 

Accepted

 

On 1/11/2018 at 12:00 PM, Ragnio said:

Atlasian Cliffhanger

 

Accepted

 

On 1/16/2018 at 11:35 AM, TheNanMan2000 said:

Uzg'ga'Rex

 

Accepted

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38 minutes ago, Dunstan said:

Accepted

 

Accepted

 

Accepted

 

Accepted

 

Accepted

 

Denied

 

Accepted

 

Accepted

 

Accepted

Thanks a lot!  I enjoyed writting up the Uzg'ga'Rex

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((Spoke with LM on issues and nerfed weight and removed neck attack!))

 

Froillec

 

Crystalfox by Rella-Adopts

Drawn by Rella101

 

Habitat: Forest

 

Size: The females are 4.5 foot tall at the shoulder, and 15 foot long, though they have a two foot longer tail than the males, Males are 5 foot tall at the shoulder, and 13 foot long including tail.  They are normally about 9 foot long, with the tail added on, making females have a much more lively tail.

 

Diet: Meats and crystal flowers normally.

 

Temperament: Docile unless aggravated.

 

Brief summary of the creature

 

Characteristic:

 

The Froillec is well known for being a rather docile species, they however have been affected differently by the crystal flower than the other two species affected.  They are completely covered in crystals that grow back except for their face, and their legs.  Their tail and back seem to be covered in what almost looks like a fine carved jade, where as their neck is covered in sharp spines.    

 

Froillec’s are known for playing and bouncing around, playful and if getting to a place is far enough they need to run they will begrudgingly though they are much more happy jumping and loping around, playing even more than a normal fox.

 

These are a pack creature, however they are like hives, there are females but these are EXTREMELY rare as they are brood mothers.  And taming one requires a ritual taught only to those who can handle such a willful beast.  Any person that tries to tame a female is almost completely guaranteed to die by the pack falling in on them.  They are not even tameable by druids, they can be communed with, however they are to strong willed to be controlled.  

 

The likelihood of finding a female, you will need to converse with the lore holder, once one is owned, they may have up to six pups every two weeks in between, going through a four month pregnancy.  These pups are naturally born without spikes, though they eventually get them in their first year of life.  Normally the mother as she is nursing consumes the needed crystal flower to give their pups the needed crystals.

 

In tradition these are quite often owned by a dark elf clan, allowing them only to outsiders who have gained their trust, but only males are given out.  If a female is born she is kept by the clan leader to protect them.  One in maybe fifty years may be born, females rarely giving more than two baby girls before they die.  

 

These creatures can live up to one hundred years of life, if treated properly, however with improper diet, they may only live up to fifty.  

 

These often hunt in packs, to take down large creatures, often going for the harder prey as they enjoy the challenge.  

 

I would expect their intelligence to that equal of a dolphin or orca.  This is what stops them from being easily controlled, if at all by a druid.

 

Colors are often as followed, which are natural salt colors:  Yellow, Orange, Red, Mauve, Blue, Purple, Green, and of course white.  However there is a rare chance of having a black one born, these are often, the females.

 

A cry often heard is one similar to a cat species. 

 

These are often up to 600lbs due to the crystal masses on their body, but they max at 800 lbs

 

 


 

Origin: Who knows?  However these are most often found with dark elves.

 

Weaknesses:  Though their spines are thick, their underbelly, legs, and face are extremely weak.  Strike for these spots to cause massive damage!  The neck however is not a smart aim as they have so many spikes there.  

 

LM Approval Required:

No

 

If playable, what are redlines?

To earn a female you must talk to a lore owner.  (DarkSoundwave) or if not available (Rella101)

They do not attack unless provoked.

They are tall and heavy, thus slower than something without as many crystals on her.

If you can’t fit, you can’t ride.  Don’t be some 700 pound man trying to get on and expect the Froillec to live.

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On 1/19/2018 at 8:36 PM, Rella101 said:

Froillec

Accepted

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The Arcamoo

 

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[Credit to Meerestier on Deviant Art]

 

Habitat

The uniquely deformed breed of cattle would appear to roam about in areas of heavy arcanic production. Whether this be stratum or enchanted, upon land or within caves. The sole requirement is that the area has some form of voidally inflicted grass for them to graze upon, spending their days as any cow would.

 

Size

It's a cow. 


Diet

A truly peculiar diet, the Arcamoo would feast upon voidally tainted grass. This may be the result of a high amount of magical equipment in an area, voidal hollows and nodes, or perhaps even stratum. Any of the possibilities work, as long as the grass is laced with mana for them to feed upon.

 

Temperament

It's a cow.

 

Brief summary of the creature

Long forsaken upon the whims of magi, innocent creatures send down a rabbit hole from which they may not escape. Creations found in sparse amounts, roaming about conglomerations of grass and void in a passive manner. There truly is nothing unique about the Arcamoo from how they act, simply a rather stringent diet placed upon them. Aesthetically there is a clear resemblance to a cow, save for a few distinct changes. The first, and likely the most noticeable would be the change of their coloring; from the white and black of a normal cow they would rather warp into shades of purple. Whiskers would spout from their head, a unique tool that allows for the Arcamoo to pick up on remnants of mana near. The truly important factor of the Arcamoo however, is the alteration to the materials that they produce. The leather of their hide is a rather firm purple material, akin to treated leather; along with the heavy enchantability of it, akin to arcanium. What might be the area of largest interest, the milk they produce. The milk would possess a faint glow to it, a pink luminescent overtaking the gaze of any who glance upon it. If one were to drink the milk it would act akin to mana potions, ability dependent on amount drunk. A lesser mana potion being twenty ounces, greater being thirty ounces, and a superior being a whopping forty ounces of the liquid. However, the effects of weakened magic would last for a longer period of time; each tier extending it by two emotes. Meaning if one were to drink forty ounces then their magic would be weakened for fifteen emotes. 

 

Characteristic

Nigh indistinguishable from the common man's cow, simply a creature that roams about the land as it grazes upon its sustenance. The sole difference in their characteristics compared to a cow would be the restrictions placed upon their diet. Any grass they eat must be laced with mana to a substantial degree, manifesting as voidal taint.

 

Origin

As a forsaken sorcerer, Irhamir spent countless days with cattle. Some might say this is due to his inability to form social connections, others might simply say it is due to insanity; but such is irrelevant. Wishing to provide a boon to his few friends, he would attempt to feed them augmented food. Multiple methods were done; arcanium ground into it, liquid essence left within, and even attempting to enchant the food. Over multiple generations of this process continuing,  the Arcamoo was born as it is seen today. Being the incompetent cowboy that he was, they ended up escaping off into the wilds.

 

Weaknesses

It's a cow. It doesn't receive any combative boons.

 

LM Approval Required

Yes. A rather rare creature, only a few hordes of them may be found about the land. For confirmation as to if someone possesses an Arcamoo, contact the lore writer.

 

If playable, what are redlines?

Any material produced requires an MT or LM signature.

 

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Acasul- Accursed Light

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(Credit to Eloel on Deviantart)
“It astonished me to find a small flickering flame while delving. My fascination only growing as it too expanded in size. Reaching an apex as it bared its giant maw.”
-Account from a foolhardy adventurer

 

Habitat

Typically in the deepest caverns to the far south of Atlas. But could likely be found elsewhere given an abundance of thanium is present.

Size

The Acasul has been found to grow an average of 12 ft (3.7 m) in length, standing at 3 ft (0.9 m) on all fours. Such a specimen averaging a weight of 850 lbs (13,600 ounces). Despite this however, evidence suggests that they grow as large as their habitat accommodates. Varying tremendously depending on the space and resources available. Their definitive lifespan still a mystery.

Diet

Surprisingly, the reptile primarily feeds on thanium. Capable of sustaining itself on raw Mana, albeit with drawbacks. Being omnivorous, it can also feast on anything from mosses, fungi, insectoids, and so on. Eating just about anything that can provide adequate nutrients in its bleak environment. It’s theorized that this trait predates their solitary subterranean lifestyle, having lived above-ground as simple scavengers. Those that balance their diet are healthier, less aggressive, and even have higher chances of mating.

Temperament

The Acasul is an intelligent creature with its goals aligned on surviving to acquire sustenance, territory, and offspring. Becoming aggravated when these necessities are threatened. While they remain docile when these needs are met and sustained, by no means are these wild anomalies tame. Given their intelligence, they’re subsequently capable of various emotions and mental reasoning.

Brief summary of the creature

 

Daunting, alien, timeless, but a few words that perfectly describe the beast’s appearance. Bearing close-knitted scales impervious to steel weaponry, an elongated jaw filled with curved molars, and spewing a chilling flame from a dorsal orifice, this hunchbacked relic surpasses the strange.

Generally some shade of dull gray, brown, or red, these dinosaurs vaguely resemble your average lizard. Save for the mound-like “hump” atop its back with a fuming crater-esque opening. Sprouting crystalline formations along the rim as years turn to decades. Aptly named for its ability to expel a whimsical display of light, the Acasul produces it as a byproduct from its primary diet: thanium. The spectacle itself differs drastically in tone dependent on climate and diet, typically consisting of primary or secondary colors: sky-blue, blood red, even an amber hue isn’t out of the question. Despite resembling fire however, it doesn’t exceed lukewarm temperatures without considerable effort from the reptile. Casting an eerie glow in the darkest hollows, illuminating its miniscule, colorless eyes.

 

Generally the more goliath-like the reptilian, the greater difficulty it has traversing its territory. With clawed fingertips enabling them to scale walls, those of smaller stature even treading ceilings. Interestingly, a quick method of distinguishing one’s gender is to examine the tail. Males having long forked-tails, and females having short broadened-tails.


Characteristic
 

Though essentially blind after spending generations devoid of sunlight, the Acasul compensates with their other senses. Recognizing scents over a week old, hearing the smallest upturning of a pebble, and even detecting the flow of heat. Via yet another astronomical mutation, it can create a detailed mental map of its surroundings based off cumulative levels of thermal radiation. This enables them to track the enroute energized air particles through the most labyrinthian of tunnel systems until it stumbles upon its favorite delicacy. Gorging with ravenous ecstasy.

 

Utilizing specialized chemicals within its saliva, the abnormal reptilian renders any detriment posed by the thanium null. Making the element incapable of converting heat to mana and vice versa. It is also due to this substance coating throughout the body that it prevails against thannic-dust. Thus when the mineral lodges safely in their stomach, heavily modified gastric acids are able to break it down, successfully digesting without detonation. It is from this congregation of Mana and heat that the Acasul derives not only its sustenance to live, but can cope within the frigid cold of its native environment. Heightening bodily temperature through a similar procedure of conversion, insulated by its tight layer of scales. Alleviating the body of excess by burning it off as an enchanting excrement.

...It should be taken into consideration that these gastric acids can melt through most natural material. Metals akin to steel being the ideal precautions when met with a facefull of this abominable corrosive force.

 

It is because of the unique perspiration emitted by the Acasul that its crystalline growths occur atop its back. Sprouting from the gathered leftovers of thanium dust, only building with time. It is not uncommon for trusted mates to dine upon the treats growing on their respective partner’s back.

 

This handy torch isn’t just for show however. The Acasul actively uses it for defensive purposes, the roaring crackle and blinding light sending most adversaries fleeing. Yet when this proves futile, they’re able tap into their Mana reserves in a last-ditch effort to fan the flames. The ghostly luminescence rising in temperature. Producing temperatures averaging 1,000 degrees Fahrenheit (540 Celsius), the consistency of the numbers rely immensely on size. Needless to say, this process of eruption gravely tires the creature, and overreaching is a frequent cause of death. Succumbing to the all too permeating cold. That’s not all though, as the likelihood of a male passing on offspring also depends on the health of the inferno. Bodily fitnesse and mental prowess being two other quintessential factors when deciding partners. To-be-mothers hellbent on ensuring that their young possess the most desirable traits.


Making quick learners from birth, they waste no time mastering their surroundings. Through observation or simple trial-and-error, these beasts can make the best of bleak conditions. Coping in remarkable ways. Falling into dormancy to conserve energy, adapting to changes in climate by adjusting energy expulsion, having a nigh perfect immune system, and so on. Allowing them to endure events of near cataclysmic proportion given their prerequisites remain.

 

On rare occasions are Acasul slaughtered shortly after birth. The mother killing the newborn with terrifying ferocity and apathy. Driven by primal instinct. Not much is known as to why these spawn meet such a grisly fate, as none have gone to draw breath for over a minute. Yet it’s believed to correlate with those parents who submit themselves to a surplus of thanium radiation.


Origin

Unknown. How these beings came to be is up for much debate. One theory proposed that they hail from a different land altogether. Where scaleback monstrosities roam. Another that a voidal node altered them over countless generations long a go. The effects persisting long after. Mayhaps even more conscious forces had a hand to play in their creation?

Weaknesses
-Their underbelly lack the protection provided by their scales on the rest of their body, leaving it more vulnerable to penetration

-Its dorsal orifice is susceptible to blockage. Potentially arousing panic in an attempt to clear the obstruction, be it conventionally or through eruption. In the case of total blockage, long-term effects include but are not limited to: cognitive degradation, hormonal and reproductive malfunction, overheating, bodily deterioration, and Mana build-up.

-Higher susceptibility to methods of manipulating temperature, both directly and more elusively.

-It can be communed with normally by Druids.


LM Approval Required: Yes

Redlines

  • If in possession of an Acasul, contact the lore owner and provide sufficient RP evidence.

  • Acasul are feral creatures, efforts to tame them extend no farther than mutual benefit for both parties and subsequent abandonment (or one of the two kills the other). The only exceptions being for Druids and their ilk.

  • Though capable of surviving outside their standard cavernous habitat, climate and diet will greatly affect it. [EX) Forced to expel more in hot setting > intensified flames & temperatures > doesn’t freeze to death from eruption | Lack of available thanium > meager flames & temperatures | Etc.]

  • Acasul that exceed the average size by roughly twice or more are restricted to members of the Event Team.

Edited by ThatGuy_777
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(Name of the creature )

Ambrosia Butterfly

 

(Picture reference including credit to artist)
 

The most common colours of these butterflies are the primary and secondary colours, however the factor holding them all together is the white patterns on the wings.

 

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(https://i.pinimg.com/564x/ff/0a/35/ff0a3583635cebbeab96fe98cad1336a.jpg)

 

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(https://i.pinimg.com/564x/6f/fd/50/6ffd504aed8e6a81a20752f8426d993a.jpg)

 

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(https://i.pinimg.com/564x/52/e7/66/52e76672fe1fdc7d5e002f350995285a.jpg)

 

The most rare and uncommon colour is a hybrid of each:

 

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(https://i.pinimg.com/564x/04/cc/d1/04ccd1539c71ae81fabcdf1340f87c8b.jpg)

 

Habitat:

The jungle habitat is where you'll most commonly find these breeds of butterflies, specifically within the wonkawoods. They have been known to migrate towards more dense environments during the winter. 

 

Size:

The body: 2-3 inches at most.

The wingspan: 6 inches from the body.


Diet:

Tree sap or rotten fruit.

 

Temperament:

Passive.

 

Brief summary of the creature:

The life-cycle of the caterpillar to butterfly is somewhat unseen, the butterfly easily able to hide the eggs until hatch and leave them to fend for themselves, for this process is natural for the offspring to grow into the Ambrosia butterfly. However this cycle is ordinary for the species. The only thing that differs is the butterfly wings, looking and acting like other butterflies within the species it has the strange chemical formula which induces memory loss and hallucinations. These properties are only able to be given if the butterfly has been ingested shortly after it's death or while alive, after a brief time the chemical will stop producing. 

This property is an active defense against predators by sacrificing a small group to rush towards any foreseeable threat get them to ingest the butterfly so the others can escape, the chemical reaction would happen quite quick once it reaches the digestive tract of the body. 

 

Characteristic: (Behaviour, Reproduction, Gathering food) 

The same as other butterflies.

 

Origin:

They're a native species to the wonkawoods.

 

Weaknesses:

The same weaknesses other butterflies have.

 

LM Approval Required:

No

If playable, what are redlines? 

Nope.

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Ignore this, I did a derp

Edited by TheNanMan2000
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Gibbering Mounds

 

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(Credit to Wizards of The Coast)

 

Habitat: Wherever. Some Alchemists make these creatures and keep them around in their lairs; mounds can be seen in dungeons or even roaming wild.

 

Size:

Depends on how much it feeds. Typically, these beasts can reach up to large and massive figures, often able to take up a lot of space when it is not attempting to slip through crevices. However, they can also be fist sized, even cat sized.

 

Diet:

These creatures feasts on the fluid of other living organic creatures. They seem to have an appetite for the more intelligent ones.

 

Temperament:

Hostile, though they have been known to become passive to their creators, after feeding them enough.

 

Brief summary of the creature

 

Gelatinous, vile, these aberrations are a force to be reckoned. There have been a few sightings of these creatures, one of which was the Order of Saint Lucien’s encounter with a Gibbering Mound during Mordskov. These creatures are large mounds of fleshy matter and slimey hides, sporting various eyes and twisted and bone crushing maws, with tendrils and protrusions that carry the same quality. These large creatures, while able to have an exceptional mass were able to squeeze through tight spaces, with accounts showing them slipping through cracks slowly but surely to catch up to fleeing adventurers. Not only that, these creatures secrete a blood-like fluid that they can use as spittle, or is issued when one cuts into the mass. This fluid is boiling, and is able to sizzle and burn skin with small sprays. One ought to wear some sort of armor when handling these beasts, as they ought to avoid the acidic sprays, as well as their bodies. They are like oozes in the sense that cutting them, should they be large enough, or if the Mound wills it -- will generate smaller and weaker mounds, though these can easily be dispatched. Fire seems to be the most effective tool, as well as a means to smash and thrash the beast, smashing the maws and eyes causing it to secrete its fluids and render it dead, with piercing damage potentially able to do the same.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

 

The gibbering mound, lest fed and near its creator, has a rudimentary intelligence. It serves only to eat and devour flesh and fluid. Much like the ooze, it grows more and more intelligent and large with each each, scaling from a small child size to make it grow to the size of a halfling, to a whole cow to make it as big as a horse, and so on. The more intelligent it is, the more capable an Alchemist is able to have one be relatively docile to them, and designated allies; this involving feeding a smaller Mound and overall caring for it. Though, they can easily be angered and turn aggressive if they are larger; sometimes immediately turning around to turn their creator to mush, which is why they are typically employed as traps for foolhardy adventurers. From the larger mounds, smaller ones can be produced and domesticated, requiring small amounts of fluid. These typically are more playful, nibbling at their masters as a means of play, and skittering around laboratories with haste. Some Alchemists do the same as they do to oozes, and keep smaller ones in flasks to throw at their foes, acting as a nuisance, though this could insight some backlash. When it comes to prey, these creatures will have their mouths  gibber in a blood curdling cacophony of sounds while in proximity, as well as attempt to drive foes into their maw, with all the others moving and squirming along the skin to aid said mouth, helping it acquire as many fluids as it can. This is arguably one of the most horrifying sights, watching someone be rended by teeth and tendrils, to have their blood pour into the creature, or even have someone bathe inside the mound’s boiling fluid and roast.

 

Origin:

A failed creation of life, or perhaps an intentional one. The twisted creations are a product of Alchemy, using the same process as homunculus, though this time requiring a few scraps of flesh, drops of blood, and representation of consumption to be added into the mix.

 

Weaknesses:

These creatures are evidently weak to a plethora of things. Either by massive crushing power that would squish their entire body and expunge its lifeblood, hacking and slashing to cut it into various pieces until it is rendered inert, piercing and or breaking the eyes and mouths to the point where its fluids rapidly secrete and put it on its last legs and ultimately death if it is not tended to. Alternatively burning it to ash, freezing it, or melting it with acidic formula also proves effective.

 

In addition, one could use explosives to destroy it, and it can be dazed via immensely bright lights or booming sounds.

 

LM Approval Required:

Yes. The LM approval is required for one to confirm they have the knowledge to be able to make one, alternatively it can be taught via the author or Formula. Making these mounds require the proper equipment and IC reasoning to. ET are also able to play these beasts.

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                                                    Zarwaki

 

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(Blizzard?

 

Habitat: Desert

Size: 3.5 feet tall


Diet: They are omnivores who often feast on the older Zarwaki but also on other desert/mesa/savanna wildlife.

Temperament: They are fairly hostile to all other creature or even other Zarwaki who are perceived as holding a pack back. The creatures roam the deserts, savannas and mesas looking for food but they often return to the same cave at each night. This causes them to be very limited to the range of where a particular pack hunts. 

 

Brief summary of the creature

Zarwaki are a dominant species in a desert if they are not dealt with because of the ways they live and conduct themselves. They comes in packs of 6-13 that all reside in the same cave that they return to each night, which restrains how far they can roam to hunt. They are instinctually driven to not only protect their pack but also their hunting grounds and the stability of their pack. This last point involves Zarwaki killing weak, elderly, ill or different Zarwaki that they see. If a pack grows too large then some members may splinter away too find their own den or cave and create their own pack that dominates their own hunting ground. Often times the creatures will be incredibly unfamiliar with these foreign lands though and find trouble and the pack size may quickly dwindle. This process is the downfall of many splinter packs but for those that end up thriving they may dominate a new portion of sands and begin reproducing. 

 

Zarwaki are grey or a sandy shade on their thick hide. They have two large tusks that protrude from the corners of their mouth and they have many rows of teeth. Their eyes are forward facing , they have tails that they may use to balance themselves, they only have hind legs which has caused them to develop the ability to seamlessly roll over their backs and end up standing on their feet again.

 

 

They have to drink a minimal amount of water and when attacking things they typically do one of two things. When they are facing a larger opponent they latch on with their teeth and begin cutting away chunks of flesh with their many rows of teeth. When attacking a smaller opponent they will charge at it and dip down and attempt to gore the creature with their tusks. These creatures cannot be tamed because of their aggressive nature.

Origin:

They evolved from an amphibian like creature on Atlas and eventually migrated and evolved to thrive in the drier parts of the realm.

Weaknesses:

They are short, have no front legs, struggle to see behind them, restrain themselves to a particular territory, have no natural armor outside of a thick hide, must find food daily or else they may turn to attack their own.

LM Approval Required:

No

If playable, what are redlines?

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(I made this late at night so spelling errors will be corrected soon.  For now, this is the submitted lore in a unpolished state, yet little or no changes will be changed in the actual lore itself)

Votar'Rex

 

creature_design_by_cxartist-d6b9f0l.png

Habitat:  Most commonly in woodland, jungles and swamps, although it is capable of living in any terrain, except the freezing cold.  

Size:  4 meters tall (13 feet) and 8 meters long (26 feet), 16 including the tail (52 feet).


Diet:  Carnivore -  The Votar'Rex requires a vast amount of meat to maintain it's hyper-active lifestyle, as well as a large portion of it's diet being made up of protein to recover from the many wounds and injuries it sustains during fights and hunts.

Temperament:  Irrationally aggressive and highly respectful of a dominant and superior opponent.  The Votar'Rex doesn't see someone as a superior by just their ability to fight them, but only if they are simply able to decide whether it dies.  Due to this, there has been numerous ways someone has gained the respect of a Votar'Rex throughout history.  In terms of it's attitude to someone it does not respect, it is akin to a Honey Badger, in the sense that it will attack and challenge opponents that look far more physically superior that itself, yet the Votar'Rex is an immensely powerful beast.

 

Brief summary of the creature

 

Characteristic:

 

Behaviour:  The Votar'Rex is most known for it's super aggressive approach to any other living creature.  It is highly reliant on being at the top of it's social hierarchy amongst the others of it's kind, yet it's place on that hierarchy isn't decided by fights between each other.  Infact, there has never been an account of two Votar'Rex fighting each other in the wild.  It is simply because there's no point.  Due to the Votar'Rex's highly acute sense and awareness of it's social status, a female Votar'Rex can tell a male's placement by seeing and smelling them.  A Votar'Rex that loses 3 or 4 fights in the wild within a month become highly lethargic and dispassionate.  In essence, they become depressed and such a Votar'Rex, 9 times out of 10, lay down and starve to death.  Such is the mindset and connection to their social status that the beast is burdened, yet also spurned on by.  Because of their competitive nature, the beast has been refined in terms of their physical prowess and abilities throughout the many years of their existance and anybody would struggle to find a Votar'Rex with a faulty gene or hereditary weakness that isn't in self starvation.   Many before have tried taming a Votar'Rex, but few can dominate one.  The beast is relentless and will not stop fighting until it has completely and utterly exhausted all it's options and energy.  A challenger will not only need to be physically and mentally superior to the beast to tame it, but also retain enough stamina to beat it into submission.  Once a Votar'Rex has, however, given up, usually by laying on the ground unable to move as it's muscles are paralysed with rampant adrenaline, or even passing out, then the beast will keenly learn it's master's commands over the next 4 days and, as a feat in itself, learn how to obey simple commands.  This connection with it's master is due to it's hyper awareness of others and their social status, being able to translate that connection into understanding orders and following them without second thought.  This state of submission, though, is temporary.  A Votar'Rex will feel confident again within a month and the master will need to fight it again, although this time the beast is more reserved and will be much less likely to try and kill it's master, particularly not one that has treated it well with patience, caring and taking it on hunts.  Infact, some Votar'Rex never challenge their masters, but it's a rare case and the act of rebelling is itself healthy for the master as it reminds him chaos and ruin is always at the doorstep.  Some people, particularly Orcs taking up the challenge of taming the beast, will highly cherish this sentiment throughout their daily lives by paying each day with due-diligence.  Finally, a Votar'Rex tamer will undoubtedly lose it's mount if it is treated as a pet or slave.  Although the beast sees it's master as indeed the master, treating it like dirt will drive it to depression, which itself is highly difficult to avoid and to take the beast out of this state is almost unheard of.  Because of this, a master must be the prime example of a beast tamer, showing physical strength, mental strength in the form of patience, compassion, caring, empathy and most importantly, humility.  Many Votar'Rex masters even believe they are blessed by the Gods/Spirits when they possess one.

 

Reproduction:  A female Votar'Rex is much less competitive than a male and will gather with other females in a single large area and simply live their life of raising their cubs and hunting when necessary, which is much less often due to their much lesser physical prowess when compared to a Male.  These females will stay together in their large groups of around 20 until death, but they have no less a connection with the social hierarchy as the males.  Females are always watching each other, scorning one another when they display any kind of weakness and if a single Votar'Rex displays too much weakness, their cub is slaughtered and the female is forced out of the gathering or killed as well.  Once every few years the Males will come to a random gathering, their social status and aptitude as a Votar'Rex displayed by their posture, attitude and scent, all of which is completely out of the control of a Votar'Rex, which is as connected to their social hierarchy as their mind and emotions are.  What constitutes for a strong and capable Votar'Rex is their number of kills and what beast they have killed.  If a Votar'Rex kills many large beasts, it will have large doses of dopamine and in return, feel highly confident and give off chemicals that display their prowess.  The most competant Males mate with the most competent females and then the tier below mate with the same tier as their female counters-parts, then so on and so on.

 

Gathering Food:  A male Votar'Rex hunts for it's food from any source of meat available, yet will choose to hunt the most powerful beast it has a scent or track of.  There are very few beasts a Votar'Rex cannot hunt and kill, fewer that can actually kill the Votar'Rex without itself suffering long-term fetal wounds.  Usually a Votar'Rex will suffer injuries after a fight, yet it's body has developed the ability to heal itself within a miraculously short time.  Practically any wound it has can be repaired 3 or 4 times quicker than it would for another beast of similar proportions, this is due to it's ability to consume and store vast amounts of protein, then using it to repair incredibly quickly.  A Votar'Rex is constantly and recklessly on the hunt, mostly due to both it's mental and emotional reliance to become 'top-dog', as well as it's body quickly using up it's resources to heal wounds and sustain it's incredibly pro-active body.  For a female, it is far more reserved in the size of prey it's hunts and in turn, it's body's abilities are equally reduced.  They only heal 2 or sometimes less times quicker and are also physically inferior, but this is required due to it's large time spent bringing up it's cubs, usually varying to 2 or 3 at a time.

 

Physical Attributes:  

Thick, Durable Hide:  On the Votar'Rex's body is thick patches of tough hide, whilst the other areas is made up of a more flexible, but still tough skin.  The large pads would be incredibly hard or impossible to cut through with a sword and axe, although they are slightly easier to pierce, yet still require tremendous force, such as a  thrust from horse-back after a gallop with a spear-tip that's thin and designed for piercing the famous hide of a Votar'Rex.  The more flexible areas close to joints and points of rotation/bending is akin to military grade gambeson.  Cuts from swords are in-effective, yet an axe is more capable of piercing.   Spears also have an easier time piercing, but still require a spear-point designed for thrusting armour.  

Muscular, Conditioned and Rubbery Musculature:  Beneath it's hide are thick and conditioned muscle, tough and rubbery if felt beneath it's hide.  The muscles are un-naturally resistant and cutting would also be difficult, as though cutting into boiled leather.  These muscles are incredibly powerful and particularly excellent at quick, powerful sudden burst of power to allow the Votar'Rex to leap distances twice it's length with a brief sprawl, or jump it's own body length when evading attacks.  It's arms, legs and neck are also highly conditioned, allowing it's razor sharp claws to pierce and rip open flesh, or haul an opponent similar in weight towards it with relative ease.

Teeth, Claws and Tail Designed for Combating other Beasts:  The Votar'Rex possesses long retractible claws that are very durable and sharp.  They are difficult to blunt and are slightly hooked with the underside sharp and serrated.  This allows them to slide threw tender meat, or hook onto tougher hides and instead pull or grip onto the opponent.  It's teeth, rather than being many, thin and sharp, are relatively few, thick, incredibly durable and reasonably sharp.  They are designed for clenching onto a beast's neck, piercing it's hide shallowly and once holding the opponent in place, squeezing it's clamp-like jaw to snap bone, squish flesh or simply hold the beast in place to better use it's tail.  The tail, although somewhat thin, possesses a large spiked club on the end, used against beasts that prove resistant to the sharp, meat carving claws and large, bone crushing teeth.  The tail is unable to move the club around with agility, although when it manages to swing it through the air, it lands with a devastating impact, fracturing bone, smashing joints, hurling lighter opponents into the air and slamming the spikes deep into thick hides.  

As is now obvious, the Votar'Rex has evolved with combat against other beasts in mind, having a weapon to deal with practically any opponent it faces and the application of them being deeply en-grained into it's mind and nature, applying them skilfully based on the opponent.



Origin:  Taking it's home on Atlas, the Votar'Rex has evolved over time and found it's unique ecological niche.  It has no predators and many different potential types of prey.  It is incredibly hard to tame and impossible to practically domesticate and so as such, the Votar'Rex has a secure place in the world.  

 

Weaknesses:  It's relentless aggression can often get a Votar'Rex head first in a fight against a beast far out of it's league.  There have been a few accounts of Votar'Rex attacking even an Uzg'ga'Rex, to which it is immediately killed after brief interested and humorous examination from the colossus.

 

LM Approval Required:

Yes, although not for tamed Votar'Rex.  This being said, anyone not RPing their Votar'Rex properly in anyway would be powergaming as the keeping of such a beast is both a difficult balance of caring and strictness, but also miss caring can easily cause the death of the master or the beast.

 

Lore Holder:

TheNanMan2000

If playable, what are redlines?

  • The Votar'Rex is not a beast every Tom, **** and Harry will be able to possess.   It's one of the most bestial and aggressive creatures there is and for the vast majority of people, the pursuit of a Votar'Rex is not only suicidal, but also a burden on the rest of their life as the master of the beast.  
  • When someone has a Votar'Rex, they will be expected to take it hunting at least once a week if fighting an event beast.  Nobody can just RP on their own hunting a bear and then say 'That's me for the week'.  They must show that they actually care for the powerful beast in their care and so atleast 1 hunt event with the beast coming along highly, highly encouraged for a healthy beast.
  • Before trying to tame a Votar'Rex, contact the lore holder so that I may check you're aware exactly what taming the beast entails.
Edited by TheNanMan2000
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