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squakhawk

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  1. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  2. This app has been denied, as the lore behind it has been shelved. If this is a CA, your character is now reverted back into their original race prior to their transformation OR you can no longer play the character if this was a non-transformative CA. If this is an MA, your character no longer has access to the magic nor any perks that may have come with it. If you have any questions, you can PM Story management.
  3. The burned Herald continued to lay malaise in his bandages, as his last words with Allant still shook throughout his head. What is the point? Would it be all for nothing? What would become of The Herald once set upon the path. What would become of his insatiable lust for gold, women, discovery- Perhaps another ten-thousand years and more to discover the world and plunder it's bountiful riches. Maybe another ten-thousand years of instruction, doubt, and lies atop it. What if he did consider taking a woman and a boat of gold to explore the vast and infinite seas. What then? For the seas and skies only go so far with forever. What then? Would his purpose be complete? Would he return back to see things change once again? Immortality, the elf was already immortal- immune to punishment, immune to death. Elu would never strike me. I will never die. Yet what is he missing? Allant's own hypocrisy was yet-so apparent. He wished to not live a lie. Yet he lives within a faux-construct of his own reality. He is in a shadow of his own mistakes, would Junar and Alayris lead their own family to this same damned-path too? Would Sand fulfill what they meant for him? The elf continued to ponder within his shallow bath, the cold riverwater mending his bared olive flesh, looking to the ceiling of Camlannen above. He'll return soon. I suppose I should figure out what to think quickly.
  4. The Almaris Bestiary Almaris bears much flora and fauna unique to it's lands and ecosystems, giving the continent life and continuing the cycle. Though many creatures live upon Almaris, there are a notable few beasts indigenous to Almaris which are unlike those seen before- some perhaps more unique than others, these beasts are exceptional in their appearance and traits compared to those past- if not completely undiscovered before. The Wild Grimoire The Temperate Forest Ecosystem The Desert Ecosystem The Caves & Caverns Ecosystem The Mountains Ecosystem The Marine Ecosystem The Arctic & Tundra Ecosystem The Savannah Ecosystem The Plains Ecosystem The Tropics & Jungle Ecosystem The Swamps, Marshes, and Bogs Ecosystem
  5. 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 List Serpent’s Stalk Coltsfoot Frostvine Crowdrakes Physiology The aptly named “Crowdrake” commonly takes the form of a Raven of gargantuan proportions, perhaps due to some unknown mutation caused by the climate and fauna of Anthos. Its feathers are an onyx-black hue, which lends well to blending in with the night sky. It averages at a height of 10 feet tall, while its wingspan has been recorded to exceed widths of 12 feet. This avian giant lends well to hunting larger prey, as its talons are sharp enough to cleave through low quality iron or steel, and its beak able to pierce even platemail should the bird put its mind to it. Referred to by some as the “Winged Screamer,” the Crowdrake earned such a title due to the loud, disorienting screech it emits, which can be heard for untold miles across the land. Habitat The Crowdrake is a nomadic bird, preferring mountainous landscapes to roost in for the mating season, before it would fly off to claim another, and build a new nest. Behavior Preferring solitude to conflict, the Crowdrake is a sedentary creature, often only leaving its nest to hunt for food - its choice meals being wandering adventurers or farmers, or the cattle within fields. However, should one approach the bird’s nest, they would find it to be incredibly territorial, going into an angered frenzy in aims to drive the trespasser away. Its choice method of killing its prey is not through slashing with its talons or pecking with its beak, but rather swooping its meal up in its talons, flying off before dropping the creature to the ground below; often killing it instantly. Abilities Chiefly, this creature possesses incredibly powerful talons, able to cleave through low quality metal with ease. Its beak, likewise, possesses the ability to penetrate through hardy platemail with repeated efforts. As well, this creature can fly, which should not be underestimated. Notably, the Crowdrake’s scream is known to disorient those nearby (within #S distance,) dazing/stunning them for a duration of 2 emotes before they are able to recover. It’s wings may also be used to blow targets away with powerful gusts of wind. Redlines The Crowdrake may not be tamed, and communion with this creature would elicit responses of territorial demands and pride. The Crowdrake’s talons may only cleave through low quality iron or steel - high quality metal would merely be dented by the impact. The Crowdrake’s scream may only disorient and daze an individual for a maximum of two emotes, no matter how loud or intense it is. 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.
  6. 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 no been history of any group of descendants living solely on the ocean, hence, it is technically the least hospitable biome of them all. Flora List Deep’s Gleam 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.
  7. Temperate Forest The eponymoust ‘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 List Beard Weed Grobsnopper King’s Ivy Night Sap Amberiddle Faerie Truffles Night Glow Alabaster LEaf Tippen’s Root Blissfoil Frost Vine (?) Oracle Wood Morko Bear Physiology This ursine predator differs significantly from its common kin in both proportion and sheer size. With a shoulder height of 8 feet when on all fours, or of 15 feet when on its hind legs, it is distinguishable both by scale, and by its notably longer limbs and neck when compared to other bear species, making for a rather peculiar, certainly frightful sight if encountered in the wild. With paws nearly 2 feet across and claws, as well as fangs grown in excess of 6 inches, the Morko Bear is challenged by few within its domain. Thanks to its unusual proportions, this immense creature moves at alarming speed, long strides and powerful muscles making it capable of chasing down most prey, and even swimming with greater efficiency than the average bear. Thick fur and hide make it resistant to slashing attacks, and blunt force is unlikely to give much pause to a creature of its scale unless leveraged against one of its more fragile limbs, but piercing weapons will serve well for combat against it; widely spaced ribs making it especially vulnerable to potentially lethal puncture wounds to its broad chest. Habitat Inhabiting forested areas, the Morko Bear tends to favor caves as its home, and will often patrol a wide area around this chosen dwelling. Though ill-suited to dense forests where its size is a hindrance, it finds itself most in its element in forests with sparse undergrowth and large trees; aiding in maneuverability. Behavior Despite its intimidating visage, the Morko Bear is not any more hostile or aggressive than the average bear; even somewhat amicable in personality, by the accounts of druii who have encountered it. Of course, a lack of excessive aggression doesn’t mean that entering its territory is safe or at all wise. If not hungry, the Morko Bear is unlikely to go out of its way to engage in a fight, save to protect its cave or dwelling, over which it is fiercely territorial- especially if there are cubs within. When hungry, however, there is little likely to enter its territory that couldn’t be viewed as a viable meal; its size making it extremely difficult to intimidate, and willing to take on most other animals and even descendants. Abilities The Morko Bear’s most notable advantages over its more common cousins are size and speed. Long limbs and immense paws make its strikes crippling and far-reaching, with teeth and claws easily capable of breaching plate with the amount of force it can put behind them. Its speed is just below that of a capable steed when not hindered by its environment, but the momentum carried by the beast prevents it from quickly changing direction or stopping once in a charge. The roar of the Morko Bear is thunderous, easily capable of breaking a caster’s concentration and instilling a primal fear, audible for several miles even in dense forest. Whilst its eyesight isn’t exceptional, nor is its hearing, the Morko Bear’s sense of smell is formidable, making it able to control a wide space around its dwelling simply by catching wind of any that enter it. Redlines - Morko Bears may be communed with, but cannot be controlled or tamed. - The pelt of a Morko Bear yields leather well-suited for making durable armor, or just an enormous area rug. Its bones are dense and suitable for weaponcrafting, as are its fangs. - Morko Bears lack particularly good senses of sight or hearing, but are excellent at tracking by scent. -Morko Bears cannot stand upright for long, their weight and limb structure preventing it. 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.
  8. Arctic & Tundra Long has the bitter north stood as a great bastion of nature. 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 Fauna Not many beasts call the tundras and arctic home, but those that do are among the most deadly. Common beasts live in these cold regions, though often in greater numbers or of stronger breeds. Whereas packs of wolves might venture out into the pastures of farmers in warmer regions, these packs will rarely total more than a dozen. In the untamed tundras, however, wolf packs will roam in dozens upon dozens, and a lone bear that terrorizes farmers in the south will belong to a family of many. Besides these common beasts, though, the tundras and arctic are home to two notable breeds of monsters. Rimetrolls The Rimetrolls are a breed of passive, vegetarian Trolls that inhabit the arctic. Long ago, the Rimetrolls were a menace on the civilizations of Almaris. They descended from their frozen homes in the Rimeveld to raid farms in the south, and they were a terrifying foe in more ways than one -- not only were Rimetrolls physically insurmountable, standing over eleven-feet in height and with the strength to smash a city gate, but they possessed other deadly tricks. Frost Breath: A Rimetroll is capable of sucking in a huge volume of air, swelling their stomach, and can exhale this in the form of a freezing cloud that is capable of freezing any Descendant with an eight-metre radius solid. Troll Roll: Possessing disproportionately long arms and stubby legs, Rimetrolls can propel themselves forward and tuck their body into a ball to roll at crushing speed. After centuries of raiding and warfare with the old inhabitants of Almaris, the human realm of Balian made a gift to the Rimetrolls; they bestowed upon them an enchanted totem pole, the product of Balian’s advanced society of mages, that allowed crops to grow in a small radius in the bitter colds of the Rimeveld. The Rimetrolls graciously accepted the gift, and thereafter did not leave the Rimeveld, for they never had need to. They become vegetarian farmers, content to live peacefully and slothfully in their northern paradise while raising their families. Avirrin Physiology Their umbrella-like bodies largely consist of air, allowing them to float. 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. Habitat Preferring chilled climates, they migrate once every four years along ocean coasts at very high altitudes during the Deep Cold. To get close to an avirrin, one would have to scale a mountain close to a coast in frigid temperature. Nonetheless, they are a dwindling species and to see one would be a rare sight. Behavior Avirrin travel in groups of three to six, keeping close at all times. The animals are pacifists unless intentionally provoked. When threatened, they will attempt to entrap the enemy in their many tentacles, easily avoided with their sluggish movements; They can also be cut off with anything sharp, taking ten years to regrow. The majority of their body can easily regenerate as well. The only way to truly kill one would be piercing its heart, always visible due to their transparent flesh. Abilities If touched directly, their tentacles send a painful shock throughout the body. If touching their hood, there is the rare chance it can cause irritation to the skin. Their slimy gel-like coat is thick enough to ooze off their body and stick to skin, hair, and fur; causing a red itchy rash and/or clusters of hives for a certain few. For the majority who are not allergic, the goo feels warm and particularly soothing against skin. Redlines -The shock isn’t life threatening unless one was foolish enough to be stung multiple times in a row or endured a single, prolonged shock.
  9. Desert 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 be comprised of 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 List Javens Sativnubobo Goblin’s Ivy Drake’s Tail Desert Berry Bush 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.
  10. Swamps, Marshes, & 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 List Aqua Nymph Dwarf’s Pumpkin Night Sap Aquate Root Bitter Reed Swamp Blossom Mandragora Jailor’s Moss 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. Crackadonks (False Dragons) Physiology There are few predators which match the cunning and the brutality of a false dragon. The crackadonks, named after their discoverer Craic Donnackly, are often mistaken for dragonkin but they lack the intelligence for such a designation. Crackadonks are crocodilians that through clever trickery have mimicked their draconid betters. Weighing in at about 800 pounds and ranging anywhere from 12-17 feet in length the crackadonk is much lighter than their saltwater cousins due to their gift of flight demanding it but their hide and bone are deceptively tough. Though curiously capable of withstanding blunt force trauma and puncture wounds due to some of their favorite methods of hunting these reptilian predators are susceptible to cuts and tears from bladed weapons though nothing short of a tempered ferrum sword could hope to cut their scaly hides. Great fangs capable of piercing hard leather and denting ferrum armor line their jaw, usually about two inches in length each. Much like their crocodilian cousins these creatures are capable of quick and destructive bites of their powerful jaws, though their muscles are ill suited to opening their mouths, a bit of rope or adhesive would shut them completely. Habitat Crackadonks tend to favor warm bogs and swamps where their cold-blooded bodies can absorb the humid heat and keep them energized but it is not uncommon to see them nest in desert plateaus or hot, active volcanic regions (most especially volcanic hot springs). Anywhere a crackadonk can readily find meat and warmth is not out of the question no matter how unusual. Behavior False dragons are known for their clever hunting and exceptional patience, they can conserve energy efficiently and move very little on land when not actively pursuing a meal. They are known to float much like crocodiles with their wings neatly folded behind their arms when in the water, watching and waiting for prey such as wounded crocodiles, boars, horses, deer, and even descendants/lesser races if they’re feeling confident. While clever enough to often quickly retreat from a fight if their ambush should fail a crackdonk prefers hit-and-run tactics, whittling their opponent’s nerves down with overhead flights, shows of fire-breath, hisses, roars, and circling them with faux-snaps of their jaws to scare them into retreating or opening themselves up to a blow. When hunting a crackadonk often either A: Ambushes from the water much like a regular crocodile or B: Bombing runs from a high altitude onto larger prey, clamps down on them, folds its wings and begins death rolling as it slides along the ground to ensure its prey doesn’t survive the attack. Abilities Crackadonks are resistant to bludgeoning, their bones are light but deceptively strong, the equivalent of ferrum in terms of damage resistance. Their unique anatomy allows them to mimic dragons by shooting steady streams of flame from their mouth, done by forcing gas out of a special sack connected to their throat that stores methane produced through digestion and sparking a hard, rock-like section of their throats with a harsh ‘clacking’ noise. Their hides are resistant to puncture wounds from arrows and other small projectiles, but not so much so that a well-aimed ballista couldn’t immediately skewer them. Crackadonks are capable of surviving great falls and sudden changes in momentum and will use this to their advantage when hunting. Distances of 60 blocks or less vertically will not hurt them. Crackadonks possess the gift of limited flight, they require a swift running start to pick up air beneath their wings and take off but due to their cold-blooded nature they cannot travel great distances in high altitudes but can ascend quickly for retreat, bombing swoops, and fly-bys. Crackdonks are highly resistant to flame, though not immune. A crackodonk can withstand temperatures that would kill a descendant with far greater ease but would die much more slowly to being set on fire. Redlines -Crackadonks cannot be tamed -Any weapons or armor made from crackadonk hide or bones will have the equivalent strength of steel armor and weaponry and isn’t any lighter than steel. - Any armor made from crackadonk hide is not fireproof, though it does enable minor resistance to fire itself. The armor is exceptionally resistant to burning away; It can survive the heat and bite of the flames, but the wearer cannot. -Crackadonks are animals, they are incapable of communicating properly and operate off of base instincts. -Crackadonk flame breath does not have any pressure to it, it’s similar in nature to a lighter being held up to an aerosol can. Sign(s): Air Fire Symbol(s): Burning x6 Heat x6 Destruction x6 Silence x6 Appearance: A large, green reptilian eye with a horizontal slit. It’d be roughly the size of an apple. Location: The eye sockets of Crackadonks. Harvesting: Careful extraction from the aforementioned. Raw Effect(s): If ground down to a paste, the sauce-like remnants of a Crackadonk eye is very nutritious, at the tradeoff of tasting incredibly hot, to the extent that elves, humans and dwarves more often than not find the goop impossible to stomach. No known mundane pepper or spice can match the flavour intensity of a Crackadonk Eye, and as such they are prized by Orcish chefs and witch doctors alike, oftentimes being used to prepare feasts meant for only the hardiest of warriors, or occasionally serving as a test of an orc cub’s tenacity as they come of age. Redlines -The vibrant green colour and intense chili pepper like smell that radiates from Crackadonk Eyes once ground down is impossible to mask in food or drink; any consuming it would be made aware of its potency long before it touched their lips. -Crackadonk Eyes and subsequent applications of their ‘sauce’ usage require ST signage.
  11. The 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. Blood Lotus Cryptus Mushroom Miner’s Helmet Jailor’s Moss Murkshroom Bat’s Eye Bulb 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. 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. Hyfowl Physiology Unverified accounts claim that a Hyfowl can range in size from a small chicken to tubby pig, and its body appears to consist of small, reptilian scales cloaked in feathers. Its serpentine head, mounted on a slender neck, seems clad in a bony exoskeleton with narrowed eye-holes and a long, sharp beak. Elsewise, its features are identical to that of a chicken, with talons and a tail. The colour of its body usually seems consistent with the environment as a whole; for example, common reports of Hyfowl - if a few notes from a magistrate about some disturbances in the local farms can be called reports - say that Hyfowls in grasslands farms usually have a green, brown, and red plumage. Others have claimed that Hyfowls can be grey, blue, or even black. Habitat Much to the woe of a farmer who tills his land far from city walls, Hyfowls have been known to one day just appear among their flock of chickens, as if that is where they have always been, with no disturbance among the rest of the chickens. While some have hypothesised that a Hyfowl may be a chicken warped by some kind of magical process, there is no real evidence to support this, and, despite appearances, a Hyfowl’s anatomy appears fundamentally different from that of a chicken. Besides farms, though, Hyfowls have been known to be found in certain caves or ruins. The Farador Hunting Guild on Arcas, for example, explored a series of ancient ruins related to the Daemon Valaen, and they often found that these ruins appeared to be deliberately guarded by Hyfowls, as if to ward off adventurers. Incidents such as these have begun to imply that Hyfowls may have some relation to Valaen - perhaps even a direct descent - and have been set to guarding sites of importance. Behavior When they joined a farmer’s flock of chickens, they gradually begin to slaughter all other farm animals. The strange part is, however, that they do not eat the other animals -- merely kill them. It is entirely unclear how a Hyfowl feeds, or if they even need to eat. They will bother a Descendant if approached, but it will not actively hunt one. When accosted by a Descendant, the Hyfowl will not always kill; if it triumphs over an attacker, which it most often will, it will only kill them if they perceive them to be a real danger. Oftentimes, a Hyfowl appears to fight Descendants for the sake of a challenge rather than self-defense or aggression. When defeated, a Hyfowl will defecate upon a defeated foe as a mark of pride if it does not kill them. Abilities The sonic screech a Hyfowl can unleash after a few moments of inhaling air is powerful enough to shatter glass within a radius of ten meters. Without ear protection, direct exposure to a sonic screech within ten meters can stun and temporarily deafen, and repeated exposure to screeches can permanently damage hearing. Fabric or armour over the ear will only mildly dampen the impact; distance is the real measure. Being right next to a Hyfowl when they screech can completely knock someone out, while those at the edge of the ten meter radius will be left with a bad headache. Though they resemble chicken feet, the talons of a Hyfowl are one of its most versatile tools. It allows a Hyfowl not only to climb on walls and ceilings, but the grip of a Hyfowl’s talon is incredibly strong. The talons themselves are not necessarily sharp, but the strength of its leg muscles can allow it to break armour straps off (rather than rend the armour itself). A Hyfowl may also shoot feathers from its back with spines like metal. The velocity of these spines is not nearly so strong as a bow or crossbow, but rather more like a dart in a blowpipe. A single feather will never kill, but they can cause bleeding, and prolonged exposure to spines shot from a Hyfowl can take a heavy toll in blood loss. Redlines -N/A. 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.
  12. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  13. Prologue The elf swelled with pride as his ship left port, the waters of Elvenesse tough with large swells battering the stone coast of the peninsula. It was far from the first time Sand ever ran into troubling tides, albeit it was unusual. Typically were the waters tame around the cove he had set anchor in, and coming out- his ship stock of food and supply for his grand travel ahead- was battered by the heavy waves. The unnamed ship and her hired crew made their way south, The Herald's mind considering what lay ahead. A few days in the desert, thinking upon drifting sand until he found an unreal 'fruit' atop a hill. Asioth was attained- what left was there to do? The slothful mali had a clear goal in mind, and a mission to fulfill. Yet he needed something to show for it. Needless. The elf viewed the approaching southern quarter of Almaris, the grand trees of the grove and briny walls of Sutica clouded by a light fog, preparing then his pack. It was in those moments he considered further- the supplies would weigh him down and would spoil quickly in the heat, though he refused to admit it- he had the least faint clue of desert survival. He opted to put on a lighter set of half-plate, taking supplies of water, dried meats and fruits, peppers and a large wineskin- the elf perceived preparation for what was ahead. Docking just north of The Painted Archipelago, he rowed himself unto the shore in a small boat, pulling it ashore with a grunt of effort within the treeline. He'd be back for it soon, anyways. The Derelict Journal Day One The first entry unto the journal was penned with lightly faded ink, upon virgin pages of a leatherbound journal. The first day has been fascinating. The world is a place rich of fantastic sights- this heat I could do without. It stings my eyes glancing off the dunes, thus I stay in their shadow. I am looking for the largest of hills hidden between them, anyway- It does no help suffering in the sun. I've enjoyed my rations some, I did not eat before leaving the boat- adventure had called and I was excited. Although I am a bit aimless, I am to search for enlightenment within this forsaken place. Night One The second entry unto the journal was penned with lightly faded ink, which smelled faintly of spices. The desert has gotten regrettably cold. I did not think it would make me shiver in this cold suit. I have found the ruins of what appears to be a ship- the oddest thing, but I am staying within the captains quarters. Fitting for myself. I shall meditate with Bharoh, and ponder. What value does this earth have, if I see none? Already, I may answer- such fantastic things to see within such a barren waste. It is striking, dunes as far as the I can see by the blazing sun in the east. A volcano in the far distance, this dustbowl ruined of bones and boats. I have had little of my wine and many of my peppers- the meat I should save, I feel I want to stay here for some time. Day Two The desert is yet unkind. I have found a hill and arisen to it's peak- yet there is no tree, nor spring, nor mountains to be seen. The place is flat, and marvelous in it's own way- What value does this earth have, if I see none? It is a bit more clear to me. While it is not a literal meaning, it is still something to consider. A play upon the thoughts. This land is needed, for all the good in the world there is terrible. For the lush forests and fields bearing the fruit in my pack, there is the terrible and the forgettable. While these wastes test my patience, as I have grown so bored- they still very much fare in a beauty of... the word is difficult to describe. It is beautiful, yet in a way that is unique and terrible- I would not compare it by any means to the luster of gold or the women back home, nor my own perfection. It is unforgettable, these sights. Yet I must remain focused. I must climb the peak to my enlightenment, wherever that may be. Night Two The terrible cold bites oncemore. I've found oncemore a ship to rest in, yet it's remains are too dessicated to sleep within it's confines. I'm outside, the sun will rise in the west and thus I am in the shadow it will provide. The armour is growing uncomfortable and I am unclean. Wet of sweat, my hair is oily and as is my face. My eyes sting of my own body, and I am finding myself squinting in the time of day. I've not seen my reflection, yet I know my face is red and stings to the touch. This place is humbling, yet unbefitting. I would much rather be in a tavern exploring a new bottle or a new barmaiden. Yet I'm confined to this dry and terrible place. May I find this enlightenment soon. This perfect place as described. I eat like a king oncemore, yet at the rate I am going I may only last another day or two like so. Perhaps princely rations will do instead. I could not imagine the farfolk living here finding any enjoyment in life. This is a miserable place unmeant to be lived, but viewed. Thyra was lovely- nothing like this. The breeze of the salty sea, the dancers exotic and colourful, a city rife with gold and any food of world's desire. This makes me almost miss it, and my family there. Night Three What does this forsaken, terrible, wretched place have of value if I see none. I crested a hill of rock and sandstone when a snake jumped at my leg from behind- Blasted thing, I'll burn this whole desert in a fury for what it's done. I fell from that hill and tumbled some until I was at it's base. I had thought I was punctured, as my armour bled a deep red and I felt wet. It was my wineskin. My damned wineskin. I spit on the sand and it drinks it willingly, I despise this lifeless and hellish plain. I spit on my father who gave me the name Sand as if a joke. I despise being named this wretched, dead dust which stains the earth and offers none. Snakes, and vultures. This place is unbefitting of me, unearning is it of my name. I broke something in my damned body as it pains me to walk. Weakness. I could not for the first hours as my face scorched in the sun's unforgiving flames. There are those that worship this as a deific being, I'd kill them all if I could find them. It burns my flesh and keeps me from viewing it. When it returns, I will stare at that sun until it stares away. I may domineer any flame. I may control any fire to my will. That *****-thing will have my attention more than any woman or coin would. I will defeat it. Day Four I have crested the hill at dawn, I will need the time. I've found a dried branch to use to support my weight, albeit it is deeply uncomfortable in this armour which cooks me alive. I've stripped myself of the pauldrons and my helm as they hurt too much to wear, and I can use the extra weightlessness. I see that damned sun in the west. I will march to it and find where it rises. I will conquer this world and explore it's riches. I will find that damned prophet and enlighten him. Night Four That cowardly flame has hid from me oncemore as night sets and the cold bitterly comes in effort to strike me down. I have deserved the last of my rations, this oasis should not be far. Peppers, meats, fruit, I have a full belly and a bit more water. This conquest will be swift. I have found the value of this earth, though I see none- I will find my riches of conquest and make this desert my concubine. Day Five I have trekked far, farther than any day before. I started early, and ended late. I've passed the first greens I have seen, although I would not subject myself to cattle's food and indulge in the grasses. I am greater than all the ground beneath me may ever amount to. I explore this barren waste and have yet to see it's value. Come to think- even if in conquest, this land is worthless. Yet it is no longer about these sands. It is about the sun. My march continues and my journey shall not end until I exert my will over it. I will conquer that damned thing. Night Five I am long out of water, now. Earlier in the day, shortly after my entry- did I run out. Exhausted of so. My mouth is dry and my pack is empty. I've tossed it aside for the vultures, to trick them into believing it has some value to them. Damned birds. I see them more often here, perhaps it is due to the greens. Perhaps even the ones I'd seen in days prior. Have they nothing better to do? I am unbeautiful in this state. My shoulders and face burn, my legs sore, the branch which supported me broken and thrown as far as I could- worthless thing. I will not surrender. What value does this earth have, if I see none. Day Six I have crested a great hill, I struggled to the top. My body is weak and I can barely continue. Yet upon the edge of my sight do I see the green swamp, a pond within the sands before it. The water is clear as day, I can see it so far. This is it. I nearly tripped oncemore down that great hill, as I came to the spring. I am burnt, and my body is broken- no longer can I walk as I sit at it's base. I watch the great sun ahead, and yet it is no different. This is the place described in my vision. Was that not the value of this place? It's forsaken sun conquered? Though I am at it's apex, I am at the edge of the desert, I am at the spring as described. I will absolve myself of my armour, it hurts to wear upon my legs of stone and flesh red as roses. It is coarse and leathery. Dry. I cannot bathe for it hurts so. I need time to think. I've spent much time pondering. I've re-read much of my entries, and I would strike them out if I had the strength to. But this land is of value. This desert has taught me and humbled me. I am nothing without my gold, as I would have not the supplies I took to this very land which kept me surviving. One day without water and my body was hot as a furnace, without food was I growing weak, and I fear I may not even be able to leave this desert. I am nothing without my ship, which I would have never gotten here without. I am nothing without my wine, as I crave it's sweet taste and the quiet it brings to my mind. I am nothing without a mistress, as I suffer my company alone for too long. I am nothing without Asioth, as I would not have a purpose, and would have died at the base of that hill I had fallen from. I am nothing without my training, as surely I would have quickly perished without my strength or will. Thus, I will make better of myself. I promise so. This golden fruit has been tasted and it's sweet juices reinvigorate my tongue, my body healing and my mind restored. The value I have found is that I have learned I am a creature of flaws. Many. I have vices I succumb to to give myself enjoyment. I have things I keep around to prevent myself from being alone. I am cold without them. With Asioth, with understanding- my spirit is warm, akin to a bright, valiant flame. I am stronger within if I allow myself to be. I had wanted to conquer the sun. Perhaps with understanding- I may redirect my will and drive to better means. To means of exploring the earth and it's riches. To see all beyond what I was conventionally meant to. My enlightenment teaches me something which is true. I know that I know nothing. When it rises, I will turn my back to the sun. And I will walk until I can walk no more. I will find a road, perhaps travelers or hunters. I will return home. If this book is found, return it to Camlannen, where it may rightfully belong, and leave my corpse- if there- as it is. --Sand
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  17. Uradir “Ceru’onn Thilln” The Uradirs are a venerable and storied bloodline, raised to the upper echelons of Mali’thill society through the influence and great success of Kalenz Uradir, who reigned as Sohaer for nearly two centuries, and further established through the efforts of Silir Uradir as Okarir’san. They are a bloodline known for their ambition, drive, and sheer capability. This is well exemplified in modern times by the tenures of Anethra & Muriel Uradir as Maelunir (The latter acquiring Sohaer), and Silvyr Uradir as Okarir’maehr, as well as Celiasil Uradir who presided as The Second Republic's Okarir’tir. The Laurir of the Uradir Talonnii is Anethra Uradir, who has served previously as both Okarir’nor and Okarir’tanya of Haelun’or, and despite her eccentric and reclusive nature, can be credited largely for the resurgence of the family’s reputation and wealth. She is known to be a guiding force and steady hand steering the Uradir towards their ever more exalted future. =Physical Traits= =Family Tree= =Beliefs= =Etymology= For any questions regarding the Uradir family, contact squak#8441 on Discord.
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  19. it ******* shook me when I was chatting with a few LT at the time. I'd always thought @Lhindir_, being russian oligarch, and @Riftblade, who may've been admin idr, as older than me. When I found both were younger I nearly had a panic attack it freaked me out. 22 in a few months, doing nursing. Makes me feel weird there are folk younger. And even older. Suppose I hang (mostly) around those my age anyway though. Weird that a hobby I started a decade ago on varying rp servers my friend at school told me "was epic", looking up to folk then and seeing them grow, now I'm in that spot. While I'm no role model and I don't really pretend to be, I hold myself to a standard- I hope I teach people a thing or two about themselves and being better people and better roleplayers. I hope I set a good impression to who I want to be.
  20. 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 Nightglow 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. Harpies Physiology Haggish and decrepit, harpies have the bodies of vultures - though are often two times their size - and the head of a disfigured woman. Their feathers appear matted and ruffled, bearing hues of brown and murky grey, oftentimes speckled with the blood of their victims. They possess sharp talons that can claw flesh from the bone, their beaks equally as sharp. Habitat Harpies live atop the peaks of mountains, oftentimes in caves packed with bones and past prey. They make their nests from entrails, flesh, and anything else they can find. Oftentimes they make these nests beneath tall peaks, shaded from the brightness of the sun. Behavior Harpies are nocturnal creatures, often choosing to hunt during the dusk or nighttime, though they may, on occasion, prowl during particularly cloudy or stormy days. They are cruel and cunning, often choosing to stalk and frighten their prey before luring it into a false sense of security and devouring it. Harpies are so bloodthirsty that they are even known to eat their own young on occasion should they be hungry enough. Abilities Harpies possess sharp, retractable talons that may claw onto flesh and dig to the bone if an individual is unarmored. They also possess the unique ability to throw their voice up to half a mile, leading prey to believe that they are further off when, in fact, they are much closer. Redlines - Harpies are not at all pretty or attractive and instead appear gross and hag-like. - Harpies possess strength slightly less than that of a fully-trained human knight. - Sirens do not have the capability to reason and have the mind equivalent to a predatory animal. They cannot be tamed or bargained with to any extent. 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. Iron Ram Physiology The Iron Ram is a remarkable creature, averaging at 6’1” and being rather wide. They often have long, curved grey horns, resembling iron oftentimes in the cloudy mountain light; with the females having smaller horns, and the males having larger, curved ones. These rams are particularly durable and have rather thick-skin beneath their coating of fur, making them unique companions for many dwarven clans. They can run at a brisk, though usually bursted pace, and their goat-like physique allows them to scale mountains with ease in the wild. Habitat Iron Rams live up upon high mountain peaks, making their homes atop large overhangs. They can be tamed and bred, though are most effectively and healthily kept where there is open space and mountain air. Behavior Iron Rams are feisty creatures, oftentimes choosing to run right towards any perceived threat or predator. They may spar one another with their horns, oftentimes to achieve dominance and impress any females in the troupe. Iron Rams are also infamous for charging spelunkers that get too close, headbutting them off the mountain and oftentimes killing them as a result. Should a Ram be tamed, they may be inclined to listen to the tamer should they be properly tamed and harnessed, though even then, they may act in their own self-interest, especially when frightened or significantly harmed in the heat of battle. Taming Iron Rams can be tamed sufficiently with the proper techniques. They are oftentimes too excitable to be tamed at an adult age, so it is generally common that one steals a newly birthed kid or adolescent ram before they get too old. The young rams can then be trained more aptly and can be ridden, typically being reserved for dwarf-sized and smaller individuals. They still follow all general mechanical limitations of mounts, and may be represented by a mechanical horse should the rider wish. When in player combat, any attempt to charge with the ram would be like having a horse charge or trample the target. Redlines - Without a rider and proper harness Iron Rams cannot be commanded in combat. - Iron Rams’ horns are dense as regular iron, though cannot pierce or skewer. They are blunt. - Iron Rams used as mounts adhere to all in-game limits of mechanical horses. - Anyone larger than a dwarf attempting to ride the ram would often result in the creature attempting to jostle them off, or simply collapse should they be too large. - In CRP, Iron Rams are still limited to four blocks of mechanical movement per emote. Gryphon Physiology The Gryphon is a looming, large, and noble beast; with the majority of its body resembling that of a lion from its paws, middle, and tail whilst the rest resemble that of an eagle. Its wingspan is large enough for the creature to fly, however, it is near impossible to ride such a creature. On foot they possess somewhat double the might of the average lion, meaning they can put up a good fight; but they aren't impossible to kill or capture. In the air, they possess a grand speed, however, they aren't immune to an arrow's shot; piercing or clipping the wings can render them unable to fly. These creatures are known to live for hundreds of years. The Gryphon can come in many colours, ranging from a grey body and a grey set of wings. Habitat The Gryphon used to nest wherever they could, roosting in looming trees and shoddy caves high into the mountains where their offspring could roam. The Gryphon prefers the colder climate due to its thick feathers and fur, seldom travelling to warmer climates. Behavior Most gryphons are docile creatures, often not choosing to provoke those that have not provoked it or their nest. Unfortunately, since they are often hunted, they tend to be reclusive and often hide from mortals, making them incredibly rare to encounter. Depending upon the occasion and hostility of said person or creature the Gryphon will either be cautious, flee, or attack with the intent of feasting on their flesh and bone. Gryphon’s tend to feast on whatever meat they’re given or capture, ranging from rabbit to bird; even the odd corpse of a human, orc, elf, or dwarf if hungry and daring enough. The offspring, having been taught how to hunt from an early age onward tend to hunt small critters and the occasional bird. However their main diet would be fish and will make use of any available food source. Abilities Having both powerful strength and flight, the Gryphon possesses keen senses and is thus a formidable hunter. Their claws can strike and pierce the spaces between armor, making mauling devastating to an unprepared foe. Larger Gryphons may also use their wings to create powerful gusts that can knock individuals off of cliff sides. Redlines - Gryphons are “rare” creatures and should not be roleplayed as a common occurrence. - Gryphons, though rarely finding a mate, upon breeding, will lay one to two eggs. This is often the most they will lay in their entire lifetime. - Gryphons are unable to be ridden or effectively tamed. They can only thrive in the wild. 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. Molten Spitter Physiology Molten Spitters are frightened creatures, ranging from eight feet to nearly twenty meters in length over the span of their lifetime. Occasionally, molten spitters that manage to survive longer may grow up to sixty meters, making them titanic and frightening beasts. Other than the size, it is easy to identify an Elder Molten Spitter with the scars that litter its entire body from previous battles. Large stone-like protrusions coat its thick hide, along with ridges that line its spine that allows the reptile to camouflage in its fiery surroundings with ease. Habitat Molten Spitters usually reside in temperatures that are often too hot for descendants, creating large burrows besides pools of magma and lava. Charred bones and ashen remains litter the heated grounds outside their homes, using it as some sort of territory marking. Behavior Molten Spitters often lay in large magma ponds to heat up their bodies, while swallowing large quantities of lava to store in a pouch under their jaw. They hunt by shooting out the stored liquid, burning their prey alive before swallowing them whole or tearing limbs apart, depending on the spitter’s size. Molten Spitters vomit out the remains of their meals, much like the pellets from an owl. The clumps of burnt bones and hide are used to mark their territory, and can often be taken for strange stones instead of corpses. Molten Spitters are very territorial, attempting to kill anything living other than its own hatchlings that trespass on its land, including other Molten Spitters. An Elder Molten Spitter resides in isolation, resting inside a massive lava pond. The large ridges on its back could be mistaken for stones, as it lays in wait until someone dares to disturb it. Abilities Molten Spitters can spew out the stored magma within their pouch. They are able to discern the difference between single and multiple targets, allowing them to spit lava in various ways. Molten Spitters also bear large talons capable of boring though solidified magma and stone, along with a large row of sharpened teeth within their maw. Redlines - Molten Spitters cannot be tamed, due to their aggressive nature and constant need for volcanic heat. - The hide of a Molten Spitter is as dense as thick leather, capable of being punctured by arrows and bolts. The hide of an Elder Molten Spitter can also be pierced by the same projectiles, but siege weaponry seems to work more effectively. - ST Only - The pouch of a Molten Spitter is delicate, easily punctured by arrows and bolts along with being slashed by mundane blades. The pouch of an Elder Molten Spitter requires an arbalest bolt or stronger to puncture through the tough membrane. - A Molten Spitter cannot spit magma with a damaged pouch. - Molten Spitters are slow and clumsy outside of their lava pools.
  21. 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 Javens Sativnubobo Goblin’s Ivy 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. 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.
  22. The Tropics 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. Beardweed Grobsnopper Night Sap Ponderlot Atheros Crimson Vase Shade Leaf Diddyfunkle Gislocinovni Mushnooman Lumber Juice Cactus Flash Fruit 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. 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.
  23. 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 traveller, 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. Ant’s Blight Tippen’s Root Serpent’s Stalk Coltsfoot Draugr Tounge King’s Ivy Aquate Root Sativnubobo 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. 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.
  24. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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