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The Creature Index [2017]


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The Sutica Man Eating Ducks (Homici Anatis)

 

(pictures pulled from the ducks around Sutica for example)



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7w79BHDKcs-10.pngSutica Man Eating Duck 2.png

(https://drawception.com/panel/drawing/MYYF6336/man-eating-duck/)


 

Habitat: The Sutica Man Eating Ducks are native to Sutica. They live floating on the water and in the small caves surrounding Sutica. They prefer to line the floor of their caves with lily pads, moss and leafs.

 

Size:

Baby Sutica Man Eating Ducks, when hatched are 1.5ft tall when standing

Adult Man Eating Ducks can grow up to 18 feet tall when standing on its legs.

Man Eating ducks can weigh anywhere from 100 pounds to 2000 pounds.

The max weight of an adult Man Eating Duck is 2000 pounds.

 

Diet: The Man Eating Ducks of Sutica are carnivores, they hunt for the fishes of the Sutica Lake.  They will also attempt to eat any being that threatens Sutica living or dead.

 

Temperament: The Man Eating Ducks of Sutica want to rip your body apart. They are an angry, short tempered and very territorial creature. They Will attack anything that they feel is a threat to Sutica that enters its waters. They will not attack those that Smell of Sutica, (Money)

 

Brief summary of the creature:

The Sutica Man Eating Ducks or Homici Anatis are extremely large ducks with razor sharp teeth. They are a vicious creature that attacks those it feels threatens it or Sutica. It uses its Bill and teeth to attack. The Homici Anatis cannot fly although it has wings. It may beat its wings to create gusts of wind, but not enough to fly and real distance of length. It will most often beat its wings to help it get out of the water. The Man Eating Ducks of Sutica are diurnal, as in they sleep during the night and are active during the day.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

Sutica Man Eating Ducks of Sutica will defend their territory at all costs, and that includes the City of Sutica. Those that wish to do Sutica harm or do not smell of Sutica that enter the water will be attacked. (Sutica smells of money). The Man Eating Ducks of Sutica are not tameable by normal means. Only those with the Royal Blood of Sutica may tame and ride the ducks. And only those the royal blood teach may ride and tame the man eating ducks of sutica. The Man Eating Ducks can use their wings to create gusts of wind to try and blow back attackers or to help themselves get out of the water. But due to its weight, it cannot fly. The Homici Anatis will move around its territory and cautiously eat food as to ensure its supply never runs out. Its feathers are very very soft to the touch. The noise of the Man Eating Duck is like a deep cracked quack (KKKQuackkkk). Homici Anatis mate for life. They can only reproduce with each other and are hatched from large eggs.  Man Eating Duck eggs can take up to 37 days to hatch and the average female can lay up to 10 eggs in 1 season. Baby Homici Anatis are considered mature after 12 years and can live up to the age of almost 60. By the age of 3 a baby will have fully developed all its teeth and feathers and will continue to grow in size.

 

Origin:

The Man Eating Ducks of Sutica were not always 'man eating'. They originated from docile avians. However, an avid duck breeder named Steven Squires took interest in the flock and began experimenting with them. For some odd reason, Squires attempted to crossbreed them with Piranhas. The offspring were vicious and grew quickly, having to relocate to Ceru to feast on the larger wildlife to satiate their hunger. When the Sutican's arrived, they took an interest in the beasts and continued to feed them, causing the ducks to grow protective of the hand that fed them. Alongside the Lubba, these beasts patrol and protect the blue waters of Sutica.

The Royal Bloodline of Sutica developed a special bond with the creatures. They are the only people that can learn to and teach others how to ride them.

 

Strengths:

The Man Eating Ducks of Sutica excel at hunting those that threaten it. Its best at fighting in the water and is a great swimmer. Man Eating ducks have very thick skin and extremely soft feathers.

 

Weaknesses:

The Man Eating Ducks of Sutica are fast in water but very slow out of water. They hibernate in the winter and there feathers do not provide any sort or armor against weapons.

 

LM Approval Required

yes

 

If playable, what are redlines?

Not a playable creature (because that would be ridiculous)

 

Edited by squishybear7
Lm from no to Yes
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Gem Puffs

 

Wolfski2 by Rella-Adopts

Artist Credit to Rella101
 

HabitatMountains, and Forests

Size: Three foot at the shoulder.


Diet: Meats, and some berries

Temperament: Calm and friendly, even when wild these creatures are known for coming up to people and allowing themselves to be petted.  Though they're small like a toddler they're very protective over their owners, and especially children.  Getting the nickname Nanny dogs, they can be trained to keep an eye on children and drag them away from danger.  A trait of these beasts is their soft mouth, they could pick up a chicken and carry it for a mile without harming a single feather.  

 

Brief summary of the creature:  Gem Puffs are a small dog like animal that has a single stone like crystal embedded into the flesh of it's chest.  This rock serves no purpose, and is merely cosmetic, making the Gem Puff looking like it has a cape upon it's neck.  

 

These are extremely fluffy beasts, weighing at max fifty pounds.  Their colors come in Dalmatian, Black and White, White, or Black.  Eye colors ranging from Yellow, Brown, Blue, or Green.  Not much sets them apart from other pets besides the crystal and their ability to learn.  Being intelligent these beasts are quick to be taught tricks and commands.  They also make good defense hounds.  

 

Characteristic: (Behaviour, Reproduction, Gathering food):  Gem Puffs are a pack animal, quite often hunting together they will often take down animals such as small deer, and other beasts about their size, like foxes.  They rarely catch things bigger unless in a very large pack.  Their gems allow themselves to be identified to each other easier than their patterns.  

 

Gem Puffs are friendly beyond belief, rarely ever attacking anyone that didn't start, though they are willing to defend themselves if needed.  Most often these puffs are refered to as puff balls.  Being small their fur is long, covering all of their body with at least three inch strands.  During the summer their shed is obnoxious, so caretakers be warned.

 

Can you train them?  Easily, show them love, and take them home, if they are neglected they are liable to run away back to the woods however.  

 

Gem Puffs have litters of two-three pups at a time.

 

Can you breed them with others?  Yes, thought he gem will not pass on through other species, you can breed them to make other varieties of breeds.

 

If you want to breed other colors, that may be difficult, but not impossible.

 

How do you get one?  Go capture one it's easy!

 

 

 

Wolfski1 by Rella-Adopts

Origin:  Wolves evolving.

 

Weaknesses:  They're a basic dog, they'll be harmed just as easily as another one of their kind.  

 

LM Approval Required: No

If playable, what are redlines?

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Umadu

 

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By Serge Kruskop

 

Habitat:

The Umadu call the savannah shrublands and the harsh desert their home.

 

Size:

7-9 feet tall and 2800-3500 LBS

 

Diet:

Cactus, trees, yucca, and most other vegetation that grows in the arid climate which the Umadu calls home.

 

Temperament:

They have a group mentality, as when they are in a group of 5+ individuals they are more aggressive, but if caught alone they will be skittish and timid.

 

Brief summary of the creature

 

Characteristic: (Behaviour, Reproduction, Gathering food)

The Umadu is quite intelligent as they need to be quick thinking to survive in the harsh environments in which they live (Around the same brainpower as an elephant). They live in family groups of 5-12 individuals; while together, they seem to be much more aggressive and more likely to stick for a fight. But if caught alone, they are timid and cautious. The mating habits of the Umadu is quite peculiar, as they do not mate with males from the same family group, rather, they mate with members of other families. As the savannah is home to many different species of wry trees, they are adapted to eating the leaves of these trees and they also do enjoy eating cacti as well.

 

Origin:

The Umadu are great herbivores of the savannah and desert. They have wandered the landscape long before any nations rose from the dust and are vital organisms needed to maintain the natural balance of the land they roam.

 

Weaknesses: They can be killed like any other ordinary organism.

 

LM Approval Required:

No

 

If playable, what are redlines?

  • Have no extraordinary properties as they are just ordinary animals.

  • They can be tamed, and possibly even domesticated.

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On 9/29/2017 at 10:42 AM, Periklis02 said:

(Name of the creature ) Krorrtuls

 

Denied

On 9/29/2017 at 6:01 PM, squishybear7 said:

The Sutica Man Eating Ducks (Homici Anatis)

 

Denied

On 10/3/2017 at 2:58 PM, Rella101 said:

Gem Puffs

 

Accepted

On 10/7/2017 at 3:22 PM, senor_tortuga said:

Umadu

Denied

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Fetidbrood

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Drawing by Rella101

 

Habitat: Mountain

Size: 10 feet including tail.  They stand three feet at the shoulder, with two feet for a neck.  They are unable to stand on their back feet however.  


Diet: Meat and Berries

Temperament:  Placid when left alone, or with an owner.  These creatures however when wild are extremely aggressive when their territory is entered upon.  There are two strains, feral and tamed, the feral is impossible to train, and will kill to defend itself.  Where as the Tamed are much more friendly, often releasing a rumbling purr.

 

Brief summary of the creature

 

Characteristic: (Behavior, Reproduction, Gathering food) The Fetidbrood comes from two different places, the tamed ones being a softer color, often pastels cover their scales.  And their manes are a soft vibrant color as well.  The wild ones are often black, dark blue, and grays, even some reds.  Their colors are dingy and they are known for attacking randomly.  

 

Fetidbroods have two rows of teeth, these beasts however have bad sight during the day, often coming out at night.  They're rather often caught sleeping during the day.  Fetidbroods can survive in harsh environments though it's rare to see them in deserts, as they have no way to prevent themselves from being overheated. 

 

Their scales are soft, though they protect well against other beasts, their scales would easily be hurt by a sword.  A tamed Fetidbrood would not attack someone unless it itself felt in danger.  It values their owner, however unless it's owner was actively being attacked, and blood shed, it would not get involved.  Even if it did, their teeth are short, however their claws are long.  It would most likely attack with a clawing motion, however these beasts have a hatred for spilling descendants blood, finding it untasty they would not kill someone, more likely disabling them, or fleeing.  

 

Fetidbroods breed one to five eggs every two weeks if the conditions are met for it to feel comfortable.  These start off at two feet long, and over the time of two elven weeks it will grow to full size.  

 

They often are in packs, thus hunting is easy for them, rarely do Fetidbroods, unless tame live alone, as they are more social than people give credit too.



Origin: Unknown

 

Weaknesses:  Their scales, similar to a snake though rough to bite through, are easily severed with cutting weapons unless on it's stomach, use a blunt force weapon here to shatter the scales.  Aim for the back of the neck.  Their teeth are short so biting into people to damage is difficult but not impossible.  They are damaged by Paladin magic.

 

LM Approval Required: No



If playable, what are redlines?  They do not kill no matter what, unless it is another animal.  They often are caught clawing instead of biting, and they will die in deserts unless hydrated constantly.  The dark colored ones are impossible to train.

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Glaciat
(Glac-ee-at)

tumblr_nmm4hp4p6y1teq0cwo2_1280.png

(Artist- Noivern)

 

Habitat:

Ceru’s Ice Tundra

 

Size:

Size of small cat. 15cm(Height) 30cm (Length, Including Tail/26 cm not including tail)

3.5ft(Wingspan)

 

Diet:

The Glaciats mostly eat snowshoe hare, that roam the snowy deserts of Ceru. This being the largest food supply, and the easiest thing for a Glaciat to catch. Although they normally eat meat, they will also eat vegetables, fruits, and nuts. The Glaciats have quite a sweet tooth, they absolutely love fruits, and honey however due to their habitat they don’t get much of either. Glaciats also do not drink water, instead they gnaw on ice, and allow it to melt within their bodies, seeing as not much water is unfrozen in the tundra.

 

Temperament:

Glaciats in the wild are quite timid, often times returning to their cave instead of creating conflict.

Finding a Glaciats cave is quite hard, as they close the cave off with snow at night. However if one was to stumble upon the Glaciats cave, they would find that the Glaciats merely hides within the deepest part of its cave. However if the Glaciat is protecting its kittens, it will attack, using its claws to gash and cut. Taming a full grown wild Glaciat is impossible, as they’ve become to acquainted with the wild, and their wild lifestyle, however taming of a baby is much easier, as they quickly bond with their owner.

 

Brief summary of the creature:

Most of these winged felines have a thick, shaggy fur to them. They also hold two majestic wings that sprout from their back. These wings are unable to support the body of theirs for long, however, they can fly for a bit before becoming exhausted. They usually use this technique to fly high in the air and use their wings to glide along in an attempt to get the most out of their short flight. Along their bodies are an unnatural sight, a bunch of white spots that decorate its body. In the night time those spots upon a Glaciats fur begin to shimmer like stars in the sky, the female with the brightest spots is sought after by the males. Glaciats are attracted to bright lights, often times following them, or playing with them.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

Glaciats are very timid creatures, as stated above. However a tamed Glaciat can have varying personalities, normally one that mixes well with its owner, or even copies its owners. Every once and awhile a Glaciat is born, that lacks the timid behaviour the rest of its kind have. Instead these Glaciats are more fierce and leader-like. These Glaciats normally come around when a large group of various Glaciat families live near each other. This Glaciat is expected to be the protector of the group.

 

Glaciats do not reproduce very often, making them quite a rare animal to see. Glaciats mate for life, and can only have around three liters of kitten throughout their lifetime. A litter of Glaciats consists of three Glaciats,  their fur color, and markings dependant on the mother and father. Glaciats spend most of their life with their family, only heading off in search of a mate when they come of age, in which point they start their own family. If there is a large group of Glaciats living nearby each other, and there is a female with brighter star spots then normal, she becomes the sought after female, males normally bringing her presents in the form of gems, food, and other knick-knacks they find within the tundra.

 

Glaciats live within small caves, that formed within the ice. The male is the one responsible for finding a suitable cave, and digging out the other rooms they may need within it. A typical Glaciat cave normally have three rooms, or off-shoots. One for the kittens to sleep within, this room normally have some sort of leaf or hay on the ground to make it soft for them. Another room is dedicated to the mother and father, this room normally has a rabbits fur upon the ground. The last room is the most important room any Glaciat cave can have, a food storage room. See Glaciats hunt often, however they don’t eat very much, the kittens normally drink the mother's milk, and don’t start eating until they are a few months old. So to preserve this food, they place it within their cave, and cover it with snow, causing it to freeze. Afterwards they seal the cave off to prevent it from melting. Glaciats are quite smart when it comes to surviving, and shouldn’t be underestimated.

 

Origin:

Unknown. However there are stories that these creatures have lived within the ice for many years, and are somehow linked to pygmy dragons. Though there isn't any official evidence on this matter.

 

Weaknesses:

Glaciats are extremely weak to fire, and heat. If a Glaciat is kept within a dry warm place for to long they will suffer, and die.  Although their fur is quite thick and shaggy, weapons can easily harm them, however some added force will be needed to push through the fur.  Glaciats have a magic resistance when it comes to lightning evocation, when struck with lightning (Magic or not) instead of it harming the creature, the electricity instead travels through its body. The lightning acting as a battery in some way, as it makes the star like spots upon the creature's fur shine brightly for a few days (even when it's in a lit area.) The Glaciat is still damaged by the lightning however, often times burning them quite badly.

 

LM Approval Required:

No (However they are pretty rare. You should contact the lore makers before roleplaying one.)

 

If playable, what are redlines?: 

-Glaciats cannot fly for extended periods of time, unless they are gliding.

-Glaciats cannot carry heavy objects. (They however make good messengers.)
-Frost Breath is only useable 3 times a day, and CANNOT freeze large objects.
-Weak to fire.
-Cannot live within dry/hot areas.
-Cannot be tamed as adults.

-Hard to find

 

Written By: Stafelt & PurpleCola

Edits: Removed Frost Breath, To Prevent Possible PG.

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Purgaman

 

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(SirenD on DeviantArt)
 

 

Habitat:

The Purgaman (pl. Purgamen) often resides in cold, damp, and secluded environments. Typically, one can be found either in old, abandoned sewers, or some long abandoned cavern. In addition, the smarter, more uncommon variety may roam the alleyways of urban cities.

Size:

Purgamen are roughly the size of a rat. They can grow to be anywhere from 12 ft. to 16 ft. long. They will be relatively light, weighing only around 5 lbs.


Diet:

The Purgaman is an intelligent scavenger. However, it is a terrible hunter, almost incapable of catching anything larger than an extremely small mouse. Most of the time, the Purgaman will often scavenge for food in the midst of society's waste, rummaging through garbage, searching trash bins, sewers, and other common locations for a civilization's discarded food. Regardless of if the meal is fresh or not, a Purgaman will happily dine on any scrap food, may that be meat, stew, vegetables, fruit, bread, or any other leftover meal. In the wild, where no human waste is available, Purgamen shall attempt to capture small bats or mice, or feast on herbs. They may also take to stealing crops from readily available, unguarded farms.

Temperament:

Purgamen tend to be akin to a cat. Unless severely provoked, they'll be fairly docile, instinctively fleeing from any danger rather than engaging it, lest their home is under siege. With that said, they're still somewhat cocky, able to sneak up to much larger people, provided that they don't scare the creature away. Should one wish to tame a Purgamen, it wouldn't be that difficult, given their tranquil nature. Simply offer them their preferred food continuously, and they'll become easily domesticated, taking to their new master rather quickly.

 

Characteristics:

Purgamen are not territorial. They are individualists, extremely singular creatures with no desire of bunking down with others of their kind. One may find a "nest" of Purgamen, where multiple creatures share the same cave, but by no means do these cat like fiends interact with each other very often. They may dine and defend their home together, but outside of these fundamental activities, they will separate from each other. They are so secluded that, when two Purgamen do the funky, the male will simply dash away, with no will to ever see his partner or his potential children again. The mother, on the other hand, will raise her litter, normally consisting of 3 - 10 offspring, all the way until the age of six seeds (IC'ly six months, OOC'ly six days). At this point, Purgamen are capable of reproducing themselves, as well as scavenge for food, migrate to new locations, and care for themselves, including their hygienic patterns. Fundamental hygiene among Purgamen include licking themselves clean, much like cats, but with a twist. Using their extremely long and capable set of whiskers, they'll first lick themselves, and then spread their saliva across their body with the whiskers, hoping to clean any dirt or dust stuck in their pores. Speaking of their pores, Purgamen do not grow much hair. They'll bear microscopic hairs on their skin, but otherwise, the surface of their body is extremely rough. They come in mostly dark colors, such as grey, black, and very rarely a dark, blue hue.

 

Summary:

These mischievous critters are sly, jittery, intelligent, and resourceful. Given all of the factors above, they make superb survivors, and awfully docile pets. While they may be ugly, they're extremely loyal to their masters, should they have one. Purgamen are awfully unique.


Origin:

They originally bred in the sewers of Felsen, back on the continent of Vailor. After the mass migration to Axios, they stowed away among the ships travelling to the new lands, massively decreasing their population size. As they were released into the wild, they made their way to new settlements, caves, and other such damp areas.

 

Weaknesses:

The Purgamen have a generally strong dislike of bright lights, wishing to avoid the sun as much as possible. They're also repulsed by fire, being easily flammable.

 

LM Approval Required:

No

Redlines:

- It'd be unreasonable for a Purgaman to be any more powerful than a rat, either defensively or offensively.

- Although they behave like that of a cat, they only bare sharp teeth, not elongated claws. They have nails, but not claws.

- They do not have tails.

- Even by their master's request, an unprovoked, offensive attack on another individual, when not being hunted, is against their very natures.

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On 10/11/2017 at 1:05 PM, Rella101 said:

Fetidbrood

Accepted

On 10/12/2017 at 4:03 PM, Starfelt said:

Glaciat

Accepted

On 11/5/2017 at 4:55 PM, Papa Liam said:

Purgaman

Accepted

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(Name of the creature ): Borps

 

(Picture reference including credit to artist)

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Designed by Neal Scanlan

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Image by Chalecus (deviantart)

 

Habitat: The Borps can be found in mountainous and forested environments, as they opt to nest in higher-up areas, that being ridges along the mountains, or high in the trees.

 

Size: Borps are usually about a foot tall, yet their young hatchlings would range to be only a few inches. Due to their small size, they usually only weight two to four pounds.

 

Diet: Borps feast on a omnivorous diet, similar to many other seabirds, eating foods such as worms, nuts and berries, and even discarded food left behind by people, such as leftover pieces of lettuce and celery.

 

Temperament: Borps are generally docile little seabirds, bound to use their small wings to flap up and bite when threatened.

 

-Brief Summary of the Creature -

 

Characteristic: (Behaviour, Reproduction, Gathering food)

The Borp, as a creature, live on rocky coastlines, in coastal forests, and on beaches. Borps are usually well behaved little seabirds, yet they follow a pack mentality. When a fellow member of their flock is in danger, they tend to come together to use their numbers to scare off prey. Borps are crafty little birds, tending to swipe things from visitors to their habitats, such as small pieces of their food, coins, arrowheads, and in rare cases, large sticks. Borps tend to lay eggs in nests made of grasses and sticks, and they follow a general roosting behavior, where the male Borp stays with the eggs to keep them warm. Borps are characterized by their white-feathered bellies, with dark grey and dark brown feathers on their backs. They also have either orange or clay colored feathered accents around their beady little eyes. Borps have webbed feet, making them excellent swimmers in water.

The noises that Borps make are in the form of small, loud warbles, making a GWAH noise with every warble. Other than the warble, they tend to make small chirps on the side, however. Borps tend to be afraid of those who pose a threat, such as a those who run at them quickly, attempt to pick them up without their trust, and of course, attempting to hurt them.

 

Origin:

Borps were originally found as the descendents arrived at the beaches of Atlas, their large, beady eyes and their egg shape attracting birdwatchers and admirers from all around. The Atlasian shorebirds began to adapt to lifestyles around new coastal settlements, flapping themselves onto rooftops and thriving off of stolen food.

 

Weaknesses:

Borps have multiple weaknesses, many shared by other small birds. Their smaller stature makes them harder to hit, yet they aren’t durable from many attacks.

 

LM Approval Required: No.

 

If playable, what are redlines?:

-It’s unlikely that a Borp would be useful in a fight, and it carries no lethal parts to their body.

-Borps tend to not be loners, tending to stay in packs with their flock. However, if they are tamed, they will consider their owner as a part of their flock.

-Borps do not have tail feathers or sharp teeth.

-Borps, due to their inexperience with sentient beings, tend to trust descendants, allowing them to get close, and even pet them. Borps are almost never hostile to those who don’t pose a threat to them.

Edited by Whiplash
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On 12/18/2017 at 6:57 PM, Whiplash said:

Borps

Accepted!

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Ooze

 

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Black Engulfer Oozes Devouring A Species of Bioluminescent Creature.

(Credit to Der-Reiko)

Habitat:

Anywhere the Alchemist makes them.

 

Size:

Entirely dependant on how much biomass they consume. At first, they can be the size of one’s head, or a even a small cat. Alchemists typically carry these creatures around in flasks, to throw it at their enemies.

 

Diet:

Biomass. It will eat organic matter, though dead and treated matter like treated wood will not be devoured due to the creature not being able to break it down. It is notable that some treatments on armor or clothing can stop the creature from eating or slipping into it.

 

Temperament:

 At first, they seek to consume all biomass. These creations can, however, be tamed by their creators if given enough biological matter to make it intelligent and having pieces salvaged from it to make smaller and more docile creatures.

 

Brief summary of the creature:

Born by alchemists via a ritual similar to making a homunculus, these creatures are formidable, even when smaller. The creatures known as Oozes are made via a lard, or some form of slime and vitae base, with various representations of life, and other some representations, typically consumptions, corrosion, and so on. Regardless, when birthed, these creatures only seek one thing -- only nurtured by biomass. They are an infection, suckling and feeding via their bodies. The more they consume, the larger and stronger they become. First, dwarf sized biomass makes them twice their original mass and size; though, they will require more biomass than before to achieve a larger height, meaning next time will be human sized biomass, the third time will require an orc sized biomass, and so on so forward. What is most horrifying, is that the beast gains some semblance of intelligence, though never to the extent of a descendant. They can be further augmented and sometimes, they will be able to shape themselves along what they consume, using skeletons as and pieces to their own benefit, if they have that form of intelligence.

 

There are a few types of oozes, and there can always be more:

 

Standard: These oozes have caustic skin, able to burn away at flesh when they touch it. At first, it is not very strong, but the more and more the ooze is on another, the more it burns and eats away until it hits the bone. This process allows for the ooze to drain nutrients from the material, and feed itself. Sometimes these creatures will try to engulf biomass to feed off them efficiently. These ones are susceptible to temperature, able to be boiled by heat, and frozen by intense cold. Salt appears to cut through them effectively, acting like an acid to these creatures and making it so that if one where to lop off pieces of one, it would likely be burned away, or dead. Hacking it until it is no longer a threat is also an option.

 

Highly Corrosive: These ones are corrosive enough to withstand the cold due to various reagents for heat and corrosion, though salt and normal weapons are able to harm it with relative ease, as splitting it apart will cause more damage than the previous, making it so parts of the lopped off pieces become inert by normal weapons, and salt causes the beast not only to become slower, but allows for one to carve through the mass with ease. Much like the standard, these creatures dissolve biomass for nutrients.

 

Heat resistant: The heat resistant oozes,  lacking less corrosion and consumption in their creation will be less acidic due to such, as well as a resistance regent, and take far longer to consume biomass. The cold, salt, and normal weaponry is required to dispatch it.

 

Temperature Resistant; Engulfers: These oozes gave up the ability to be as corrosive to be resistant to the elements; taking regents that represent resistance, and the elements. These creatures will aim to engulf their victim, and choke the life out of them. Suffocate and eat away until no life rests in the target. They digest the body soon after, and it is a slow process, with the body sometimes remaining for weeks, slowly being consumed until bone remains. Notably, these ones are thicker, which means greater strikes with normal weaponry will be required. Salt has less of an effect, but it still damages the creatures, making it easier to cleave through the ooze.

 

Frigid: These oozes, due to more frigid based regents, rather than having a corrosive touch, will have a more frigid touch, and in turn be more cold resistant, but more susceptible to fire. They will cause frostbite, and through the cold they will find nourishment from the biomass.

 

Magic Sapping: Formed by liquid mana, and the same regents to make a standard slime, these beasts are notable for eating magic and magical energy away. They are a bane to mages, whereas to others, they are very little threats. They consume they magical energy such as spells, and when they touch mages, will sap their energy from them; ripping and tearing until they have no more.  



 

Characteristic: (Behaviour, Reproduction, Gathering food)

With enough biomass, the ooze can begin to swell up to a size where it is massive, and from there -- it might be able to birth other oozes. If the oozes have consumed enough brain matter to be intelligent, then they have the potential of being tamed, and become able to regulate their corrosion to be lower if they wish, meaning that if an Alchemist was to tame one via feeding it enough biomass, then it will allow said alchemist to touch it, and will be unreactive to them, save for being slightly playful. To have an intelligent one (and remember, they are always less intelligent than a descendent), an alchemist will need to use regents, or feed it some brains. Otherwise, these creatures will lurch onto their victims and try to engulf, or burn them with their bodies, feeding off the biomass’ nutrients. Otherwise, these creature are rather simplistic, and skulk about wherever.

 

Origin:

Alchemists created such creatures, using previously described bases and substances to give life to these monstrosities, much like an alchemist would create creatures to act as protection, companions, or even pets.

 

Weaknesses:

Look back in description to see the full detail as to what each are weak to, but typically they are weak to intense heat and cold, burning away and freezing them to death. Alternatively normal weapons can be used to lop them to where the ooze becomes no more of a threat than an insect, or use salt to kill the beasts; it breaks apart certain bonds and causes great damage on the beasts, causing them to dissolve with enough salt.

 

LM Approval Required:

Yes. Contact the LMs or the author to see if the Alchemist can make/use one. ETs can use these in events however.

 

If playable, what are redlines?

 

Molt-Mite

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A molt-mite after molting some of its rocky exoskeleton.

(Credit to David Sequira)

 

Habitat:

Around Volcanic Lands, or Ashlands. Though, they can also be found in regions such as deep caves.

 

Size:

The Molt-Mite can reach up to four feet, though are usually two feet.

 

Diet:

Omnivores. These creatures feed off insects, small entities such as urchins, and plant matter; though it is highly unlikely for them to eat red meat, but can be fed practically anything so long as it isn’t poisonous or stone, wood. and metal. Though, they are known to feed off ash infused soil for the nutrients it provides. After feeding some, the Molt Mites are able to go months without food, given how long it takes for them to digest. Oddly, they do not need water.

 

Temperament:

Typically passive, though if one is cornered, they will use their claws to defend.

 

Brief summary of the creature

The Molt-Mites are a mole like creature that appeared to shape into what it is now. These animals possess a soot colored fur, with stone-like protrusions that can grow from their their head, backs, and on their paws and legs. Their paws possess ebon colored claws that they use for burrowing, grasping food and depositing into their maw, or for warding off predators.  Occasionally, these creatures molt their stone bits to regrow them later; if one was to hunt them, they would find that they have a very nutty texture, and would taste really well with the addition of some spices. As for taming them, no known man has attempted to, but it surely is plausible; though they are completely useless to combat enemies, but would make wonderful companions - they care for their masters, sometimes trying to collect dirt and various herbs for them to express their affection, aided by their keen scent.

 

 

Characteristic: (Behaviour, Reproduction, Gathering food)

They produce similar to any other animal, doing such when the a female goes into heat. As stated before, these creatures are typically docile unless attacked or given reason to be violent. The molt-mites will usually be burrowing underground, though many do come up to the surface to eat certain foods and soil. When they find their prey, the will use their claws a s a method of binding them in place and then shoving them into their mouths, or alternatively rip larger prey to feed on. Their stoney hides can be used for alchemy, representing earth regents such as resilience, and water regents such as change.

 

Origin:

Not much is known, though one can assume they were some form of creature that adapted to the harsh environments of the underground, or volcanic lands.

Weaknesses:

A blade will do the trick, while they might have durable hides and stoney extensions to protect against the ash winds, they are still able to be easily dispatched.

LM Approval Required:

No

If playable, what are redlines?

N/A




 

Charuk

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(Credit to Publish)

 

Habitat: These creatures are in volcanic lands, Ashlands, or in caves.

 

Size:

At most, these creatures are roughly four inches. They are fairly small.

 

Diet:

These feed off small creatures within stone, as well as the nutrients said stone and dirt.

 

Temperament:

They are passive.

 

Brief summary of the creature

Found along water, lava beds, or within caves, these animals are known to cling onto the walls or ground with their lower parts. They have an interesting appearance, with gem like shell with various ridges in it. These are typically prey to larger creatures, though said creatures would need to be able to open up the shell without their maw -- for the shells have a weak toxin that would cause a foul scent and ward the creature away if they bite into it -- one able creature being the molt-mite. To descendents, they must be extracted from their shell and expose their pink meat; and have flavor comparable to a prawn.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

There is little to know about their behavior, though these creatures rarely move, but when they do they scuttle towards food, and cling onto it -- feeding from the stone and soil to nourish themselves. When it comes to the right season, these creature reproduce rapidly, creating small little shells with the developing creature inside besides them.  The shells can be extracted and used as earth symbol regents for attachment and resilience.

 

Origin:

Little is known about their origins, though scholars speculate they were some form of urchin or sea creature that adapted to the harsh climates caverns and volcanic lands bring.

 

Weaknesses:

Anything strong enough to crack open its shell, which is not very hard. Some creatures use their claws to pierce into their hide and expose the flesh.

LM Approval Required:

No

 

If playable, what are redlines?

                                                            N/A




 

Maverus Skulker

 

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A Skulker mother and its eggs.

(Credit to Nuare Studios)

Habitat: Volcanic lands, Ashlands, Rocky areas, or within caverns. They can be seen scuttling along the surface within these volcanic and ashy lands, though  they are mostly seen underground.

 

Size:

These massive insectoid like creatures are incredibly large ,spanning up to twelve feet if they were fully stretched. The mothers can be twenty feet in size, and are incredibly formidable.

 

Diet:

Flesh. They feed off it, ripping and tearing to devour.

 

Temperament:

These beasts are hostile, and will attack descendants if they are hunting for food or encroaching on their territories.

 

Brief summary of the creature

Quick, deadly. These scuttling creatures roam the undergrounds and ashen lands. With their combination of chitin and hide, as well as ferocious tendencies, these insectoid like creatures are true horrors. Referred to as Skulkers due to their method of hunting, the creature spans up to 12 feet, fully out-stretched, though females are larger. Typically, they have a dark colored chitin, and throbbing brown, or blue flesh; they are equipped with massive mandibles, an array of sharp inner teeth, and a collection of pale eyes, though some mutations may allow for different colors. These large creatures have the capacity to dart towards their prey and shred them apart with their mandibles and teeth, or even constrict and crush them with their bodies, if not gore them with their spear-like tail, which carries quite the force thanks to these large critters. While they are incredibly formidable, the gaps of their chitin can be utilized against them, or means to crack the chitin open is also an effective method.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

These creatures are rather passive to their own, but are incredibly aggressive to other species, hunting them via stalking their targets and in their moment of weakness -- lurch forward to complete the hunt. Once they manage to kill their prey, they will tear most of the flesh from the body, and even consume some of the bones. When a mother consumes enough, and is in season, it will mate with a male within its designated territory and lay its eggs great quantities, some of which might be stolen by other animals, or prey. The eggs can be used to make a good omelet, but the chitin salvaged from the vanquished Skulker can be used to make some form of armor; as a base, the chitin is able to protect from some blows, heavy blows will break it if there is nothing to supplement the plate. This requires some craftsmanship to perfect the chitin, requiring a composite armor, more than likely some form of padding or even overlapping plates to make a lightweight and incredibly resistant armor. Their parts can be harvested for tribal weaponry or for alchemy, used as earth and fire regents for destruction, consumption, death, and resilience; even their legs can be used as air symbols of grace and travel.

 

Origin:

These creatures were always present in the realms, rending through their prey. Some tribes revere the skulkers and worship them, hoping that they will not harm them -- likely tricked by their hunting methods, as they see the skulkers watch them. They were ripped and torn apart after, most likely. Scholars believe they were adapted to survive the ashlands and be able to hunt larger game.

 

Weaknesses:

A means to crack the chitin to expose its flesh and deliver strikes; slipping a blade within the cracks, shots to the exposed flesh on the head, and other means can be used to vanquish such a deadly creature.  

LM Approval Required:

Yes. Event Locked and are material for the ET.


 

If playable, what are redlines?


 

Orgryms

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Orgryms stalking a horrified traveler.

(Credit to Poitr Jablonski)

 

Habitat:

In Volcanic Lands, Ashlands, or dark caves, and rocky areas.

 

Size:

The Orgrym are large creatures, with their very young being six feet. One of the tallest known Orgrym are fifteen feet, though some might be a head or two larger.

 

Diet:

The Orgrym can withstand long periods without food, in doing so- their stomachs become more bloated. When they find food, it will most likely be flesh, or some spores certain plants release into the air, which they take in. The Orgrym will seemingly go for descendents if they can feasibly take hold of them. Something about them makes them more keen on those creatures.

 

Temperament:

These creatures appear to be hostile towards descendants, though there are times when they choose not to attack them.

 

Brief summary of the creature

Travelers beware; do not go at night, lest one wishes for the Orgrym’s attention. The Orgrym is a large humanoid with ash gray skin and sunken features. Most notably, their bone structure is well defined on their faces, and brandish beady white eyes to which oddly have decent sight, able to notice a creature, even if it is not moving, unlike most other animals. They are incredibly primitive,  using grinded down stone for tools such as spears and axes; even then it is rare for an Orgrym to have a tool. These humanoids move rather fast, hunting at night to ****** lone travelers, sometimes attacking in groups to attack a group of travelers. They have incredibly resistant hides, with sword wounds taking great force, or multiple strikes to get into their ashen skin. Incredibly formidable, very few have survived encounters with the Orgrym, and most recalled tales of having to run and hide; but the threat was always near, watching them and waiting for a moment of weakness. It was only when day broke, or when too much time passed -- that the Orgrym stopped. What is known is that they possess amazing strength, able to ****** a man with ease, only to devour them with great bites that can rend through tough hide with ease.

 

 

Characteristic: (Behaviour, Reproduction, Gathering food)

These intelligent creatures hunt in the best way possible, using fear tactics to frighten their prey, or even moving forth in a harsh assault to ****** their victims. If they are not out for flesh, these creatures will stay by certain fungi and take in their spores. Their durable bodies, likely due to the amount of flesh they have, act as protection against attackers and predators. If one was to slay an Orgrym, they would find that their bodies can be used for strong alchemical regents. Their reproduction is unknown, though it surely occurs, given there are more and more of these creatures. Some scholars believed these Orgrym used to abduct descendents, namely women to make their young, though that was proven false; it appears they sometimes use descendents to perform some kind of ritual slaughter, abiding by some religion unknown to others, though it appears this ritual is to get food from specific plants, believing the slaughter of a descendant will in turn allow for a more furtive yield.

 

 

Origin:

Unknown. It is assumed they were some form of adapted humanoid, as when one was taken apart, they shared a similar anatomy with the descendants, albeit lacking lungs, and an appendix. The Stomach appears to be able to digest harmful substances.

 

Weaknesses:

While they have incredibly tough bodies, weapons can still pierce through it with enough force, though ranged weaponry is highly recommended.

 

LM Approval Required:

Yes. Event Locked and are material for the ET.


 

If playable, what are redlines?

 

The Ohri

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An Ohri scanning for prey.

(Credit to Jerad Merantz)

 

Habitat:

Typically areas with very little light, or caverns. It is likely to find this creatures in volcanic lands, or near Skulkers.

 

Size:

These creatures are roughly 6 foot five, though due to their hunched over nature, they appear a bit smaller, likely six foot.

 

Diet:

These scavenger like creatures are known to feed off carcasses, or the eggs and infants of others; however, hunting packs have been utilized within this species to take down live and dangerous game.

 

Temperament:

These creatures are relatively hostile when in groups, though alone they appear to avoid stronger species.

 

Brief summary of the creature

Called “Clickers” by some due to the sound they make, these eyeless creatures have adapted to the dark in an odd evolution, using their clicking sounds as a means to find their prey. The Ohri are humanoid beings that have a slick and slimy pale skin. They are hunched over, with their legs twisted back and having points at their ends. Their arms are fairly lanky but brandish long and gnarled fingers, and their eyeless heads have something of a malformed snout, with sharp teeth and long canines to aptly bite into prey. These creatures are incredibly sound sensitive, a boon due to their lack of vision, though do not threat -- alone, they can be easily dispatched, only in packs can they pose a threat. Interestingly enough, these beings appear to be the target of Orgryms, who sometimes confuse them as descendents.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

The Ohri will typically hunt in packs, using their clicking sounds as a form of echolocation to pick up movement and heat. Their adapted ears and scent are then used to hone in one specific smells and sounds to better find their prey. When in packs, they are capable of taking on larger game, and will willingly do so; some of which are the Maverus Skulkers, sometimes overpowering the beasts, or succumbing to the insectoids wrath. Alone, these creatures ****** at smaller prey, feasting on eggs and the smaller infants of animals, able to quickly get away due to their swiftness; though said speed cannot outrun a bolt or high-speed projectile. They reproduce via a male and female, with the female doing live birth. To descendants, they will typically try to avoid them unless in packs, likely believing they can take one and share food when grouped together in said packs.

 

Origin:

They appear to be some adapted creature, their origin is unknown. Some speculate they have been around as long as the Skulker, evolving to eat the creature’s eggs, or even hunt down the very creature.

Weaknesses:

They go down fairly easy on their own, though the only worry is fighting them in packs.

 

LM Approval Required:

Yes. Event Locked and are material for the ET.

 

If playable, what are redlines?



 

Aijek

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The Aijek after defending itself from harm

 

(Credit to Ben Maurd)

 

Habitat:

Volcanic lands, mountainous areas, ashlands, and caverns.

 

Size:

These creatures can nearly reach up to six feet on all fours.

 

Diet:

This creature seems to crack open rocks and eat certain creatures inside of it, though they will do the same for small creature hiding in the dirt.

 

Temperament:

Passive until threatened.

 

Brief summary of the creature

The Aijek is a large quadruped with durable hide and stone like ridges along its spine and its cranium. The hide and stone appear to be adapted for the tough climates, the tough hide able to take razor winds and sharp debris with ease, and the ridges help in diverting harm elsewhere along its body, away from its softer head if damages was to come from above and onto the stone like protrusions. Along with a small tail, the Aijek sport sharp canines for defense, and teeth meant for crushing as well as grinding, evidently these creatures are not big game hunters, as they lack the teeth to effectively rip and tear; though they possess a strong jaw strength and it is advised not to get bitten by an Aijek. Over all, these creatures will pay little attention to descendents, so long as they do not pose a threat via inflicting harm on them. There have been accounts of some folk taming them, but for little benefit, as they will not actively seek out to harm someone unless they are attacked.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

These creatures are relatively passive until provoked, otherwise using their maws to crush and bite into small creature filled rocks and dirt. They reproduce when a female goes into heat, giving live birth to a small batch of Aijeks, which would eventually grow. During this time, the baby Aijeks will move with their mother in something similar to a pack mentality, learning off her; though the mother will need to give them small rocks or find some soil for these creatures. Once matured, the Aijeks go off on their own, but sometimes groups can be spotted.

 

Origin:

Scholars believe it was some form of animal that adapted to the harsh conditions.

Weaknesses:

The face and underbelly are the softest in the durable hide, and even then, a great amount of force can be used to pierce the hide. Though it is unlikely singular heavy strikes will be able to fully pierce the hide in one go.

 

LM Approval Required:

Yes. Also Event Locked, ET can play them.

 

If playable, what are redlines?

 

 

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Ashen Aquila
The Gladiators of the sky.

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( Credits to Kaustuv Chatterjee )


“They attacked at midnight, their reddish feathers were glowing with the light of the moon, quickly they fell upon our animals, not even fire stopped their flight ”


Habitat: Mountains and volcanoes

 


Size: Around 4,3 feet of height and 12 feet of wingspan.
 


Diet: The Ashen Aquilas are exclusively carnivorous, once they reach their adulthood they won't eat anything that they haven't hunted by themselves, something that makes keep them in captivity almost impossible.
 


Temperament: Usually aggressive unless tamed.
 


Brief summary of the creature:

 

The Ashen Aquila is specie of big bird of prey that shares characteristics with Kites and Vultures. They could be found in the continent of Atlas at great heights. Their plumage would be completely crimson if it were not for their white head and breast, also a group of black feathers would be at each edge of the wings, giving it a very aesthetic look when they fly. They tend to live around forty years and could reach a maximum size of  4’3 feet of height and 12 feet of wingspan, their shape and soft weight makes them one of the fastest species of birds. There are two kinds of Ashen Aquilas, the Royals, which are usually bigger and smarter than the average, they can easily identified because they have a group of golden feathers on the forehead, while the Common Ashen Aquilas are smaller and tend to follow the Royals.


 

Characteristic:

 

Crimson Feathers:

The feathers of the Ashen Aquilas can stand really high temperatures for short periods of time, while it is absorbing the heat they would glow in orange and finally burning away if it is exposed for a long time, turning into ashes, if the heat is not enough to burn them they would recover its original color and slowly free the heat, this process would take a few months and would keep the Ashen Aquilas warm during their expeditions to cold lands.

 

Behaviour:

The Ashen Aquilas live in large groups leaded by at least one or two male Royals, a group of females of the same kind and an unlimited amount of Commons, which are the ones that leave the nests to hunt. The Ashen Aquilas are very aggressive with other creatures that could a treat for them or a good adversary, even with members of other groups of their same specie, they usually fight in groups and won't leave the battlefield until they kill their enemy or they die in the attempt. The male Royals are very territorial and would only allow another  adult male Royal in their group, usually this one being one of their heir as leader.

 

They live in very high places like the peak of the mountains where they can find other birds of prey to hunt or near volcanoes, where they can recharge the heat of their feathers.

 

Once they are tamed their minds would change drastically, specially the Royal ones since they are more intelligent, they would learn to recognize their name and don't attack their owner, but this depends of the personality of the owner and how they train them. If trained with patience and kindness they would be really good partners and smart, but if trained with brutality they would become even more aggressive than when they were wild.
 

Taming:

There are four ways to tame an Ashen Aquila, the first would be get an egg and keep it warm until it is born, the second would be fight against them and humiliate it to break their feral personally, but it would only work with the Royals and take several months or even years, the third way would already have a Royal tamed, it would make the process much easier because the others would mimic it, and the fourth way is use magical artifacts or Druidism. The eggs of the Royals would have golden circles all around the egg.

 

To tame a Royal with the second option you will need to put them in a cage with their wings tied and feed them with meat directly to their peak and being sure that it eats it, this would put their minds in shock and make them remember when their mothers fed them, which would create a special connection with their new owner in the mind of the Ashen Aquila.

 

Abilities in Combat:

The Ashen Aquilas use their sharp peaks and they claws to fight, usually flying in circles around their enemy and aiming their attacks towards the eyes or neck. They are rather strong so if they catch a part of the body they would try to use their wings to take down their adversary or even raise them from the ground if it is a small animal. But clearly their strength are the groupal attacks, a group of three Ashen Aquilas could kill a young uruk.


 

Breeding:

The reproduction of Ashen Aquilas is very rare and requires at least one Royal for it to be successful, while the intercourse between two Commons would fail in almost all the cases.

 

The next table would explain it:

 

  • Male Royal + Female Royal= 20% Royal, 50% Common, 30% Failure.

 

  • Female Royal + Male Common=  70% Common, 30% Failure.

 

  • Both Common= 10% Common, 90% Failure.

 

(This will be defined by a /roll 10, and following the table, for example to get a Royal you will need to get a 9 or 10 if  you used two royals to breed it, being 1, 2 and 3 failure.)Taming:

There are four ways to tame an Ashen Aquila, the first would be get an egg and keep it warm until it is born, the second would be fight against them and humiliate it to break their feral personally, but it would only work with the Royals and take several months or even years, the third way would already have a Royal tamed, it would make the process much easier because the others would mimic it, and the fourth way is use magical artifacts or Druidism. The eggs of the Royals would have golden circles all around the egg.

 

To tame a Royal with the second option you will need to put them in a cage with their wings tied and feed them with meat directly to their peak and being sure that it eats it, this would put their minds in shock and make them remember when their mothers fed them, which would create a special connection with their new owner in the mind of the Ashen Aquila.


Origin:

Their origin is unknown but they were discovered when small groups of descendants started to inhabit the lands of Atlas and invade their territory with cities and castles, this also caused a reduction in the amount of food available, which forced them to move to lower lands and start to attack groups of descendants, many stories were told about these gorgeous birds attacking groups of merchants or killing dozens of cows in the farms. Though this new way of life caused them to spread in different groups and increase in number, though it didn't last long, because the descendants started to hunt them, specially when they noticed the properties of their feathers, soon the population of Ashen Aquilas started to disappear, and the few that were left were constantly fighting with each other.

 

Actually they are almost extinct, only one group remains and they have few members.



Weaknesses: They are weak against mundane weapons and almost all the kinds of magic but fire evocation.


LM Approval Required: Yes

 


Redlines:

 

-A Common Ashen Aquila wouldn't live more than 40 years, only a royal one would live past that point. And they reach their adult stage at the age of 4 years, when they can start to breed.

 

-They would be very hard to tame, without the help of a magical item or having it from an egg that could take a few years, but once tame a Royal, the others would follow him and be easier to tame.

 

-Only one wild group can exist per continent, because if another group is created they would enter in war and don't stop until one is completely exterminated.

 

-The feathers would resist direct fire for only 3 emotes before they burn away, if the fire vanish the feathers would stop glowing and after 2 emotes they would come back to their original color and be warm to the touch.

 

-They need to hunt their own food, they would prefer to die of  starvation than eat already dead animals.

 

-The breeding must be realized following the system already stated and using rolls, where the lower rolls would mean failure.

 

-The Ashen Aquilas can’t be mounted.

 

-The wild Ashen Aquilas can only be roleplayed by members of the Event Team or Lore Team. And the feathers must be signed by a member of either those teams if they are used for crafting.


 

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Desowyrms

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(Picture reference including credit to artist)

 

Habitat:

These massive creatures roam the earth in mountainous plains, ashlands, volcanic lands, and deep caverns.

 

Size:

These beasts are exceptionally massive, the tallest being hundreds of feet long, and most infants and adults reaching up to sixty feet, fully outstretched.

 

Diet:

These creatures seemingly eat anything, able to devour small creatures inside stone, plant and fungi, and most importantly -- flesh. If there is flesh around, the desowyrms will try to devour it.

 

Temperament:

These creature are incredibly hostile. The first instinct is to devour. Any attempt at communication will likely end up in failure.

 

Brief summary of the creature

Tunnelling, slithering, these goliaths are present both on land, and underground, with the massive ones seemingly more inclined to go underground than the smaller ones. These massive work like creatures are equipped with an incredibly durable chitin and hide that covers all but the soft underbelly. Interestingly enough, the chitin does not cover all of the head; in fact, what is most interesting is that the creatures lack eyes, and its entire head is a maw able to swallow groups of men filled with teeth meant for crushing and tearing; teeth fit for an apex predator. It seems to find scent via its tongue, using it to find more suitable food such as flesh. Some folk are very lucky to find molting sights, where the wyrms shed some of their chitin, breaking the thick and incredibly strong matter down for things such as equipment, armor, even some buildings.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

The Goliaths are typically alone, and have territories; though, there are times where groups of the Desowyrms are together, though it is most likely the smaller ones. It is up to a male and female Desowrym in overlapping territories to lay eggs. They will leave the eggs to grow, notable by throbbing ivory pods with blue veins; while this opens their eggs to be eaten, the pods typically have a resin coating it, making it difficult for creatures to simply bite into the eggs, requiring various attempts until most will get tired, or too weak enough even try. For the creatures that are too relentless, the resin they consume will cause them to fall unconscious, and be covered by the resin. When the eggs hatch, they will eat at the resin and the things it captured for sustenance, allowing them to grow and grow; though there have been some accounts of men taking eggs from the pod; though these creatures cannot be tamed, if one hatches an egg, then they must deal with a beast that will eventually consume them. Though, the worms can be used as a powerful regent for consumption; a fire symbol that fits these ferocious beasts.

 

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A dead baby wyrm, preserved in an alchemical substance.

(Credit to hero339)

The wryms, due to lacking eyes will use their tongues as a means to track scents, though the tongue never leaves its maw and it appears to be able to handle incredibly poisonous and dangerous substances. As stated before these creatures do shed their thick shells, and even a thin layer is very strong, resistant to many, though enough force, and piercing force can eventually break it, with exceptional strength behind it. While too big to use as conventional full armor, it can be chipped off to augment parts of armor, but without anything to supplement the chitin, blunt force and piercing damage will have a greater chance of getting through. The large chitin can also be used to some tools, or even shields; though what is most interesting is that the shells have sometimes been formed and bound together via some cement to make homes; some accounts have been people raising desowyrms to a point where they are dog sized, and then killing them to get their chitin, though said feat likely had high risk.

 

Origin:

These creatures appeared to have been some species of wyrm.

 

Weaknesses:

Their tongues and large heads can be used against them, as well as their soft underbellies.

 

LM Approval Required:

Yes. Though ET can play them.

 

If playable, what are redlines?

 

Adroxi Dorei

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An Adroxi mother with her young on its back.

(Credit to JustRick)

 

Habitat:

Dark caves, volcanic lands, ashlands, and very mountainous areas. These are where one would likely find an Adroxi.

 

Size:

The Adroxi can reach up to massive heights, with the largest ever being fifteen; most of the time, they will be nine feet.

 

Diet:

These beasts eat flesh.

 

Temperament:

Hostile, they will attack prey for the purpose of eating them. Attempts to use some form of communication will be incredibly difficult.

 

Brief summary of the creature

The Adroxi are a large arachnid like creature that appears to be mixed with some form of beast. These creatures sport a grayish blue chitin that seems to be as durable as the skulker, if not stronger when in tandem with its softer hide. Unlike other Arachnids, these species only have six legs, but still possess the ability to weave string; such being incredibly strong, more so than a typical arachnid. Its maw is a massive array of teeth meant for devour flesh, which appears to be able to split open to become mandibles, so that they can swallow large prey, grind them to mulch with their teeth, and then give it to their young; to add on, they have an array of eight eyes that take on a light gray color. By sheer size and maw alone, these beasts are incredibly powerful, able to crush with their legs and grind durable hide with their powerful jaw strength and teeth.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

 

Deadly, formidable, these large creatures are ones to be feared. While they might not always go out to hunt, the creatures leave webs about; said string able to tangle up even the strongest of prey. Once captured, the Adroxi will scurry along its web if it can to devour its prey, if the web is too small, it will simply rip into their target. When a mother has eggs; they will all be covered in a singular thick sack, and she will carry them along her chitin clad back until the sack will eventually break down and expose the various eggs. These eggs will be placed on the webs at that point, and captured prey, or the shredded pieces of said prey will be planted on the web; once the eggs hatch, the baby Adroxi will use the remains to provide them sustenance, and cause them to grow. Some folk have attempted to capture these eggs to grow their own, and feed the creature enough to get their chitin; as these creatures do shed their hide every so often. The Chitin, while light and able to resist a various amount of blows, it is better for it to be supplemented by padding, or some sort of composite armor. If captured, it is best to leave them be for the most part; as further flesh can tempt them.   

 

Origin:

Unknown, though scholars believe that these creatures are some adapted forms of arachnid.

 

Weaknesses:

 

LM Approval Required:

Yes. ET can play these beasts however.

 

If playable, what are redlines?

If one was to capture these eggs, the beast cannot be used for combat, only to produce chitin. Per beast, they can produce enough chitin to cover a torso every IRL week or so.

Roll 20.

15+ is female, anything under is a male.


 

Karik

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An Ashlander on his Karik mount.

(Can’t find the artist, but when I do, this fellow will definately be credited)

 

Habitat:

Kariks are found in Volcanic lands, Ashlands, mountainous areas, and deserts.

Size:

The Karik can reach up to six to seven feet.

 

Diet:

The Karik is an omnivore, able to feat on both meat and plants. These beasts will eat smaller prey, but if none are around, the creatures eat certain things hidden in the ash, such as small critters and flora.

 

Temperament:

Typically docile unless provoked. These creatures can be tamed, and used as mounts.

 

Brief summary of the creature

 

The Karik is a seemingly reptilian creature with small, clawed arms and large legs that appear built for moving long distances at swift rates. The creature’s head has a long snout, and teeth meant for an omnivore. While Kariks appear reptilian, they are not cold blooded; rather, the scales on its body seem to be durable patches of skin that are meant to protect the creature from razor winds and harm, also insulating heat, which appears to allow them some ability to survive the cold. The tailed creatures have some clusters of the scaley ridges, concentrated to make sure it has some defense against predators biting its tail.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

 

The Karik skulk about the land for their food, using their speed to their advantage as they rush in, only to chomp at their prey, and then take off. Though, when they are not hunting, the creatures move normally and are relatively passive unless someone was to provoke them. These creatures can be tamed by offering food and compassion; speaking of compassion, these creatures give  live-birth to a group of five maximum, and do what they can to nourish their own, though the weak will die far before the strong. Once one of these are tamed, they can be mounted, and used to travel distances; the Karik requires very little water, and can seemingly live off the ash. Truly a worthy stead. Taming is done via getting it to trust you; typically by offering it food, touches, and being in close proximity. Though, other methods can have the beast recognize one as a trustworthy figure, one such is taking a youngling and caring for it during said age..

 

Origin:

Unknown, though they appear to be some form of adapted reptile that paved the way to this warm-blooded creature.   

 

Weaknesses:

Any weapon. While they have tough hides, it can be broken with enough force.The under belly, and parts of the head have softer patches as well, which can be utilized.

LM Approval Required:

No

 

If playable, what are redlines?



 

Langri

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(credit to Oleg Bulakh)


 

Habitat:

The Langri live in areas such as caverns, ashlands, and volcanic lands. They can occasionally be found in mountainous areas.

 

Size:

These creatures can reach up to seven feet fully standing, though if lowered fully, they are a little bit below six feet.

 

Diet:

The Langri will eat the eggs of other creatures, or smaller creatures; though it is not uncommon for them to feed on larger game.

Temperament:

Hostile. The Langri will typically go for eggs and smaller creatures, and will only attack others if they are very close by, or there are no prey.

 

Brief summary of the creature:

 

These creatures are as horrifying as they are many. The Langri are an odd species with cocked back-legs that have three clawed toes, meant for gripping into rough terrain. Its arms are simple points, and seem to be made for aiding it in walking, evident by the fact that its torso seems to naturally arc down, only raised when the Langri needs to get a better view. The grayish red colored creature sports a horrifying head, which seems more like a gleaming bulb that allows for a long, slippery tongue to flick out, covered in a corrosive fluid that can sear through flesh at a fast rate.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

 

The Langri use their acidic tongue to sear through protective sacks and even shells, aiding them in hunting as they use their bulb-like heads to engulf their prey, though for larger targets, they expand their heads and try to use the acid within their system to break down the area and engulf it. The Langri, while physically weak, hunt in packs, typically five at a time. It is easy to spot one via gleaming bulbs moving about, with their tongues swaying to and throw to try to pick up any smaller prey. They reproduce when a female goes in heat, and the alpha of a pack gives the seed. They reproduce one offspring at a time, though said offspring matures within a few months.  Some hunters kill Lampri to take their acid and tongues; the tongues being able to be used as alchemical symbols for fire, which represent consumption, as well as an air symbol for awareness. The acid, if properly extracted via an acid sack in the throat area of the creature, can be used to dissolve organic matter and burn nonorganic, though certain treatments on items can prevent it from corroding the substance.  

 

Origin:

Folk believe the Lampri evolved from some two-legged animal to survive incredibly harsh conditions; said animal was likely a scavenger as well due to the need for an acidic tongue and the fact that they typically search for eggs.

 

Weaknesses:

Their weak bodies make them incredibly fragile, the only strong part of their bodies are their legs, but even then - a sword can easily pierce through.

 

LM Approval Required:

Yes. Otherwise Event Locked.

 

If playable, what are redlines?

 

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On 12/25/2017 at 12:57 AM, The Fire Mind said:

Ooze

 

Accepted
 

 

On 12/25/2017 at 12:57 AM, The Fire Mind said:

Molt-Mite

 

Accepted

 

On 12/25/2017 at 12:57 AM, The Fire Mind said:

Charuk

 

Accepted

 

On 12/25/2017 at 12:57 AM, The Fire Mind said:

Maverus Skulker

 

 

 

Accepted

 

On 12/25/2017 at 12:57 AM, The Fire Mind said:

Orgryms

 

Accepted

 

On 12/25/2017 at 12:57 AM, The Fire Mind said:

The Ohri

 

Accepted

 

On 12/25/2017 at 12:57 AM, The Fire Mind said:

Aijek

Accepted

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On 12/25/2017 at 8:06 AM, Suxals said:

Ashen Aquila

 

Accepted

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