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Songwitch

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  1. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  2. 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. Coltsfoot 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 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 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 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 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 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 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.
  3. The Deserts Sandy and arid deserts are among some of the most uniform of all biomes. No matter what desert one is in, they will be barren, dry, and hot in the sun. Though some may comprise cracked clay or fine sand, deserts are among the most inhospitable of all biomes. Very few live in the desert, save except by oasis springs, or permanent rivers which scar the sandy mass with wounds of greenery and life. Desert wildlife is hardy, if not somewhat brutal, with nothing being wasted. Flora Drake’s Tail Desert Burry Bush Vinix Physiology The Vinix are small primate-like creatures, hosting stark avian attributes and are found within the hottest climates of the southern deserts. Its small stature, measuring at a mere 20 inches in height and weighing a scarce four pounds only emphasizes its diminutive size and vulnerability. Its spindly body with slender limbs, short, coarse fur, allows the Vinix an opportunity of camouflage that blends amongst its arid environment. With its pelt ranging in colourations of light browns and pale yellows. Although such a pathetic creature hosts stark avian qualities, its delicate wings spanning from its shoulders hosts a poor bone structure rendering it unable to maintain substantial flight and instead glides from tree tops, where it seeks refuge from predators. Behavior Being primarily diurnal creatures, the Vinix use the daylight as a sacred time to gather limited resources the south has to offer. Its main diet consists of whatever foliage they are able to source, including leaves, shoots, and berries. If fortunate enough to come across insects, they will often hoard them within their burrows, a necessary form of protein that without renders another cause of death for these vulnerable creatures. However, the Vinix often struggles to find these sufficient sources of nutrients due to the scarcity of vegetation. The Vinix’s habitat is characterized by vast stretches of dry landscapes with little opportunity for shade or suitable nesting sites. As a result, the Vinix are forced to roam from location to location in search for better territory. Unfortunately this dangerous journeying makes them easy targets for larger predators. Despite their challenges, the Vinix possesses the ability to reproduce rapidly. Litters often numbering from four to eight offspring known as ‘Vinnies’. However, the harsh environment and the Vinix’s vulnerability contribute significantly to a drastic decline in their numbers within the wild. Often considered the weakest link within the natural food chain, the Vinix lack any innate survival instinct and effective defense mechanisms other than their ability to blend within their environment. When distressed or provoked, it emits an ear-piercing shrill as its only form of deterrence from predators. Unfortunately, this is usually insufficient to protect it from its main predator, the Sectah Lynx, a formidable hunter that often shares its habitat. Due to its susceptibility to predation and the inhospitable conditions of the south, the Vinix face significant challenges in maintaining stable populations, making conservation efforts crucial to ensure the survivability of such a unique species, as the Vinix play a crucial role in the delicate balance of the southern ecosystem. Vinix share a mutualistic relationship with other large herbivores and migratory animals within the southern desert. When traveling between spots of water and flora. Capable of loud vocalizations, the Vinix perch themselves atop other herbivores and other passive animals, warning them when dangers may arrive, in addition to feasting upon the pests or parasites that may plague their larger protectors. While most herbivores tolerate the presence of the Vinix, carnivores have no qualms turning on their small warning alarms. Taming They may be captured and tamed. Abilities There is no notable ability. – The Vinix can only be roleplayed in DIY, player-hosted events or outside of combat as a tamed creature. – The Vinix can be tamed but may never be weaponized in combat. – Everything that may be obtained from a Vinix is player signed. -Vinix, though capable of being tamed, are never intelligent enough for complex command or action. Sectah Lynx Physiology The Sectah Lynx is an agile and curious predator that roams high above the desert sky and deep within its many valleys. Unlike most predators, the Sectah has been seen to hunt prey in a variety of methods, bombarding targets at impossible speeds, or chasing them down. Agile in both the air and on foot, the Sectah eats and challenges a variety of prey, the desert climate keen on providing small mammals and lizards to devour. The Sectah at maturity grows to the same size as large cats of prey, though far lighter than any tiger and stands around the same height as a descendant while on all fours. Its powerful wings are capable of allowing it an impressive flight, in addition to strong legs that allow it to run quickly across The Sectah is capable of hunting large aerial predators through its unique physiology. Climbing an intense height, the Sectah dive bombs its targets from above, often killing them upon impact. With incredibly sharp claws, it is capable of ripping through flesh easily and breaking the bones of smaller mammals and birds. Behavior The Sectah is keen on collecting the trinkets scattered around the desert as a means to bolster its nest. While Sectah only grow to the size of common descendants, their nests are large ornamental structures filled with the jewels of the desert. These rearing spaces are found both on the ground in sizable caves as well as all peaks and cliff sides should the desert provide it. Sectah roam the land as their curiosity and desire to collect more treasure expands. Sectah hold a mischievous nature with those who enter its territory and the desert. Travelers who sleep or unaware have belongings stolen or pickpocketed by this dextrous predator. Sectah nests are often ornamented with jewels or lost artifacts, and wary thieves herald the bird as their patron animal. Abilities The Sectah’s dive bombing ability is only used on aerial prey or significantly smaller targets like the Vinix or rodents and lizards, often breaking their bones and killing them upon impact, though would serve little use against the armored beyond knocking them down and severely bruising them. – The Sectah Lynx can only be roleplayed in DIY, player-hosted events. – Everything that may be obtained from a Sectah is wholly aesthetic and player-signed. – The Sectah are too intelligent and their constant need to move prevents them from being tamed or kept in close proximity with descendants and other animals. If given the chance they’d escape or die quickly in captivity. Bolugar Physiology The Bolugar is a massive herbivore, a nomadic creature that travels between what little patches of water and moisture that may exist in the desert. The Bolugar takes decades to mature, going through multiple metamorphosis. Bolugar lay tadpoles, using what little water within the desert to nurse their young, or carrying them within a special pouch within their mouths. The young are also capable of feeding upon the slime the Bolugar all produce, a communal feeding behavior seen within a pack. Bolugar are capable of eating all forms of flora within the desert, stomachs sturdy enough to endure whatever they may graze upon. The slime of a Bolugar is produced either to feed their young, self-preservation techniques, or through husbandry, all of which allow for the attempt for the dauntless to extract it. Bolugar are most commonly seen in their adult form, standing at 7ft tall, and weighing nearly half a ton. While capable of growing larger in the wild, they are capable of reaching this stage after nearly a century of husbandry. Once it reaches full size, it stands at 10ft tall and weighs over a ton. These large collosi are known as Elder Bolugar, though none have ever been seen within domestic use nor a husbandry person capable of breeding one in captivity. Bolugar grow duller in pigment through age, the sun beating upon their backs for centuries. Elder Bolugar are often mistaken by the unfamiliar as mirages within the sands, shifting mountains that move on the horizon through day and night. While normally docile, the creature possesses an impressive strength and defense, leading those capable of domesticating it as a pack animal. The Bolugar’s flesh and constitution is of unusual nature, leading many to speculate and study the creature for its potential uses. When attacked, the Bolugar possesses a means of defending itself through the colored patches covered all along its body. When a wound or cut forms, the Bolugar’s secretions allow the wound to congeal and recover far faster, clotting injury and sealing them with a sticky slime. This slime’s wondrous ability has an incredible effect on Bolugar, capable of sealing injuries normally thought fatal within minutes. These effects only work on the animal, though have been seen to be capable of keeping Bolugar alive through dismemberment and brain damage. Alchemists, the scientific, and wary may freely experiment with Bolugar slime, creating their own concoctions from it. However, regardless of its use in base form or an extracted variant, Bolugar slime will always seal cuts and shallow wounds, and staunching blood at the same level of other herbs. The strange chemicals and toxins within the slime(of which there are many) prevent the entire limb from being used, and over-use of Bolugar slime could lead to sepsis and shock. It is incapable of performing the italicized effects on the ordinary descendant, no matter the reaction or chemical concoction performed. Behavior Bolugar travel in large herds, forming territories through the valleys and pathways it crosses through. Vinix often shelter themselves within these migratory groups, using the shade they provide as a means of escaping the dangerous desert heat. Bolugar are especially defensive of their young, all members of a herd turning to stand their ground rather than lose the next generation. While Bolugar are sturdy and quite strong, they possess no natural armor or means of defending themselves beyond powerful kicks and swings of their head, easily capable of breaking bones. Abilities Elder Bolugar serve as a difficult creature to fight within the wild, though while not the apex predator, are easily capable of killing careless descendants. Their endurance and slime allows them to endure common physical attacks, in addition to inspiring husbandry people and the curious to explore their slime. – The Bolugar can only be roleplayed in DIY, player-hosted events. – The Bolugar cannot be tamed. – Everything that may be obtained from a Bolugar is player signed – Players cannot wield Elder Bolugar, their domesticated or pack animal variants will always be 7 ft maximum and no more than 800 pounds. – Domesticated Bolugar are too slow to use in combat and will often flee. – Bolugar slime does not have any paralyzing effects, nor does it have any use on the unwilling. – Bolugar slime is player signed. The slime can at most be used to seal and heal small cuts, burns and open wounds. – Bolugar can only be extracted once a week. – Due to the slow and difficult nature of raising Bolugar in domestication, a single player may only possess two at a time. Scalecid Physiology The tenacity of the Scalecid allow it to survive within the difficult deserts of its habitat. While far smaller than any of the predators within the desert, its fierce behavior allows it to stand its ground wherever difficult situations may occur. The Scalecid may grow to the size of a large dog, though it possesses an armor and agility unmatched by any other creatures within the desert. Scalecid are seen scraping with all creatures of the desert, doing whatever it can to continue eating and winning difficult encounters. With a domineering bite capable of crushing bone and claws capable of allowing the creature to disappear within the sand in a moment’s notice, the Scalecid’s swiftness and durability make it difficult to catch and deal with. The armor that dons the Scalecid is no different from plate, although being made from bone it is far thicker and heavier. This does not slow the creature by any means, though its hunters and poachers would find the bone a serviceable alternative to bone and steel. The whiskers upon a Scalecid are a unique sensory organ to the creature, allowing it to hunt with unparalleled efficiency. It is rumored that the creature could smell a single drop of blood within the sands of the desert, with tens of Scalecid emerging to fight over any corpse that lay unclaimed within the desert. Behavior The Scalecid have a voracious appetite, eating any Vinix, or any animal capable of succumbing to its attacks. While primarily scavenging the desert remains, the Scalecid is capable of ambushing prey through its numerous tunnels scattered beneath the sands. Scalecid create complex burrows, often intersecting with sand-laiden caves or ancient burial grounds. While Scalecid do not live within packs, it is not uncommon to see multiple within large caves. Scalecid are extremely aggressive, even to their own kind. They have no fondness for any living creature, and will even tear up and destroy fauna purely out of malice. The path of a Scalecid can be found through the destruction it leaves in its wake, and massive holes within the desert. Abilities Scalecid are capable of burrowing themselves with sand and other loose materials extraordinarily fast, disappearing and appearing within a single emote. While their claws don’t pose any real threat to the armored, a bite would certainly cause severe bleeding and breaking bones. – The Scalecid can be used and played for only DIY, player-hosted events. – The Scalecid cannot be tamed. – This is a combative creature used for event fights, and cannot be domesticated, tamed, or used in casual player combat. – The Scalecid possesses no unique features beyond its armor, which may be player-signed as ornamental armor equivalent to plate. Uguldana Physiology The Uguldana possesses six powerful legs, each armed with razor-sharp hooks that allow it to move effortlessly through the shifting sands. Its enormous mandibles are capable of crushing even a Scalecid, However, unlike its smaller relatives, this giant antlion has adapted to become a scavenger, feasting on carrion and decaying organic matter that litters the desert floor. Far more agile than other insects, the Uguldana quickly grabs prey or carcasses, dragging them deep beneath the sand, either drowning or crushing them from the terrifying hold. The hairs along the Uguldana allow it to sense vibrations and motion within the sands with unnerving proficiency. It tracks prey through these motions, allowing it to decisively pick out the weakest or most valuable targets within whatever foolishly invades its territory. Uguldana range in size as they mature and metamorphose. The youngest stage (nymph) will grow up to a maximum of 15ft, molting multiple times to accommodate its new body. Nymph Uguldana lack the strength and digging ability of their massive parents, and so are often seen within their caves scuttling about, or hiding beneath rocks above the surface. They serve as large insects commonly seen throughout the desert. At night, these creatures ambush Vinix, juvenile Bolugar, and other animals within the desert capable of being crushed between its mandibles. In the next stage, the Uguldana buries itself deep within the sand, though is nearly entirely sessile. This Adolescent phase of the Uguldana is indefinite, as they may grow to indescribable proportions. These Adolescent Uguldana hibernate until some movement stirs atop the surface, goading them into bursting out and striking whatever lurks above them with intense proficiency. Rumors exist to prevent one’s travel across the desert from being detected by Uguldana, though no clear answer exists. Uguldana chitin is unique, though no more durable than standard materials like steel, has the unique property of being capable of filtering out sand and the dust of the environment it was made from. Tinkerers and forgers often craft the chitin into masks and helmets, allowing them to survive the harsh desert storms and difficult environment. This chitin is only made durable and effective in the adult form, often encouraging the bold to battle or scrape pieces from these impressive animals. Once Uguldana mature, they take on a similar appearance to the picture above, adult Uguldana ranging from 30-40 ft in size. These massive scavengers have been approached by the thrillseekers, riding these massive creatures adorning masks made from their exoskeletons. Behavior Uguldana are incredibly fast creatures and cunning despite their size and insect physiology. Rather than engaging in direct conflict, Uguldana wait for the perfect time to strike before disappearing as quickly as they arrived. They lack the blind hatred Abilities Juvenile and Adult Uguldana will only serve as event creatures, and while Adult Uguldana can be ridden, giving them complex commands or using them within standard combat are impossible. Adult Uguldana may be used as siege weapons during events, but they are just as likely to burrow beneath the earth and escape should true danger arise. – The Junior Uguldana can only be roleplayed in DIY, player-hosted events. – Uguldana cannot be forced or tamed. Adult Uguldana cannot be used in player events without ST supervision. – Everything that may be obtained from a Uguldana is player signed. – Chitin may be harvested from them and experimented with to produce filters capable of allowing a Descendant to breathe more easily in sandstorms and the desert environment. This is the only application for this type of chitin; weapons or armor cannot be made out of it. – Filters/Masks/Helmets may not allow a Descendant to survive fully submerged in the sand however. At most giving them a couple of moments to escape from being fully submerged. – A helmet made of Adult Uguldana chitin will only allow the player to filter out sand and dust of the desert, allowing someone to ride the creature and survive when it burrows beneath the sand. It possesses no other combative advantages and has the same durability and strength as weaker metals like bronze. Almarisian Remnants Straadoth Physiology The desert Straadoth is a curious reptile, often standing at about 4 feet tall and measuring in at a length of 12 feet long. The creature, curiously enough, lacks any sort of eye sight whatsoever - relying on the vibrations of moving prey upon the sands in order to hunt them. With powerful forelegs for digging through the desert, this creature sports powerful muscles for digging and combative applications, while its hardy tail can easily be used as an improvised whip to bludgeon its prey into submission. Its teeth are like needles; numerous and sharp, meant for ripping its prey to shreds rather than chewing, though are easily broken. As well, its tongue is much akin to a dart of sorts, which it may use as a ranged projectile to impale its victims with great force. The Straadoth, uniquely, possesses a sort of camouflage to it, blending into whatever environment it finds itself in with ease, as the color of its hide changes to match its surroundings. Its hide is prized for its resistance to the elements, and the creature is often hunted by Uruk for this quality. Habitat The Straadoth is commonly found in desert environments - sand dunes, vast deserts and the like, as it can not see in any other habitat; thus leading to its eventual starvation if it leaves its home. Behavior The Straadoth is a primarily nocturnal creature, opting to hunt at night. It is decidedly carnivorous, and when hunting, will attack its prey swiftly with no regards to its own well being. It is a vicious creature, and may not be reasoned with or tamed by any stretch of the imagination. It is an ambush predator at heart. Abilities The Straadoth possesses a powerful, dart-like tongue which it may shoot out at a distance in order to impale its victims. This tongue will only strike with the force of a crossbow bolt at the most, though may be retracted in order to pull its victims closer. As well, its powerful forelimbs may be used in order to batter a man or lift objects, the creature easily strong enough to lift a horse and throw it with force. Finally, its large tail can be used to strike targets as a powerful whip, or it may be smacked against the sands to create a sand cloud of sorts, obscuring visibility in the area. Redlines May not be tamed or reasoned with, as it is an incredibly vicious and violent predator. Communion with the creature would elicit frenzied shrieks, and thoughts of hunger and dominance. This creature moves incredibly swiftly in a sandy environment, easily able to move faster than any descendant. Outside of this environment, its movements are slow and sluggish to an extreme. The sand cloud the Straadoth creates is only large enough to cover an 8x8 area, at the largest. Stortfel Physiology Stortfel resemble scarabs the size of large dogs; bearing thick shells on their backs, nearly devoid of all nerve sensations. There are also physical differences between wild Stortfel and domesticated; wild ones have far thicker scales, as they are wounded more often with the scales repairing themselves to a thicker state. Habitat The creature is most often found within deserts; wandering the surface throughout the day, and crawling into their cave dwellings after sunset. Behavior They are a peaceful sort, lacking hostility to descendants unless provoked; it is in those instances that they will either flee or attempt to cleave flesh with their pincers. The stortfel favors small rodents and eels in their diet. However, they will eat most anything if you put it in front of them, making them particularly easy to domesticate. They are incredibly hungry creatures, attributed to their size and accelerated metabolism. Stortfels typically eat things that are already dead, as they lack the speed to catch critters. Wild stortfel commonly sharpen their pincers against the stones of the caves they reside in, a habit that fades for those domesticated. This comes from their initial wariness towards descendants, fading once they are made into companions. Abilities Using their pincers, they are capable of picking up and holding objects, the strength of the grip inverse to the weight of what they carry. The lack of nerves on their shells allows their backs to be carved into with little resistance nor care if domesticated. Redlines -Wild stortfel have pincers as sharp as steel swords, with domesticated ones having the sharpness of butter knives. -Domesticated stortfel are averse to harming descendants of the same race as the one who tamed them, considering them friend not foe. However, this does not mean the stortfel cannot hold them within their pincers. Dry Octopus Physiology The tiger of the dunes, a creature at the center of Farfolkian folklore regarding the greenery of the desert, is certainly a curious beast. Roughly the size of a lion, the Dry Octopus counts with four appendages: three insectoidian legs at either flank and two fluid, mucousy tentacles. It’s circular maw acts as a barbed vacuum to swallow and, interestingly enough, bleed-out prey through, always brought to its maw by those long-reaching, sticky, constricting tentacles until they are pushed against their sharp teeth over and over again until they are bled out. It cannot seem to chew, lacking the bone or muscle structure to move its mouth, and as such is forced to take matters into its own tendrils when it comes to grounding its prey. The Dry Octopus is surprisingly lightweight, allowing it to glide over sand with ease and quickly close the gap between it and food. Ordinarily nomadic, where there are tall cacti -- one runs the risk of confronting an angry and hungry Dry Octopus… though even the safety an oasis provides could be shattered by one, should the caravaneer be disrespectful to the grounds. It’s name, however, is misleading. Despite living on land, the Dry Octopus actually necessitates moisture to breathe and is, ordinarily, quite moist. How they survive despite living in desserts is elaborated upon in the Behaviors section. Above liquids, it may hold its breath for a total of seventy-two hours, given it does not move sporadically and needlessly waste energy. Two beady, nub-like eyes are able to dart in all directions to ensure it is both safe and that whatever they hunger after does not leave their sight. In all parts but its legs, rigid with a strong exoskeleton akin to bronze armor -- the Dry Octopus is a squishy, slippery thing that reflects sun and torchlight alike off its greenish, slick skin. Habitat Dry Octopus live in deserts, particularly tall dunes that cast shade -- or, more preferably -- in whatever caves they might find over the scorching sands. The reason they prefer these hot, hostile environments has still yet to be deciphered, though leading theories suggest the Dry Octopus might have ties to arachnids as they do to octopi. The spots the inhabit sport telltale characteristics: tall cacti with carrion remnants, be they bone or flesh, littering the spaces between the desert foliage and, most importantly, a sizeable hole dug into the sand is a failsafe way to identify a Dry Octopus’ temporary hunting grounds. Pivotally, most oases found in deserts count with one Dry Octopus that lives in it. The reason for this is elaborated within the behavior section. Behavior There are two schools of behavior among Dry Octopi: Dry Octopi living in the dunes. Aggressive, albeit not quite territorial-- these nomadic Dry Octopus are by far the most common. Moving along the sands, they scope out one of two things: an unoccupied oasis, an occupied oasis with the hopes to challenge its custodian Dry Octopus or grounds with large cacti growing. Given the scarcity of oases, the latter are far more common. The source behind the Dry Octopus’ fearsome reputation lies in how they hide behind cacti and use their tendrils to whip, strike at and coil around the limbs of prey, ultimately bringing them to its maw for consumption. It’s an arduous process-- because the Dry Octopus cannot chew, it’s forced to rake its food against its teeth with its tendrils until its ground to a fleshy, bloody paste. It then digs a hole. Their quickness is scarcely rivaled in the deserts, able to push sand aside with their pinsir legs quickly and efficiently to dig a hole its size, not unlike how a dog would. Then begins the second phase of its hunt: bleeding what prey it has into the sands to begin making a pool, it will spend its days hunting for flesh and, in especially dire times, cacti juice to pour into its bath. Once half of its body can be covered in either blood, cacti juice, water or a mix of these, it submerges itself and draws a long breath that will keep it moving for the next five days. It will then open its pores, absorbing the liquids collected and using them to hydrate themselves, sate their hunger and produce the foul-smelling mucus that coats its skin. This cycle repeats every one to two days. Upon reaching maturity, Dry Octopus who did not find an unoccupied oasis in their early years of life will attempt to find one. Males will challenge the oasis custodian, another Dry Octopus, to a battle in the hopes of seizing the territory whereas females will seek out an oasis custodian to mate with. The female is allowed to live in the oasis until she spawns an egg, at which point she takes it elsewhere -- male oasis custodians think of males, born or otherwise, as competition. Females know this and distance themselves from the oasis, protecting their egg from the environment until it hatches. The time this takes usually costs the female her life. In oddball circumstances, an oasis custodian might risk his grip on the oasis to hunt down the female and her egg -- worrying that either of them might come back to challenge his oasis, given they know its location. This is rare. It’s speculated that the reason oases exist at all is thanks to the holes Dry Octopi leave behind, allowing for rainwater to pool and give way to flora! Dry Octopi living in oases. A Dry Octopus lucky enough to find an unoccupied oasis quickly after hatching grows up healthy, as it has access to water to lounge in and shrubbery to eat -- though inexperienced. These types are few and far between: entirely docile and naive to a comical degree, they welcome anything into their oasis… even the Dry Octopi that invariably come to kill it for the territory. Because of their diet and access to water at such an early, developmental point in their life: their skin does not grow green, but rather red! These creatures are so short-lived, however, that sightings of them are few and far between-- often only found by well-rationed wayfarers stumbling by a virgin oasis, unknown even to the animals nearby-- of which there are usually few, if any at all. These are referred to as Naive Dry Octopi. Naive Dry Octopi living in oases are totally inoffensive and use their abilities only when they are struck first. Naive Dry Octopi show to make up for poor fighting skills with a veritable green thumb, taking excellent care of their oasis and going as far as to sew crops when the flora is dwindling. Sometimes, an oasis custodian dies of old age and an adult Dry Octopi is lucky enough to take its place. In this instance, said Octopi retains its pigment though is less territorial than one that had to fight for its place. A Dry Octopus that conquers an oasis by way of killing or pushing out its standing custodian rescinds its nomadic lifestyle in exchange for a sedentary, albeit semi-territorial way of living. Welcoming of small animals that seek shelter and water, friendly towards descendants albeit not ignorant of their capacity and outright aggressive towards male Dry Octopi trying to enter the oasis -- the now custodian Dry Octopus lounges in waters, eats shrubberies, accepts donations from passerbys and delights in bloodbaths its spawn supply it… should it not consider the males among them a threat, as well. Intelligent as they are, these sort of Octopi refuse to grow complacent and often train to maintain their strength by lifting felled palm trees, swimming and defending the oasis from adversaries, be they rowdy descendants disrupting its home or another Dry Octopus trying to seize control of it. Some custodian Dry Octopus consider male young threats, prompting their mother to either run away or defend them. This is the most common way by which female custodian Dry Octopus come about! Female custodians allow males in for mating purposes and -- unlike oases warded by male custodians, -- take in other Dry Octopi as refugees, these being females nigh-exclusively. These are the only places where Naive Dry Octopus can thrive beyond total isolation! Abilities Dunewalking [Passive] Despite their size, Dry Octopi are very light -- lighter than a descendant. Their insectoidian legs combined with this allows them to move quickly over sand and quicksand, negating any movement penalties this would otherwise incur. Tentacle-Thrashing [Active] Dry Octopi can use the tentacles before their mouth to grapple and strike opponents. They can lift descendants, given they use both tentacles to maintain the grip. They can strike at adversaries with sufficient force to fracture and, at worst, break bone. Should a Dry Octopi only be able to grip a descendant with one tendril, they can only constrict and try to immobilize the target rather than raise it off the ground. Dry Octopi have a 5x5x5 reach with their tendrils in front and beside them, but no reach at all behind them. These are free of emote counts, but one should allow characters confronting it a chance to defend themselves. Puncture [Active] A Dry Octopus can choose to stand immobile and pick a target around it, lifting one of it’s sharp legs and thrusting it down in its direction. The force behind this attack can be lethal against anyone unarmored, dent steel and deprive one of their balance. Over the span of two emotes, a Dry Octopus can use this move. One to aim and one to thrust. Rake [Active] Should a Dry Octopus seize prey with both tentacles, it will near them to its mouth and push them against its sharp teeth -- moving them back and forth until they’re reduced to a fleshy, bloody paste. Over the span of three emotes, a descendant can be properly ground and killed by this method. Smaller prey can be ground within two emotes. Inkcloud [Active] A remnant ability from their forefathers, a Dry Octopus out of his league -- or, keen enough to use it strategically, -- can eject a dark, inky, metallic-smelling cloud through its mouth to disorient and blind adversaries. The inkcloud can be summoned in a single emote and lingers for three emotes total, covering an area of 5x5x5 before its mouth. A Dry Octopus may only use an ink cloud once per narrative encounter. Redlines Naive Dry Octopus will not use any of their Active abilities if they are not directly hurt, like stabbing them with a spear or trying to tie it down for capture. They attack only when already struck. Any Dry Octopus found outside a desert is considered a Naive Dry Octopus and behaves accordingly. Custodian Dry Octopus will not leave their oasis unless its to hunt down a female that’s already laying its eggs. Inkcloud blinds only in that one cannot see through it, though it in no way irritates the eyes. The metallic scent is palpable, though not disgusting or abrasive and as such won’t incur penalties if inhaled. On Druidic Communion: Dry Octopi in the wild, when communed with, display a feverish personality almost wholly concerned with finding its next breath. They don’t seem to have the time or energy to discuss things amiable, acting as blunt, determined and intelligent negotiators, alongside venomous intimidators. Custodian Dry Octopi in their oases, when communed with, seem to have a wide breadth of conversational and intellectual ability! Personalities are as varied as descendant’s, though there is one common thread: a familial attachment to their oasis. Naive Dry Octopus who are communed with are almost always posh, arrogant and indifferent to all matters save those that concern its luxuries and caring for an oasis. Should the topic veer into the latter, they grow quite friendly.
  4. 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 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 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 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 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 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 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.
  5. The Tropics and Jungle Lush and sprawling with life, the tropics and jungles of the realm serve as the most lively of all the biomes. Varying from jungle to jungle, these biomes are filled with every manner of life, from ugly and dangerous, to pretty and fragile. Jungles vary greatly on habitability, from oceanside jungles with bounties of coconuts and fish, to a tropical paradise within the center of a wallowing marshland, the former often far more preferable than deep inland jungles. Flora The tropics are filled with a variety of flora, though are particularly for their affinity with medicinal herbs and potent alchemical reagents. Make no mistake, however, for just as the creatures themselves, these reagents may be anything from benign to dangerous. Beard Weed Night Sap Ponderlot Mushnooman Gislocinovi Fauna The jungles are often the most populated biome, inhabited by monkeys, lizards, snakes, and a wide variety of other such common animals. However, one should be cautious treading through such an environment, for the unprepared scavenger may be overwhelmed by the many creatures that dwell here, and if they are not careful, perhaps taken advantage of. Dixie Dart Frog Physiology The Dixie dart frogs are large omnivores roaming the tropics floors, lingering around bodies of water such as rivers or gathered rainwater and typically being the same size as your average brown bear. The Dixie Dart Frog prey upon medium sized fish and mammals along with bugs during their juvenile years. While their wings are unable to provide flight, they are used for fishing. The Dixie Dart Frog has been seen forming a bowl within the water utilizing these wings, scooping up any fish which fall to its trap, the webbing of these wings are also incredibly sensitive. Thus allowing them to better know when prey have fallen into their trap. Furthermore, these wings act as powerful tools to propel them through the water in unison with their large muscular tails. While lacking teeth, their powerful jaws allow them to crush prey and consume them in a single bite. By no means are these beasts unable to defend themselves, the Dixie Dart Frog has developed many means other than their sheer size to defend themselves should they come under attack. Their first method of attack is the release of a nauseous foul smelling gas emitted from the pads seen at their wings. This foul gas spans the radius of five meters, this radius capable of being nearly doubled in size should the Dixie Dart Frog use their wings as fans to further spread the nauseous gas. If inhaled, the gas will inflict upon a deep rooted sickly feeling- a nausea which is capable of staggering and near stunning enemies for brief periods of time. Behavior Passive and solitary creatures, the Dixie Dart Frogs idly roam the forest floor and vast rivers spanning from it. Passive animals, they will simply continue with what they were doing should descendents be in the general vicinity thou shall make efforts to move away should they draw too close too quickly. They prefer to disorientate or stun those attacking them so they may flee, despite their size they shy away from combat. – Dixie Dart Frogs can be used and played for only DIY, player-hosted events. – The effects of the gas cloud lasts for three emotes with varying effects round to round. 1st Emote: On the first emote round, the inflicted player will be debilitated- able to move in staggers and attacks made sloppy and weak as nausea overwhelms them. 2nd Emote: On the second round, the afflicted player feels the effects loosen- they can strike with strength once more yet still lack their usual precision as their form continues to shudder- movement is no longer prohibited. 3rd Emote: On the third emote round, the player is able to act as normal however still feel rather unwell. – Magic users are unable to prepare spells during the first round of this gas, however they will not lose their established connection to their magic. – Unable to be tamed by any means. – No harvestable materials which require a st sign. – The Gas Cloud may not be harvested, it disperses far too quickly to be contained and collected. Musavis Physiology Small and agile, the Musavis are a quick moving mammalia species which reside within the understory layer of the tropical rainforests of Aevos. Their diet consists of nectar in addition to small insects, beetles, ants, aphids, gnats, mosquitoes, and wasps. While small, their quickness and constant movement results in a high need of energy and thus the majority of their day is spent darting between flower and bug to consume the nutrients required for survival. The Musavis have evolved to avoid interaction and predators, rather than having means to defend themselves such as claws or poison and thus are equipped to hide or flee should they find themselves in the face of danger. The Musavi’s size is typically measure within the 3-5 inch range, and when in unison with green feathers they are excellent at camouflage. Their large ears are adept at hearing even the slightest shift of their environment, such allowing them to locate hidden bugs or know the inevitable approach of a predator. This expert hearing makes up for their mundane vision. Small hands allow them to take hold of the various decorations they bring to dawn their nests with, along with groom the members of their family as a means of strengthening bonds and showing affection. The long tail they have, along with the slick shape and flexibility of their wings, allow them to better turn themselves amidst quick flight and maintain their balance while hovering. Behavior The Musavis live a hidden life, skittish by nature, they avoid interaction with others- excluding their rather extensive families. These families typically consist of multiple generations and consist of numbers between 10-30 members. They enjoy bright colors, though each individual will have a preference with which color or shade of such is their favorite. While out scavenging for various foods, the Musavis will often find their quick constant movement tiering and thus shall fall asleep within the very flowers they drink from. The fur upon their chest allows pollen to stick to them, thus making them incredible pollinators and an important aspect of the ecosystem. Their nests are small, crafted carefully by the males and typically dawned with various decorations such as leaves, petals, feathers from themselves or other species, and occasionally clumps of fur. These small nests are made within dense epiphyte species clinging to the outstretching branches of tall trees, thus protecting them from the drastic weather of the rainforest and the gaze of predators both above and below them. – Musavis can only be roleplayed during DIY, player-hosted events. – Musavis may be tamed but can never be weaponized. – Any material extracted from a Musavis is wholly aesthetic and player-signed. Caedilus Physiology The Caedilus are stalkers of the jungles, able to near perfectly merge with their environment to watch and lurk- waiting for the predators of the tropics to conclude their consumption so they may knaw upon the scraps. Lurking within the thick foliage of the rainforest floor, the Cadilus are opportunity predators and scavengers- thus their diet greatly varies and consists of whatever they can find. Be it the remains of a predator's meal, berries, bugs, or small mammals in some instances. Such a means of gathering food has resulted in them developing an incredible sense of smell, capable of catching the smell of decay from up to miles away. Looming within their environment, the Cadilus have evolved to conceal themselves away within nearby surroundings. Should they linger in place for a brief period of time without moving, the Cadilus sprouts leaves from itself and its limbs seemingly become akin to branches, disguising themselves as a tree. During this mimicry of a tree, the heart rate and other biological functions of the Caedilud slow- thus putting them into a near comatose state where they require far less to function.This unique ability allows them to remain in place undetectable for weeks at a time should it be needed, silently waiting for the smell of decay. Behavior In their constant hunt for scraps of food, they are often drawn to descentend settlements. Far from shy, they do not seem to mind the constant noise and simply stand idly during the day before emerging at night to scrounge the streets for scraps of food or trash left uncovered. If faced with a person or predator amidst their scavenging they will turn heel and scamper to the closest forest where they will once again conceal themselves as a tree. – Caedilus can be used and played only for DIY, player-hosted events. They may not be tamed. – Their conceal ability is non combative and takes three emotes for the creature to perform, or five narrative minutes. They can remain in this state for up to three weeks. – When communing, druids are able to sense the disguised Cadilus is a animal rather than a plant – All components harvested from a Caedilus are player-signed. – If a Caedilus is killed while camouflaged, its body reverts to its normal state. No camouflaged parts may be taken from its corpse. Hernta Physiology The Hernta are large passive herbivores which reside upon the forest floor, idly grazing and using their long legs to adequately move through the thick shrubbery they camouflage themselves within as they move across the lands. Consuming various plant matter, the Hernta have developed a strong beak which allows them to easily bite through thick stems, branches, and rip rooted plants from the soil. A strong stomach means they are capable of digesting most plant matter without issue, thus allowing them to thrive in climates other than their natural home within the tropics. Standing between 7-8ft, their large leathery legs allow them to move through thick foliage without the risk of injury brought on by brushing against sharp objects while also acting as a means of natural defense against predators. Passive creatures, usually finding themselves the prey of Throqal, the Hernta rely on camouflage to defend themselves. The Hernta has formed a symbiotic relationship with some foliage, amidst their constant travel and slumber amidst bushes the seeds of these plants find themselves caught within the Hernta’s coat and proceed to thrive- thus providing the Hernta with natural camouflage. Behavior The Hernta spends the majority of its time meandering about the floor of the rainforest. Naturally lazy, the majority of their time not spent grazing is spent sleeping within whichever thick shrub was closest to them at the moment. While not hostile to one another, they are not sociable creatures. The Hernta spending the majority of its life alone while in the wild, though seem to do well in herds while in captivity due to this passive view of their kin. Taming Easily tamable, the Hernta is often used as a form of livestock. Their nature to graze has found them utilized as a means to clear large areas of land for farms of the construction of foliage. – Hernta can be used and played for only DIY, player-hosted events or tamed as livestock. – Tamed Hernta as livestock cannot be used inside of any form of combat. – Their conceal ability is non combative and takes three emotes for the creature to perform, or five narrative minutes. They can remain in this state for up to three weeks. – When communing, druids are able to sense the disguised Cadilus is a animal rather than a plant – All components harvested from a Caedilus are wholly aesthetic and player-signed. Bearded Pike Physiology As many Descendants have learned, some at the cost of their own lives, the creatures of the jungles and rainforests of the world are truly some of the vicious and horrifying predators to be found. The Bearded Pike is no exception, this ambush predator swings from branch to branch in the overgrown canopies of the jungles. Its deep, crimson eyes searching the darkened swamps for any prey unfortunate enough to come into view. These creatures are riddled with all manner of diseases, from rabies all the way to flesh eating bacteria, as a result they live very short lives but in that span still prove to be extremely lethal predators and horrifying creatures. The Bearded Pike has several distinct features, its overgrown and matted fur usually covered in dried viscera and blood or falling away due to disease and it has two sets of arms. The first set of arms, the largest of the two, are used for grappling from tree to tree in the canopies above the thick underbrush, while their smaller set of arms are used for helping tear apart their prey or killing it. Any scratches or bites received from a Bearded Pike need to be tended to immediately, for they quickly get infected by the wide variety of diseases that plague these creatures. They have several large bone-like structures coming out of their bag at odd intervals that crack and break with sudden movements. The Bearded Pike is an affront to nature. Behavior Bearded Pikes are solitary creatures, never staying near the rest of its species, saving for when it comes time to produce offspring. The Bearded Pike’s main method of hunting is by dropping onto unsuspecting victims below it and either crushing or grappling onto their prey and tearing into its neck with its smaller arms. Once its prey is dead they will drag them back into the trees for eating, where it is safer from the other denizens of the swamp. – Bearded Pikes can be used and played for only DIY, player-hosted events. – May not be tamed. – All components harvested from a Bearded Pike are wholly aesthetic and player-signed. – The flesh and hide of a Bearded Pike is riddled with all manner of diseases, if eaten one will fall incredibly ill. This meat cannot be used to kill another as if it were a poison; because it isn’t. Almarisian Remnants Bush Tortoise Physiology Bush Tortoises are large creatures, generally ranging from the size of a dwarf to that of an elephant, though the largest recorded have scaled up to the size of a house! They continue to grow in size the longer they live, allowing for moss, flora, and even small fauna to make their homes atop the turtle’s verdant back. Generally, how long the turtle has lived is told by their size and the foliage on their back. This makes for decent camouflage for smaller tortoises, though larger ones can appear like walking hills. They are incredibly slow, regardless of size. Habitat Bush Tortoises live in their shells, which are hard and sturdy, requiring a few hits from a steel hammer to crack. They have often been used by goblin tinkerers as homes, assuming one can manage to clear out the turtle themselves. These creatures tend to roam where foliage is dense, leading them to reside deep within tropical and warm forests. Behavior Despite their size, Bush Tortoises are relatively docile. They generally tend to leave most things alone and will retreat within their shell to hide should they believe danger to be near. Oftentimes, they don’t care for smaller creatures and will ignore people should they come close. Though gentle, it will fight back with its powerful jaws should it feel threatened. Abilities While slow, the sturdy shell of a Bush Tortoise allows a decent amount of protection. Should the tortoise still feel threatened, it will attempt to snap back at its aggressors with powerful jaws much like snapping turtles, capable of cutting a man clean in half if large enough. Still, it is slow and often can be outmaneuvered with sufficient awareness. Redlines - Bush tortoises may range widely in size. Player-event ones cannot scale larger than that of a hut. Regardless of size, they will still move slowly. - Bush tortoise flora have no unique or special effects/properties. - Bush tortoise shells can be used for aesthetic housing, at most equating to concrete. - Bush tortoise shells cannot be used to make armor. - Bush tortoises cannot be tamed or controlled, though druids can speak with them. Spined Feasle Physiology These “outlandish” creatures resemble the shape of a small fox, albeit with a body like that of a ferret or weasel, with quills alike to a porcupine. The color of their fur can range from deep red mahogany to soft pale orange hues. It has lighter-hued rings of fur around the muzzle and eyes, and its fur tends to “tighten” around the tail and muzzles. Were it to stand on its hind legs, it would range up to two feet tall, though are otherwise a little over half a foot in height. The inside of its fur is incredibly soft and is valued highly for its fashion and warmth. Habitat The Spined Feasel prefers to reside in areas that are generally shaded from the sun, like dense forests, or occasionally swamps. The Spined Feasel tends to live in burrows that vary in their size, forming entire mazes which span along the earth. These burrows are generally found at the base of trees, where the creatures are able to actually eat the roots of the tree for sustenance in a case of emergency. The species has also been known to live in small caves (small enough that no large animals could get in) and in the hollowed out remains of trees. Burrows are, however, the most common form of home. Behavior Due to the fragile nature of the Feasel, the young of the species are very mellow and calm in temperament, versus the unruly nature that many young fauna have. They spend most of their time sleeping, and eating. It may be worth noting that the children tend to nurse until the age of three, which works well, as it is in the mother's nature to stay at home and protect her young. They are very skittish in nature, so it is rather rare for them to live anywhere near main roads that are commonly traveled, oftentimes fleeing upon meeting larger descendants or predators. The feasels are gentle, however, and can be coaxed and potentially tamed. Abilities Feasel’s are generally very weak, though they are quick. Along with their swiftness comes the spines that trail along their back, pricking obnoxiously at any creature that may try to take a bite out of it. Despite the quills, they almost never use them offensively, and are oftentimes only encountered if one is attacking the Feasel directly. These quills may perk up when the Feasel is in danger, and while a hound or bear might be warded away by the prick, a descendant would feel nothing more than the equivalent of a large bee sting. Redlines - Feasels are incredibly timid and often run away at the sight of descendants. With gentleness and patience, they can be tamed and learn to like descendants. - Feasels will scamper away or hide should combat ensue. They cannot be used in combat. - Feasel quills may be able to at most draw a very minute amount of blood with a harsh prick. They would not be able to pierce completely through flesh. Throqal Physiology Similar to that of large alligators, the Throqal is a gigantic beast with black and green scales. It possesses four legs and two “arms”, each of them being webbed, though it may crawl and swim upon all six. It can hold its breath for tremendous amounts of time, and its rigid skin helps it to blend in with swampy water. Generally the Throqal grows up to the size of an adult orc, though some older ones have even grown to the size of small ologs. Their difficulty to defeat in combat has made them ideal targets for coming-of-age rituals among the orcs. Habitat The Throqal lurks in murky jungle or swamp waters, easily blending in with its surroundings. It often choses muddier areas to make its dens, and lays its eggs underwater. Behavior Throqal are vicious creatures who often prowl waters seeking prey. Though they may attack smaller creatures when desperate, most Throqal are ambitious for animals and oftentimes can aspire to take on creatures twice their size. Though most generally range around the size of a fully grown orc, Throqal may choose to even attack young ologs and devour them with ease. They generally tend to be cunning and are surprisingly patient despite their aggression, capable of waiting hours for prey to fall into its trap. Abilities The Throqal possesses powerful jaws that can gnaw at iron and even bite through bone, making it best to keep one's distance when fighting these creatures. Lastly, their tail is capable of swinging back and throwing even orcs to the ground, knocking the wind out of them easily with a direct hit. Paired with their raw strength, they can be quite formidable foes that can require an entire squad of men to effectively take down. Redlines - Throqal scales are generally no stronger than regular alligator skin. It might be able to resist slashes and stings, but a sword could still pierce it with some difficulty. If harvested to make armor, it is water resistant but is no stronger than regular leather. - Throqal cannot be tamed nor controlled by druidic influence. - Throqal can rival, if not exceed an orc in terms of raw strength. Taking one down would require a fairly prepared squad of at least three strong men. - Throqal are not at all gentle or docile. They often cannibalize their young before they hatch, and the young that do live are quick to consume whatever they can.
  6. 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 Frostvine Regalis Gryphon Physiology The Regalis Gryphon are a subspecies of Gryphon native to Aevos and unlike its almarisian 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. Almarisian Remnants Direwolf 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 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 “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.
  7. The Caves and Caverns Though existing in all climates and regions, caverns are a separate realm unto themselves, boding cold, dark, and ominous whilst housing many secrets and horrors within. It is among the few biomes that may be both natural and man-made, from gaping caverns to sprawling mineshafts. There are many creatures which dwell here, and though not many descendants settle amongst these stone halls, save for the dwarves, grand caves as these nevertheless pose as enthralling find to any roaming spelunker or explorer who travels within. Flora Not bearing any rich soil nor sunlight to warm its depths, the stony cavern is often thought as inhospitable to plantlife, though those well-versed in botany would argue quite the opposite, for there are many unique things that grow within the darkness. Jailor’s Moss Fauna Whereas the mountains and hills claw towards the heavens, the caverns burrow themselves deep into the bowels of the earth. Thus, whether driven underground or birthed by the earth, there are many things that dwell here, for not all things that live crawl upon the surface. Tarraskan Beetles Physiology The Tarraskan beetles are medium to large sized insects that make their hives in the caverns. If one were to take a moment to look upon these insectoids, one would find themselves revolted by the crude and distorted, almost humanoid forms they possess. This has led to myth and legend of the Tarraskan Beetles once being Descendants themselves, though having been changed over time by some curse or malignant affliction. While their carapaces do not provide them much protective strength, able to resist at most one or two strikes of a blade before shattering, they will succumb very quickly under blunt weaponry. The Tarraskan Beetles seem to come in a variety of types that range in size, from the basic warrior form that seems to be just shorter than a human all the way to the Queen, the overarching hivemind itself that towers over its drones and seems to have taken on additional appendages and a set of malformed wings that are unable to support its weight. It is unknown the true depth and variety the Tarraskan Beetles can come in, from more heavily armored forms to protect the Queen to more nimble and agile forms capable of flight. One thing for certain is that once located, Tarraskan Hives must be put to the torch with overwhelming force. Tarraskan Beetles have incredibly poor eyesight, mainly relying on a strong sense of hearing and smell to pick up the friendly pheromones produced by their Hive and to pick up on unfamiliar scents which they denote to attack. The pheromone itself seems to be produced by a small gland beneath the layered sections of chitin that adorns their bodies. Behavior As it is common with aggressive insects such as wasps, ants, etc, the Tarraskan Beetles are no different. They build their hives in the crevices and winding tunnels of the underground. They take the carrion of their hunts, chew it thoroughly and process it into a macabre daub which they use to fashion their walls and hives. Thus one can tell they are near a Tarraskan hive by the stench of death. Though if one is in smelling distance, the swarm has probably awoken and is on its way to dispose of the intruder. The Tarraskan Beetles all produce a very strong pheromone that helps them communicate and detect one another's presence in combat, this pheromone helps them identify friend from foe due to their poor eyesight. Taming These creatures cannot be tamed. The Hive hungers for all living things. Abilities There is no notable ability that has not been mentioned in previous sections. It is however worth noting that if a player were to manage to harvest a pheromone sack, they would be able to use it to mask their scent and easily infiltrate Tarraskan hives undetected. – Tarraskan Beetles can only be roleplayed during DIY, player-hosted events. – Tarraskan Beetles cannot be tamed. – Extracted pheromone sacks are player-signed and have only one use; the one explained above. Prismatic Spiders Physiology Big glowing spiders the size of boulders can be seen resting atop cavern walls, disguising themselves amongst luminous shrooms or crystals. They possess rocky spikes that protrude from their torso, which are white like their limbs to match the diorite caves they tend to congregate in. What is most curious about this creature is the bright and iridescent carapace of its head and thorax. These parts of their body can blend in with local bioluminescent elements, meaning that they will look similar to the environment that they’re in. Although these spiders are typically docile, they possess a large range of skills that make them capable killers. Unlike typical spiders that weave webs, the Prismatic Spiders are more commonly related to Bolas spiders, meaning they spin webs into a lasso and wrap their enemies up. They then smash their enemies against hard terrain or drop them into chasms. Their second most potent ability is their ever-changing venom. Few know this, but the color of the Prismatic Spider actually determines what type of venom it secretes, combined with the knowledge that they can shift colors, it means that these monsters can cycle through many different types of venom. Behavior They are docile spiders, which won’t attack unless provoked. They are omnivorous, devouring plant-life and fellow cavern monsters alike. They can attack descendents if their sources of food are disturbed, such as excessive hunting and therefore lack of sustenance. To mate these spiders perform a most dazzling and elaborate dance that can take up to hours to complete. This involves vigorous changing of their color, intensive waving of their limbs in wild rhythms and so on. Abilities Prismatic Spiders can switch the type of venom they use in two emotes, as follows: Amethyst - Fear - Three emotes of duration. Topaz - Upper Limb Paralysis - Three emotes of duration. Emerald - Strong Nausea - Three emotes of duration. Ruby - Blindness - Three emotes of duration. – Prismatic Spiders can only be roleplayed during DIY, player-hosted events. – Prismatic Spiders cannot be tamed. – Any material extracted from a Prismatic Spider is wholly aesthetic and player-signed. – Venom cannot be harvested as it will lose its potency and properties shortly after exiting the Prismatic Spider’s body. – Fear-mitigating spells can nullify the effect of the Amethyst-type venom. Onyx Ooze Physiology A large, sentient block of shimmering black ooze that is capable of reaching the size of a house. This monster crawls along the floor by sending its slimy tendrils across the ground, then channeling itself through it. This can take a long time, since the bigger the ooze the longer it takes to channel itself through. There is not much else to describe about this ooze, whatever internal organs it may possess are obscured by its onyx black ichor. All that can be discerned is that it possesses an animalistic intelligence and drive typical to that of predators. However, one thing that is known for certain is the incredible strong corrosive power the ooze has over flesh and metal, being able to melt both equally in mere moments. Behavior Due to their slow movement, the Onyx Ooze are ambush predators. They hide atop cave ceilings ready to drop down upon unsuspecting victims. If one sees bits of dissolved rock, metal or flesh in front of them, or black droplets falling from the ceiling, those are clear signs of the ooze being present. Apart from that, not much about the ooze’s behavior is known. It is theorized that when it has eaten sufficient biomass, it splits itself into two. This means that if the ecosystem experiences a disruption, such as a sudden explosion of population of the wildlife, there is also a big increase of the ooze population. To this end, they do not seem to compete over territory, instead just those who cannot hunt will simply die out. Abilities This ‘creature’ is able to corrode flesh or metal within three and four emotes respectively. – Onyx Ooze can only be played during DIY, player-events and may never be weaponized against another player or group. – Onyx Ooze cannot be tamed. It is too primitive and lacking of sentience to do anything other than devour all that which crosses paths with it. – Ooze cannot be harvested or contained in any way as it will corrode through any metal or flesh at some point. Almarisian Remnants Cave Leech Physiology Cave leeches appear remarkably like a naked bat with an extended neck and featureless face. It has no facial features save for a large, drooling maw with several rows of razor-thin teeth. Cave leeches have two legs upon which they may walk, yet although they do possess wings, their ability to fly has not been confirmed. Due to it’s highly aggressive and repulsive nature, the creature is widely avoided and investigation on a live subject is nearly impossible. More terrifying yet, adult cave leeches can scale up to the size of an uruk. Habitat These creatures simply crave a massive dark and damp space within which to hide. Due to environmental preferences, the creature resides within the icy northern reaches, and is known to plague the cave systems of the Norlandish and Haenseti lands. Behavior Though incredibly aggressive, cave leeches are also keen trappers, clinging to the ceiling of vast cave systems whilst awaiting opportunity to fall onto its prey, typically aiming to behead their unfortunate victim immediately. They will excessively attempt to maul their prey with its razor sharp teeth, and should it manage to kill its target, it would proceed to gradually drain away the victim’s blood over the course of the next few days. Abilities Though cave leeches cannot perform successful flight, it may use its wings to briefly glide when falling upon its prey. The teeth of this creature have been known to cleave iron as if paper, making the loss of a limb a common occurrence if not careful. Furthermore, the high-pitched screech emitted from this creature’s maw is deafening, often resulting in loss of hearing for several narrative days. Redlines - Cave leeches are grotesque and frightening. - Cave leeches cannot at all be tamed or controlled. - Cave leeches cannot fly, though they can glide. - It typically only takes an emote or two for their teeth to sever an unarmored arm. - Cave leeches are weak to fire and light. Lurker Physiology The Lurker is a gargantuan, carnivorous cavedweller and shadow-prowler, growing up to sixty feet in height given its home can accommodate its size. It’s carapace can withstand the weight of falling boulders and stalagmites, protecting its otherwise fleshy innards. These creatures possess six insectoid legs which allow it rather frightening speed and strength, though often the creature moves in a serpentine fashion. Lurkers reproduce asexually, forming broods that compete with one another for territory or carve new caves into the ground outright by digging them out with their mighty legs. Habitat A Lurker’s natural habitat is a cavernous system, preferably one with many traversable routes inside it. Lurkers themselves often create these routes to better invade territory they seek to usurp from their kin or to set up ambushes on cave ley lines that prove to have a lot of traffic moving through them. Less commonly, Lurkers can live in tall, damp and dark swamplands, where the jagged pattern of their carapace can often have other predators mistake it as a lazy crocodile under the water until they pounce. Lurkers found outside their environment always die, given there is no moisture to add a thick layer of mucous onto their underbelly; thus allowing the neurotoxin they produce to attack their own nervous system, leave them paralyzed and as such, easy prey for vultures. Behavior Lurkers act reclusively and seem unaware of their colossal stature. Their relative blindness prevents them from gauging their own depth. Because of this, they move slowly and weave their head about to give their long antennae room in which to sway and scope out scents and vibrations alike. Those that make caves their homes are especially astute when it comes to pinpointing potential food as the sounds echoing from the walls quickly make their way to the Lurker whose mastery over its rocky environment is unparalleled. It will, unless famished, settle itself into a dark hole it dug for itself and then ambush whatever prey walks by with stomps and neurotoxins. Once paralyzed, it spends the rest of the encounter pushing the prey into its perpetually-open maw. It’s easy to identify a Lurker that has just eaten: its head always points up to straighten its neck so that whatever it ate might slide down its slimy throat and into its stomach. At this time, they are most vulnerable; thrashing their head and moving too quickly is a surefire way to have their food either slide back out of their mouth or be regurgitated with the paralytic bile they ordinarily produce. Because of this, they recede into burrows or swampwater with their heads facing the sky so gravity might do the work for them; unfortunately being forced to expose their neck in the process. When confronted with insurmountable odds, a Lurker flees through one of the many escape routes it is never without. Should it not be detained and pinned, its escape is guaranteed. Should a Lurker’s eggs be targeted and the Lurker notice it, it will thrash in a manner that could verge into the self-destructive to do away with the threats. Abilities Serpentine in nature, the Lurker’s head sways as a cobra’s would to angle the button eyes flanking its torso around. These are relatively vestigial, given they can only detect light or lack thereof. Instead, they use two long, slow-moving antennae on their head to sense vibrations and scents in the air. Mouth more akin to a hole than anything else, the Lurker predates with paralyzing toxins, the might of its heavy legs and lashings of its carapaced head; all but its oozing underbelly. This spot on their body is not only responsible for securing the eggs but for producing a potent, paralytic neurotoxin said to have developed in the Lurker due to a diet of Mandragora mushrooms in the earliest days of their infancy. This neurotoxin oozes like thick mucus under them, leaving a snail-like trail wherever they go. They have also been known to projectile vomit this bile onto their prey. Redlines - Lurkers cannot exist outside of caverns or swamps. - A Lurker’s bile cannot be extracted or repurposed. - Lurkers are not by any means tameable but druids can commune with them. - Lurkers who have ingested an animal will instinctively crane their heads up to the sky or cavern roof, at which point they are vulnerable. Lurkers who have fed take one narrative day to finish digesting their meal. - Lurkers who have their eggs targeted will use the full force of their strength and size against an opponent and adopt much more reckless, albeit effective, combat strategies. This is up for player discretion but should always be a final option for a Lurker rather than the norm. Skelt Physiology Skelts are footlong mosquitoes with legs long & sharp enough to cut, a crustacean shell body with 3 segments, & a probing jabber that can drain blood or implant larvae. They can weigh several dozen pounds (36-48) when fully engorged. Their droning wings create a distracting noise in groups. The skelt body can curl up into a size of a baseball & it is exceptionally easy to miss when hidden. Once a year, after fully engorging themselves, Skelt will implant larvae into a dead body & float it out to water. Up to eight skelt can be born from the body of a descendent. Skelt are all the same creature, each is capable of parasitic reproduction. Habitat The cruel skelt dwell in caves, caverns, swamps, marshes, bogs, tropics, & jungles. They are always near still water, preferably a large body of it. Darkness is not necessary, but ideal. Skelt grow hives from their dried up prey’s bodies, often living inside the remains in caves. A Skelt Swarm contains 6-8 Skelt, and a Hive may contain anywhere from 2-5 swarms. Behavior If discovered in their cave, or otherwise intimidated, skelt attempt to flee unless fighting is necessary. The skelt prefer to attack at dawn & dusk, tracking signatures of creatures with blood through the air. Individual Skelt prefer the weakest, sleeping targets, but a swarm is happy to sacrifice one or two to gorge upon a massive creature. Abilities 1. Puncture - The Skelt’s probing skewer can pierce armor up to chainmail. The skewer is coated with barbs and a slick oil, so it is hard to grab and pull out. Blood that is drained out only makes the skewer slipperier & harder to grab. a. If multiple Skelt pierce one victim, their movement is greatly hindered as the skelts leverage their skewers in controlling the target. 2. Drain - Once a target has been punctured, the Skelt can drain the blood from the limb. Two emotes after puncture, whatever limb (including the torso) will be completely numb, and if unremoved after six continued emotes, death is certain. 3. Disconnecting Whine – When 10 or more Skelts are flying, the droning sound of their wings is too overwhelming for voidal connection in the nearby area. This also makes communication difficult in the chunk. 1. (15x15 square with the ET/swarm at the center.) Redlines -Playable by ET only -A single Skelt counts as a medium sized creature for use in Conjuration. -Skelt proboscis cannot be combined in chimeric conjurations, the mechanics of the skewering jabber is too complex to function in association with non-skelt biology. Gremlins Physiology Gremlins are quite short and peculiar little runts who range up to 3-4ft tall with scaly skin. They have quite cartoonish features, such as random splotches of hair lining their backs. Or their oversized ears and hands. Habitat These small pests reside within caverns, or dark spaces, where they’re able to easily make nests safely stowed away for the suspecting adventurer to have a hard time coming across. In most cases they often inhabit areas in the vicinity of cities or small towns. Behavior Are able to use small tools they find, though are unable to craft their own. Anything within the nearby range of their nest will likely fall prey to its pranks that it pulls on a normal basis. Pranks and meddlings are rarely harmful, and are more of just a way to try and ruin another’s day. If the Gremlin has set up somewhere, and has been pulling pranks for a while, it will start to listen in on the general chatter of the people - pulling even more devastating and witty jokes on them as it learns more of their lives and such. These things tend to act bratty when interacted with, due to its isolation and loneliness that a Gremlin often experiences throughout its life. Easy to aggravate. Won’t cooperate with any descendants it meets. Abilities Have rather keen hearing due to their giant ears. somewhat quick on their feet, at the expense of them being rather frail and brittle. Redlines -Aren’t tameable. -Cannot speak or understand common. -Won’t attempt to attack someone if caught, but instead will try to run. -Aren’t able to craft anything with tools or materials they find.
  8. The Mountains Towering high above the plains and fields and marshes, the mountains are a mysterious place, scraping high towards the heavens and often enshrouded with mist. They are found in a plethora of locations, though almost always possess hilly and rocky crags which make it quite difficult to traverse. Its steep and gritty terrain leaves room for only the most bold of settlers and scavengers, and can be dangerous to those unheeding of the land. Its flora and fauna is usually hardy and mobile, as to traverse such steep cliffs and crevices. Flora Despite its rather harsh nature, the mountains are often home to a plethora of unique flora which sprout even amongst the rocky nooks and crannies. Those who manage to find such reagents are lucky indeed, for these are not all too easy to come by in what little soil lies here. Paddfoot Night Glow Elf’s Hair Vine Ponderlot Fauna Stretching high towards the heavens, the high altitudes often dissuade many creatures from taking their place among the mountainous peaks. Nevertheless, there are some rather hardy beasts which roam these stretching spires, some rather benign, and others less so. Snorgus Physiology A weasel sized creature, with gray fur and stone protrusions coming out from its spine and head, giving it features resembling a tiny dragon. It also has long white whiskers the length of its body that end in many branches like brushes. Despite its small size, it has exceptionally powerful arms and legs, being able to remove small rubble within mountains and dig into them a bit to make its burrows. Though it is only strong at this, and cannot damage any descendant. It uses its mouth and horns to fight and hunt other creatures its size. It can manipulate its whiskers freely, and it uses them to brush along its burrow walls to be able to detect the stability of its home. At night it curls up into a ball to make itself appear like a rock, and its whiskers stick out to be able to detect predators. Behavior Snorgi (plural of Snorgus) are territorial amongst each other, using their horns and tough skulls to compete with each other for burrows and mates. They are diurnal, since their bright white whiskers stick out more at night. They are omnivorous, but hardly eat any flora since it is rare to find in the mountains, thus the majority of their diet consists of other critters and bugs. Their burrows are complex mazes, both as an adaptation against predators and one to attract mates. The more winding and long the borrow, the harder it is for a predator to find the Snorgus and the more it shows off its digging skills. Though a Snorgus can never get lost in its burrow due to its sensitive nose. Taming A Snorgus is fairly easy to tame, it is merely a tedious process and one needs to leave little samples of food for weeks to months. Variety must be present too. Snorgi have a catty personality, thinking they are the ones graving you with their presence, but they are also affectionate, curling into little balls on one's lap. Abilities There is no notable ability. – Snorgus are reskinned versions of cat-like pet creatures and may be used outside of combat and for DIY, player-hosted events only. Gold Goat Physiology Beautiful and majestic creatures, these goats are the close relatives of the Iron Ram. They differ however in various ways, the most striking would be their slick, and golden horns and hooves. They stand on average around 5 feet tall, however most curiously Gold Goats may grow beards and tails to the same length, making them very sought after by dwarves. The pelt of the Gold Goat is not particularly durable, however it has a silvery sheen and a soft feel making it a favourite choice among the wealthy descendants. Experienced zoologists reading this may wonder how such a flash and fanciful creature can survive the harsh environments of the mountains. The answer would be speed. A Gold Goat can traverse the rocky steps as easily as a bird can fly, and a fish can swim. Thus predators must work hard to catch them. Another unique attribute to the Gold Goat is their milk. It is highly nutritious, being fatty and packed with all the nutrients needed for raising little goats in a harsh land. It also has a slightly sweet taste, making it a staple amongst mountain nomads. The horns of a gold goat have the density of iron, much like their Iron Ram cousins. Only they are somewhat smaller. Although Gold Goats are named such because of the color of their horns, there is a very slim chance to spot a Gold Goat with silver horns. Though this mutation is very rare. Behavior The Gold Goats are very intelligent creatures with expressive faces, making them for wonderful companions. In the wild they are very skittish, if they feel the slightest disturbance, they will quickly skip away in a blur. Their intelligence also manifests in complicated mating practices. These goats make all manner of sounds to compose songs to attract mates, as well as to send warnings along the mountains to other flocks by way of echo. They travel in small herds of 3 to 4 goats. Due to the sparse flora of the mountains, they can be seen climbing great distances to like some salt of a rock or to chew upon some tough root. It seems no mountain, no matter how steep, can frighten them. Taming Adult Gold Goats are extremely difficult to tame, since one needs to be able to actually catch them in the first place. And even if by way of miracle one could outrun a Gold Goat, they would be stubborn to any taming attempts. Thus most tamers opt to raise and tame them from birth as one would a typical goat. However, they cannot be ridden upon, or used in combat due to their ingrained skittish nature. Abilities Gold Goats can ram into prey and gore adversaries with their deer-like antlers, but is easily overpowered by a steed or horse. – Gold Gotas can only be roleplayed during DIY, player-hosted events or outside of combat as farm-like animals. – Gold Goats can be tamed to be like a farm animal but may never be weaponized or used to defend a location. – Any material extracted from a Gold Goat, like their gold, 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. Manticore Physiology A creature vile in appearance, resembling a large feline predator with grotesque wings, a serpent’s tale, a ghastly humanoid visage. The appearance of the Manticore may vary between mountains, some may have the bodies of lions and the wings of bats, while their cousins may possess tiger-like bodies with more lizard-like wings. Fortunately to all mountain travelers, the wings of the manticore are not big enough to allow it flight, but they may use them to glide down from mountain ledges. The Manticore is often similar in size to a lion, though not all subspecies possess a lion’s mane. Its strength and biting power are also roughly equivalent to that of a lion. However, one should not approach it like a simple beast, it is very intelligent and may use its prehensile snake tails to grab its prey and constrict it. Whether this is a legitimate hunting technique, or a twisted predatorial pleasure is unknown. Most descendents tend to be blinded by greed, not seeing the danger around them, thus they tend to seek out to hunt the manticor for its luxurious pelts. They tend to vary greatly in appearance, but the pelt of a manticore is a very good insulator, given the fact the creature inhabits the windswept mountain tops. In addition to their pelts, another adaptation of their physiology to their mountain environment is the uncanny ability to be unmoved by any wind. In furious tempest and storm, the Manticore can prowl the rocky terrain without issue, perhaps due to its powerful claws. However, it is still greatly affected by weather in flight. Behavior The Manticore makes its home in mountain caves, often building dens and nests of stone. It uses its prehensile tile to construct crude stone walls by simply stacking rocks upon each other. Over the ages, it has learned to use this ability to construct random structures, like mounds of rocks, upon the paths of travelers to lure them to an advantageous spot. Once its prey is there it will glide down from its lair in an attempt to kill the prey in one swooping bite. Their primary prey being Iron Rams, Gold Goats and Griffons. They are solitary creatures, making their territory with scent glands present on their snake tail. This scent tends to smell very faintly of sulfur, thus experienced adventurers may be able to determine when they are in a manticore’s lair, that is if the wind doesn’t blow the scent away. Abilities The Manticore is capable of short flight while its tail carries the strength of an average descendant. – Manticores can only be roleplayed during DIY, player-hosted events. – Manticores cannot be tamed. – The tail of a Manticore cannot wield tools like a descendant’s hands. – Manticores are unable to speak common tongue. – Any material extracted from a Manticore is wholly aesthetic and player-signed. Almarisian Remnants Minotaur Physiology Minotaurs are large beasts, not unlike a bull who walks on two hooved feet and has opposable thumbs. They are towering creatures, ranging anywhere from twelve to fifteen feet, with great strength rivaling, if not exceeding, that of an ology creature. Their skin is dark and leathery, having long hair that may dangle from their elbows and maw. The oldest recorded minotaur had lived upwards of five hundred years before it became sickly and died. Habitat Minotaurs often favor settling in ancient ruins or libraries, locations that they know will attract wandering scholars or adventurers. They may also take up residence in maze-like and elaborate caves, though seldom roam far from their chosen den. Behavior Minotaurs, despite their monstrous appearance, are incredibly intelligent, capable of recognizing patterns and solving puzzles with shocking proficiency. Oftentimes they will create elaborate traps throughout their dens in order to ensnare their prey, relying on the target to become lost and disoriented before attacking them outright. They do not often create their own clothes or weapons, and will rather take such from deceased travellers. Minotaurs are also prone to collecting large sums of jewelry which they wear and hoard, being incredibly vain and self-centered. Many keep mirrors in their den for the sake of vanity. Abilities Minotaurs have relatively poor eyesight, though make up for this via keen hearing and smell, as well as a degree of echolocation done through low bellows and groans which often signal its presence. Minotaurs are able to wield most melee weapons with great efficiency and power, making them formidable opponents when paired with their strength. Redlines - Minotaurs are not descendants and cannot speak common, nor learn any magic. Older minotaur can learn to write in common though struggle to speak it due to biology. - A minotaur’s hide is no stronger than that of regular leather and can be pierced. At most, it would deflect arrows and other small projectiles. - Minotaurs are quick, though lack agility and stealth. Their presence can often be told by the light tapping of their hooves and the occasional huff or snort. - Minotaur, especially hungry minotaurs, cannot be reasoned with. Their craving hunger for mortal flesh is too great to be ignored. - Minotaurs struggle to see in both extreme light and extreme darkness. They often illuminate their dens with dim (redstone) torches to see adequately. Eartheater Physiology Eartheaters are large, terrifying creatures resembling worms with bone-like spines along their thick, leathery skin; their flesh capable of taking hits from things like arrows or pellets with little strain, though still able to be severed by a sword or bolt. These creatures often have a large mouth lined with hundreds of dagger-like teeth, capable of devouring a man whole if large enough. The average eartheater grows up to twenty feet long and seven feet wide, though larger and more monolithic sizes have been recorded. Habitat Eartheaters live underground in mountains, carving elaborate dens for themselves which can span miles in length. Often, the cave is held up by the thick, gel-like substance which the eartheater secretes from their skin, almost like a sort of glue. Behavior Eartheaters are primitive and animalistic, solely moved by their desire to sustain themselves and grow. They have no compassion or feeling and are driven by instinct alone. They will often attack prey should it sense them above ground, and will only retreat once it has sustained heavy-enough damage to be at all critical. Eartheaters keep their teeth sharp by eating away at stone and earth in their massive dens. Abilities Eartheaters possess echolocation, which they often employ by releasing a loud moan or roar, the telltale sign of their close approach. They can carve quickly through most forms of earth, grinding even hard stone into meal with their razor-like teeth. Nonetheless, they are blind and thus they cannot “see” anything that is not in or on the earth - meaning that flying creatures will be rendered invisible to them. In that regard, they may be easily confused by excessively loud noise, which has often been applied by hunters who encounter these beasts. Redlines - Eartheater hide is only as dense as thick leather and can still be wounded. - Eartheaters are slow when above ground, though move shockingly fast underground. - A common tell of earth eaters is a distant rumbling or low moan in the earth. - Eartheaters cannot be used to cause excessive damage to terrain without RO consent.
  9. Arctic and Tundra With poor soil for farming, with winds frigid enough to strip flesh from bone, and colds deep enough to freeze blood, there are precious few regions less hospitable to the Descendants. Only the now-lost civilization of the Mali’Fenn have ever endured the arctic cold, though others such as the Kingdoms of Haense and Norland have managed to contend in the harsh tundras of the world. Arctic regions are always cloaked in thick snow, an ocean of arsenic white that stretches as far as the eye can see. While the sky is often veiled in swathes of thick grey snow clouds, spewing out fresh flurries of snow, when the sun appears, the snow reflects its light to gleam almost blindingly. Those who venture out into the arctic and are fortunate, or prepared, enough to endure may even find themselves blessed to behold the aurora borealis at night, like ribbons of pale green rippling in the sky. The tundras, then, often encompass the arctic as if to ward off wayward Descendants from the danger that lies beyond. Not that the tundras are drastically more hospitable; while in the summer months snow might only be found in the shadows of trees and mountains, the grass will still often turn stiff with frost, and the only tree to hold much leaf are evergreens. While a hardy farmer may be able to eek a harvest of gourds or some other durable crop, the living is far from easy -- when there is not the bitter winters to contend with, many beasts roam the tundras, from wolves to bears, all of which do not take kindly to Descendants. Flora Athin Thundermaw Raven Physiology The Thundermaw Ravens are quite large and imposing beasts, standing at around 10 ft tall with a wingspan to match. These creatures seem to have originated from the Great Storm surrounding Aevos, flocks of Thundermaws migrating from within the storms to settle in the frozen tundras to hatch their eggs. The most distinctive feature about a Thundermaw Raven and the reason for its name is they seem to be imbued with a latent static charge that builds within their bodies, specifically around their throats. This high concentration of static charge and the great wind power they are able to produce from their wings seems to create small localized storms wherever they nest. The Thundermaw Raven is quite an imposing predator, though it won’t go out of its way to harm Descendants unless disturbed. A terrifying feature of the Thundermaw Raven is its ability to utilize that latent static energy within its body to produce a beam of shocking electricity. Though it has little control over where it goes, these arcing beams are drawn towards any metallic substances and those wearing plate armor are bound to suffer worse consequences. Behavior Thundermaw Ravens migrate from the Great Storm around Aevos to hatch their eggs and nest in the mountains of the frozen tundras. Whatever reason they have to do this remains to be seen, but it is likely to give their young a chance to learn to fly and be one with the storm before they return back to wherever their home within the Great Storm resides. Thundermaw Ravens, while not innately hostile towards descendants, will not be afraid to defend themselves if provoked or cornered. They choose to hunt the wide variety of game animals and prey upon larger beasts such as the Stoneback Avetta that are native to the frozen tundras. These fearsome avians are often found in flocks of up to three or four at a time. Abilities A Thundermaw Raven is able to produce an electrical charge over three emotes before unleashing a wild electrical beam that arcs out from its maw, in a shriek. It is also capable of using its wings to produce gusts of wind to knock over lightweight individuals. – Thundermaw Ravens can only be used in DIY, player-hosted events. – Thundermaw Ravens cannot be tamed. – Any harvested material from a Thundermaw Raven is wholly aesthetic and player-signed, and does not retain any of its electrical properties. – The feathers of a Thundermaw Raven are also player-signed, but make for wondrous plums and such articles. – While localized storms may be produced when playing these creatures, only the Event Team may utilize their ability to use electricity offensively. Stoneback Aveta Physiology The Stoneback Aveta is a towering creature covered in a glacial carapace of ice and stone upon its back, hence the name given to it. This glacial carapace of ice and stone forms a thick protective shell upon an existing layer of hard chitin that offers the stoneback a natural defense from birth. The glacial carapace is developed gradually over the Stoneback’s life as it grinds down the chitin on its back to help encourage it to grow back harder and stronger, these self inflicted wounds up its natural chitin producing a thick mucus that helps bind the ice and stone together and heals over time into further chitin. Otherwise referred to as The Armored Bull, the Stoneback Avetta stands at around 7ft tall and far outweighs any other creature in the Arctic Tundras they are found. The Stoneback has four large horns towards its front, two emerging from its back and two from either side of its head; these horns are its primary method of defense and attack. The Stoneback also has an extremely thick coat of hair all over its body and large cloven hooves to help it traverse the otherwise challenging landscape it calls home. Behavior Stonebacks are relatively docile creatures unless provoked, sticking together in large herds of up to fifteen to twenty at a time. Although they have safety in numbers, the Stonebacks themselves are also very capable in a fight and should they be provoked or feel threatened they will not be afraid to charge repeatedly and skewer whatever predators have decided to aggress upon their territory. Stonebacks don’t tend to stay in one place for long, often traversing great distances over the snowy north of Aevos in search of food and water. Despite their nomadic nature, they are relatively easy to track as Stonebacks have a habit of scoring stone with deep scratches and marks as they grind their carapace upon any stone boulders or cliffs they can find in order to encourage their armored back to grow and harden. This process is done repeatedly from a very young age in a Stonebacks life as it allows ice and stone to gradually collect upon their carapace and slowly hardens with the thick mucus that forms from the self inflicted wounds upon their natural chitin. Taming If taken from a Stoneback herd at birth or from an extremely young age, they can be raised in captivity and harvested for their meat and the self healing mucus they produce. However, this may prove difficult as adult Stonebacks will defend their young at all costs. Abilities The Stoneback Aveta is very durable in combat and will only be damaged by blunt, heavy weaponry or otherwise tools that do well cutting stone. It can charge and crush victims to death with ease within three to four emotes. – Stoneback Avetas can only be roleplayed during DIY, player-hosted events. – Stoneback Avetas can be tamed to be like a farm animal but may never be weaponized or used to defend a location. – The skin of a Porculon Bear is as strong as stone and makes great honing rocks when harvested (player-signed). Neveli Boar Physiology The Neveli Boar, otherwise known as the Northern Mule or Loyal Mule is a hardy animal capable of surviving even in the harshest of blizzards. These sturdy beasts were bred by Descendants living in the harshest climates of the world, to be used as companions to help transport goods and people across the desolate tundra and frozen wastes of the north. The Neveli Boar stands at just over 4-5 ft tall on all fours, while smaller than most horses they are capable of traversing the tundra and frozen north far more easily and with less difficulties than a normal horse is able to. Covered from head to toe in a thick white wool that can be described as similar to that of a sheep, this wooly coat helps keep both the Neveli Boar and its rider warm. While not built for speed, the Neveli Boar has a rather muscular and sturdy frame that assists it in traversing the difficult landscape and proves capable of carrying heavy loads over large distances. Behavior The Nevili Boars that are bred by Descendants are incredibly loyal animals and establish deep bonds with their riders if trained and nurtured from a young age. These loyal animals seem to be highly intelligent, able to sense the feelings and emotions of their riders and even seem to want to offer them comfort and support. Even when traversing the frozen north and if forced to camp overnight, a Nevili Boar will go as far as seeking to curl up next to their riders in order to keep them warm, such is the bounds of their bonds and loyalty. If not trained properly however and left to be neglected over their life these creatures can develop a sense of distrust for descendants and will be quick to defend themselves or flee from captivity if the opportunity presents itself. Abilities Neveli Boar can be used as horses for riding. – Neveli Boar can be only used for DIY, player-hosted events and as a reskinned version of a horse (which must be represented by a mechanical horse and whistle). Frostrum Viper Physiology The Frostrum Viper, the dreaded bite of winter. These serpentine creatures are distant relatives to their cousins, the Deepsnake, that is often found deep in the caverns and caves of the world. The Frostrum Viper shares many similarities to the Deepsnake, while still maintaining several differences. For starters, unlike the dull gray colourations of its cousins, the Frostrum Viper can be found in all manner of cold hues, from a deep azure all the way to stark white. The Frostrum Viper is smaller than its Deepsnake cousins though not by much and is far more numerous in comparison. The most distinctive features of the Frostrum are its ice blue eyes that seem to carry within them the very bitter cold of the north and its sharpened spike upon the end of its tail. Within its maw are several sets of elongated fangs dripped with a chilling venom that is capable of freezing a person from their very core and snuffing the very last vestiges of their inner flame. While its hardened spike is capable of puncturing plate with ease, its fangs however seem to struggle against such, only managing to go so far as dent and deform on initial strikes. With repeated effort however, even the most hardened set of armor will succumb and break beneath the fangs of a Frostrum as its venom seems to freeze anything it touches, weakening the integrity of steel before it eventually shatters. For how dangerous and potent its venom is, the Frostrum carries with it something far more dangerous. With a few moments to concentrate, the Frostrum is able to charge up a deadly blast of chilling winds from its maw, capable of freezing any caught within it multiple times or for a prolonged period. The Frostrum Viper has several layers of interlocking hardened scales upon its body that help retain any internal body heat and help defend it against attacks. These hardened scales are also used to help a Frostrum Viper dig small tunnel networks, a process that involves the creature constantly moving around and coiling in on itself as it slowly but surely grinds away at a wall to create a lair of its own. This process takes days, sometimes even weeks at a time and normally proceeds a long period of hibernation as the Viper settles in to recover its strength. Behavior Frostrum Vipers are solitary creatures and usually abandoned at birth. An adult Frostrum will lay its eggs within its lair and when it comes time for them to hatch will abandon its nest in search of new hunting grounds, letting the yet to be born Frostrum Vipers to fend for themselves in a world where only the strong survive. Frostrum Vipers will not wait within their lairs however for prey to come to them, they will venture out into the snowy wastes and bury themselves beneath the snow in wait for sometimes several days before ambushing whatever unlucky prey stumbled upon its position. Once feasted upon the corpse, the Frostrum will return to its lair to hibernate again before repeating this cycle again and again. Abilities These creatures have the innate ability to produce venom, though this same toxin is unable to paralyze or instantly kill another. It can however lower their body temperature and make movement sluggish. – Frostrum Vipers can be used and played only for Event Team-hosted events. – Frostrums cannot be tamed. – Frostrum venom cannot be contained or harvested as it will dissipate when exposed to air. – Frostrum Viper teeth may be player-signed reskinned versions of kitchen knives. Volopo Fowl Physiology The Volopo Fowl, otherwise and quite often referred to as the ‘Feathered Menace’ by Descendants, is a scavenger and opportunistic creature. This feathered avian prowls the frozen tundra in search of any food it can find, be that long discarded corpses or Frostrum Viper eggs left unattended. The Volopo Fowl has a high capacity for intelligence and is able to track and learn the patterns of other animals and creatures in its vicinity so that it can pick the perfect opportunity to strike at unattended nests to steal eggs or even the young of other animals. While the Volopo Fowl has wings of its own, these prove incapable of sustaining flight and this avian instead uses those wings to support its ability to traverse the mountains via gliding instead. Standing at around 5 ft tall, the Volopo Fowl is not built to be a hunter that goes toe to toe with other predators, though if forced into a fight will use its sharp talons to ward off attacks while it attempts to flee. These creatures are rather fast and agile, able to jump great heights or use its claws to scale trees and walls. Behavior By their very nature and build, the Volopo Fowl is a scavenger creature and will tend to avoid traveling in large packs, opting to instead remain solitary or with one or two other relatives. Creatures of opportunity, they use their high intelligence to monitor Descendant settlements and other predators in their region so that they can sneak into to steal crops, food, animals or eggs. They will not actively choose to get into fights and tend to try to sneak into and out of settlements and nests undetected, quickly fleeing if they are found. Abilities This creature is incredibly adept when it comes to tracking; any and every prey that has caught its eye will be eventually caught up. It tends to rely on ambush-like attacks for hunting, and it will always attempt to flee when overwhelmed or under direct threat. – Vopolo Fowls can be used and played only for Event Team-hosted events. – Vopolo Fowls cannot be tamed. – Any material extracted from a Vopolo Fowls, including their lustrous feathers, is wholly aesthetic and player-signed.
  10. The Temperate Forests The eponymous ‘forest’ is what comes to mind when one thinks of wilderness. Bearing temperate climates, neither too cold as to become arboreal forests, nor too warm, as to become tropical jungles, temperate forests are among the most hospitable of climates to descendants. The creatures that inhabit temperate forests rarely predate on descendants, being both mild and docile in many instances. Temperate forests make up large swaths of land, and are many times the heartlands of elves and halflings. Flora Beard Weed Amberiddle Faerie Truffles Blissfoil Oracle Wood Tinker Weaver Physiology The Tinker Weaver is a curious little creature, a small bulbous animal with hardened scales on its arms and legs with a large shawl and beard of mossy green fur. The Tinker Weaver stands at no more than 3ft tall and at its center has a large exposed gelatinous core of amber colouration, a viscous liquid flowing about within. This stomach, or core is extremely fragile and the Tinker Weaver does everything in its power to protect itself and hide from prey. Its sharp claws and strong limbs allow it to dig through Descendant trash and tear apart discarded metal objects for its own uses, as well as give it the ability to climb trees to escape those predators that lurk upon the forest floor. Within its core is an amber ichor, this viscous liquid seems to have some light healing properties when applied to small cuts and bruises, sealing them up over a short period and helps soothe severe burns. Tinker Weavers are herbivores, feasting upon the plentiful plantlife of the Forest. Behavior The Tinker Weaver is nature's very own junkyard, this curious little creature is obsessed with shiny objects and will often creep into cities under the darkness of night in order to scavenge for scrap metal and various trinkets and baubles to make its nest out of. These nests are kept high up in the tops of trees and serve the dual purpose of giving the Tinker Weaver a place to call home as well as an armored shell to protect their exposed stomachs from predators. Tinker Weavers are mainly active at night in order to avoid most of the predators of a forest and are also at their most vulnerable when slinking along the forest floor to seek out salvage for their nests. Abilities Tinker Weavers have healing properties and thus are able to cure minor cuts and bruises, or even help with the process of healing a fading scar from severe burns. They are however unable to treat life-threatening injuries or heal another back to life. – Tinker Weavers can only be used in DIY, player-hosted events. – Tinker Weavers cannot be tamed. – Healing properties work at most on minor cuts and bruises, or severe burns. They may not treat life threatening injuries. – Tinker Weavers can be hunted for their armored shell, which would be player-signed. This shell is no stronger than iron and no bigger than a buckler shield. Porculon Bear Physiology An enormous bear-like creature bristling with sharpened spikes on its back, the Porculon Bear stands at a menacing 8ft tall on all fours, from front paws to shoulders. These massive creatures roam the forest floors, feasting upon both smaller animals and the plantlife alike. There are not many creatures within the forests that can stand up to the sheer ferocity and strength of a Porculon Bear and it is considered the apex predator of the forests. The sharpened spikes upon the Porculon Bear’s back act like small spears, designed to ward off any attack from any wandering predators like the Regalis Gryphon. These spikes rapidly shed themselves and regrow, which therein leaves a trail of the animal’s location for future tracking. A unique defense the Porculon has is its ability to forcefully eject the spikes from its back in all directions if overwhelmed or in imminent danger. This is usually enough to force away any would-be predator from its hunt though this last ditch tactic leaves the Porculon defenseless until it has the time to hibernate and regrow the forcefully shed spikes. The process of regrowth takes longer than if the spikes were to have fallen from its back naturally. These spikes however are capable of quite easily puncturing steel and usually have a length of about 2-3ft, essentially functioning as spears. Behavior Porculon Bears are careless creatures. They are so used to being top of the food chain in the forests that they will wander wherever they please and often hibernate in open clearings big enough to contain them. If no such place can be found, the Porculon uses its large mass and claws to tear down trees to make space. For this reason, Porculon bears don’t have any particular den and can be found roaming anywhere within lushful forests. These creatures are easy to track however, their spikes leaving a rather distinctive trail given the frequency of their shed and the sheer mass of these creatures often leaving destroyed trees and a carved path through the undergrowth where they walk. Porculon’s are not aggressive creatures by nature unless provoked or hunting for prey, in which case they attack with untamed fury until their target is dead. Abilities The Porculon Bear’s spikes are capable of puncturing steel the same way as a steel bolt, and they always quiver/become agitated before blasting off from the beast’s back. Once this mechanism is triggered, every single spike is fired. – Porculon Bears can only be roleplayed during DIY, player-hosted events. – Porculon Bears cannot be tamed. – The skin of a Porculon Bear is as strong as leather armor while its spikes are like steel. This is to say that when fired from the beast, they are well capable of puncturing plate armor and impaling exposed flesh. – The spikes upon the very center of the Porculon Bear’s are the same size as a mundane short-spear. There are only up to three of these and the rest are alike to bolts, both versions with the same density of steel. – Most spikes including the ‘big’ and ‘small’ versions may not be recovered or used after having been ejected by the beast, effectively breaking after the fact. – Harvested meat or spikes from either a living or dead specimen are player-signed as they are essentially reskinned versions of short-spears and crossbow ammunition. – The meat of a Porculon Bear tastes like a mix of porcupine and actual brown bear. -If the spikes regrow naturally, it may take a few days at most while if they were fired off forcefully it may take up to a full month to fully grow back and recover from the trauma. Arazi Lotus Physiology The Arazi Lotus, otherwise known by Descendants as the Floral Deceiver, is perhaps one of the most feared creatures in all of nature’s plant-life. This otherwise beautiful looking creature is incredibly dangerous and should be approached with extreme caution. The main defining feature of an Arazi Lotus is its head, an arrangement of large petal shaped structures that surround its all consuming maw. These petals give the plant beast its deceiving appearance, appearing as a large flower within an otherwise beautiful garden of flora. The Arazi Lotus varies in size, with the largest having been reported at around 15-20 ft in height. These creatures are carnivorous and although appearing to be a plant they are very much an animal capable of hunting. Though spending most of its time buried within the ground and camouflaged with its surrounding environment, the Arazi Lotus is capable of ‘uprooting’ itself and traversing the forest upon several large tentacle-like legs that it uses to drag and pull itself through the undergrowth. The green colouration of its skin coupled with a thin fur give it the appearance of vines and moss, only adding to its subterfuge of disguising as a plant. The Arazi Lotus has two distinctive methods of attack, its main arsenal being that of several large tentacles with sharp and hardened barbs upon the end. These barbs are capable of skewering an armored descendant after repeated strikes, though against leather or anything weaker will quite easily puncture through. The other method of attack is a long tongue that shoots forth from its maw, this elastic appendage is covered within a thick goo that has an incredibly strong adhesive property. The Arazi Lotus uses this tongue to grab a hold of prey and drag them back to be devoured. Behavior The Floral Deceiver is by its nature an ambush predator, spending days sometimes even weeks in a location waiting for any prey to stumble into its trap. It buries itself within the ground and will often have its barbed tentacles sprout from the earth in all directions to surround and kill whatever has stumbled upon it. Due to their vulnerable nature when being out of the ground and moving about, the Arazi Lotus will only seek to move if they have been unable to catch anything for up to a month, a month being the absolute limit an Arazi can go without any new sustenance. When it comes time for an Arazi to move to a new hunting ground, it will only travel under the cover of darkness. Abilities The Arazi Lotus can lash at any nearby enemy up to (4) blocks away with its barbed vines, and its tongue is capable of sticking to any surface–living or not–like it were a very strong adhesive. – Arazi Lotus can be used and played only for DIY, player-hosted events. – Arazi Lotus cannot be tamed. – Arazi Lotus saliva is player-signed and is merely a reskinned version of glue. Tahala Stag Physiology The Tahala Stag, otherwise known as the Elusive Watcher. These harmless creatures are a sight to behold and represent the purity and tranquility the forest is capable of. Standing at around 7-8 ft in height, the Tahala Stag has a coat of pure white fur with eyes to match. The most distinctive feature about the Tahala Stag however are its horns, these branch-like horns glisten brightly under the light of the sun and carry an almost iridescent quality to them. When observed from afar, the horns of a Tahala Stag are pure silver, though when the sun catches them a beautiful array of dancing colors can be seen, shifting and changing with the rays of sunlight. Upon these horns are small seeds that seem to grow at random intervals, surrounded by silver leaves. These occasionally fall upon the ground to produce a small silver tree of bone, resembling the appearance of the horns the Tahala Stag so proudly displays. If a Tahala Stag is unfortunate enough to have its horns harvested but lucky enough to be let go by its hunters, it will never be able to regrow its horns, instead forever destined to bear the harvested stumps until its dying days. Behavior The Tahala Stags are extremely rare creatures, the sighting of one often considered a sign of good fortune. Due to the otherworldly quality and beautiful nature of their horns and the small bone-like trees they seem to leave behind, the Tahala Stags are hunted mercilessly and are considered the ultimate prize. As a result they tend to be extremely aloof and elusive animals, oftentimes keeping far away from descendant settlements and maintaining rather solitary lives within the forests. Abilities Under Event Team jurisdiction. – Tahala Stags can be used and played only for Event Team-hosted events. – Tahala Stags cannot be tamed. – Any material extracted from a Tahala Stag must be story-signed and harvested horns immediately have their seeds become useless, unable to be planted. – Harvested trees will not produce seeds of their own and will not grow back. Almarisan Remnants Giant Beaver Physiology The Giant Beaver, also known as a dire beaver is a herbivorous creature that resembles Its smaller sized cousins though with some noteworthy differences such as Its rather unusual size which ranges between 6’4 - 7’0 in length (Not including their tail), most of them clock in at about 600-700 pounds though larger specimens have been observed in the past. A hard leathery tail shaped like the wide end of an oar is typically about three feet in length from base to tip and consists of a tapering tailbone and a mix of cartilage, sinew, and fatty deposits. The scales and tailbone of the Giant Beaver are surprisingly durable and resistant to both cuts and scrapes though not completely immune to such. The creature has thick fur and webbed feet, these features coupled with Its tremendous size making it most comfortable in deep rivers where Its body weight can be carried by the water though on land they’re still capable of sprinting short distances. The diet of the Giant Beaver consists mostly of bark, berries, grass, water vegetation, and even various grains. Habitat Like their mundane cousins the giant beaver typically favors heavily forested areas with ready access to water in order to build their complex dams which range in size from small circular dens amidst a river to complex ramshackle complexes of mud and log tunnels for particularly large clans of beavers. Generally deeper rivers toward the mouths of bays in temperate climates are a favorite of the large animal. Behavior Typically these large beasts are docile observers and herbivores content to meander and focus on their day to day living and avoid descendants whenever possible; however that is not to say they are not defenseless- Dire Beavers are territorial and will defend their dam from intruders where required. Like all animals the Dire Beaver is content to scare off a potential threat, it does so by standing upon Its hind legs to make itself larger, bristling out Its fur and making ear-splitting shrieks while beating Its heavy tail upon the ground until the perceived threat backs down or intimidates the beaver into running or attacking. These private animals are not typically aggressive unless a particular set of circumstances forces them into expanding their territory or wounds them emotionally, famine, disease, and the loss of their mate can drive a dire beaver to increasingly erratic and aggressive behavior and can even see them invade descendant settlements to break into grain stores or take timber when desperation strikes them. Abilities Ferrum-jaw: The Giant Beaver’s bite is a mighty one, those long teeth are capable of easily puncturing thin plates of ferrum and wood when coupled with the animal’s considerable size and strength. Bear Strength: A giant beaver shares roughly the same size and physical strength as a grizzly bear and is capable of the same feats of strength, sans claws however. Tail-slap: The Giant beaver is capable of devastating attacks of blunt force trauma with its wide tail, given two emotes (one to plant It’s feet and ready the strike, one to spin around and hit with the tail) it is possible to strike with force enough to send an orc flying 3-5 meters backwards and break bones. Redlines -The Materials acquired from the beaver have no special properties but Its teeth can be shaped into trinkets and decorative daggers of ferrum strength. -The beaver can be communed with via druidic means and killed for their use in shapeshifting -The beavers cannot be tamed, they are fiercely independent and shy away from descendants. - The beavers are not outwardly hostile to descendants nor their settlements unless their mate has been killed or they are desperate for food. However they can accidentally flood descendant settlements. The Ground Sloth Physiology The Ground Sloth is a unique variant of your average sloth, albeit this species is much larger than its counterpart. They vary in size, with their smallest growing to be 6’7” when standing upon two feet, and their tallest growing to be 9’10”. They’re noted to also carry the same features as a sloth, the same fur, and the same claws, although their claws are harder than their smaller variant. Their tongue that can extend far out of its mouth to reach far-off fruits. Habitat The Ground Sloth prefers to live away from civilization, preferably around lush environments that hold trees that are able to match or exceed their own height - although some have been known to take refuge into caves if any can be found, especially if they are not alone; under normal circumstances it’s impossible to find one within any cold environments, more or less preferring to stay within in the humidity of jungles. Behavior Ground Sloths are vegetarian creatures that enjoy to feast on honey, leaves, and shrubs. Their favorite thing to eat seems to be fruits however, holding them in high regard in comparison to other meals. They’re mainly seen feeding, to their inability to carry food to another location - as they mostly prefer to eat wherever their next meal is found. A Ground Sloth with a bad diet is known to have rugged, tattered and paler fur in comparison to one that has healthy eating habits. When eating fruits, these beasts carry some artificial tunnel vision, paying little to no attention to its surroundings, even if a predator were to be in the area. When threatened by creatures smaller than them, the Ground Sloth will roughly slam its tail into the ground, causing loud thuds that tend to scare off most creatures attempting to steal their food; when facing a creature bigger than them however, they’ll use their claws to frighten the monster due to their lack of sharp teeth, or will use their agility to escape. The Ground Sloth is known to be very brutal when fighting something, sparing no time to end their prey. Abilities The Ground Sloth is armed with two pairs of viscous claws which they use to defend themselves with or to eat things they cannot grab with their bare hands, such as cactus fruit. The larger variants of their creatures will use their large body to ram themselves into their prey and crush them under their weight. Redlines These creatures can be used in player events. Ground Sloths cannot be used to attack other nations. These cannot be tamed under any circumstances. Ground Sloth items cannot be signed by ST. Ground Sloth claws are as hard as a wolf’s claws, albeit bigger in size.
  11. Swamps, Marshes, and Bogs Marshes and bogs are biomes of intermittent land and water. Forming in both salt, and freshwater, swamps are renowned for their wetness, biodiversity, and difficulty to cross, many times mucky and difficult to traverse. Swamps can be found in almost any temperature, from the hottest of hots to the coldest of colds. The hospitableness of swamps vary madly, as the wildlife and temperature of said swamps can vary massively. One may be cool, pleasant, with mild summers and cold winters, while others may be hot, muggy, and mosquito infested all year. Flora Aqua Nymph Dwarf’s Pumpkin Night Sap Mandragora Jailor’s Moss Taracci Physiology Taracci, otherwise known as the Bog Muppets or Muppets of the Bog are opportunistic scavengers. Incredibly small and weak creatures, the Taracci stands at no more than 1-2 ft tall and has a round bulbous looking body with comically large yellow eyes that seem to carry a subtle glow at night. They have a very smooth and slippery hide that allows them to quickly slide around and traverse the undergrowth of the swamps. Their hands and feet are webbed, aiding them in traversing through the often flooded undergrowth and murky waters. The only form of defense or offense a Taracci has are the rows of razor sharp teeth in its mouth and its unique vocal cords that are able to emulate most sounds it hears, the Bog Muppets use this to great effect by luring larger predators to kill unsuspecting prey and allowing the Taracci to feast off the scraps. Very weak, but may overwhelm in large numbers. Behavior Due to their weak stature and inability to hunt prey much larger than themselves, the Taracci have the unique ability of mimicry to mimic most sounds they hear. They use this to great effect by luring predators to kill wildlife nearby so that they can move in and feast on the scraps. Taracci groups vary in size but can reach the upper limits of 20-30, and if unable to eat for an extended period of time may grow more reckless in their attempts to hunt and will often just swarm wounded animals or even descendants, using their overwhelming numbers to try to bring prey down. Though this is a high risk to the Taracci themselves and is only ever used as a last resort out of desperation. They are scavengers by nature. Abilities The only feature that is worth highlighting from this creature is its ability to mimic common tongue and animalistic sounds with ease, fooling most into a very stupid demise. – Tarraci can only be played for DIY, player-hosted events. – Tarraci cannot be tamed. – Tarraci are unable to mimic full sentences of common tongue, or mimic languages that are magical or dark in nature like black-speech or Ilzakarn. They mostly mimic animal sounds and one or two words at a time from a descendant. – Tarraci teeth are actually no sharper than a honed blade of steel, and no bigger than a fingernail. This is to say that it will not cut through plate or bone with ease but it is well capable of achieving such a feat if enough effort is put into it. – Tarraci teeth are player-signed when harvested, though given their incredibly small size, it is rather difficult to put them to use as a weapon on their own. Nepema Physiology The Nepema, otherwise known as The Patient Hunter is a highly intelligent feline that is native to the swamps of Aevos. This very distinct looking feline is no larger than your common house cat and just as agile. While they have some variation in color, they more often than not have hair that ranges from light to dark browns with their more distinctive markings ranging between the darkest of crimsons to the most vibrant yellow hues, mainly warm colors. Upon the end of a Nepema’s tail is a large flower like bulb, this bulb offers a pale green glow that the Nepema uses like a lure to catch unsuspecting fish and smaller creatures off guard in the waters of the swamp. Behavior It hides in the undergrowth around bodies of water and is an extremely cautious and patient hunter, never engaging creatures that are stronger or faster than it and always using its wits and agile movements to get in and out of danger. The Nepema hunts with the flower-like bulb upon the end of its tail, this gently glowing growth is used to lure fish and small animals towards the light where the Nepema will quickly pounce from the underbrush to kill it. With its high capacity for intelligence comes a high degree of curiosity, the Nepema is a highly inquisitive creature. Abilities Its flower-like bulb is capable of luring smaller and inferior creatures such as rodents or fishes, but it will never fool a sentient individual. – The Nepema can only be roleplayed in DIY, player-hosted events or outside of combat as a tamed creature. – The Nepema can be tamed but may never be weaponized in combat. – Everything that may be obtained from a Nepema whether that be meat, bones, teeth, or its faintly glowing flower-like bulb is player-signed. – The Nepema’s flower-like bulb, if made into an item, is unable to lure or somehow put others in a trance. Karkossa Weaver Physiology The Karkossa Weaver is perhaps one of the more feared predators residing within the waterlogged marshes and swamps, this behemoth of an arachnid makes its lair deep within the moist soil, seeking to burrow deep under the earth and create a network of tunnels as its home. The Karkossa Weaver is quite large in size, often seen to be larger than bears and they have a distinct colouration, that of a sickly venomous green. With eight legs, a large bulbous thorax and hundreds of beady green eyes that cast a dull glow, the Karkossa is a terrifying sight to behold and one that many unfortunate Descendants and animals will have as their last. The Karkossa Weaver carries several venomous glands within its body, this quick acting and potent venom seems capable of rusting and melting through anything it touches and proves to be a significant threat when dealing with these arachnids since it renders armor quickly useless. This venom seems akin to an acid and the Karkossa is able to ‘spit’ or shoot a small jet stream of this venom as well as an extremely sticky web out to a length of 10 ft with varying degrees of accuracy. While a considerable size and able to knock aside fully grown descendants in armor, the Karkossa choose instead to not get into direct fights as its fangs and limbs seem to have great difficulty getting through plate armor until it is destroyed by its acidic venom. The Karkossa Weaver produces its young from hundreds of eggs, these opaque eggs carry a strange and otherworldly green glow that adds to the terrifying nature of a Karkossa Weavers lair. Strangely enough, once a Karkossa is harvested for its meat, the decaying flesh gives off an extremely potent smell of sour berries. Something hunters use to great effect as bait to lure in other prey on their own hunts. Behavior The Karkossa Weaver is an ambush predator that makes its lair underground with a complex tunnel network. These complex tunnels often lead to small shafts that have their entrances concealed with a thin layer of dirt, leaves and sticks held together by a sticky web that the Karkossa excretes. These ‘trap doors’ essentially behave as pitfall traps, dropping unsuspecting prey into the tunnels of the Karkossa with no way out. The Weaver chooses not to engage in upfront fights, instead opting to climb up walls and the ceilings of its lair and lure its prey into many pitfall traps within its lair itself or seeking to tangle them within sticky webs while it engages from range. If the unfortunate prey entering a Karkossa’s lair happens to do so when the eggs are hatching, they can quickly become overwhelmed by superior numbers as these new hatchlings will have no qualms about swarming and devouring intruders. Abilities The Karkossa Weaver is a dangerous creature given its innate ability to produce and exploit acid attacks, that while unable to instantly kill or paralyze, cause caustic burns that slowly eat away flesh and metal. If doused in water, the acid is nullified–even though it will harden and deactivate after three emotes. – Karkossa Weavers can be used and played only for DIY, player-hosted events. – Karkossa Weavers cannot be tamed given their inability to smell or hear, which would be crucial for training or taming of any sort. – Karkossa venom cannot be harvested. It loses its properties if taken from the body of a living specimen and exposed to the outside for longer than (3) emotes. – Harvested Karkossa meat is player-signed and makes a potent bait that lures the attention of most carnivorous animals. Pyrana Wasps Physiology The Pyrana Wasps are nocturnal hunters and know no ends to their ravenous hunger. Their capacity for tearing through flesh and devouring meat to the very bone is unmatched by any other predator, the Pyrana able to strip the meat from the bone within a matter of seconds if left uncontested. These insectoid creatures are incredibly small, barely noticeable as an individual. While alone they may not accomplish much, if anything at all, together they form a hungering swarm of thousands that is more than capable of dispatching larger prey with sustained attacks. The Pyrana Wasps have an extreme aversion to light and as a result fire is an excellent deterrent for breaking up their swarms and warding them off. Their eyes are extremely sensitive to light and if forced into a bright environment or subject to sudden light they can become disoriented and often attempt to flee in a random direction to get away from the light source as quickly as possible. This confusion can result in swarms breaking apart and leaving them much more manageable to deal with and less of a threat. The Pyrana Wasp, although small, is still something to be feared in great numbers. They carry barbed and serrated stingers on the end of their bodies that allows them to quickly open wounds and tear apart the flesh of their prey while their serrated mandibles aid them even further. The Pyrana Wasp has dim red eyes that seem to glow under the light, this often leads to terrifying folk tales and legends about dark creatures that patrol the swamps at night as a swarm of Pyrana Wasps looks like a swirling mass of shadows with thousands of hungry red eyes. Behavior Due to their aversion to the light, Pyrana Wasps are nocturnal hunters, only coming out at night to hunt their prey. During the day a swarm of Pyrana Wasps will find refuge within the dark shadows of trees, caves or anywhere the light cannot reach. Though they may be resting, if one were to walk unsuspectingly into this mass of shadows or provoke it by any means, they will quickly realize their mistake and be devoured. Once night falls the Pyrana Wasps are extremely aggressive and persistent hunters, known to chase their prey for miles at a time before giving up or securing the kill. Abilities Swarms of Pyrana Wasps are capable of eating the flesh of a whole limb if not fought off within three emotes. Fire and smoke will easily take down these rabid creatures. – Pyrana Wasps can be used and played only for DIY, player-hosted events. – Pyrana Wasps cannot be tamed. – Any material extracted from a Pyrana Wasp is player-signed and wholly aesthetic. Almarisian Remnants Parhor Physiology The Parhor is a species of frog native to Orcish territories, oftentimes growing to the size of a small bear, compared to their larger Toa’Lak cousins. They possess powerful legs for leaping upon prey, as well as a mottled black and green coloration for blending into its native environment. These gargantuan amphibians constantly secrete a harshly colored, foul-scented slime, which serves to ward off predators that might otherwise wish to harm the creature. This slime has the added benefit of acting as a sedative should the Parhor consume it, allowing it to more easily recover its energy. Notably, this creature possesses the ability to consume and digest poisonous mushrooms with ease, drawing energy and strength from the poison to enter a temporary ‘frenzy,’ enabling them to chase down and overpower smaller prey animals within the marshes and jungles, though they are still subject to the effects of exhaustion, utilizing their slime to suede themselves into a deep slumber after hunting, ending the frenzy early. If one were to attempt to refine the slime secreted by this creature, they would be met with a hallucinogenic goop, which when applied to the lips would result in severe auditory, visual, and sensory hallucinations, as well as a severe lethargy. Habitat Primarily, the Parhor may be found in the jungles and swamps close to Orcish lands - migrating to the jungles in the winter, and returning to the swamps once winter has abated. Behavior Parhor are carnivorous, territorial creatures, often found preying on anything from mosquitos, birds, young Toa’Laks, to even small creatures such as Halflings or Musin. They are often found in ‘packs’ of anywhere from two to five Parhor, forming large nests within suitable marshland or jungle tree hollows. Abilities Regardless, a Parhor is merely a very large frog, and possesses many of the same strengths and weaknesses as such. It is able to leap large distances using its powerful legs, and possesses an equally powerful tongue for grappling prey and attempting to swallow it whole. Its strength, un-augmented, is roughly on par with a small bear. As well, if it were to consume poisonous mushrooms, the Parhor would be granted an immensely augmented physical performance for a duration of 6 emotes, able to perform feats of incredible strength or agility on par with an Olog - though, after this time, the Parhor would be left physically exhausted for 4 emotes, unable to move beyond small hops or slow trudges. Redlines Parhor’Fal requires OOC consent to have any major effects. Parhor cannot be tamed, and their slime can not be harvested in captivity. Deepsnake Physiology Coined the “Deep Snake” by the Dwedmar miners of Kal’mugdor, this leviathan serpent often measures in excess of ten meters long, and possesses the girth and heft of a mighty oak tree. There are precious few of these creatures in existence, perhaps half a dozen at most, though no other creature is feared more by those who delve too deep into the earth below. Often sporting black or grey scales for those cave-bound, or greenish brown for those that lurk within the swamps. The Deepsnake possesses scales with strength roughly equivalent to that of standard Ferrum, though they are comparatively brittle compared to actual metal of any decent quality. While submerged in water, these scales gleam a brilliant azure hue, though the exact reason for this is unknown. As well, its fangs are comparable in size to a large tree branch, easily able to pierce chainmail or weaker variants of plate - delivering a powerful venom into its victim. Habitat The aptly named ‘Deepsnake’ is most often found within the labyrinthian cave networks native to Dwedmar lands, though any cave network suffices for this serpent’s interests - so long as they possess thermal vents, or proximity to magma. As well, they may be found within deep marshlands and swamps, or other suitably murky and temperate bodies of water. Behavior The creature is feared for its extreme animalist intuition and its ability to plan. In the depths, the Deepsnake knows its prey. It can tell their moods, including fear & impatience. It will lurk crowded junctions or follow creatures back to their homes in order to see how each creature behaves. A snake eats a glorious meal like a giant mole, or four humans, and then can spend weeks or months stalking its next target & developing a plan. A Deepsnake has no interest in death, and will stalk powerful creatures long before laying them to waste with its venom, if it even opts to stick around after biting. Abilities In combat, the Deepsnake is an ambush predator, often relying on the element of surprise to sink its fangs into what it deems the strongest combatant, seeking to afflict them with its horrific venom - a sludge-like substance, one bite gives the body an extra one-hundred pounds of evenly distributed weight, slowing down even stalwart warriors & causing those in water to struggle even more to swim. The venom is thick and courses through the body like syrup, wearing off only after a night’s rest. If biting its prey fails, this serpent has no objections to coiling about its prey, suffocating and crushing them to death with its massive bulk. It possesses the ability to swim incredibly swiftly in bodies of water, and it traverses rocky tunnels with ease. Redlines Deepsnakes may not be tamed. Deepsnake venom may not be preserved, making harvesting it a moot point. Weapons and armor crafted from Deepsnake scales will only have the durability of steel, at most - though they are more brittle. Deepsnake venom only lasts for 1 IRL day, before its effects fade.
  12. The Plains Lush, cool, and ever-green, the plains are a sparse, yet welcoming region. Embodied by vast swathes of verdant, flat earth, the soil here is rich and fertile, teeming with life. Abundant in flora and fauna of all varieties, it is a welcoming sight to the weary traveler, and many often come here in hopes of starting a life within its heartening embrace. It is the safest of biomes, owned by timid and often gentle creatures, as well as a hospitable and mild climate. Flora The rich and luscious soil of the planes makes it ideal for housing a variety of flora, from the common daffodil to potent medical herbs such as Tippen’s Root. Even a novice botanist is sure to find an abundance of flora amidst the soft earth of these grasslands. Tippen’s Root King’s Ivy Chime Lily Diddyfunkle Fauna Teeming with life and creatures of all shapes and sizes, the plains are often a welcoming and safe place to call home. Although populated by sheep, wild cattle, and other such mundane creatures, there are still some unique beasts which inhabit these fields. Shardspine Raptor Physiology The Shardspine Raptor, otherwise known as the Dancer of the Plains for its acrobatic-like movements and hunting style, is a newly documented species. This omnivore beast is found mainly in the Plains Ecosystem, tending to congregate in large herds of nearly twenty for protection against larger predators. The Shardspine Raptor was given its name based on the unique bone-like structures along its spine and tail, these structures often looking like shards of amber, orange, or yellow crystal. This beast can reach incredible speeds on open plains thanks to its lithe and slender body, making its movements quick and agile. If a Shardspine is forced into a fight, its acrobatic movements and hunting style makes it very difficult to pin down in a fight. Oftentimes able to jump over predators and use spinning motions to leverage the shards upon its back and tail to attack and ward off predators. They also tend to have excellent hearing and are capable of discerning another Shardspine from herd-member to outsider with their sense of smell. Behavior A Shardspine Raptor is an omnivore, its diet mainly consisting of small mammals like field mice and any and all plants and grasses found upon open plains. These creatures are very anxious and nervous, oftentimes keeping their heads twitching about their surroundings on high alert. Within Shardspine herds these creatures tend to be rather social with each other and stick close together for protection, rarely generating any inner battle or carnage unless territory is brought into question. A Shardspine will only ‘socialize’ with another of its established herd, often fleeing from and in extreme cases killing outsiders. Taming A Shardspine cannot be tamed by any known means, even if it is stolen from the herd as a newborn mammal and then ‘raised’ in descendant likelihood. They are, by nature, hostile to anything that they can potentially eat and that they do not perceive as the same to them, meaning that these creatures will only bang together with the same herd Shardspines that it has been born into. Abilities Highly acrobatic and nimble, a Shardspine is able to maneuver around the battlefield and dodge attacks with relative ease. The spines on its back and tail have the same density as iron and will easily cut through leather or flesh, but fracture upon metal like armor. At last, these species have excellent hearing, even allowing them to discern whether what lurks near them is another fellow of their species or a different threat. In some cases, it is capable of telling whether another of their herd is nearby just by hearing the familiar walk-patterns. – Shardspines can be used and played for only DIY, player-hosted events. – Shardspines cannot be tamed in any possible or known way; none. – Its bones and crystal-like appendages can be harvested if and when a Shardspine dies/fractures their appendages against steel-strong surfaces like armor or hard terrain. Both elements are player-signed and the bones themselves are like any other animal’s own, while the crystals themselves, if retrieved mostly untouched (which is unlikely as this would require one to kill a Shardspine before they fracture their appendages attacking/escaping), they can be repurposed into reskinned weapons of iron durability no larger than a longsword. These crystals are not malleable by any means and the weapon itself must be produced directly from the Shardspine’s back or tail, then coming across as a spike but having the functionality of an iron blade. Caravachorn Physiology A ghastly, fearsome predator that knows only hunger and the hunt. These brutal predators stand at roughly 3 ft in height at the shoulders and 5-6 ft in length from the tip of their tails to their snouts. The Carachavorn, while often related to the wolf in its stature, is pound for pound stronger and weighs much heavier at around 300-330 pounds. The Carachavorn is a predator of pure muscle. Gnashing teeth and rage, they travel in packs of up to four or five at a time. A Crachavorn has terrible eyesight, it however makes up for this with decent hearing and an exceptional sense of smell, able to pick up the smell of blood on the wind from a great distance away. The jaws of a Carachavorn are incredibly powerful, very easily able to puncture and crush plate armor and drag a fully grown man in plate armor to the ground like a ragdoll. Their tails while not having any lethal advantages to them are still strong enough to knock aside heavy targets. A Carachavorn is able to build up to a great burst of speed, but will only be able to maintain this over a very, very short distance. Most of its prey, like the Shardspine Raptor will be able to outrun it with enough warning. Behavior Carachavorn packs focus their hunts at night, minimizing their weakness of poor eyesight and relying mainly on their sense of hearing and smell. These packs, consisting of numbers between 5-10 members, will also not be afraid to attack descendant settlements if they haven’t been able to catch prey in a few days and as a result are a very real and dangerous threat to descendants. Carachavorn Packs are also always and constantly moving, thus they do not have an established habitat or “den” where food and the likes may be stored. These ravenous predators roam the Plains endlessly with one simple goal: to feast. Carachavorn Packs often find shaded or secluded areas, beneath small gatherings of trees or caverns in which they will burrow a small tunnel network just beneath the surface of the ground in order to sleep during the day, to then keep on the prowl the next day. Those who accidentally stumble upon and disturb an actively-occupied Carachavorn den will find themselves ambushed on all sides as these creatures burst from beneath the earth. These creatures are nocturnal. Abilities The Caravachorn has incredible jaw strength, being able to crush mundane metal of the same density as iron. It is also strong enough to bite down its target and drag them with pure might, while its tail can and will knock anyone unarmoured out of their feet. This beast however has poor eyesight, relying on its exceptional sense of smell to defend itself and hunt. – Caravachorns can be used and played only for DIY, player-hosted events. – Caravachorns cannot be tamed at all. They are, by nature, prone to eat anything within their proximity. – Caravachorns have a special trait whereat any meat that they have previously consumed is essentially transported to their own skin, meaning that when one kills a Caravachorn and consumes its flesh, they will taste different flavors from things such as rabbit or morsel meat, etc. – Meat, bones, and teeth are all player-signed if and when harvested from either a living or dead Caravachorn. The teeth however, while measuring no more than a fist’s worth and being akin to iron, are durable enough to serve as a small pocket knife. Sparklights Physiology Sparklights are distant cousins of the Avirrin, a species that was rarely seen flying over the northern coasts of Almaris. Unlike their distant cousins, Sparklights seem to be more abundant within the lands of Aevos. For all the dangers that lurk in the wilderness of Aevos, the Sparklights offer a rare calming sight to still the hearts of man with their beauty. Sparklights have large umbrella-like bodies that are largely made from a gelatinous substance filled with pockets of air. These soaring creatures gently float in large shoals of up to four or five Sparklights at a time, using ducts and sacs within their gelatinous bodies to help suck in and push out air to navigate the skies and keep them afloat. Following their bodies are their slender tentacles, flowing where the wind does. When they are born, these tentacles are hardly visible and average about one foot in length, but can grow up to twelve feet long from their hood to the tip of their tentacles. Their flesh is transparent enough that one can see their vital organs and pale blue veins. Sparklights have earned the moniker of ‘Floating Stars’ as during the night their entire body lights up with vibrant bioluminescence, fantastic colors and patterns coursing all over their bodies. Seeing a shoal of Sparklights illuminating the fields of the plains at night is a sight to see. Behavior Sparklights roam the plains in great shoals of four to five at a time. They hunt by drifting down onto unsuspecting herds of animals and seek to scoop them up and paralyze them with their long hanging tentacles. These tentacles administer an electric shock to paralyze their prey before bringing up into their hooded domes to be dissolved by acids and absorbed for nutrients. Abilities These creatures are extremely slow and have no sense of hearing or smell. Electricity is stored in their tentacles and is sometimes released on impulse when threatened. – Sparklights can be used and played only for DIY, player-hosted events. – Sparklights cannot be tamed given their inability to smell or hear, which would be crucial for training or taming of any sort. – Shocks from a Sparklight’s tentacles will cause minor burns if exposure is over (2) emotes. Repeated shocks over a span of (4) will cause temporary paralysis of the touched area, and further shocks over the span of (6) emotes will result in the target’s incapacitation or death. –A Sparklight's tentacles will be player-signed by whoever harvests them from a living or dead specimen. After detaching them from the main body, they become inert and lose their shocking properties. This renders them as decaying meat that tastes alike to sweet squid/octopus. Gullinkambi Physiology Gullinkambi or Gullin for short are large bird-like creatures. Standing at 2.7 meters and weighing about the same as half of a horse, these omnivores are very much reminiscent of a giant rooster in their appearance, the otherwise singular look surmounted by its head being adorned by a set of mighty antlers. Its feet are likewise unique and different when compared to the common rooster, consisting of hooves. Behavior Gullin are passive creatures, typically forming flocks or set families, but they are also known to on occasion wander by themselves in isolation. These creatures seem predominantly herbivorous, though it is not unusual for some to enjoy feasting off of field mice and other such small rodents. Taming Gullinkambi are very much stalwart and proud creatures. Taming is virtually impossible. Abilities Gullinkambi may charge and gore adversaries with their antlers, but force comparable to a horse can easily overpower them. – Gullinkambi do not possess any special materials that exceed the mundane. Their antlers however look quite nice and they do make for a rather tasty meal. Their feathers look quite beautiful. – Gullinkambi cannot be tamed for the given reasons. – Anything obtained from a living or dead Gullinkambi is player-signed. Its meat is however very rich in nutrients and flavor and will likely satiate the hunger of an average descendant, too making great bait for the hunting of other carnivorous beasts. – A Gullinkambi’s horns are also player-signed and may not be repurposed for anything other than daily life tools like combs or the like, or simple trophies. Almarisian Remnants Trolls Physiology Trolls are often seen as colossal and gruesome, having bulbous noses, ears that stick out, crooked teeth, and bushy eyebrows. They can tower up to sixteen feet tall, and the smallest recorded yet have been somewhere around twelve feet. Though they are more fat than bulky, their strength rivals that of an olog and can even exceed it, capable of crushing children or halflings beneath its feet. However, in exchange for this size they are slow. Additionally, trolls have tough hide that assumes shades of green, brown, and pale colors of grey, often covered in moss and dirt. The greatest weakness of the troll is daylight, which will petrify them should they stay outside, encouraging them to seek shade during the daytime. Habitat Trolls roam a variety of biomes. They can be found in open plains, dense forests, and even deep in caves. They often make their homes in mud or under shade, leaving heavy footprints in the soft ground around the region as a sign of their patrol. Behavior Despite their strength, trolls are incredibly stupid. They gather in groups of one to three, though any more than this would often result in a brawl. Trolls get into argument over the smallest things, from the color of the sky to their share of prey. They are quick to anger and will be thrown into a rage should their territory be intruded upon. However, though unintelligent, trolls do attempt to “tidy” up their dens, evidently to little success. Female trolls are even rumored to splash mud across their faces as a crude form of “makeup”. During the day, they often retreat to their dens in the shade and sleep to avoid the light of the sun. Abilities Paired with their strength, trolls have thick and leathery skin, making it difficult for arrows and small projectiles to penetrate. Regular swords of iron durability and stronger can typically pierce the hide. Trolls can create crude weapons such as clubs from fallen logs, use rocks as basic tools, etc., and may even attempt to fashion crude “clothing”, seldom more than basic undergarments from poorly tied deer and animal hides. Redlines - Trolls are stupid and cannot learn to operate any complex machinery (i.e. a crossbow). They are limited to basic weapons such as clubs and rocks. - Trolls can communicate but do so very poorly, mixing basic common, if any, with grunts and jumbled speech. Most trolls do not know how to do more than grumble. - A troll’s hide will at most protect them from basic arrows. Magic, fire, and iron weaponry or stronger would easily be capable of piercing it. - Trolls are slow in both movement and attack. Though their hits are heavy, an agile and aware individual could easily evade a troll's attack. - Trolls are not at all gentle and attempting to perform any delicate task will frustrate them. - Trolls are not peaceful creatures and the slightest thing perceived as a threat to their ego or territory will cause them to defend it viciously. They cannot be reasoned with. - Trolls will turn to stone should they come into contact with broad daylight. Prairie Dulk Physiology The Prairie Dulk is a massive beast, similar to that of a rhinoceros, having a single massive horn with two smaller ones above it. Their hide is thick and rough, heavy with fur that provides both warmth and camouflage, able to withstand harsh dramatic weather shifts and requiring a strong steel edge pierce. The underbelly of the dulk is relatively unprotected however, making it the optimal region to target. Though heavy, the Prairie Dulk is shockingly fast and engaging the beast directly will often result in one being gored by its massive horn. Habitat Most of the year the Prairie Dulk will sulk about in the grasslands and prairies. During winter however they usually search for a cave to take up shelter in with its herd. Most adventurers are lucky enough to both find a dulk cave and not to have awoken, or enraged, the beasts. Behavior Prairie Dulk often travel in herds of three to fifteen, often accompanied by a small handful of infant dulk. Generally they are docile when with one another, though are incredibly territorial and protective of their young. Though the young are far easier to lure away and kill, a Prairie Dulk who catches wind of this will quickly alert the others and potentially cause a stampede. They are not particularly intelligent and are more alike to buffalo, making it wise to lure away one of the Dulk from the herd and kill it away from the others. Abilities The Dulk is limited mostly to its brute strength paired with its sharp and massive horn. The horn is strong enough to smash iron and dent steel, able to throw even a fully armored victim up to twenty feet away, assuming they were not simply impaled. Redlines - The Dulk runs at a speed of about six meters per emote, able to trample or impale those standing directly in its way. Should it miss, it would need to take time to slow itself down and reorient towards the target, assuming it didn't run into something else. - If harvested, a Dulk’s horn is no stronger than that of a regular steel blade. - Dulk are very territorial and can easily be jumped by the smallest thing. They will be passive so long as they are not aware of the hunter(s) presence. - Dulk cannot be controlled through druidic communion save for in events with ST approval. Giant Plains Bagworm Beetle Physiology The Giant Plains Bagworm Beetle is a bizarre creature, despite the name, and appearances the Giant Plains Bagworm Beetle is neither a bagworm, nor a beetle. In truth being a massive hermaphroditic isopod with bizarre tendencies. Bearing blue-green striped overlapping chitin plates, and 6 large legs for locomotion,wide yellow compound eyes, 2 stubby antennae, and a small chitinous mouth, they would appear to be a large rounded beetle creature. However, the Bagworm Beetle is able to unfold and elongate itself, each of its plates folding off of eachother, and stretching to bearing a appearance reminiscent of an spikey inchworm, with two legs at its front near its head, and the other 4 near its backside, with a long stretch of dark greenish blue flesh between such. Along this bridge of flesh is revealed 8 additional segmented legs along its body, which it uses to pick up various brush, sticks, and logs, and place it onto its back of chitin plates, standardly using its sticky saliva as a form of glue. When folded, the Bagworm Beetle measures roughly 1-2 meters tall as an adult, 1-2 meters wide, and 2-4 meters long, though in truth, able to elongate themselves to a terrifying 12 meters long at maximum. They’re born in eggs kept in the heap of material kept on the isopod’s back, and hatch into small white larva, which feed on the stuffs kept on the creature’s back for a month, before metamorphosing into a small bagworm beetle after 2 months of gestation in their pupae. The Bagworm Beetle is a herbivorous grazer, eating most grass, plants, flowers, and even moss. However, any sticks, logs, or sufficiently thin and light rocks, it will pick up, and place onto its back. Created with surprising skill, bagworm beetles will erect small, vaguely pyramidical towers of collected stuff, many times double the size of the beetle itself, which it carries along with little issue. In the winter, they will drop their self made structures, and create new ones in the spring. The plates of the bagworm beetle are comprised of hundreds of overlapping keratin like strands, and though are notably brittle to most descendant weapons, they’re suitable to fight off attacks from nearly any large predator. Habitat Giant Plains Bagworm Beetles may be found grazing in large grassy plains in the summer, fall, and winter, though in spring times, they can most commonly be found patrolling the edge of forests, looking for fallen trees and various rubble to add to the heaps on their backs. Though by no means a herd animal, it is not uncommon to see a small pack of 5-7 individuals grouped up near a recently fallen tree, chewing it apart and placing the pieces on their backs. Behavior Despite their prodigious size, and propensity to build small heaps on their back, bagworm beetles are exceedingly stupid. Their immense size and strong chitinous shells make them completely ignorant to predators. Pushing one about will simply cause the creature to follow the momentum, meaning one could redirect the creatures with extreme ease. Dumb and with no prey instinct, it is not uncommon for someone to rangle one with a lasso, and attempt to tame it. While the creature shall by no means fight off such attempts, their idiot mind grants them no ability to acclimate or familiarize themself with somebody, hence they will never be truly ‘tamed’. Though suitable as a slow beast of burden, they must always be tied down or led by rope, lest they wander off to eat or gather brush for its heap. Though they may be harnessed onto a cart, or have things laid upon their back, and removed with little issue, should they be left alone for too long, they will tend to seek out various rubble and wood, and begin attaching it to their back- many times ATOP any harness, packs, or hitching on it at the time. Recently pupated beetles will remain with the parent which held them, and wander off after a year or so. Uniquely, a bagworm beetle will never unfold itself whilst viewed by anyone, meaning one may look at a bagworm beetle, turn away for a minute, and than view it again, to find it has placed a half dozen logs upon its back with no clear means for it to have done such. Abilities Bagworm beetles are prodigious in size and strength, and are capable of carrying multiple tons on their back, and their structures are made with surprising skill. Their glue-like saliva hardens in half a minute, and their chitin, while not hardy to descendant attacks, is more than suitable for the isopod’s purposes. Redlines -Bagworm beetles are not hostile, though not particularly amicable either. One can be ‘caught’ with little issue, and RP’d by players as a slow beast of burden with no ST oversight, though little more. -Bagworm beetles will pick up nearly any object, and though they wont react much to the towers upon their back being toppled, rarely will anything of value will be found. -The chitin of the bagworm beetle is not notably hardy, being roughly equivalent to a thick baked clay, though may be extracted from a dead bagworm beetle for use in crafts. -The Bagworm Beetle must be pulled or pushed (whether gentle or firmly) to be directed, whether from a rope or a hitch, and cannot be guided with a ‘carrot on a stick’ or similar apparati. The Bagworm Beetle, though it can be communicated with Druidic Communion, is admittedly too stupid to process most requests.
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