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[Ecosystem Lore] The Marine


Songwitch

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The Marine

 

The seas and oceans of the realms make up the vast majority of surface mass of Eos and Aos, and though housing in themselves dozens of differing sub-biomes, to descendants, it is many times simply a long unending mass of ocean. Both a bounty and a destroyer, the waters of the realms bear a bizarre relationship with descendants. Though many coastal settlements exist, there has not been history of any group of descendants living solely on the ocean, hence, it is technically the least hospitable biome of them all.

 

Flora

 

Deep’s Gleam

 

 


 

 

Polyps

 

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Physiology

 

The Polyps are an interesting species, from observations they appear completely harmless and single-minded in their focus of tending to the vast Reef Ecosystems that line the coastlines of our continents. Often referred to as The Watchers, for when intruders enter their domain they quickly hide themselves and watch from beneath the shadows of the Reefs they tend to with their large bulbous glowing eyes.

Polyps are tiny creatures, standing at a mere 1-2 feet in height and composed of very slender and lithe frames. Their hands adorn four thick digits that provide them just enough strength to break dead coral from the Reef in the duties as Caretakers.

Polyps have several antennae-like structures along their head that resemble the various types of Coral in a reef. The tubular structures found within these formations also act as a way for Polyps to communicate with each other by pushing and pulling water through the holes in these formations to form rudimentary music.

Polyps can survive out of water for a limited time, and generally don’t have a need to venture to the surface. However, when a Reef is healthy and the Polyps have no dead or infected coral to feed upon they will often travel to coastal regions where dead coral may have washed up on shores and spend time collecting these pieces to bring back to their community below.

When on the surface, their bodies exude a thick mucus that helps act as a natural sunscreen against the harsh rays of a sun. This provides the Polyp with much needed protection and just.

Polyps are usually found in many varieties of colors and patterns, mimicking the very coral around them.

 

Behavior

 

Polyps have a symbiotic relationship with the Reefs they live in. Communities of Polyps tend to the Coral makeup of a Reef and in return gain nutrients and sustenance from consuming the dead coral they harvest. Due to the very appearance of Polyps they are very adept at camouflaging themselves within the dense coral undergrowth of a Reef.

Adorning a Polyps head are several antennae like structures that carry many similarities to Coral. In their duties tending to a Reef, a Polyp can break off their antennae to help mend a reef. When this is done, the broken antennae begins to exude a thick gooey substance that helps the Polyp attach it to where they have removed dead sections of coral from a Reef. Overtime, this gooey substance will help to mend the break and the antennae will grow into brand new coral.

 

Abilities

 

Polyps have a natural immunity to most diseases, given their ability to eat dead and infected coral and absorb it into their bodies for nutrients.

When threatened and unable to hide a group of Polyps will huddle together with their coral-like antennas facing outwards. Forming a defensive shell of sharpened coral spikes that helps ward off predators.

While intelligent they cannot speak and at best express themselves through gestures and animated bodily movements. When underwater they can force water through the coral structures on their head to generate a type of rudimentary music used for communication between other Polyps.

 

– The Polyps can be used and played for only DIY, player-hosted events.

– Cannot be tamed.

– While intelligent to a degree, Polyps cannot speak and hold conversations with Descendants. At best expressing their intentions through gestures and bodily movements. When communed by Druids or Thallassos they are only able to relay simple minded tasks such as a need for food.
– Pacifist creatures and they will not attack, even when threatened. At best forming defensive shells with their coral antennae or trying to hide.

– The coral-like structures on their heads aren’t strong enough for weapons to be made from.

 

Shulkra

 

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Physiology

 

The Shulkra is a large predatory creature that lurks deep between the Twilight Zone and the Midnight Zone, favoring the depths of the ocean where the sun does not reach. This predatory creature resembles a large serpentine dragon beneath the waves, its body covered in hardened scales as tough as stone. Given the absence of light where it chooses to hunt, the colouration of these creatures is rather dull in nature, often pale and muted grays and blues.

Shulkra’s have several elongated tendrils with hardened spikes at the end, these limbs carry minute hairs upon the slippery surface of their skin that detects even the most minor of disturbances in the water and aids the creature in locating and hunting its prey.

Due to its poor eyesight and natural advantages of being able to detect vibrations through the water, the Shulkra lends itself to being an ambush predator.

Shulkra’s can grow to quite a large size, tending to range anywhere from 5-6m in length with thick torsos and muscular appendages.

 

Behavior

 

The Shulkra is an ambush predator by its very nature. It uses its darkened scales to blend in with rocky outcrops and waits for the tiny hairs upon its body to detect vibrations and movements of prey nearby. Once a Shulkra detects prey nearby, its limbs lash out with frightening speed to spear any prey that gets too close.

A Shulkra will remain motionless for hours at a time, conserving its energy until it attacks. If the initial strike doesn’t kill its prey, it will try to use its powerful limbs to entangle and repeatedly stab its prey until it dies. They don’t tend to hunt in packs and are relatively solitary from their kin.

If a Shulkra hasn’t been able to feed in many days, they will begin to roam in search of prey even going so far as to delve into the Sunlit Zones to attack passing vessels or creatures lurking on shoreline reefs.

 

Abilities

 

Able to generate a powerful sonic wave by gathering vibrations within its mouth and sending out a sonic ‘boom’ that surges through the water in an area around the Shulkra. This attack temporarily stuns its prey and allows the Shulkra to finish it off.

The Shulkra has developed exceptional hearing and the tiny hairs on its limbs are able to detect sensitive vibrations in the water that allow it to pinpoint its prey.

The Shulkra has extremely poor eyesight

The Shulkra is covered in a thick hardened carapace that has the toughness of stone, however its limbs don’t share any of this carapace and are vulnerable. The armored carapace is not fully encompassing however as the Shulkra still needs the flexibility to move, there are gaps that can be exploited.

 

– The Shulkra can be used and played for only DIY, player-hosted events.
– Cannot be tamed.
– The sharpened spikes on the end of its tendrils can be used to fashion weapons, but at most iron strength.

– Sonic attack may not cause physical damage and is merely a way for the Shulkra to stun its prey
– All parts harvested from a Shulkra may be player signed and do not require an ST signature. These will also be comparable to their mundane counterparts; i.e: a pike made out of a Shulkra’s sharpened tentacle-spikes will be like an iron pike and no more durable or special.

 

Hippocampus

 

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Physiology

 

The deep sea cousin of the Kelpie, Hippocampus are half horse and half fish like creatures. It uses its powerful fins and streamline body to create strong water currents that allow it to travel faster underwater. It possesses unique bioluminescent patterns on the tips of its fins and tail so that other Hippocampi are able to recognize each other.

 

If a Hippocampi somehow gets beached, they can breathe air for a limited period of time that allows them a chance to get back to the water. When out of water their scales dry rapidly and turn a grayish hue when left for too long without moisture thus losing their bioluminescence, making their appearance look dull and sickly. Hippocampi usually do not allow these sickly looking Hippocampi into pods, so though rare one may be able to find lone gray Hippocampi wandering in empty waters - without a pod they lack protection and are a big target for predators so they do not survive for long.

 

Often found in the Sunlit Zone of the ocean, Hippocampi rarely dive any deeper due to fear of deep sea predators that lurk in the Twilight Zone. Pods often linger around coral reefs or wherever they can find a source of food, but they never stay in one place for too long as they like to migrate from place to place.

 

Behavior

 

Hippocampi are infinitely curious and social creatures, akin to dolphins they love interacting with descendants when they are offered food or shiny objects that they will play with. They are easy to tame akin to wild horses, able to be saddled and ridden as steeds that swim against the tide.

 

– The Hippocampi can be used and played for only DIY, player-hosted events or used as an alternative to a boat/horse in the water if tamed.

– Hippocampi are basically horses but underwater, they are the size of a regular horse and are as fast as a regular horse. Mounted rules apply to it the same way.

– It cannot move above water, at most it may rest beside a pier or any body of water that’s close to land but never on land.

– No harvestable parts from a Hippocampi require an ST signature, everything obtained such as its meat and bones can be player signed.

 

 


 

 

Almarisian Remnants

 

Kelpie

 

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Physiology

 

Kelpies take on the form of a beautiful black stallion, who sometimes can have some variation in appearance, some have seaweed entangled in their manes, while others have flowers.

 

Habitat

 

This enticingly deathly stallion can be found by those adventurous enough to explore and look for deep bodies of water. Most commonly, the kelpies inhabit rivers and streams - awaiting a new morsel to charm and drown.

 

Behaviour

 

  • Will hunt any who are near, or in the vicinity, of its habitat.
  • Only engages in combat if forced to. First will do everything in its power to charm and drown the victim if it is female.
  • Will attempt to retreat if faced with too powerful an opponent(s).

 

Kelpies will be hostile toward any who are near, or in, their habitat, attempting to charm and drown them before resorting to their adept ability to control the waters around them - in desperation to escape.

 

Abilities

Aquatic

They can control water from their habitat by sending large waves and violent torrents toward those harbouring hostility or threatening their safety.

Holds an enticing charm towards people, causing those afflicted to feel a sense of comfort - incapable of noticing those around them; else than the Kelpie. The victim would not feel any reason to struggle or distrust the Kelpie. This charm pulls them in, forcing people onto the horse’s back - drowning a short time after due to the Kelpie submerging the victim under the waters of their habitat.

 

 

Redlines

-Cannot take on the form of other creatures.

-Only women can be affected by this charm.

-Cannot be tamed.

-Women won’t be able to draw themselves out of the trance that the Kelpie puts them in, on their own.

 

 

 

Locusta

 

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Physiology

The large and formidable Locusta bears the resemblance of a behemoth sized lobster with two antenna protruding out from the top of its head, and a strong and grotesque shell that is usually covered in poisonous bacterias from the depths of the sea. Aside from this, the Locusta also holds spiny arms that can easily tear apart whatever it might encounter in conflict - as well as a powerful jaw that can shatter turtle shells and crush through plate.

 

 

Habitat

This creature resides in caverns or holes of an ocean, or large lake’s, farthest depths - swimming to the surface in order to soak up sunlight.

 

 

Behavior

The Locusta is said to rival most aquatic beasts of the sea - as it burrows into the grounds near its habitat and ambushes unsuspecting sea life that passes by; due to its bad sight. Though, just because it is a stealthy predator doesn’t make it weak. In fact, the Locusta is still able to hold its own against those it faces -

 

 

Abilities

  • The Locusta has immense strength and daunting size
  • Uses its antennae to navigate around terrain and areas, since its sight isn’t too reliable.
  • Aquatic.

 

 

 

Redlines

-Once its antenni are badly damaged or cut off, the Locusta will go into a blind rage - attacking wildly around it.

-Locusta don’t have good sight.

-Are slow out of waters.

-The bacteria on the creature’s back is totally up to the ET to decide what it will afflict people with.

-Are not tameable.

 

 

 

 

Thanhic Slugs

 

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Physiology


Thanhic Slugs are distinctively one of the most interesting and dangerous varieties of slugs that can be found on the realm of Almaris. Rarely found in marine areas, such as oceans, lakes, rivers and swamps, they have been seen to be shelled gastropods, a slug with a shell and in this case to be jagged with completely pitch black of streaks of ebony running along the grooves of their shells and in spots on their skin and are known to be very toxic to predators and descendants.,They are capable of retracting their entire bodies into shells for protection similar to turtles or tortoises .

A curiosity is that their eyestalks and their eyes are capable of stretching and bending to abnormal lengths, serving as a freakish method in how they hunt or combat their unfortunate prey or opponent. Furthermore, all Thanhic slugs are hermaphrodites, both male and female, and are usually found to be lone creatures which is a fortunate light given their dangerous nature.

Their secretions that are given off in gaping pores of their flesh are not only incredibly potent due to its neurotoxins within, but will be certain to cause a swift and painful death to anyone attempting to invest or cook the slug. Furthermore the neurotoxins have an atrocious shelf life and cannot be successfully harvested with any known means.

 

 

Behavior
 

Strictly speaking, Thanhic Slugs are best to be avoided when they are found by a stroke of luck, or incredible misfortune,  as they are without a doubt one of the most dangerous,  and aggressive, and territorial t species of slugs and would usually become hostile even go on the offensive with the intent on consuming and dominating its perceived territorial spaces. Usually growing to be quite large and ranging to the size of a horse, it would not be a good idea to linger in the small but toxic nests which signify the homing grounds for these Slugs.
 

 

 

Abilities

 

Thanhic Slugs are capable of wielding their abnormal eye-stalks to their advantage, slithering and clambering to their entire body length in distance to have an advantageous field of vision.

They are able to spurt out their corrosive, neurotoxin defense in near ranges. Being of extreme threat to exposed flesh and prolonged exposure will also damaging weapons and disabling armour. Similarly to Thanhic poisoning .

 

 

Redlines

 

-These creatures can be used in player events.

-Thanhic Slugs cannot be used to attack other nations or communities.

-These cannot be tamed under any circumstances.

-Thanhic Slug items cannot be signed by ST.

-Thanhic Slug neurotoxins cannot be harvested, and are always inert when in player hands. -They may be harvested as an inert, mundane relic from a successful killing of a Thanhic Slug.

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