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[Ecosystem Lore] The Savannah


Songwitch
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The Savannah

 

Savannahs are a curious region, similar to the plains in terms of flatness, though often possess a tropical or subtropical climate. Sparse save for a few trees, it is often found bordering deserts or clifflands, covered in vast swathes of dry grass as far as the eye can see. Despite its abiding heat, the savannah, or veldt as it is oftentimes called, is home to some of the largest and most rugged creatures. Though not inhabitable to descendants, it is often inhospitable to those who are unaware of its rather unique nature.

 

Flora

 

The savannah, unlike the plains, is not home to as many unique species of flora, as few plants tend to survive the harshness of its climate. Still, some unique, and rather hearty herbs can be found scattered about these rugged regions, if one knows where to look.

 

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Fauna

 

Despite its rigid climate, the savannah is home to a wide variety of beasts and creatures, many of which are often predatorial due to the competition for food and land. While the occasional lion or zebra may roam here, some particular beasts, most especially dangerous, can be found making their home here, and posing a threat to those unprepared.

 

 


 

 

Merry Berry Dragon Fairy

 

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Physiology

 

A fist sized reptilian that can be found chowing down on the berry bushes of the savanna. Its appearance resembles that of a cluster of berries, most typically that of poisonous berries, which causes larger predators to avoid it. In addition to this, its body has many thorns along it to further discourage predators.

 

The MBDF derives all its nutrition from poisonous berries, its teeth being designed to puncture through the skin of fleshy fruits and then drain all the liquid from inside. It is also capable of digesting any sort of toxins into a hallucinogen, storing them away in a fragile sack that forms upon the back.


The creature’s digestive system, although capable of processing toxic chemicals, cannot process the seeds of its food. Thus, while running at high speeds around the savannah, the MBDF spreads the seeds of its meals quite efficiently.

 

Behavior

 

These tiny fruit dragons travel alone during the savannah, but are very social around sources of food. Playing and roughhousing with each other without worry, since they are immune to their own poisons. 

 

Once one finds a partner, they dig within the center of a berry bush to make a small pit, eventually becoming their nest. Eggs can then be spotted upon unusually large berries.

 

Taming

 

These cannot be tamed or exploited for their hallucinogen either for one’s own consumption or against another individual.


 

– MBDF can only be played during DIY, player-hosted events.

– MBDF cannot be tamed.

– MBDF toxins cannot be harvested and will only have any effect when actively expelled by a living specimen. 

– Everything that may be obtained from this creature is wholly aesthetic and player-signed.

 

Drogokroko

 

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Physiology

 

An oxen sized predator, with a crocodile-like snout and scales. The Drogokroko is a beastly reptilian predator that roams the savannah in search of prey. Although slow and lumbering, it hunts through endurance, being able to run without break at low speeds over great distances, tiring out its opponents.

 

It has the face of a crocodile, with a maw that can punch through iron. Its nose is filled with highly adapted scent detectors, allowing it to sniff its prey’s location from across the savannah. Its thick, rough scaly skin is strong enough to resist slashes from iron blades, though it can still be punctured.

 

The Drogokroko also has a powerful tail, the length of its body, that is mostly used to shake small prey out of trees with repeated hits. When under extreme duress, it uses this to knock away approaching predators or threats that could overcome it.

 

Behavior

 

It hunts like an unwavering machine, being able to traverse the savannah without pause for days to weeks. When they are focused upon a scent, they will ignore everything in their path, unless they are directly obstructed. Though if a Drogokroko passes you by because it has already tracked another prey, it doesn’t mean you are safe. This beast keeps an intricate mind-map of all the scents of edible creatures that have caught its attention at some point, meaning it probably has you saved in its mind for later.

 

As part of its hunting techniques, the Drogokroko utilizes its power to leap upon exhausted prey from great distances. This allows it to close the distance between itself and its meal, and deliver a crushing blow with its body weight. If its prey doesn’t die immediately, it will clamp down on its neck with its crushing blow and perform a death roll–essentially twisting the victim’s limbs and head off.

 

When it comes time to mate, the Drogokroko communicate with each other in noxious burps, and ram their oxen horns into each other to compete over territory and partners. Any unfortunate bystander will likely be stomped and crushed to death if careless.

 

Taming

 

These creatures cannot be tamed.

 

Abilities

 

Drogokroko can leap up to twelve blocks in front of them, or perform a ‘death-roll’ to sever the limb or head from their prey within three to four emotes.

 

- Drogokroko can only be roleplayed during DIY, player-hosted events. 

- Drogokroko cannot be tamed given their stubbornness. 

- Drogokroko skin is as strong and durable as leather armor. 

- Claws, horns and teeth are all comparable to iron in terms of density. 

- Meat harvested from either living or dead specimens tastes like crocodile and is therefore mild in flavor.

- The tail of a Drogokroko is the same density as iron, though once severed it loses its flexibility and turns completely rigid. 

-All other components harvested from a Drogokroko are player-signed and wholly aesthetic.

 

Solar Stallion

 

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Physiology

 

The Solar Stallion, as its name implies, is an evolved species of horse-like creatures. It has the obvious form of a steed with a glowing gold mane and scales. Unlike their marine counterparts, which can have variations in hair and fur, Solar Stallions have horns that change in form from deer to cow-like. Another primary difference of theirs is that the mouth is filled with rows of savage and sharp teeth, though while its mouth is closed, it looks completely horse-like.

 

Behavior

 

Much like the standard Kelpie, the Solar Stallion are territorial, marking spots of plain grassland upon which the sun shines brightly upon. They often stand in the center of their land, basking in the rays of the sun. If anyone were to enter its territory, the Solar Stallion would turn aggressive.

 

Like its counterpart, the Solar Stallion possesses the ability to enchant its opponents whoever it can only enchant males. Once enchanted, it will conjure a flaming bonfire, and try to lure its victims to immolate themselves in it. 

 

The Solar Stallion is able to manipulate fire, much in the same way a Kelpie can control water. Though it uses this as a last resort.

 

Taming

 

These creatures may be tamed as reskinned versions of horses.

 

Abilities

 

The Solar Stallion can perform fire manipulation cantrips comparable to a Tier Three fire evocationist, and may be ridden as a horse. This feature is only accessible during events and may not be performed in casual roleplay or combat in any way.

 

– Solar Stallions can only be roleplayed during DIY, player-hosted events or outside of combat as reskinned horses, which must be represented by a horse and steed.

– Cannot take on the form of other creatures.

-All components of a Sun Kelpie are player-signed, wholly aesthetic, and give off a gentle warmth if held. This warmth may not injure and or harm anyone however.

 

 


 


 

Almarisian Remnants

 

Bristling Boar

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Physiology

Bristling Boars are “monstrous” creatures, resembling that of a brown or amber-furred boar covered in numerous boney bristles or spikes similar to a porcupine. These “bristles” commonly break off when they are attacked, and regrow quickly over the span of mere weeks. Otherwise, they simply shed once they reach about four inches. While at birth they are relatively small, they can grow up to the size of a black bear by adulthood. These boars have a powerful charge and are relatively quick, which helps them to run away. However, the boars also have rather poor eyesight, making it easy to sneak up on one and frighten them.

Habitat

Bristling Boars tend to reside within tall and dry shrubbery, feeding often off of grass and berries where they can find it. They prefer warm and hot climates.

Behavior

Despite their formidable size, they are easy to frighten, and will oftentimes run away quickly should they suspect a predator nearby. If they are ever cornered or wounded, they will be forced to charge at their assailant until they are dead, crippled, or otherwise unable to pursue the boar any further. Mother Boars are oftentimes far more aggressive, especially when it comes to the defense of their young ones.

Abilities

Bristling Boars possess a fast charge, mayhaps even faster than their assailants, though this is oftentimes only a brief burst of speed and most boars will falter when having to run for long distances. Their “bristles” or spikes also are easily shed and can get stuck in the skin should a creature be unwise enough to attack them. Though they cannot cause severe harm, their thin edges can be incredibly painful should they get under the skin.

Redlines

- A boar’s bristles are generally no harder than that of regular bone, and are oftentimes even more fragile, especially towards the base of the bristle.

- Bristling Boars are very unruly and cannot be tamed to any effective degree.

- Bristling Boars cannot be ridden due to their spikes/bristles.

 

Bez’l Locust Swarm

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Physiology

On their own, Bez’l Locusts appear as large, locust-like insects that can grow up to the size of a human thumb. They generally take shades of blackish-green and have bright yellow stripes which run along their abdomen. Beyond this, the only other notable trait of the locusts is their large pincers which can even bite into leather and tear it apart. Though on their own they are relatively harmless and can be swatted away, in large swarms they are incredibly formidable and can easily consume a pack of grazing animals or an unsuspecting caravan.

Habitat

Bez’l Locusts tend to make their home in dried mudslides around warm and dry climates. They dig tunnels throughout the mud and earth, making elaborate dens which can span up to miles underground. They all have a center chamber which could fit up to a dwarf inside of it, which houses their queen and serves as their nursery.

Behavior

Bez’l Locusts are a curious creature that communicates through a series of intricate buzzes and chirrs. They tend to act in swarms and droves, with hundreds of them gathering in hunting packs that appear more like black clouds across the clear sky. They tend to act in relative synchrony, moving as the rest of the drove moves. While some may trail or lag behind, when hunting they generally remain in a group, communicating to one another through a series of buzzes and whirs.  

Abilities

Beyond their flight and their tough mandibles, alone, Bez’l Locusts have relatively little strength and a single one can be crushed or stomped on with ease. However, should they amass in a swarm, they will easily be able to pick away flesh from an unarmored opponent.

Redlines

- Bez’l locusts don’t immediately consume whatever they touch. It’d likely take a decent amount of time for them to consume an entire descendant even if unarmored.
- The Bez’l locust’s bite is severely painful, like that of a fire ant, though it possesses no inherent venom nor poison that would cause further harm.

- Bez’l swarms do not appear in less than fifty.

- Druidic communion cannot control or sway Bez’l locusts.

 

Gyr Vultures

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Physiology

Gyr Vultures bear a general vulture-like appearance and shape, albeit with more rigid and bat-like features, as well as featuring two long black horns that protrude from each side of their head. Their neck is capable of cracking out up to two times its original length as well, allowing for it to deliver attacks from a shocking range. The Gyr Vulture’s talons and claws can also grapple onto fabrics and flesh quite easily, scratching at unarmored prey.

Habitat

Gyr Vultures make their habitat atop dead or dried up trees. Their nests are often made from bones, dry straw, and other material they can find which they will “glue” together with mud, or sometimes animal blood should there be a drought in the region.

Behavior

Gyr Vultures are voracious creatures, always starving no matter how much they might eat, making overconsumption oftentimes the death of them. Sometimes, should their prey be especially weak, they will swoop down and attack it in droves which can range from three to five vultures in one group. When a pack of them does manage to come upon some prey, they will fight over the best parts of the meat, which can lead to them killing each other.

Abilities

Gyr Vultures have a very keen sense of smell, tracking prey from up to miles away with the mere scent of their blood. Oftentimes the vulture will claw at the face, eviscerating the eyes in order to blind their prey; and the eyes they consume as they find them to be the most favorable part of the body. Their talons are often collected by orcish-slave traders and put onto the ends of whips, as they can be both painful and tear away flesh.

Redlines

- Gyr Vultures do not often attack prey when it is healthy or in a group. They generally wait until they are sick, weakened, or lag behind to strike.

- Gyr Vultures are vicious and cannot be tamed, oftentimes betraying those who attempt to tame them and then feasting upon their corpse should their kill be successful.

- Gyr Vulture talons are no stronger than regular bone. They curl, and may thus be used to make whips and can also serve as fish-hooks.

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