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[Ecosystem Lore] - The Wild Grimoire


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The Wild Grimoire

 

The beasts of Almaris vary wildly from place to place, with some species going beyond their natural homes and residing in new areas. Beasts of no home, wandering vagrants forming ecosystems of their own by finding home wherever they may come to rest. These beasts are untamed, unbound, and truly free. Some discuss mutants among those of The Wilds, beasts slowly attuning to an environment they'd come to settle in- though they may be the same as another, no two are ever truly alike.

 

 

Flora List

 

Serpent’s Stalk

Coltsfoot

Frostvine

 

 

 


 

 

Crowdrakes

 

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Physiology

The aptly named “Crowdrake” commonly takes the form of a Raven of gargantuan proportions, perhaps due to some unknown mutation caused by the climate and fauna of Anthos. Its feathers are an onyx-black hue, which lends well to blending in with the night sky. It averages at a height of 10 feet tall, while its wingspan has been recorded to exceed widths of 12 feet. This avian giant lends well to hunting larger prey, as its talons are sharp enough to cleave through low quality iron or steel, and its beak able to pierce even platemail should the bird put its mind to it. Referred to by some as the “Winged Screamer,” the Crowdrake earned such a title due to the loud, disorienting screech it emits, which can be heard for untold miles across the land.

 

 

Habitat

The Crowdrake is a nomadic bird, preferring mountainous landscapes to roost in for the mating season, before it would fly off to claim another, and build a new nest.

 

 

Behavior

Preferring solitude to conflict, the Crowdrake is a sedentary creature, often only leaving its nest to hunt for food - its choice meals being wandering adventurers or farmers, or the cattle within fields. However, should one approach the bird’s nest, they would find it to be incredibly territorial, going into an angered frenzy in aims to drive the trespasser away. Its choice method of killing its prey is not through slashing with its talons or pecking with its beak, but rather swooping its meal up in its talons, flying off before dropping the creature to the ground below; often killing it instantly.

 

 

Abilities

Chiefly, this creature possesses incredibly powerful talons, able to cleave through low quality metal with ease. Its beak, likewise, possesses the ability to penetrate through hardy platemail with repeated efforts. As well, this creature can fly, which should not be underestimated.

 

Notably, the Crowdrake’s scream is known to disorient those nearby (within #S distance,) dazing/stunning them for a duration of 2 emotes before they are able to recover. It’s wings may also be used to blow targets away with powerful gusts of wind.

 

 

Redlines

  • The Crowdrake may not be tamed, and communion with this creature would elicit responses of territorial demands and pride.
  • The Crowdrake’s talons may only cleave through low quality iron or steel - high quality metal would merely be dented by the impact.
  • The Crowdrake’s scream may only disorient and daze an individual for a maximum of two emotes, no matter how loud or intense it is.

 

 

 

 

 

Direwolf

 

Giant jackal (SciiFii) | Idea Wiki | Fandom

 

Physiology

 

The term ‘Direwolf’ refers to the myriad of greatly sized variants of the order of ‘Canina’, containing in total the variants of giant wolves (mirroring the varieties of real-life wolves, such as the ‘Ethiopian’, ‘African Gold’, and Grey variants, though not referred to as such in roleplay) coyotes, dholes, jackals, and natural wild dogs. As such, their coloration, exact habits, and social structure varies between each subspecies. Omnivorous and opportunistic hunters, the various variants of direwolves feed themselves through hunting of small and big game alike, alongside various plants, berries, and fruits when given the chance.

 

Physically, direwolves are roughly twice as tall, and twice as long than their counterparts, with most averaging out at roughly 64 inches tall at the shoulder, and and 144 inches from nose to tail, though some may be slightly larger or smaller.

 

Direwolve have long been kept as both pets, and mounts for centuries, as such, there exists a not insubstantial breeding stock of tamed variants of these beasts. Though by no means matching the appearance of dogs, tamed direwolves retain an almost identical appearance to their wild counterparts, and are easily identifiable as being bred from such, such as appearing akin to a jackal, or a wolf.

 

 

Habitat

 

Due to the massive variance of direwolf species, and their domesticated variants, members of the direwolf family may be found in nearly any habitat. Wolf-direwolves in both arboreal, forested, and even tundra habitats. Jackals in savannahs, more habitable deserts, etc.

 

Additionally, tamed direwolves, so long as they’re kept in relatively mild environments, can be seen nearly anywhere.

 

 

Behavior

 

Wild Direwolves act akin to their smaller counterparts nearly to a tee, hence, there is a great variance in these creatures and their behaviours. Some may be more inclined to solitude, while others may travel in small, or large packs. Though not exceedingly territorial, and mostly wise enough to avoid descendant conflict, most direwolves- despite their comparative size, will feel from descendants, only lashing out should a recent kill of theirs be encroached upon, or should they be backed into a corner.

Tamed Direwolves, are nearly the opposite to their wild brethren. Due to years of selective breeding and training for docility, tamed direwolves lack any form of hunting drive, and will almost never see to attack anything alive. Most tame direwolves acting akin to large, if not less playful and slower, dog.

 

 

Abilities

 

Wild Direwolves are equipped as standard wolves, save, much larger. Strong jaws, sharp teeth, strong claws, a firm, tactical mind, strong communication and coordination skills with the rest of its pack, and a mind to know when to stay and when to run, direwolves are the apex variant of an apex predator, and whilst in a pack, can take down nearly any wild creature of flesh and blood, consume it, and keep going. With legs able to move these creatures up to 40 miles and hour, and fantastic senses, these beasts are able to move about their hunting grounds with fantastic speed and silence.

Tamed Direwolves, on the other hand, are docile. Though bearing large teeth, large claws, and a strong mind, years of selective breeding have dulled their edge, and they have been bent irrevocably into quiet subservience. Though occasionally rowdy with their owner, tamed direwolves will never attack or bite any creature, even if their life were threatened, more akin to run away.
The strength of a direwolf however still remains, and they have been used as more quick and movable beasts of burden, and most commonly- mounts. Though able to just barely match the speed of an average horse at full sprint,their large size and docile nature precludes them from the great feats of speed and strength of their wild cousins.

 

 

Redlines

 

  • Direwolf claws and teeth are not able to pierce armor. Unhardened leather at most.
  • Wild Direwolves may be communed with by druids, however, they may not be effectively tamed. Tamed variants exist within the world, though they’re separate from the wild stock.
  • Tamed Direwolves are effectively reskinned horses, which may be obtained with similar ease. Tamed direwolves may be represented either with a horse, or a tamed wolf. They may not be used to claw, bite, smash, crush, or otherwise used in combat beyond what a standard horse would.
  • Tamed direwolves may not carry, or have any more strength than a standard horse would.
  • Tamed Direwolves may look like any family of the member of canina, with the sole exception being domesticated dogs.

 

 

 

 

Furef

 

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Physiology

 

Furefs are short and mischievous monkeys, which are, on average, 2 feet tall - and, at birth when they are regarded as a Furaf, can be as small as a human hand. They also bear a thickly matted down layer of various colors of fur and long elongated claws meant for scaling tall walls or surfaces. These claws do not provide too much benefit in close quarters combat as Furef aren’t accustomed to fighting, and won’t be able to hold their own with most encounters they find themselves in.

 

Habitat

 

Furefs do not have preference when it comes to finding home and hospice in their lives, though they will usually reside within rooftops or sewers of urban areas. Though the common Furef doesn’t have much trouble finding a home, it won’t fare all too well in extremely hot climates, such as deserts or volcanic regions, despite having somewhat above average adaptability to other environments.

 

 

Behavior

 

Furefs are more intellectual and docile than most, if not all, primates. This in turn makes their kind highly valued by collectors, hunters, tamers, etc. Whilst on their own, without an owner, these small runts run around the squares of cities and villages, stripping and pickpocketing peoples of their belongings and other riches - so long as what they are stealing is shiny. If caught, these mischievous pests will seek higher ground - mocking those who pursued it in a jumbled dialect that sounds like pure gibberish.Though, they will still act on their desires to steal once paired with a master - as most of the time thieves or bandits will befriend one of their kind, leading to the tamed Furef being used to steal items in exchange for shiny metals that it hoards in its nest.  

 

 

Abilities

 

  • Have ease climbing steep inclines or buildings with speed.
  • About as fast as a small cat.
  • Can understand simple common to a degree. Such as commands or threats, etc.

 

 

 

Redlines

-These things are not hostile by nature, and wont attack an agressor unless it is their only option.

-Furefs will only serve those who provide them a steady supply of shiny riches and metals.

-Will only mock a pursuer who is chasing it if the Furef has reached safer grounds to do so.

-Are rather easy to kill.

 

 

 

 

Mimics

 

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“A chest? Left unguarded? How quaint, free bounty it is!”

--The final words of Fallivus “the Fool” Rederick

 

Believed to be botched creations of a certain estranged trickster-Daemon, or the consequence of an alchemical experiment gone wrong, mimics are enigmatic creatures that are the most inferior in the changeling hierarchy, and thus the most prevalent as well. Appearing in seemingly every nook and cranny of the world, little is known about these creatures beyond the fact they exist, frequently referred to as the “Fool’s Predator” for obvious reasons. As devious tricksters they remain the bane of every aspirant adventurer when delving too far into ancient ruins, though more uncommon sightings extend beyond these nethermost premises.

 

 

Physiology

 

A mimic’s physiology is purely conditional and contextualised by the environment in which it is in. As shapeshifters, they are capable of assuming and copying the form of any object they so wish, remaining in such a form indefinitely. Mimics are only capable of mimicking inanimate, non-magical objects, for living or moving objects are too complex to be copied. Evidently, their imperfect and meagre nature subjects these disguises to telling defects of some kind, be it a discoloration upon the surface of the object, an deviation in texture, an ambient movement of teeth, and so forth. No mimic is the same however a universal giveaway they all share is the lack of a shadow when light is shone upon them. When taking up a disguise, a mimic consumes and replaces the desired object they wish to replicate including whatever contents it may store - it is for this reason that when a chest mimic is slain, for example, treasure may usually be found within its bowels, untouched by its digestive acids.

 

When revealed, usually after being directly struck by a weapon or a concoction, a mimic begins to grow additional faux appendages out of the material it is disguised as, most commonly in the form of slender yet muscular limbs the strength of a peak descendant, with legs allowing for locomotion, or four to six, tactile yet slimy tentacles that deprive it thereof. Beyond this, any orifices the object has, such as the opening of a chest, become lined with sharp and jagged teeth that the mimic utilises for tearing flesh, with glands that secrete acids for its digestion over an extended period of time. Strangely enough, nutrition is not a necessity for mimics, however they still remain vigilant predators for gathering lifeforce and soul essence from those that fall prey to it, so that they may one day shift their form and move somewhere new.

 

 

Habitat

 

Mimics seem to be recurring, ubiquitous creatures that appear not out in the wild, but rather in any form of interior setting, usually ancient ruins, crypts or other forms of dungeons. In rarer occasions, mimics have been reportedly spotted in residential areas such as homes and oftentimes they are promptly revealed and slain, making it a disadvantageous thus rare endeavour.

 

 

Behaviour

 

Mimics are hunters by nature, but also devious and persistent tricksters. When a form has been taken by a mimic they remain in such a form at the same place indefinitely, seldom moving in the midst of their perfect act of disguise - even when it is being scrutinised from a distance, such as the light of a torch. This is done all for a singular reason which is to tempt their prey to make direct contact with it, for it is what allows them to seize the initiative by delivering the first blow, usually not fatal but still harmful and mortal at most. It is only after this that their true form is revealed through a sickly transformation, commencing their hunt against wayward adventurers.

 

 

Abilities

 

Mimics possess few noteworthy abilities beyond the element of surprise, possessing proportional strength to the size of the item they mimic, though usually limited to that of a peak descendant. The sharp teeth which line their orifices and “internals” have sharpness and durability comparable to that of toothy fangs, allowing them to tear at the flesh of their prey for further digestion.

 

A lesser known tool in a mimic’s arsenal is the distorted, potent wails they make when struck in any fashion or revealed by force. This wail is a defensive mechanism in mimics against sorcerers by disrupting the channelling of their magics after being revealed, or even before should this spell pose a direct threat to their integrity. More eccentric mimics are told to possess stranger abilities such as the ability to use the bounty which lays within them such as a weapon, or the ability to even instantly mimic the magic that is cast upon them as an off-guarding counterattack.

 

 

Redlines

-one may not "spawn" or "play" mimics in their own domestic areas or enclosures for self-gain or protection.

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