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[Bestiary] The Marine

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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

 

 


 

 

Garglegull

Sometimes called the Shizumikami, or, ‘the God that Drowns’

 

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Link to Art

 

Physiology

 

A monstrously sized seabird, typically standing at about two meters, though its great wings fan outwards to varying sizes based on their age and hunting capability: some of the largest spanning out to five meters. Depending on their climate: their feathers take on different hues. They tend to favor shorelines and especially so tropical climates, with ‘Crag-born Garglegulls’ having a more gray, white, and steel-blue feathering, while tropical Garglegulls take on reds, greens, blues, and often have crests: sometimes called ‘Royal Garglegulls’.

 

Their beaks are hooked, with slight-barbs along them to help snag onto flesh, fur, and clothes of their prey. Their wings are membranous and oily: heavy, and great at trapping both air, and water, in their body while still maintaining flight, offering it an uncanny mass that helps to shock potential prey with the thunderous clap of impact and sudden sensation of being ensnared and lifted off the ground. Its legs end in webbed feet that have slightly-hooked talons: helpful for adjusting prey they’ve gripped onto. These feet and talons serve more to manipulate prey for angling, rather than actually functioning to rip, tear, or claw.

 

The Garglegull is stronger than most birds: typically gliding, but it is able to slowly take off despite its own mass. It too is able to hold its breath with massive, air-sac lungs that are more like great, fleshy garbage bags, and so too does its throat have forward-facing barbs: smaller prey it catches might become caught in its throat, and waterboarded until expired.

 

Behavior

 

The Garglegull is opportunistic: circling shoals, reefs, and shallows, where it might find suitably sized prey: be they land-dwelling mammals or larger-fish brought in and caught with the tide. Its preferred method of hunting is to slam down frighteningly and quickly upon their target to then drag away and across the waters. Their aim is to fatigue their target so they can tear them apart, or even better, drown their target should they find themselves able to, allowing their flight to do the work for them.

 

Garglegulls are active at dawn, and at dusk: the twilight of both morning, and night, when tides are just coming in, or out. They are easy to hear from afar, a high-pitched, clackling, cackling noise from their throats.

 

Garglegulls are known to roost together, but this isn’t a communal rookery. There is fierce, observable competition amongst Garglegulls, where the strongest Gulls steal from the weaker, breaking each other's eggs and replacing smaller Gulls young-to-be with their own.

 

Taming

 

Garglegulls cannot be tamed. Suitable offerings of food might briefly buy you respite from their hunger, but the great sea bird will quickly forget your kindness, and eye you next.

 

Abilities

– Their hooked bill and great weight allow them to dive shockingly hard upon prey, often stunning them, only for them to realize they are above water.

– Garglegulls will cry out to each other, and oftentimes, their croaking cry is used to signal to other Garglegulls they’ve spied prey, and that it is theirs to try to take. Other Garglegulls will not gang up upon the same target in observation of this.

– The feathers and frame of the Garglegull help it maintain a fine amount of moisture, and repel excess moisture: water-based attacks are often completely ineffective, though the birds are susceptible to freezing via magical, or alchemical means.

 

Redlines

– Garglegulls cannot be tamed, domesticated, or mounted.

– Garglegulls may be utilized by players or ST.

– Garglegulls should largely be alone, even if others are ‘nearby’: a single combat encounter usually consisting of no more than [2] two at a time.

– All trophies and materials from their corpses are player-signed and mundane: their feathers having some water-resistant qualities against adverse weather and the tides.

 

 

Mushon – The Grazing Beast

 

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Characteristics

Physiology


A large bulbous looking herbivore, often described as the cows of the sea. A Mushon can grow to be anywhere from the size of an adult pig as a baby all the way to the size of one to two cows in length, often weighing in at around 4-500kg once fully grown.

Mushons have a very rubbery hide with tufts of rough fur along the back of their spine. The flippers of a Mushon are a hard carapace that they use to help navigate through the waters and defend themselves when the need arises.

Behaviour

Passive and Docile creatures, a Mushon is a herbivore that desires one thing and one thing only. To eat Kelp. When threatened they will do their utmost to flee to a safe distance and evade the threat, though if escape is not an option they will use their powerful tails and carapace fins to try to protect themselves.

Mushons are often domesticated into farm animals, kept in seaside enclosures; they are farmed for meat and their fins that tend to make relatively decent shields. Mushons also keep Kelp farms in check by feasting on them and preventing them from overgrowing, and the waste of a Mushon helps fertilise the very Kelp farms they eat.

 

 

Taming


. These creatures may be tamed by those seafaring nations who often find themselves close to the Ocean, the Mushon serve as an alternative source of meat in the absence of farmland cows. Mushon also serves to help cultivate kelp farms and keep them from overgrowing. These creatures, while tameable in a farming capacity, can't be used as pets by descendants.

 

ST Notes/Abilities
 

  • Tameable as Farm Animals, not as an everyday Pet.
  • The Carapace Fins do not need to be ST signed
     

General Red lines/Restrictions

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

-Tameable as Farm Animals, not as an everyday Pet

-Though tameable as livestock, they may not be used in any combat situation or provide any benefits to combat.

-All parts harvested from a Mushon can be player-signed, such as its meat, hide and bones.

-The Carapace Fins are capable of being used as shields, effective against iron weapons but will only take a few hits before being destroyed. Can be player-signed as an alternative shield.



 

Lubrae Whale - The Roaming Leviathan

 

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Characteristics

Physiology


The Lubrae Whale, the Gentle Giant and Roaming Leviathan of the Deep. The Lubrae is one of the largest creatures in the Oceans Depths, ranging anywhere from 100-150ft in length. Extremely docile and peaceful creatures, their diet mainly consists of small fish or algae in the water. The Lubrae is capable of traversing great distances underwater without rest and it is for this reason the Shuul have tamed these creatures to aid in the transport of their citizens and supplies between cities.

The Lubrae has several large tendrils that hang from its head and underside of its body and there are a wide variety of patterns and colours seen within its torso that give off an intense bioluminescent glow beneath the waves. Due to the sheer concentration of Algae these Roaming Leviathans eat, their blood has taken on an intense bioluminescent glow of its own and is a rare commodity sought after by many pirates and seafaring merchants who often make use of the bioluminescent blood to attract shoals of fish to their vessels for fishing or to hunt larger predators.

The Lubrae tend to travel in shoals of four to five, sometimes larger when being directed by Shuul.

Behaviour

The Lubrae Whale is extremely docile and passive, it feeds off of algae in the water or whatever fish shoals of fish that happen to be lured to it by its bioluminescent glow.

Often found near Shuul cities, the Shuul have tamed these creatures and use them to aid in the transport of Warrior Shoals and Goods between their domains.

Taming

 

These creatures while tamed by the likes of the Shuul are unable to be tamed by Descendants

 

ST Notes/Abilities


-Docile, Passive, Non Predatory
-Often escorted by Cor’ and Pel’Shuul Shoals
-The blood contained within a Lubrae Whale is highly bioluminescent and glows with an intense cobalt blue color, can be used to attract sea creatures beneath the water or used to coat weapons, armour and give them a glowing aesthetic at night.

General Red lines/Restrictions

– The Lubrae Whale can be used and played for only DIY, player-hosted events
 

-Docile, Passive, Non Predatory

-Will never attempt to fight back when threatened and focuses mainly on fleeing combat.

-Bioluminescent blood, while applied to anything will only offer an intense glow at night and remains dull during the day. Can be used to lure fish and creatures in the Ocean if they are nearby.

-The Blood of a Lubrae Whale must be ST Signed in order to be valid and appropriate roleplay must have taken place.

-All other parts of a Lubrae Whale can be player signed, such as its meat and bones.

 

 

 

Sink-Crabs - The Glass-form Scavengers

 

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[Art]

 

Physiology

The Sink-Crab is a flat-shelled crustacean with two long and thin claws more similar to blades or spears than a regular pincer found in their smaller and more common cousins. They host a varying degree of size, ranging from 2 to 15 feet in diameter the older they get. The shell of a Sink-Crab naturally collects minerals whenever it digs into sand, over time causing a phenomena where secretions from their shell and the minerals form Anorum Crystal which naturally builds up to reinforce the crustacean’s shell. This material also encrusts over the sharp claws of the creature, adding to their capability of reaving both dead and living flesh as they scavenge and hunt for food. Despite this natural hardening of their form being near if not equal to steel, the underside and inward facing sections of their form still remain softer, acting as any regular bone-like exoskeleton would especially at the face where its mouth remains. 

 

Behavior

The sink crab is a scavenging predator, generally found in the Southern Shorelines where the seabound water channels most commonly catch washed up corpses of sea creatures. These crustaceans most commonly dig into the beach, the top of their form at most a foot below the sand with their two eye-stocks pressing up akin to parascopes as they conserve energy as they lay in wait for any washed or living fauna to appear.

 

Taming

Sink-Crabs are unable to be tamed, and remain too large and complex to be reformed by any magic.

 

Abilities

The Sink-Crab utilizes its sharp claws to rend through flesh, capable of ripping through Medium levels of armor if a Descendant is not careful. These crustaceans may also store water inside of their bodies within glands on the underside of the beast capable of causing a burst of seawater to blast back a descendant. 

 

General Redlines and Restrictions

  • Sink Crab may only be played in DIY Player events and may not be tamed or utilized as a magical summon.
  • Objects harvested from a Sink Crab are mundane in nature, and may be player signed.
  • Organic parts from the Sink-Crab only equal the strength of bone in application. Anorum harvested from its shell follows all redlines for Raw Anorum.

 

 

 

Korcal – Terror of the Depths

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Characteristics

Physiology

Sailors often speak of terrible sea monsters that ravage coastal towns and sink many vessels in the night. The Korcal is one of many of these types of creatures, children of Dresdrasil that know only their hungering predatory instincts.

The Korcal is a fearsome predator, a large creature that often reaches a length of 20-25ft and a height of around 10ft. The Korcal has a large muscular tail that it uses to propel itself through the water at great speeds or to ‘jump’ shorter distances underwater. It’s entire upper body is covered in hardened scales, much like the Shulkra, though its underside is its weakest point, exposing the soft underbelly of the beast and its egg sacks. Its underside isn’t unprotected however, several large spear-like appendages jut out from beneath its torso. These spiked legs help it traverse the oceans depths and assist in warding off attacks against its stomach.

The Korcal has two large frontal claws much like a crab, these pincers are capable of crushing an armoured man with ease and allow it to burrow into the ground to carve out tunnels where it makes its home.

The most defining feature of a Korcal is its horn, a large hardened structure that sits atop its head. The horn and its claws are the main methods of attack a Korcal will use to hunt and kill its prey and those who are unprepared will find themselves quickly skewered then ripped apart.


Behaviour

Korcal travel in packs of five to six at a time, though when it comes time to lay their eggs they will often travel alone or with their mate to coastal regions where their eggs will be buried upon coastal beaches. It is unknown why Korcal deposits their eggs upon beaches, but many Sailors and Fishermen have lost their lives by getting too close to Korcal nests during their breeding season.

Korcal are highly territorial and will not hesitate to attack unprovoked or to defend its territory. They are extremely vicious and brutal predators and Kth’shuul Shoals capture and breed them as warbeasts, turning them into Armoured Juggernauts in the depths.


 

 

Taming
 

While these creatures have been tamed by the Kth’shuul, Descendants are unable to tame them and will likely die in the process if attempted.
 

 

ST Notes/Abilities


-The tail may be used to propel the Kth’Shuul underwater rapidly, essentially giving it a quick dash/jump ability to manoeuvre around.

-Its Carapace is effectively immune to bladed and ranged attacks, only blunt force or attacks to its underside able to kill it.

-Pincers, Legs and Horn are all very effective at neutralising armoured and unarmoured opponents alike. These creatures are extremely deadly, use with caution.
 

General Red lines/Restrictions

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

-Cannot be tamed.
-Its tail ‘jump’ may only be used underwater and not on land, the Korcal essentially being too heavy without the buoyant effects of the water to perform such a move. However, it may be used to pounce from underwater onto the land.

 

-All the parts harvested from a Korcal can be player signed and do not require an ST signature.

 

-Its Carapace proves too difficult and heavy to harvest and such may not be used as an armour or weapon alternative.

-Its Pincers, Legs and Horn are all parts that may be harvested and if forged into weapons they are at most as strong as iron and do not have any special properties.

 

 

 

 


 

 

Aevosi Remnants

 

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.

 

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.

-Cannot be tamed.

-Descendants of any gender and age can be affected by this charm 

-Descendants are unable to, on their own, draw themselves from the trance the Kelpie places them under.

-A Kelpie cannot place additional people under a trance if that Kelpie is already actively charming one or more people. 

 

 

 

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 Aevos. 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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