Jump to content

[Bestiary] The Wild Grimoire

 Share


squakhawk

Recommended Posts

uEgpLME.jpg

 

The Wild Grimoire

 

The beasts of Azuras 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

 

Frostvine

Corrospore

Kindlefern

Bristlethorn

 

 


 

Zᴢᴠᴇᴛᴛ

ᴛʜᴇ ꜰᴏᴜʟᴇꜱᴛ ᴘᴇꜱᴛꜱ

image.png

[Link]

 

Physiology

Clad in a rancid odor, saliva dripping from its crudely-carved mandibles, the Zzvett is a foul insectoid being. About the size of a cubic foot in size, with foul wings that emerge from its thorny carapace, these things fly about at astounding speeds, capable of moving at speeds faster than even the best warhorse. Their mandibles are capable of puncturing through Light Armor and cloth alike, yet are useless against higher tiers of material- though, they scarcely will attack mortals unless in self-defense.

 

Their carapace is weak and flimsy- any sort of steel weapon, be it blunt or sharp, can destroy it in a single blow- though, individuals who are unarmed will find these things trickier to deal with. Their body is covered in extremely sharp spines, almost instantly causing irritation to those who touch them- with a slight toxin that causes rashes which linger for about [3] days.

 

Behavior

They tend to prefer moist and dark environments- favouring Storm Island and the River Delta most, though scarcely may be spotted within the Black Forest or Goldleaf Gap. These beings have a strong distaste for sunlight- or any light for that matter, their eyes quite literally shrivelling when exposed to anything remotely bright- causing them to be utterly blinded for a couple minutes after even one simple flash. Thus, these are mostly nocturnal beings. The Zzvett’s diet consists almost entirely of meat- however, they scarcely hunt at all, rather preferring to scavenge upon carcasses either felled by mortals or other wild animals, not caring if it's rotten or fresh.

 

Pack tactics are not uncommon within Zzvett, often swarming the night in hordes of anywhere between [5] at least- to sparsely massive plumes of [25] of their kind, zipping about the night skies. Using pheromones to communicate with one another, these individuals are awfully silent- their wings making only a slight, subtle buzz, those without keen hearing often don’t hear them coming until they’re within eyeshot.

 

Taming

These creatures cannot be tamed. Whilst Zzvett can be led around using rotten meat during the nighttime hours, they cannot be controlled by any means, not even through magic- they have barely any conscience beyond urges ofca self-preservation.

 

Abilities

Little more is going for these creatures besides their capacity for flight- capable of moving at speeds about [15] meters per emote, far faster than most beings- though, if blinded by light, their speed drops to a meagre [4] per emote, making getting rid of these pests far easier. Beyond their ability for flight and the small rash-inducing spines which riddle their bodies, they have little abilities that make them strong. Their tendency towards pack tactics, perhaps, makes up for that.

 

Redlines

– Zzvett are about a cubic foot in size, and are relatively frail- a single strike from any steel weapon or similar type of material will always either cleave them in half or render them to mush.

– Zzvett are simple things- having basically no intellect whatsoever.

– Zzvett move at tremendous speed, [15] meters per emote when at their peak or only [4] meters per emote when they’ve been rendered blinded- either by sunlight, a torch at point-blank, or other ilks of tremendous bursts of light.

– Zzvett are covered by a layer of spines around their back, legs, and belly- these spines can puncture through Light Armor and cloth, similarly to their mandibles, but these spines inflict a toxin which causes rashes which remain for [3] OOC days.

– Zzvett can be played by both [ET] members and within DIY player events.

 

 

 

 

Creeping Deathcap - The Spreading Plague

image.png

Characteristics

Physiology
 

Creeping Deathcaps, otherwise known as the Spreading Plague by those who have encountered them before, are notoriously hard to deal with once they manage to get their fungal spores rooted in place. A Deathcap is often described as a fungal lizard or reptilian of sorts, a long slender body covered in fungal growths and mushrooms. They are around 2-2.5 ft in length and have a similar size to a large domesticated dog, while not physically imposing in stature by any means their main source of defense relies on the fungal spores they are able to produce.

These fungal spores get released from large flutes and grow upon their bodies, these mushroom looking growths are capable of releasing a thick cloud of spores into the air that makes it incredibly difficult to breathe and see if one was to be caught by it. The spores themselves have a variety of effects, from hallucinogenic properties all the way to actual plague-like symptoms with varying intensity and onset of symptoms.

Deathcaps come in a wide variety of shapes, sizes and colouration, each more dangerous than the last. They are quick, agile and while preferring flight over fight are capable of cutting through flesh with their sharpened claws though will be unable to do anything against any form of armor.

These spores also carry within them small eggs and are the primary way a Deathcap reproduces, over time these eggs will mature by feasting on the nutrients of the fungus itself before finally hatching into another Deathcap.

Behaviour:
 

Creeping Deathcaps prefer to seek out damp, dark and cold environments, usually ending up in city sewers or caves as a result. Once a Deathcap finds a suitable location, it will proceed to hibernate for a short period of time and remain immobile, beginning to pump large clouds of fungus over a sustained length of time in order to adapt the environment to better suit it.

Town Guards are always on the lookout for signs of Deathcap infestation as once a Deathcap manages to get its lair rooted within the depths of a city, they prove notoriously hard to get rid of and purge completely, for even if a single spore is left intact the infection is capable of starting up all over again.

Rats, Mice and all manner of other creatures that dwell in Sewers and Caves where Deathcap Lairs may reside are all capable of spreading the fungal plague even further as spores latch onto their bodies and are carried far away from the original source of infection.

While an extremely rare ability that is yet to be documented, or perhaps just hearsay by terrified locals.. There have been reports that the fungal spores of a Deathcap are capable of infecting living creatures with a sort of temporary mind control. Making a Deathcap Infestation all the more important to destroy once discovered. Though any records of this seem to be, thankfully, limited to smaller creatures and not capable of affecting Descendants.
 

Taming

They may not be tamed.


 

ST Notes/Abilities
 

-Once a lair has been found, the Deathcap will remain immobile for a few days and begin spreading its spores to alter the environment. This is its most vulnerable state and if discovered early enough is the best way to destroy a Deathcap infestation.
 

-Spores can have a wide variety of effects depending on the colouration and makeup of the Deathcap.
 

-Lair can keep expanding if not kept in check and sometimes they’ll make their homes in sewers, or other damp and dark places like caves.

-The Fungal Mind-Control is an ST ONLY ability that may be utilized by trained Event-Actors. This is not a feature available to players to use!



 

General Red lines/Restrictions

 

-The Fungal Mind-Control is an ST ONLY ability that may be utilized by trained Event-Actors. This is not a feature available to players to use!
-Fungal Mind-Control may only be used on smaller non-sentient creatures, and not Descendants.

 

 

 

 

Lightning Wyrm

image.png

 

Physiology 

A beast made from pure electricity, a lightning wyrm is less of a creature and more of a natural disaster — an incarnation of a raging thunderstorm, unstoppable in its approach and deadly wherever it strikes. Though its appearance roughly resembles that of a wyrm, a wingless dragonkin, it bears no connection to the creations of Dragur. Depending on the size of the storm that it originates from, a lightning wyrm can range anywhere between five and a hundred meters in length, some ancient tales even describing one as long as a kilometre - though this is commonly attributed to exaggeration rather than facts.

Its common trademark is the appearance of a constant lightning floating among storm clouds- a sign to seek cover before it’s too late.

Though they most commonly appear purple or blue, rare yellow variants may appear too, often believed to be a good omen. Too, do red lightning wyrms exist, though they usually float far too high to discern them as such, their rare descent often being viewed as harbingers of disaster. 

 

Behavior

Lightning wyrms can be described as living lightning, indiscriminately attacking anything metallic or tall, seemingly attracted by large masses and gatherings. It is extremely rare that a lightning wyrm ventures far from the storm clouds that it resides in, usually returning shortly after. These are needed for a lightning wyrm to recharge, and being disconnected from them for a prolonged amount of time results in the creature shrinking until its eventual demise.

Sometimes this unusual behaviour stems from them seeking out sources of electricity, using them to grow in size.

 

Though it seems impossible to communicate with these beings in any way, it appears that they communicate among each other over great distances through sounds nearly indistinguishable from thunder. 

 

Red lighting wyrms seem to dwell in the highest layers of Aos and Eos, where no descendant may reach and no winged being dares venture. For one to descend, something must have summoned it.

 

Taming

Lightning wyrms cannot be tamed, nor otherwise be interacted with. They are natural disasters first and foremost.

 

Abilities

Lightning wyrms may discharge lightning from their form, targeting primarily metallic elements.

When touched, the electric discharge is so great it may kill any regular organic creature in an instant.

For regular lightning wyrms, size does not equalise strength. Rather, a larger size merely allows a lightning wyrm to apply its attacks to a larger area — a small lightning wyrm can be just as deadly as a larger one.

Whether the same applies to the red lightning wyrms of legend, or if their destructive power is far greater, is unknown.

 

– Lightning wyrms are ET-Only creatures. Utilising red lightning wyrms requires manager approval.

– Lightning wyrms cannot be harmed through conventional or magical means, only perishing if their energy somehow depletes

 

 

 


 

 

Aevosi Remnants

 

Regalis Gryphon

 

vJLaSuF.png

 

Physiology

 

The Regalis Gryphon are a subspecies of Gryphon native to Aevos and unlike its Azurasi counterpart, it appears to be more vibrant in its colouration, more often than not sporting striking crimson and azure feathers with a bright white crown atop its head.

The Regalis Gryphon is an omnivore, feasting largely upon smaller prey animals such as deer or rabbits in between hunts and will gladly appease its appetite by feasting on whatever plant life lives nearby to where it has chosen to make its home. When it comes time for a flock of Regalis Gryphons to hunt for larger game to sustain themselves over a longer period, they will do so with their whole flock, utilizing pack tactics to bring down creatures stronger than they are. They have a slightly smaller stature than other more common Gryphons, and while also weaker in comparison are much faster and more agile. Their sharpened talons will still be able to shred through leather armor and flesh with ease and while it may dent and struggle with plate armor, the Regalis Gryphon still has enough strength to topple or bash aside a fully armored descendant with little effort.

 

 

Behavior

 

Regalis Gryphons can be found anywhere and everywhere on Aevos, mainly keeping their nests up high in the canopies of jungles or forests or at the peak of mountains. They are communal creatures and very intelligent, hunting in packs when it comes to dealing with larger and stronger creatures. Regalis Gryphons only have to eat one large meal every few weeks, sustaining themselves off of small prey animals and vegetation in between hunts.
 

A flock of Regalis Gryphons can be anywhere from 4-6 in size.

 

Abilities

 

The Regalis Gryphon is strong enough to knock aside a fully grown and armored man. Its claws are also sharp enough to cut through leather and flesh or stone with ease, but they will struggle with metal.

 

– Regalis Gryphons can only be roleplayed during DIY, player-hosted events.

– Regalis Gryphons cannot be tamed

– Any material extracted from a Regalis Gryphon, like their iron-like claws, is comparable to its mundane counterpart. This is to say that gold will be like normal gold, and its meat will taste like any other goat’s, if not juicier. These are all player-signed.

 

 

 

 

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

 

sKNgONvkuLiST12UUznJIEsww_aEfvAjlWlHHuB4

 

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

 

VKAKcxJjAt4FAOmKRZDztCdh7HQvsLXpLOyzJrWj

 

“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.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...