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Everything posted by squakhawk
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420 vaults down. gn day 1 mrow
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Hello mrows. Vaults are now online. There should be a post in the next few days or a week that will mark all vaults have been completed. Congratulations to @Yukigothfor having the first vault reviewed (monk gingerbread and baked potatos, they were ahead of their time). Maparts/books are available without my review. The commands below are available for you. /Restorebook /Vault There will be a datapost for when vaults are complete. TY!
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[Shelved][✓] [Magic] - Palmreading, The Lore of Aevos
squakhawk replied to squakhawk's topic in Recently Outdated Lore
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. -
ᴄᴏɴᴛʀᴏʟ ꜱʜᴀᴄᴋʟᴇ ᴇɴꜱʟᴀᴠᴇ ʙɪɴᴅ ᴘʀᴏꜰꜰᴇʀ ʜᴀʀʀᴏᴡ ᴇꜱᴄᴀᴘᴇ ᴅᴏᴍɪɴᴀᴛᴇ ʀᴜʟᴇ ꜰᴇᴀʀ ꜰᴀᴛʜᴏᴍ ᴀʟɪɢɴ ᴇᴍᴘᴏᴡᴇʀ ᴄᴏɴᴛʀᴏʟ ᴛʀɪᴄᴋʟᴇ [ P ᴀ ʟ ᴍ ʀ ᴇ ᴀ ᴅ ɪ ɴ ɢ ] ʀᴇᴀᴅ ʟɪᴇ ʟᴀꜱʜ ꜰᴀɪʟ ɪʀᴋ ᴀʙᴀɴᴅᴏɴ ᴄᴀʟᴀᴍɪᴛʏ ꜱᴛᴏʀᴍ ᴛᴏᴡᴇʀ ʜᴏᴡʟ ᴀɴɪᴍᴀᴛᴇ ꜰᴏʀᴄᴇ ʟᴀʙᴏʀ ɪᴍᴘʀɪꜱᴏɴ ʟɪʙᴇʀᴀᴛᴇ ꜱᴄʜᴇᴍᴇ ꜰʀᴇᴇᴅᴏᴍ Tʜᴇ Bɪɴᴅᴇʀꜱ ᴏꜰ Oʀꜱᴀᴛʜɪᴀᴇʟ Φ Pᴀʟᴍʀᴇᴀᴅɪɴɢ is a deific-class [Fᴇᴀᴛ], and is compatible with all other feats and magics of all ilks. This excludes other deific-class magics where it is stated to be strictly incompatible. Φ Pᴀʟᴍʀᴇᴀᴅɪɴɢ may be connected into through [ET] Event interactions or through other Palmreaders with a valid [TA], following standard magic progression thereafter. Φ Pᴀʟᴍʀᴇᴀᴅɪɴɢ requires a character to have both a Greater Soul capable of learning deific magics and a fully organic body to utilize- meaning that Ensoulled Golems, Machine Spirits, and those utilizing prosthetics would prevent them from casting the magic. Φ Pᴀʟᴍʀᴇᴀᴅɪɴɢ affects the body and soul directly; if one were to experience rebirth through a Klone (or another form of resurrection other than Monk Revival), their connection would reset, starting them again at [Tɪᴇʀ I]. [ Bᴀᴄᴋɢʀᴏᴜɴᴅ ] ʟɪꜱᴛᴇɴ ᴄʟᴏꜱᴇʟʏ, ʜɪᴇʀᴏᴘʜᴀɴᴛ ᴏꜰ ꜰᴏʀᴇꜱɪɢʜᴛ ᴍʏ ʀᴇᴀʟᴍ ɪꜱ ᴇᴍᴘᴛʏ, ᴀɴᴅ ᴡᴏʀᴛʜʟᴇꜱꜱ ᴍʏ ᴍɪɢʜᴛ ʙʀɪɴɢ ᴛᴏ ᴍᴇ ᴀᴄᴏʟʏᴛᴇꜱ, ꜱᴀᴄʀɪꜰɪᴄᴇ ᴛʜᴇᴍ ʙᴇɴᴇᴀᴛʜ ᴍᴏᴏɴʟɪɢʜᴛ ɪ ᴡɪʟʟ ʙᴇ ᴛʜɪꜱ ʟᴀɴᴅꜱ ᴋɪɴɢ, ᴀɴᴅ ʏᴏᴜ, ɪᴛ'ꜱ ǫᴜᴇᴇɴ ꜰʀᴏᴍ ɴɪɢʜᴛ ᴀɴᴅ ᴅᴀʏ, ʏᴏᴜ ᴡɪʟʟ ᴀʟᴡᴀʏꜱ ʙᴇ ꜱᴇᴇɴ ᴏꜰ ʟᴏᴠᴇ, ᴏꜰ ʙᴇᴀᴜᴛʏ, ᴀɴᴅ ᴏꜰ ᴀʟʟ ᴛʜɪɴɢꜱ ʙᴇᴛᴡᴇᴇɴ ʏᴏᴜ ᴡɪʟʟ ʙᴇ ᴛʜᴇɪʀ ʟɪꜰᴇɢɪᴠᴇʀ, ᴀɴᴅ ɪ, ᴛʜᴇɪʀ ᴘʀᴏᴍᴇᴛʜᴇᴀɴ. Decades past as blizzards blew, where Sʜᴇ sat beneath poisonberries of yew. It was in the frigid mist that Sʜᴇ met Tʜᴇ Mᴏᴜɴᴛᴀɪɴ's unbreaking fist. It bestowed upon Hᴇʀ gifts and boons, the young Prophetess able to then survive future moons. From Tʜᴇ Mᴏᴜɴᴛᴀɪɴ did it speak, from Hᴇʀ ears blood began to weep. [ Oʀɪɢɪɴ ] ❖ It was centuries ago that The Faultless Hierophant set out across Eos to nations from each corner of the world. From the most distant islands, to the largest continents, tales small and large tell of a ship with blackened sails and the insignia of a grand white mountain obscuring a red sun visiting. The ship came, and people compelled to come along with it, disappearing to never return. The Faultless Hierophant would not be seen in the last two-hundred years, where it is now found sunken a bay of northern Aevos. Though no trace of The Hierophant or Her following remain, once again The Mountain began to bestow it's boons upon those around Aevos who were foolish enough to hear its siren song… ❖ ...and it was heard. Centuries later upon Aevos, The Descendants would learn the magic of palmreading through Orsathiael, The Daemon of Rulership and Control. Mutually beneficial, if enigmatic, Orsathiael and his Palmreaders walked upon Aevos as they slowly unlocked the keys to The Daemon's prison. Although The Palmreaders (and descendants at large) scarcely had choice in these missions, given that the alternative to helping Orsathiael was often their own death, they did aide him until the last. When attempting to harvest Lyes, The Daemon of Dreams, the descendants and present palmreaders thwarted his efforts, condemning him to further imprisonment. Seen as a betrayal, Orsathiael focused his efforts on freedom, destroying the bonds of his prison before being defeated at The Battle of The Mountain in 249 of The Second Age. With his defeat came the withdraw at large of his power - and seeing as all of his followers actively worked against, or at best, were neutral to his freedom, he has rescinded his power. Cursing the existing palmreaders with the scars of his power, it is unknown what Orsathiael may do in the future with his mortal following. Few are given whispers from The Mountain itself, but the boon of Palmreading is self-fulfilling. After Orsathiael's defeat upon Aevos without a single Palmreader to his aide, he has forsaken them to bear his scars until he is fully restored once again. Unable to withdraw from his wrath, The Remnant Palmreaders are at his whim for whenever he resumes control over them oncemore. ᴄᴏɴᴛʀᴏʟ ꜱʜᴀᴄᴋʟᴇ ᴇɴꜱʟᴀᴠᴇ ʙɪɴᴅ ᴘʀᴏꜰꜰᴇʀ ʜᴀʀʀᴏᴡ ᴇꜱᴄᴀᴘᴇ ᴅᴏᴍɪɴᴀᴛᴇ ʀᴜʟᴇ ꜰᴇᴀʀ ꜰᴀᴛʜᴏᴍ ᴀʟɪɢɴ ᴇᴍᴘᴏᴡᴇʀ ᴄᴏɴᴛʀᴏʟ ᴛʀɪᴄᴋʟᴇ Cᴏɴɴᴇᴄᴛɪᴏɴ & Cᴀꜱᴛɪɴɢ ᴛʜᴇ ʜᴀʀʀᴏᴡᴇᴅ ʀᴇᴍɴᴀɴᴛꜱ Becoming a Palmreader has a single avenue of connection. This comes through The Gift of The Mountain from another Palmreader. The Gift of The Mountain is a ritual in which a Palmreader may bestow The Gift upon a willing participant, or the same feeling of searing pain within their palms if they were to reject connection. Φ Tʜᴇ Gɪꜰᴛ ᴏꜰ ᴛʜᴇ Mᴏᴜɴᴛᴀɪɴ - [Connection] [5 Emotes] [Tɪᴇʀ V] A gift of that which was not given, Palmreaders may spread their art through bloodlines by teaching those anew. Without having the blessing of the land itself, The Mountain seemed to not mind the unsanctioned blessing of others with its untold power; breathing connection and life anew into those who were willing to receive it. Mᴇᴄʜᴀɴɪᴄꜱ: Casting as a Palmreader is highly unique to each individual practitioner, even through 'bloodlines' of teacher to student there seems to be little consistency in how the magic may represent itself. When casting Palmreading spells, mana would exert from one's form, twisting around their form and that of their target. This mana is magical and overt, being an aura that manifests around the palmreader. Deific in nature, these may manifest with the following themes: 🞙 Stone, Rocks, Earth 🞙 Chains, Bindings, Weights 🞙 Storms, Lightning, Tides, Harsh Winds 🞙 Eyes 🞙 Puppetlike strings 🞙 Tattoos upon one's body animating 🞙 Winter, Cold, Blizzards 🞙 Tarot Cards, Feathers, Mists/Fog These themes may manifest magically around the user, on the user, and so on. It is up to each individual caster to have their own unique tells and takes so long as they follow any (or any mix of) the above themes. Rᴇᴅʟɪɴᴇꜱ: ʀᴇᴀᴅ ʟɪᴇ ʟᴀꜱʜ ꜰᴀɪʟ ɪʀᴋ ᴀʙᴀɴᴅᴏɴ ᴄᴀʟᴀᴍɪᴛʏ ꜱᴛᴏʀᴍ ᴛᴏᴡᴇʀ ʜᴏᴡʟ ᴀɴɪᴍᴀᴛᴇ ꜰᴏʀᴄᴇ ʟᴀʙᴏʀ ɪᴍᴘʀɪꜱᴏɴ ʟɪʙᴇʀᴀᴛᴇ ꜱᴄʜᴇᴍᴇ ꜰʀᴇᴇᴅᴏᴍ Pʜʏꜱɪᴄᴀʟɪᴛʏ & Mᴇɴᴛᴀʟɪᴛʏ ᴀꜰꜰʟɪᴄᴛɪᴏɴꜱ ᴏꜰ ᴄᴏɴᴛʀᴏʟ Physically, a Palmreader is largely unaffected by taking upon the magic- though there is something deeper that is changed within them emotionally and mentally. While strength and stamina go unchanged, there is only one truly noticeable change that occurs upon connection. A Palmreader would have tattoos manifest upon them; ranging from a single one to full body pieces, these may range from solid colour to brightly coloured illustrations of any detail. These tattoos may be of any content at the wish of the player upon connection, and manifest almost unnoticeably. No matter what however, these tattoos would be permanent; never leaving their body and unable to be cut or burnt out. Alongside this, a Palmreader may develop traits akin to that of The Palmreaders of Ailmere. Becoming more prominent as they progress through the tiers and further their connection, these traits may be; 🞙 Dark hair and/or nails 🞙 Pale skin, bordering ghostly white 🞙 Blackened extremities 🞙 Eyecolour changes of white, gold, blue, or green; including their iris and sclera 🞙 Soft mists that emanate from the Palmreader's form, of black, blue, green, or grey. After the defeat of Orsathiael, through the [Burnt Palms] effect, a Palmreader would as well possess the below. 🞙 Scarred, charred, or burnt palms- producing either mild physical pain or numbness/callousness. 🞙 A wide and deep scar in the shape of a chain around the shoulders, thighs, and neck. 🞙 A brand in the design of one of the Aevosi Tarot somewhere upon their skin. Mentally, a Palmreader’s mindset is one of obsession, and lust for control. Whether it be over their own lives or others, a Palmreader would be somewhat manipulative and seek to exert control over things beyond mortal means; be it control of others and their actions, their lives, or that of their own fate which they may perceive as beyond their hands. Alongside this, Palmreaders will find strong obsessions in certain character-concepts, unique to each palmreader. These can be things like Faith, Strength, Fear, Curiosity, Endurance, Willpower, Creed, so on and so forth. These are unique to each Palmreader, and are interpreted differently; something like Faith and how one lives by it can vary wildly from person to person, and so too palmreader to palmreader. With this as well, the Palmreader feels 'heavier' - not necessarily in weight, but as if they carried a great burden upon their shoulders. A burden that physically weighed upon their soul and spirit, though leaving them unaffected in all uses mundane, it is something that would never quite leave them. As if they were shouldered with a great responsibility, one they did not understand. After the defeat of Orsathiael, through the [Burnt Palms] effect, a Palmreader would as well possess the below. 🞙 Intermittent panic attacks, feeling as if though they are being chased. 🞙 An intermittent sense of being lighter, with even involuntary jerks and movements, as if there were puppet strings upon their back being moved. 🞙 A burning desire to manipulate and deceive, becoming almost compulsory liars. ᴄᴏɴᴛʀᴏʟ ꜱʜᴀᴄᴋʟᴇ ᴇɴꜱʟᴀᴠᴇ ʙɪɴᴅ ᴘʀᴏꜰꜰᴇʀ ʜᴀʀʀᴏᴡ ᴇꜱᴄᴀᴘᴇ ᴅᴏᴍɪɴᴀᴛᴇ ʀᴜʟᴇ ꜰᴇᴀʀ ꜰᴀᴛʜᴏᴍ ᴀʟɪɢɴ ᴇᴍᴘᴏᴡᴇʀ ᴄᴏɴᴛʀᴏʟ ᴛʀɪᴄᴋʟᴇ Tʜᴇ Tᴀʀᴏᴛ ᴛʜᴇ ʟᴏʀᴇ ᴏꜰ ᴀᴇᴠᴏꜱ While Tarot has been historically practiced as a means of occultic divination, its uses in previous realms were limited. The arrival on Aevos has shifted such- for Aevos possess a strangeness wherein prediction and prescience may welcome themselves into the minds of those who are attuned to such. The use of the tarot in these hands invites the mind to see vague outlines of a future that may yet come. The cards are merely a tool to tune the mind of the reader into the participant’s destiny. The future is unknowable to man in its entire, and must be brought into palatable conscience before it can be seen. ᴛʜᴇʀᴇ ᴀʀᴇ ᴇɪɢʜᴛ ᴋɴᴏᴡɴ ᴄᴀʀᴅꜱ ᴄᴜʀʀᴇɴᴛʟʏ. Cartomancy readings are typically conducted in a [3] card spread. Card inversions typically imply a direct opposite interpretation, or an alternative one. One does not require a Palmreading [MA] to utilize the tarot in it's mundane form. To draw from the spread, roll a [d16] thrice, with 1-8 directly correlating to below, and 9-16 as the eight-card deck repeating (Inverse Lady is 9, Inverse Spire is 10, etc). Alternatively, one may roll a [d8] three times, and roll a [d2] thereafter to determine if they are upright or inverse. Rᴇᴅʟɪɴᴇꜱ: ᴛʜᴇ ᴀᴇᴠᴏꜱɪ ᴛᴀʀᴏᴛ ɪꜱ ᴀꜱ ꜰᴏʟʟᴏᴡꜱ: ᴄᴏɴᴛʀᴏʟ ꜱʜᴀᴄᴋʟᴇ ᴇɴꜱʟᴀᴠᴇ ʙɪɴᴅ ᴘʀᴏꜰꜰᴇʀ ʜᴀʀʀᴏᴡ ᴇꜱᴄᴀᴘᴇ ᴅᴏᴍɪɴᴀᴛᴇ ʀᴜʟᴇ ꜰᴇᴀʀ ꜰᴀᴛʜᴏᴍ ᴀʟɪɢɴ ᴇᴍᴘᴏᴡᴇʀ ᴄᴏɴᴛʀᴏʟ ᴛʀɪᴄᴋʟᴇ ʀᴇᴀᴅ ʟɪᴇ ʟᴀꜱʜ ꜰᴀɪʟ ɪʀᴋ ᴀʙᴀɴᴅᴏɴ ᴄᴀʟᴀᴍɪᴛʏ ꜱᴛᴏʀᴍ ᴛᴏᴡᴇʀ ʜᴏᴡʟ ᴀɴɪᴍᴀᴛᴇ ꜰᴏʀᴄᴇ ʟᴀʙᴏʀ ɪᴍᴘʀɪꜱᴏɴ ʟɪʙᴇʀᴀᴛᴇ ꜱᴄʜᴇᴍᴇ ꜰʀᴇᴇᴅᴏᴍ Aʙɪʟɪᴛɪᴇꜱ & Rɪᴛᴜᴀʟꜱ ʀᴜʟᴇʀꜱʜɪᴘꜱ' ʟᴇᴠɪᴇꜱ Φ Dɪᴠɪɴᴀᴛɪᴏɴ - [Noncombative] [Passive] [Tɪᴇʀ I] Plagued by The Mountain and Orsathiael, Palmreaders are frequently visited by unwelcome visions, thoughts, and hallucinations that more often than not come in the form of puzzles and riddles. Rarely clear and evervague, these visitations are scarcely helpful and may be misleading with double meanings, if correct at all. Mᴇᴄʜᴀɴɪᴄꜱ: Φ Bᴜʀɴᴛ Pᴀʟᴍꜱ - [Noncombative] [Passive] [Tɪᴇʀ I] Forsaken after Orsathiael's Defeat after The Battle of The Mountain upon Aevos, the remnant Palmreaders would be afflicted with a slow descent as their individual power waned. Fickle as he was, he damned them to suffer it's effects - a downward slope for their betrayal. Mᴇᴄʜᴀɴɪᴄꜱ: Φ Sᴛᴏʀᴍᴡᴀʟᴋɪɴɢ - [Noncombative] [Passive] [Tɪᴇʀ II] Granted a tie to Aevos itself, while never able to truly depart from the continent permanently, a Palmreader may act as a stormwalker, or wayfinder - one who may sail to Aevos no matter the distance or direction. Mᴇᴄʜᴀɴɪᴄꜱ: Φ Dɪᴠɪɴᴇ Fᴀᴛᴇ - [Ritual] [1+ Palmreaders] [Tɪᴇʀ II] It was among the first questions of Horen, Malin, Urguan, and Krug when they had begun to speak. What comes next? It is a natural, primeval urge that the greatest fear is that of the unknown. It is with frustrating accuracy, be it coincidence or not, that the cards of fate may reveal the nature of one's next steps. Many are quick to dismiss it as superstition; few know the true power that certainty in one's future brings realities previously unthinkable. It takes the opening of the eyes to see what lay before them. Mᴇᴄʜᴀɴɪᴄꜱ: Φ Bɪɴᴅɪɴɢ - [Ritual] [1+ Palmreaders] [Tɪᴇʀ III] Sentimental items mean only much to those who's value they hold; that which may wish to share. By binding a mark of the person; be it hair, blood, tears, or other dregs of their being, that sentimentality may be shared through the item unto another. Mᴇᴄʜᴀɴɪᴄꜱ: Φ Pᴀʟᴍʀᴇᴀᴅɪɴɢ - [Ritual] [1+ Palmreaders] [Tɪᴇʀ III] One's hands reveal many secrets that would otherwise betray them. Telling of one's past, present, and future, a Palmreader may glean meaning where one's own nature or psyche may betray them. Whilst the soul inhabits the vessel, the vessel speaks too; only in words seen, not heard. Mᴇᴄʜᴀɴɪᴄꜱ: Φ Aɴɪᴍᴀᴛɪᴏɴ - [Ritual] [1+ Palmreaders] [Tɪᴇʀ IV] The skin tells stories unlike any mind or spoken word can truly tell. Words do not do pictures justice, painting upon flesh is an imbuement of emotional and physical weight to show unto others a mere fraction of what one's stories, fears, desires, experiences, may have yield. By listening to these both within and without, a Palmreader may bring life to colour upon flesh both temporarily, and permanently. Mᴇᴄʜᴀɴɪᴄꜱ: Φ Dʀᴇᴀᴍᴡᴀʟᴋᴇʀ - [Ritual] [1+ Palmreaders] [Tɪᴇʀ IV] The Dreamer, ensnared within a fog of her own make within a storm which she is the eye of, leaves this mist unguarded. Whilst many can delve metres into her cloud, near-all return; save those closest to her which delve deep within to never return. It is through The Mountain which a Palmreader may venture within this barrier, accompanying those who may be visiting, or may be lost. The nature of the accompaniment is the same of The Palmreader; benevolent, or otherwise. Mᴇᴄʜᴀɴɪᴄꜱ: ᴄᴏɴᴛʀᴏʟ ꜱʜᴀᴄᴋʟᴇ ᴇɴꜱʟᴀᴠᴇ ʙɪɴᴅ ᴘʀᴏꜰꜰᴇʀ ʜᴀʀʀᴏᴡ ᴇꜱᴄᴀᴘᴇ ᴅᴏᴍɪɴᴀᴛᴇ ʀᴜʟᴇ ꜰᴇᴀʀ ꜰᴀᴛʜᴏᴍ ᴀʟɪɢɴ ᴇᴍᴘᴏᴡᴇʀ ᴄᴏɴᴛʀᴏʟ ᴛʀɪᴄᴋʟᴇ Pʀᴏɢʀᴇꜱꜱɪᴏɴ, Pᴜʀᴘᴏꜱᴇ, & Cʀᴇᴅɪᴛꜱ: ᴀᴇᴠᴏꜱ; ᴀɴ ᴇᴘɪʟᴏɢᴜᴇ Tɪᴇʀ I: During the initial connection, a Palmreader is cursed only with Divination; that which they do not fully understand. An incomplete premonition, often struggling to find their identity during this time. ✦ Spells/Rituals eligible to learn this tier: Divination, Burnt Palms ✦ This tier lasts [2] Weeks. Tɪᴇʀ II: After stabilizing connection and The Spirit of The Mountain truly inhabiting its vessel, a Palmreader is capable of holding a deeper connection to Orsathiael; one which permits them power with the land like no other. ✦ Spells/Rituals eligible to learn this tier: Stormwalking, Divine Fate ✦ This tier lasts [2] weeks; [4] total. Tɪᴇʀ III: With a further developed connection and familiarity with both the land and their magic, the novice palmreader is able to more predictably utilize their enigmatic powers and harness the connection within. ✦ Spells/Rituals eligible to learn this tier: Binding, Palmreading ✦ This tier lasts [4] weeks; [8] total. Tɪᴇʀ IV: Developing further upon what they have mastered, at this stage Palmreaders are inclined to work more amongst their kind by empowering ritualistic versions of spells they understand, improving them further. ✦ Spells/Rituals eligible to learn this tier: Animation, Dreamwalker ✦ This tier lasts [4] weeks; [12] total. Tɪᴇʀ V: Upon finalizing their connection and reaching total mastery over their magic, a Palmreader may exert a tolling influence over others and the land itself, able to utilize powers never before seen. Alongside this, they may spread the curse of Palmreading unto others. ✦ Spells/Rituals eligible to learn this tier: The Gift of The Mountain ✦ This tier is obtained after [12] total weeks. ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ Palmreading experienced a quiet use in it's original few months, admittably because many people were terrified of the PK-Clause that indicated they would die upon leaving Aevos. Given Orsathiael has continued to exist in this ending of the eventline, and without any palmreader help, he has forsaken them to subsist off the minimum of his magic to act as manipulative agents without his boons. Tightly grasping them, and now with other deities knowing of his existence, he has no intent of letting his followers disconnect or lose his magic. In the future, should he continue his plan to ascend, the magic may return to what it once was - though entirely requiring him to further entrust mortal agents who had either directly betrayed him or failed to act in his interest during The Fall of Aevos. ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ » SquakHawk - Author » Pallodium - Formatting » Shorsand - Tarot Lore » Trinn - Tarot Art » Unbaed - Tarot Art » Unwillingly - Tarot Art » Sean_VEVO - Tarot Art » Ivery - Tarot Art » Suzzie - Tarot Art ʀᴇᴀᴅ ʟɪᴇ ʟᴀꜱʜ ꜰᴀɪʟ ɪʀᴋ ᴀʙᴀɴᴅᴏɴ ᴄᴀʟᴀᴍɪᴛʏ ꜱᴛᴏʀᴍ ᴛᴏᴡᴇʀ ʜᴏᴡʟ ᴀɴɪᴍᴀᴛᴇ ꜰᴏʀᴄᴇ ʟᴀʙᴏʀ ɪᴍᴘʀɪꜱᴏɴ ʟɪʙᴇʀᴀᴛᴇ ꜱᴄʜᴇᴍᴇ ꜰʀᴇᴇᴅᴏᴍ
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SYMBOL: Dove DOMAINS: Peace, Tranquility, Unity STATUS: Dormant ORIGIN History of Gavrael “The grace of the beloved Dove is something that is yearned by those who stood upon the heavens. The gaze of peace is one that many, immortal and mortal alike will never achieve.” For when the heavens shattered and broke apart, each of the aenguls and daemons formed from their essence. Many rose, as did Gavrael, who held her form upon the skies of the universe. An emblem of peace, Gavrael was an entity that was transfixed on the cessation of conflict and battle to bring a unified world where progress would be cultivated. Through the ancient tribes of man, beast, and other, her symbolism was attributed to the ever-perched white dove that sat upon the branches of the scorched tree. For when blood and bronze clashed, the white bird would watch in the aftermath of its ever-present silence. The peace that is brought after violence, the unity of the world that is understood by that embrace of death. Silence. Gavrael’s own meddling within the mortal realm was very limited compared to their siblings, where many took their own mantles and titles to influence the world and its inner workings. For her stance was to not serve through action but to be a guiding observer that forced no hand or intervention in her direct influence. Yet another always aimed to stir discourse and chaos amongst the early tribes of man, where her influence always dug into the minds of the weakest and drove them to insanity. Offers of clarity and peace were granted with symbols and sigils bestowed by Gavrael to those that wished to end this affliction, where the soothing of the mind and mental clarity came upon those that the Dove herself placed their talons upon. This back and forth was one that was cemented as two forces of nature that shifted the winds once or twice to see if the stalk of the rose would break, where Asura went, Gavrael followed to enact her truth. This continued until the emergence of Iblees and the first war against the descendants, where the four grand Empires of Aegis were attacked by legions of the Undead. As the heavens shook from the proclamation against the center of its attention, Gavrael was one of the few that volunteered themselves to descend to the planes of mortalkind. The constant chaos and hatred that came from the progenitor of Ruin had forced herself to finally take action, where the guiding, loving hand would never be able to erode the never-ending wave of destruction. As the other weapons were distributed to the Kings of all, Gavrael was granted to Malin, the forest-dwelling figure who manipulated nature through his very call. The tribes of Malin were united in only name, as their very families, seeds, and clans were split under different allegiances where they chose to follow what they wished. As the sons and daughters of Malin continued to flourish, so did the battles against the Betrayer increase in frequency and brutality. The Ibleesian nation of Drauchreim marched upon the forests of Malin’s empire, putting them to the torch and reducing its protectors to undeath or ash. The shaded canopies held the great golden arrows that would plummet down upon them, for their sanctuary was the large swathes of forest that Malin hid his empire within. The Bow of Malin was a symbol of warfare and the ever watching eye of Malin, where his arrows landed true and could subdue even the fiercestcreatures. Those abominations of Undead that crawled from the depths of the Nether could be subdued to total pacification with a single shot, followed by another that pierced its heart after paralyzed by apathy - an end to suffering. The Great War subsided, as Iblees was defeated by the descendants and sealed by the Aengudaemons within his burning prison beneath their feet. What remained were these weapons that were bestowed from the Seven Skies and for their empires to rebuild and grow. Malin himself used Gavrael’s own peaceful guidance to tactically unify the various tribes and factions of the Elven Race. Those of different affiliations following the newfound and ever-eternal king, Malin. Conflicts and skirmishes did not plague the inner workings of the newly united elves; instead, they were spurred towards discussions of peace and diplomacy, where compromise and an ever-present authority sat upon the one who would mediate these discussions. As the Mali’ker and Mali’aheral followed their own teachings through Velulaei and Larihei, bloodshed spurred by disunity was spared by Gavrael’s peacebond shared among Malin’s children. As the trees would blossom in the seasons of harvest, the elven race protected their own to ensure that their curse did not become their end. The bountiful race became scarce, as the abandonment of children and others was shunned because of the negligence against the systems of clans and seeds. For when Malin went into his isolation, away from his empire as it grew strange with the waning sanity of its leader. He handed the Bow of Malin to its next leader, to cherish it for the future away from that. Malin’s departure is covered in much secrecy, as those who write the current histories do not remember the exact details that followed his absence. What instead was created was the ever-present wish for his return, where those who followed him could never maintain the peace that he and Gavrael brought upon the world. Yet, Gavrael knew the presence of Malin was felt in every tree, every root, and every breath from the winds. They would unite one day, but that day would be beyond the erosion of all descendant cities and the destruction of all. The Bow of Malin was bestowed to the High Prince Native, many moons after the departure of Malin. As the elven race grew, so did the discontent of its members and the offspring of Malin’s children. Those of the Golden Pools, those of Luara, and those who bestowed themselves to the forest all were slowly fracturing as the final battles of Aegis grew closer. For this battle, the Bow of Malin transformed into the now-known “Falchion,” wielded in battle against the forces of the Betrayer to stand as a bulwark against all. As Aegis collapsed, Gavrael herself remained in the grasp of High Prince Native and many of his successors. The transformation from the Bow of Malin to the Falchion was done by Gavrael at her insistence of preserving her domain, where the Bow itself was used for war and violence, served as a symbol first and a weapon second; too precious for the practical demands of battle.. For a sword was a choice of finality, where they could not subdue one without fatally wounding it. A bow could calm the masses, but a blade of peace could not be used and would not be a symbol of war that those of the Elves would drive into battle. The Elven Generations flourished far beyond the fall of Aegis, yet Gavrael did remain a constant part of their inheritance. Many leaders inherited the Falchion from their predecessors or Native himself. Yet the relic of the forgotten era stood as a stark reminder of the potential of elvenkind, where its true ability to guide the elves to unity was forsaken for the “power” it granted to the leader that held it. The awakened aengul was never seen or witnessed beyond the Thirty-Years War, where it was later relegated simply to a ceremonial relic of the past. Millenia passed as the blade descended, misunderstood between long generations of elves, and the name of Gavrael faded from history as she slept within. So it was until upon the continent of Arcas Malchadiael, the Aengul and Brother of Courage, challenged Kairn the Usurper and then High Prince Evar’tir Oranor of Elvenesse for the blade, severing the arm that held Gavrael and reclaiming their sibling from its previous holder. ‘Malin’s Falchion’ was last seen by descendant eyes during the Battle of Mathic, where Malchadiael wielded both Gavrael and Jophiael in his left and right hands, piercing Gazardiael and smiting the Aengul of New Beginnings. The expulsion of power caused by the shattering of a Creator Shard left Gavrael with a choice: to re-awaken momentarily, or fall into permanent dormancy. Their will was to return to the descendants once more, but only for those who were able to follow their truth that came from their wishes. So, the Falchion of Malin itself dove towards the abyssal depths on the edge of the Korvassa, where it split itself into three and scattered itself across the landscape of Eos. Gavrael sacrificed herself in service of her mantle and unifying ambition for descendant kind, prophecising in her death throes that one who could gather her scattered pieces and mend the fractured Brightsteel, could rule usher in a new tranquil age as Malin once had, bearing the mantle of stewardship and peace among their people. MODERN DAY Present The Realm of Gavrael fell under extreme disrepair from its dormancy from the First Wars of the Betrayer, where none inhabited it and it became a simple shell that offered no sanctuary. Once, it was a lush forest covered in the embrace of Winter, snow dusted its canopies as the underbrush was enveloped in layers of flora that protruded from its blanket of white. An ever quiet place of meditation, where none would stir from its ever embracing silence. Not a whisper could be heard, and the wind would not even utter from the stillness of this roost. There have been visions of such a place, but no name or information has come beyond the occasional vision of what there once was. Gavrael’s legacy has come from the formation of small followers that believe in the unification of the Elven Empire. The symbol of the Falchion has become synonymous with the reign of Malin and the true unification of the subraces of Wood, High and Dark elf under a single banner. With this, it also is seen that the Falchion itself, even if reformed, will transform into a bow for those who are righteous to lead the Elves to their great destiny beyond the canopies. An eventual rise to a golden age that is aligned with Malin’s, those formerly of the early Bronze Rebellions look fondly at the mantle of the blade as a symbol of war. Though the understanding is that peace will truly be achieved by one who is selfless enough to forge the pieces of the shattered Gavrael together to not use it to enforce their will, but to drive forth the formation of Malin’s Empire once more. Yet, there are whispers of Gavrael and Malin being innately tied to one another, where prophecies mention that Gavrael knows of the true location of Malin and his fate past his isolation. Though none have ever been able to witness the voice of Gavrael for many years, their self-shattering was the last time of their complete mind to bear witness to these claims. PURPOSE Explanation Wanted to rehash Elven weapon and also make a reason as to why people refer to it as a bow/falchion etc. Thought I’d add a few interesting plot-points and nooks for people to look at, while allowing for those to take some extremist Uradir unification tendencies for Elves to try and have them under one banner. Credits: ScreamingDingo - Writer Vhorazu - Review, Editing Squakhawk - Review, Editing Werew0lf - Formatting Rigorous - History knowledge Islamadon - Friendship is magic
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Umbravale The Amalgam Heath and The Inheritor The Amalgam Heath Hiding in the west of Azuras lay a vast, bowl-shaped valley named Umbravale. It's walls shear as mountains contained within them an otherworldly environment that bore a perfect synchrony of magic and nature. To the east of the valley, a single narrow passage broke the ring of stone where a shattered arch of an ancient gate, it's cracked pillars and faded runes degrading by the day, stood guard at it's only opening. Beyond this gate bore the land of an alien landscape draped in azure light and unstillness of wild, untamed magicks. Flora of glasslike stalks and transluscent petals bloomed across the vale, oftentimes trees and other flora phasing between substance and illusion. Some strictly conjured while others more grown, fading if touched and returning in full moments later as if nothing had disturbed it. A ground of blued grass and treetops of azure and violet glowing as if The Umbravale were in perpetual twilight. Between the roof and floor of the thick forest, focus-crystal veined ferns and pale, brittle bark breathed with dust of mana itself. The wildlife of The Umbravale was spared not from the enchantment The Monolith brought; creatures with glowing hides and glimmering eyes which roamed beneath the azure roof of the forest. Insects which darted forward like sparks in the air, manafish within the river with scales that gleamed an unnatural, unearthly glow. The river which roamed west to east was the heart of the vale; it's waters shone as it was so perfuse with mana it's aqua-coloured surface was glasslike. Where it's shores ran long the grass, soil, and stone, they too seemed to bear an enhancement as the diluted liquid mana of the river brought with them life. Despite it's unnatural, alien beauty, something greater held above. At the centre of the valley, high above the treetops and falls of the river, The Monolith sat within the sky. A collossal black-gray diamond that flickered in and out of existence and sight. As if you blinked with your eyes open and fixed upon it, it escaped and entered reality in a way your mind could not fully comprehend. Across its smooth surface glittered stars from an otherworldly sky, an inky black that crept no further than the bounds of the structure itself. Anchored high above, The Monolith of The Amalgam Heath stood as threshhold to something beyond - something unfathomable. Between all spectrums of The Void did it harbour a tenuous balance - one without precedent, an exception of existence. The Inheritor On occasion within The Amalgam Heath that is The Umbravale, one word is heard echoing throughout the valleys. Flickering images, hallucinated words, illusions of figures and sounds - The Inheritor. Though there exists no written record of what or who this may be, was, or will be, The Inheritor is a haunting word of power throughout the land. Symbols often spoken in moonspeech and cryptographic runes which danced in and out of sight. Patterns noticeable as you inspected both less and more as shapes and signs made themselves clear no matter the resolution. Although the voidal flora and fauna of The Umbravale tied to the land, one could decipher them strictly as created, and not natural. As if this "Inheritor" was not only legend, but the decisive maker, of The Umbravale. Whether it be the monolith itself, the land itself, or something farther beyond is unknown to any knowledge. Centuries ago did scholars of The Dandelion Guild, experts in anomalous activities from around Aos and Eos alike, come to know closely of The Inheritor. While few remaining long-lived descendants may remember the guild from The Ando'Alur Hollow, The Dandelion Guild's experience in such catastrophe was curiously warranted then. Fractions of a misplaced ledger, which have in the past scarcely left The Guild's possession, have illuminated some discovery as to what The Inheritor may have been, although often does miscontextual information only beget further questioning. Curiously, do certain parts of the text itself seem to shift and change as the viewer beholds it - enticing them to answers they would never have. ...It is my hypotheses that The Great Dark Beyond holds no inherent malice, only nature. Though whether by intention, or mistake, This Inheritor, ████████ , hailed something which was not, until it had been conceived. The Amalgam is a creation that reflects it's maker - a ████████ which attempted to become one. A single, unified spectrum - a cohesive spool that wound all threads neatly and nicely. Yet The Void persists to be entropic - a beast of it's own which is not malevolent, but is inherently antithesis to our own. Much like The Inheritor. What The Inheritor has left behind is remarkable; though far beyond our means of containment, or even procurement. While on a knife's edge does the balance of The Amalgam Heath hold, I believe it is a continued existence of The Inheritor. A successive state to what once was physical, to now be beyond that. Perhaps it could be argued that what is still yet real, if not tangible, is infact still physical. A state of being we are unfamiliar with, incapable of perceiving, even with our boons. I believe the best course of action in our doctrine is to leave it as means of self containment. Legend and wanderlust will attract the foolish and foolhardy alike, but I find it doubtful that, even with all our means, even we would be capable of breaking the scale of balance that The Amalgam holds itself in. The Umbravale, thusly, is deemed by I to be left in isolation. Should that balance suddenly change, then may our lady bless us with any hint of an answer as to how we restore it. From The Eos Expedition, Ser Marsellus, Chaptermaster
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SYMBOL: Crow. DOMAINS: Mercy. STATUS: Alive. PROTECTOR History Svandara was once a woman far from the walls of Wycke, a town upon the icy northern seas which bore little for trade, and fewer for visitors. A healer, a mother, a sister, a daughter, a warrior and a friend, the girl had lived a life deeply involved in the sorrows of others. There was always a distance to her, a piece of the northerner unseen as she lent two ears to listen and half as much to speak. The shieldmaiden listened close to the clanfather as he brooded in solace. Within him a grim truth that was his alone to bear, a secret meant to save the worry of others. She listened closely, her presence trusted so well to keep such truth in quiet confidence. Few will make it through the winter at this rate. There is little but the hares and the beasts which ate all but. We will not make it to Wycke before the deep snows set - we will not be able to eat upon anything but the leather of our boots and the flesh of our old, should our situation truly become so desperate. Svandara listened quietly, before she spoke; soft, yet affirmed. And what of the beasts, Clanfather? If you would not gorge upon a single leg of rabbit, what of a Galkn’s? The Clanfather hummed quietly and low, a tiredness in his eyes that had only come from a life of fighting. A fight which had long been burnt out from his eyes. One Galkn had slewn three of our hunters in a week’s time. We cannot afford to bleed men - to cause them such suffering to care for even the few that survive across the deep cold. Svandara had furrowed her brows, her icy visage warming as the blood began to pound within her chest. And if not for the hunters whose lives you would spare, what of their families? Their children? What of the elders who have given us the clan we have, and the wisdom to give us the clan we could? You would see them wither to bones to prevent the deaths of young? The Clanfather rumbled lowly again, looking to Svandara in silence. His speckled brown beard was scratched as he continued troubled in thought over the future of his tribe. I will not send those who will die to die without necessity - better their families they will stand by for in death. Better the elders provide in one final way to ensure their clan lives on. It is the most honor they could provide - if not their fast to spare food for the young. Svandara had always borne a flame within her, a spark that burned brightly as she imbued her flame of life unto others. But something struck her with such purpose, such passion, even she had been stricken by the outburst that had come. Then die as you wither to bones with your family who had entrusted you to bring them to safety. Condemn the elders to starve or be ‘honoured’ in flesh because you would fear the death of our hunters. Because you would fear more families living without fathers and mothers. They will all die if you do not act - and Clanfather, I am no longer giving you the peace to live without acting. It is in our blood to fight and die, nay to live no better than the starving pack. If you will not guide us to Spring, then it is without you that I will. Svandara was filled with purpose, a righteousness and fervour that burned within her brighter than any star. A compassion that was divine - a blessing from the Aengudaemon which had been so stirred by the girl’s desire to provide and protect. And so the Augur, blessed of Yeu Rthulu, had done. Quickly had she begun to slay the beastly Galkn with her tribe. Though her power was great and fervour greater as she held the dying tribe together, few stories of heroes end without tragedy. ENDINGS Closure It was with tears upon her cheeks and blood weeping from her neck that Svandara would lay dying in the early snows of spring. Her throat choked of crimson whilst she tried to speak words of comfort to her distraught hunting companions. The Galkn lay dead and it would provide for them for weeks to come - and yet, they would be without their empathetic leader. In the last thoughts of the northerner feared not for what was on the other side of life, but of the life she would leave behind. Friends abandoned, a family without a mother or a wife, secrets confided in her from tribesmen that brought solace with their burden shared. The ravens above cawed as the sun began to crest over the horizon for the first time in months past a peek. A winter sun that heralded the coming of an early spring. It shone upon her cold and pale body as the healers tried and tried again to stifle the tide of blood that bathed their hands. It’s warmth was radiant - with the last light within her green eyes did she look forward and see the sunrise of the spring. The spring that heralded the survival of her tribe. As her emerald gaze set upon the amber rays of the first sun, she had nearly smiled - a brief respite of comfort in these last fleeting heartbeats which became further apart with each pass. It was beautiful, the warmth basking upon her cold body. -{}- Svandara had lived a short life, whether she knew it or not, lawfully abiding Yeu Rthulu’s thirty strictures. A person good at heart who lived in the best life and peace of others not by command, nor promise, but by nature. A breed that was hard to come by. The Augur lived a bitter life in The Winter Realm of Kavenjun, the afterlife Yeu Rthulu had given her and others to cherish for eternity in laughter and joy. Yet she felt so little - a piece of the puzzle the Aengudaemon could not fathom. A humanity that never left in the afterlife that the deity couldn’t help to comprehend even as it pretended so. Though she was bitter and alone, it was always the ravens that laughed long in the distance that haunted Svandara. Though she was at peace of soul, her mind would forever worry of those she left behind. Days and weeks passed by for her spirit as months and years passed for her tribe. The scars of her death something that had forever tormented the tribe which mourned, yet imbued them with a passion to live in her image and by her nature. Something she would never be able to see, not before they all had succumbed to age, battle, sickness, and further. Generations lived on as the question of their very existence crawled under her skin without certainty, without closure. It seemed the day was without issue when the sound of the sky sundering was heard. As if the universe itself had been cut in two with a single blade, a wave of grief and pain wracked the Augurs of Yeu Rthulu as they heard a cry of suffering from deep within Kavenjun. As the Augurs wandered from hill to hill, they had converged all upon one clearing as if it were fated. The countless Augurs observing as Yeu Rthulu lay within the snow, terror upon her halved face as her wings and body lay broken, a pool of bleeding starlight shifting the sea of white beneath her dying body. In a realm of compassion’s design, the Augurs had begun to weep. A sorrow heard from beyond the realm as a song of lamentation deafened the realm with the cries of despair. Few were stunned, others silenced, many had attempted to heal their goddess with the magic of her own make. None were successful, as the attempts at healing and comforting only had brought the Aengul more pain. To see her most beloved suffer in grief and futility at something beyond their comprehension. The wound would prove in soontime fatal, and with it, the death of Kavenjun and all its Augurs. Svandara stirred - seeing a familiarity within herself in the situation of the wounded Aengul. She approached the dying Yeu Rthulu, softtrodden among the field of white and starlight as she looked down to her. She saw the fear in her eyes, the pain of her wound, the anguish of all those she would leave behind that she promised life and living forever in joy. Yet Svandara had seen something distinct - something which perturbed her. There were no tears that the angel wept, there was no humanity in this god - only something that had mimicked it. And despite this, she felt. It was in that moment of pause that the young Augur had realised she herself was weeping, perhaps even enough for the two of them. She approached further without word, and placed her hand over the Aengul’s heart. The hand which, in the last minutes of her mortal life, had been severed by the jaw of a beast that killed her to survive, a move no different than the spear she plunged unto it’s neck to do the same. Though the Aengul’s inhuman and manufactured eyes looked back unto hers, Svandara showed only sorrow. Not for what would be her death, but that the compassion she was hailed Augur for was not something of Yeu Rthulu’s intent or creation. Merely, a trait she admired, something she kept to herself and her sparing followers like a pet. There was a hint of betrayal within the eyes of the dying Aengul, that which still yet could possess the power to obliterate her very being. But she had sensed her intent, what The Augur had upon her mind to express the most ultimate form of compassion. It was pure. It was strictly in the domain of empathy, of love, and of mercy, that Svandara had pushed her artificial hand, that taken from her which had made her human, deeper upon the centre of The Aengul’s half-cut chest. Yeu Rthulu had looked upon her and found that there was no satisfaction in this action, there was no joy, no malice, no revenge. It was but forgiveness as Svandara would relieve Yeu Rthulu of that griefed burden of feigning an emotion that defined what made a mortal. A final act which would show her humanity over the angel which only pretended to be so. The Aengudaemon stilled as Svandara trembled, tears weeping from her bloodshot emerald eyes as she felt something familiar. Something comforting, something that pierced through the grief that hung over her like a headsman’s axe. The familiarity of mortality, yet it clawed just beyond her grasp as she chased the joy that Yeu Rthulu’s heart offered. Yet this path was one already tread, one where mortality is lost in pursuit of comforts. Her purpose was not to replace what had once been - but to reinvent what had failed. A burden her soul alone would bear to bring the gift of mercy unto others. Tears of cerulean wept from her eyes as streams began to crack and carve through the rivers once made of ice. The dead Aengudaemon’s augurs looked upon the western horizon of the winter realm and saw the sun rise for the first time as white snows gave way to bask in gentle silver rays of light. The land would turn green, and flowers from the blood of starlight that surrounded an Aengul given the mercy of peace. Among fierce grief she alone would hold, it was a brief catharsis to feel as a once endless winter turned to forever spring. THE LANDS OF FOREVER SPRING Realm The Lands of Forever Spring are a land in which the spirits of those granted mercy by Saphiel or her Elysari are given a death of peace and lifted spirit. Their spirit would continue seamlessly from death into life once more without even the blink of an eye. It is over the course of months and years in which the spirit would gradually come to total peace through the illusion of loose ends tied. All unsettled debts, all buried secrets, all regrets and all hopes would be realized as the soul would encounter them all in kind. A means of resolution for the dead which gave them closure and satisfaction in their course of life, and with this closure came acceptance. In acceptance, the soul would be prepared for it’s next journey among the planes, and thusly, move onward thereafter to the soul’s intended destination. Clean of impurities and liberated of the weight of unresolved grief, The Lands of Forever Spring grant the warmth of sunlight’s mercy to souls which so desperately had needed it. THE OMEN AND THE RELIEF Present Day Skittering amongst mortal disguise, Saphiel is a deity that walks in the skin of humanity instead of what would be an Aengudaemonic self. Living among descendants, Saphiel and her Elysari roam as wanderers amongst Aos and Eos alike spreading their charity far and wide. The boon of knowledge and wisdom, the healing of magic and medicine, and the peace of death to those who had long desired so. It is of the greatest torment to witness suffering, and live your last moments - if not forever - in grief. Saphiel scarcely recruits those of good nature and sympathy to her Elysari, and only by devoted choice pure of intention. Whilst her ascension to Daemonhood was one quiet, and scarcely seen with an already somewhat unknown predecessor, Saphiel intends to keep providing as much good as her power safely allows her to. Whatever the cost may be in the future, it is in her very being to provide solace as much as she can today than to worry for tomorrow. THE ELYSARI Following The mortal followers of Saphiel, the Elysari are the servants who act as an extension of herself. Blessed with her soft magicks, The Elysari are descendants who were offered power for their good empathy. With the capacity to carry out Saphiel’s mercy and live by her mission, The Elysari act most often independently of one another and even their patron Daemon. Often, Elysari find themselves living amongst communities as Svandara once had, being pillars of where they may find themselves. Though, this is not without its skepticism. Most often appearing as descendants, many may take different forms and roles as to what they may provide. From grizzled and jaded veteran to noble knight, to a community building mother and poor priests alike. Elysari appear as sympathetic people who prize empathy and wisdom in one’s quality of life. While some may choose to defend life at their cost of their own, or others providing humane healing and ends to those stricken by disease, others may instead be simply ears to listen or a guiding light of voice in the dark. Though oftentimes a sign of omen, many Elysari are followed by ravens and crows. Despite good intentions and empathetic charisma, it is this that makes Elysari something of intense scrutiny and distrust by skeptical descendants and the wary poor they seek to help. Their presence and seeming generosity often inspires suspicion rather than gratitude by way that they may be wolves in sheeps clothing. It goes without saying that cultures across the world paint devils in a light that reaches the lowest among men with offers too good to be true. To keep these largely independent Elysari in line, and to remind them that they are protectors of the people rather than holy defenders in some greater purpose. This aids in the nomadic nature Svandara herself once had to rove from place to place and provide where Augur’s had once failed in cherishing life at all costs. Appearances aside, deific beings are hardly trusted with the havoc caused amongst Aos and Eos alike, and it is far from unheard of that fear had rejected Elysari from serving long lives within communities as their centers. Though some Elysari have been killed, none have struck back in malice or defense for the terror that stirs in the hearts of descendants. Whilst some may be heralded as heroes and are beloved, just as many are branded demon and rejected. Regardless of love or it’s lack, The Elysari serve onward until their single moment of doubt - in which they return to mortality once more. PURPOSE Explanation Saphiel not only wraps up a deity which had long been a somewhat awkward fit into the overall LoTC canon (And further, adds more in the to-be-explored mystery of her death), but adds further into a more in-universe friendly niche of herself. A natural transformation of her mantle from Compassion to Mercy, Saphiel is a deity that is not only much more human in nature, but human than her predecessor. Offering a more direct niche of healing, forgiveness, peace, and stability, Saphiel plays a niche in the server of a genuinely benevolent and empathetic god which is otherwise found lacking. While it could be argued protection of the weak and innocent is well within her domain, she has seen how militaristic-type holy magics tend to play a role in an Aengudaemon’s agenda rather than that of the commonfolk. While she is remarkably different than other aengudaemons in nature, humanity is something that sheds through that she knows she is not without fault, and would rather have her following be more supportlike, focused on charity and mercy than to slay monsters and purge evildoers. While this could be a sect of her following in commonfolk, maybe even a subtype in any future lore or event this Aengudaemon may be part of, I don’t think right now it’s something she should endorse without further exploring what door that sort of pandora’s box truly opens that “Murder is okay, if its against bad guys” instead of purely devoting themselves to the good. Though, it is unknown how the consequences of such will play out as time plays on and how this character may change at the hands of lore and player interactions alike. Credit to: Squakhawk - Writing Werew0lf - Formatting
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The Mountains Towering high above the plains and fields and marshes, the mountains are a mysterious place, scraping high towards the heavens and often enshrouded with mist. They are found in a plethora of locations, though almost always possess hilly and rocky crags which make it quite difficult to traverse. Its steep and gritty terrain leaves room for only the most bold of settlers and scavengers, and can be dangerous to those unheeding of the land. Its flora and fauna is usually hardy and mobile, as to traverse such steep cliffs and crevices. Flora Despite its rather harsh nature, the mountains are often home to a plethora of unique flora which sprout even amongst the rocky nooks and crannies. Those who manage to find such reagents are lucky indeed, for these are not all too easy to come by in what little soil lies here. Paddfoot Night Glow Elf’s Hair Vine Ponderlot Fauna Stretching high towards the heavens, the high altitudes often dissuade many creatures from taking their place among the mountainous peaks. Nevertheless, there are some rather hardy beasts which roam these stretching spires, some rather benign, and others less so. Slagamander Physiology These creatures range anywhere from 1 meter up to 3 meters in length and weigh anywhere from 50 to 150 pounds pending their length. This unnatural weight is due to their forms being up of salamander-like flesh with bulbous growths made from various types of igneous rocks in order to help blend more naturally with the volcanic environments. In addition to such, they have bright orange glows that line their skin as they have literal magma flowing through them - allowing them to rest and dive beneath any pools or rivers of lava. Behavior Slagamanders are very skittish, but overly territorial of their pools and have been known to fight with other groups of slagamanders over the rights to the larger pools of lava. Descendents who dare to try to interact or capture should be prepared for a herd of slagamanders trying to pull them within the pool. Taming They have no ability to be tamed and will harden into stone if removed from the harsh volcanic environments for too long. Abilities Molten Spit: As defense mechanism, they will spit out any of their molten bile from their stomachs. They have been known to do such through both the method of ‘spitting’ but also through biting down and vomiting such. This will melt most mundane armors and harshly burn/melt flesh. – The spit will melt through ferrum armor in 3 emotes. The only time this is truly threatening is if they are ‘vomiting’ such. -They are not precise when spitting, it has never been heard of their spit piercing through an already melted piece of armor -These can be used for player events and can be even larger if done by an ET Hardening: If they are taken outside of their zone, they will turn to stone as to not risk the moisture seeping into their skin. Once they are turned to stone, they must be submerged back into a molten pool otherwise they are doomed to be stuck in their statue-like state. –Hardening is immediate as soon as they leave the volcanic zone. The weight of themselves doubling in their state -At their largest, they will require minimum two people to carry them. -If they are submerged into a lava pool outside of their home, they will become territorial of this new spot. Slagspitter Physiology The Slag Spitter is a volcanic reptile that reaches a maximum weight of 150 lbs and 7 feet long. Upon a close inspection it shares many resemblances to Gila Monsters, yet they carry darker scales of gray and black tones with streaks of red or yellow along their forms. Much like their Gila cousins, the Slag Spitters carry an acidic venom which easily breaks down volcanic rock, utilizing such to dig and find stores of mineral to devour. Despite their odd nature and diet, the Slag Spitter is rather fast, capable of speeds up to 30 miles per hour. Despite their natural tolerances for magma and the scorching climate of the volcanos, many descendants might hunt and slay the Slag Spitter in an attempt to create or treat equipment to become fire proof. This idea is one born of a false hope, as their body rapidly collapses post-mortem in an acid-esque reaction. This leaves it impossible to truly harvest anything but the weak bone of the reptile, leaving only the acidic substance and brittle bone. Behavior The Slag Spitter is a rather docile creature, choosing to reside in the volcanic region of Azuras feeding on minerals within the volcanic rocks. When threatened, the Slag Spitter chooses to retreat, finding a crevice in the terrain over any form of confrontation. Taming Slag Spitters may be tamed, although are incredibly hard to keep as they require ready access to Volcanic Activity to remain alive. Abilities The Slag Spitter is by nature a non-confrontational creature. When threatened they can bolt away, making them quite hard to catch. The acidic substance formed upon a Slag Spitter’s death can be used to cut away and clean rust from equipment, as well as protect it from rusting. General Redlines and Restrictions Slag Spitters may only be used in DIY Player events or as docile pets given they can be fed. Only the Acidic substance and bones of a Slag Spitter may be harvested and are both considered Player Signed. The bones have no unique qualities, only equivalent to regular mundane bone. Rockaby Sometimes called an ‘Amphineura’ Link To Art Physiology The Rockaby, sometimes called a Slumberstone, sometimes an Amphineura, is a creature of immense stature, the largest seen measuring in at nine meters, and the smallest at a little more than four. Their arms and legs end in three-digited hands that have claws that are suited for digging, and abrasive paws meant for grinding rock and plant and bone. Its head is bald, and the Rockaby itself has leathery flesh behind its stony shell. The more wrinkles under their eyes help to belay their age: as their size is more determinant by its diet than its lifespan. Curiously, Rockabys have no teeth, though their gums are incredibly hard, so one might mistake them for a pair of large molars. While all Rockabys have a brown, or gray hue to their flesh, the stone-esque plates that adorn them are, too, determined by their diet. While the Rockaby itself is not particularly agile, it is immensely strong, and incredibly durable. Given it often resides upon hills, utilizing its claws to maintain itself, and dredge terraces to perch upon, and dig from. Often times, Rockabys may dig tunnels too, and perch themselves as ‘doors’ to those tunnels, to guard the minerals inside-- their food source. Behavior Rockabys prefer high altitudes and don’t discriminate between hot, or cold climates. In hotter climates, they may prefer tunnels, and roam to dig new terraces at night, and in colder climates, they may prefer to basque in the sun for when it shines through the clouds. While isolatory, the Rockaby is not particularly aggressive. Its hearty flesh and sturdier hide does offer it a great deal of liberty to ignore predators and trespassers. It tends to limit its territory to its tunnel, and the opening there of: roaming Rockabys tend to focus on finding new places to burrow. If a Rockaby settles a tunnel with its eggs, it would focus on defending its nest, likely trying to roll forward, and crush knockers should they attempt to enter. Teeth are good indicators of diet: and the Rockaby is technically omnivorous, though it strictly prefers rock and mineral, to funguses and plants and meat. When eating meat, it tends to scavenge, and prefer bones. The Rockaby eats by first picking with its claws, then running the food through its abrasive hands as if to grind them preemptively, and THEN gnashes the food within its ‘gum-molars’. Taming Rockabys may not be tamed. Though, Rockabys have been known to remember faces. Offering food to them can permit one passage to their tunnels, and while it is unheard of that it would permit folk to peruse its nest (ie, its eggs are present), it is not impossible that it would favor incredibly kindly travelers with such an honor. Abilities – The Rockaby, as indicated previously, and per its namesake, will ‘rock’ upon particularly obtuse and persistent aggressors and transgressors. Its weight is akin to a wagon full of rocks: those caught under would be pressed as if strained into a juicer: flattening whatever was caught beneath it, OR comically embedding them in the ground. – The Rockaby’s waste often has remnants of its diet within it. This means one can find trace amounts of whatever its diet is. Sometimes, one might find usable (if gross) variations of common alchemicals, such as sweet rock, or faerie truffle, this way. (If an ST is utilizing the Rockaby, they might hint at treasures this way, or provide very small amounts of that material, akin to arrowheads or coins) Redlines – The Rockaby may be utilized by both players, and ST. –Rockabys cannot be tamed: though they may be ‘befriended’ with adequate time, and roleplay-- though no matter how friendly, a Rockaby will never permit someone to pass their tunnels without some food offering. –All things obtained from the Rockaby are player-signed, and wholly aesthetic. –The only exception to the above is an intact ‘plate’ of its shell, if peeled from its corpse, can serve as a shield as if of ferrum strength, provided one can strap it to their arm, or hold it at both edges. Aevosi Remnants Snorgus Physiology A weasel sized creature, with gray fur and stone protrusions coming out from its spine and head, giving it features resembling a tiny dragon. It also has long white whiskers the length of its body that end in many branches like brushes. Despite its small size, it has exceptionally powerful arms and legs, being able to remove small rubble within mountains and dig into them a bit to make its burrows. Though it is only strong at this, and cannot damage any descendant. It uses its mouth and horns to fight and hunt other creatures its size. It can manipulate its whiskers freely, and it uses them to brush along its burrow walls to be able to detect the stability of its home. At night it curls up into a ball to make itself appear like a rock, and its whiskers stick out to be able to detect predators. Behavior Snorgi (plural of Snorgus) are territorial amongst each other, using their horns and tough skulls to compete with each other for burrows and mates. They are diurnal, since their bright white whiskers stick out more at night. They are omnivorous, but hardly eat any flora since it is rare to find in the mountains, thus the majority of their diet consists of other critters and bugs. Their burrows are complex mazes, both as an adaptation against predators and one to attract mates. The more winding and long the borrow, the harder it is for a predator to find the Snorgus and the more it shows off its digging skills. Though a Snorgus can never get lost in its burrow due to its sensitive nose. Taming A Snorgus is fairly easy to tame, it is merely a tedious process and one needs to leave little samples of food for weeks to months. Variety must be present too. Snorgi have a catty personality, thinking they are the ones graving you with their presence, but they are also affectionate, curling into little balls on one's lap. Abilities There is no notable ability. – Snorgus are reskinned versions of cat-like pet creatures and may be used outside of combat and for DIY, player-hosted events only. Gold Goat Physiology Beautiful and majestic creatures, these goats are the close relatives of the Iron Ram. They differ however in various ways, the most striking would be their slick, and golden horns and hooves. They stand on average around 5 feet tall, however most curiously Gold Goats may grow beards and tails to the same length, making them very sought after by dwarves. The pelt of the Gold Goat is not particularly durable, however it has a silvery sheen and a soft feel making it a favourite choice among the wealthy descendants. Experienced zoologists reading this may wonder how such a flash and fanciful creature can survive the harsh environments of the mountains. The answer would be speed. A Gold Goat can traverse the rocky steps as easily as a bird can fly, and a fish can swim. Thus predators must work hard to catch them. Another unique attribute to the Gold Goat is their milk. It is highly nutritious, being fatty and packed with all the nutrients needed for raising little goats in a harsh land. It also has a slightly sweet taste, making it a staple amongst mountain nomads. The horns of a gold goat have the density of iron, much like their Iron Ram cousins. Only they are somewhat smaller. Although Gold Goats are named such because of the color of their horns, there is a very slim chance to spot a Gold Goat with silver horns. Though this mutation is very rare. Behavior The Gold Goats are very intelligent creatures with expressive faces, making them for wonderful companions. In the wild they are very skittish, if they feel the slightest disturbance, they will quickly skip away in a blur. Their intelligence also manifests in complicated mating practices. These goats make all manner of sounds to compose songs to attract mates, as well as to send warnings along the mountains to other flocks by way of echo. They travel in small herds of 3 to 4 goats. Due to the sparse flora of the mountains, they can be seen climbing great distances to like some salt of a rock or to chew upon some tough root. It seems no mountain, no matter how steep, can frighten them. Taming Adult Gold Goats are extremely difficult to tame, since one needs to be able to actually catch them in the first place. And even if by way of miracle one could outrun a Gold Goat, they would be stubborn to any taming attempts. Thus most tamers opt to raise and tame them from birth as one would a typical goat. However, they cannot be ridden upon, or used in combat due to their ingrained skittish nature. Abilities Gold Goats can ram into prey and gore adversaries with their deer-like antlers, but is easily overpowered by a steed or horse. – Gold Gotas can only be roleplayed during DIY, player-hosted events or outside of combat as farm-like animals. – Gold Goats can be tamed to be like a farm animal but may never be weaponized or used to defend a location. – Any material extracted from a Gold Goat, like their gold, is comparable to its mundane counterpart. This is to say that gold will be like normal gold, and its meat will taste like any other goat’s, if not juicier. These are all player-signed. Manticore Physiology A creature vile in appearance, resembling a large feline predator with grotesque wings, a serpent’s tale, a ghastly humanoid visage. The appearance of the Manticore may vary between mountains, some may have the bodies of lions and the wings of bats, while their cousins may possess tiger-like bodies with more lizard-like wings. Fortunately to all mountain travelers, the wings of the manticore are not big enough to allow it flight, but they may use them to glide down from mountain ledges. The Manticore is often similar in size to a lion, though not all subspecies possess a lion’s mane. Its strength and biting power are also roughly equivalent to that of a lion. However, one should not approach it like a simple beast, it is very intelligent and may use its prehensile snake tails to grab its prey and constrict it. Whether this is a legitimate hunting technique, or a twisted predatorial pleasure is unknown. Most descendents tend to be blinded by greed, not seeing the danger around them, thus they tend to seek out to hunt the manticor for its luxurious pelts. They tend to vary greatly in appearance, but the pelt of a manticore is a very good insulator, given the fact the creature inhabits the windswept mountain tops. In addition to their pelts, another adaptation of their physiology to their mountain environment is the uncanny ability to be unmoved by any wind. In furious tempest and storm, the Manticore can prowl the rocky terrain without issue, perhaps due to its powerful claws. However, it is still greatly affected by weather in flight. Behavior The Manticore makes its home in mountain caves, often building dens and nests of stone. It uses its prehensile tile to construct crude stone walls by simply stacking rocks upon each other. Over the ages, it has learned to use this ability to construct random structures, like mounds of rocks, upon the paths of travelers to lure them to an advantageous spot. Once its prey is there it will glide down from its lair in an attempt to kill the prey in one swooping bite. Their primary prey being Iron Rams, Gold Goats and Griffons. They are solitary creatures, making their territory with scent glands present on their snake tail. This scent tends to smell very faintly of sulfur, thus experienced adventurers may be able to determine when they are in a manticore’s lair, that is if the wind doesn’t blow the scent away. Abilities The Manticore is capable of short flight while its tail carries the strength of an average descendant. – Manticores can only be roleplayed during DIY, player-hosted events. – Manticores cannot be tamed. – The tail of a Manticore cannot wield tools like a descendant’s hands. – Manticores are unable to speak common tongue. – Any material extracted from a Manticore is wholly aesthetic and player-signed. 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.
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Arctic and Tundra With poor soil for farming, with winds frigid enough to strip flesh from bone, and colds deep enough to freeze blood, there are precious few regions less hospitable to the Descendants. Only the now-lost civilization of the Mali’Fenn have ever endured the arctic cold, though others such as the Kingdoms of Haense and Norland have managed to contend in the harsh tundras of the world. Arctic regions are always cloaked in thick snow, an ocean of arsenic white that stretches as far as the eye can see. While the sky is often veiled in swathes of thick grey snow clouds, spewing out fresh flurries of snow, when the sun appears, the snow reflects its light to gleam almost blindingly. Those who venture out into the arctic and are fortunate, or prepared, enough to endure may even find themselves blessed to behold the aurora borealis at night, like ribbons of pale green rippling in the sky. The tundras, then, often encompass the arctic as if to ward off wayward Descendants from the danger that lies beyond. Not that the tundras are drastically more hospitable; while in the summer months snow might only be found in the shadows of trees and mountains, the grass will still often turn stiff with frost, and the only tree to hold much leaf are evergreens. While a hardy farmer may be able to eek a harvest of gourds or some other durable crop, the living is far from easy -- when there is not the bitter winters to contend with, many beasts roam the tundras, from wolves to bears, all of which do not take kindly to Descendants. Flora Athin Gelunite Silvershade Bᴇᴅʟᴀᴍᴍ ᴛʜᴇ ᴍᴏᴜɴᴛᴀɪɴᴛᴏᴘ ᴡᴀʀᴅᴇɴꜱ [Link] Physiology Not quite a mountain goat, not quite a bobcat, the Bedlamm is a bizarre blend of both caprine and feline traits. Weighing a hefty quarter-ton and [2] meters in height when upright, these mountainous fauna’s bulking physique and thick, patterned pelt betray their otherwise kind and mostly pacifistic nature. Their stature and strength comparable to that of a thoroughbred steed, these gentle giants are relatively bulky- capable of heaving weight up and down mountaintops with relative simplicity. The Bedlamm’s sense of smell is quite decent- good, but not exceptional. They rely more heavily on their keen eyesight and hearing to detect smaller rodents- part of their prey- and potential threats. Furthermore, perhaps their most visually-acclaimed feature- they bear a set of vast, sweeping horns that arc backwards from their skull in jagged patterns, bearing both the heft and strength of ferrum. These horns bear a subtle sheen under light, their curving features resulting in a quite splendorous gleam. Behavior Frequenting either the vast frostlands of the Boreal or the frozen summits of the Taiga, Black Forest, and Redwoods, the Bedlamm scarcely tend to leave their favoured temperatures. Often sticking within herds of anywhere from [4] to [12], these creatures tend to remain within a pack-mentality style of living, often preferring the greater benefit of their herd than that of their own self. Being omnivorous and the frigidity of their favoured ecosystems, they aren’t afforded the luxury of being picky with food- their diets ranging from shrubbery, small fauna, insects, fungi, to even remnants of carcasses other animals have felled upon the peaks. They scarcely initiate any sort of combat, let alone against the descendant races- these creatures only fight back if they or their kind are attacked first, but even then are still wary to initiate it; their intellect is reasonably advanced enough to deem whether a fight is even worth winning. That is to say, if attached by a vast legion of armed humans or a band of warorcs, they’d be more likely to flee than perish in blind, defensive combat. Taming These beings are surprisingly tameable- their relatively docile nature permits them to be trained- even eventually domesticated over controlled breeding- and utilized as mounts. Their pacifistic nature prevents them being used for any behaviour beyond being used as mounts- unable to be used as hunting animals, combative pets, and so on. When used as mounts, these beings bear properties equivalent to a horse, though will have severe difficulty when within climates which are not generally chilly, lest it be nighttime. Bedlamm can be loyal steeds, often seeking out their rider if they become lost in snowstorms and trying to guide them back to safety. Abilities Their thick pelt is perhaps their most famed quality, as well as their vast, sweeping horns being a close second. Their pelt is thick- capable of letting these beings survive even the most frigid of sub-zero temperatures, albeit whilst within such a chill they barely are capable of moving, needing to conserve heat and energy alike. This pelt however, is a double-edged sword to the Bedlamm, making them tremendously exhausted whilst within any location that is remotely warm- easily becoming overencumbered and collapsing, lest brought back to the cold, drenched in water, or when it becomes nighttime. Their horns bear property akin to ferrum- they can be carved and forged by a blacksmith into any weapon of reasonable shape, retaining the properties of ferrum but instead bearing the aesthetic of a Bedlamm horn. However, most tend to not take out their horns- Bedlamm horns regrow extremely slowly, and cutting them off often causes them to remain defenseless for a year or two. Redlines – Bedlamm grow to be about [2] meters in height and are draped by a heavy pelt that prevents them from freezing or suffering from the chill of cold temperatures. However, said pelt also makes them exhausted when within warmer climates, lest it be nighttime or they be drenched in water constantly. – Bedlamm have intelligence comparable to that of a pack animal; similar comparisons are best made with gray wolves. – The strength of a Bedlamm is equivalent to that of a horse, and follows all properties of it. If wild, they may use their horns defensively against individuals which seek to harm them, but if tamed or domesticated, they will never use their horns and simply will act like horses. – Bedlamm can be played by both [ET] members and within DIY player events, or used as a mount with all properties of a horse. Aevosi Remnants Thundermaw Raven Physiology The Thundermaw Ravens are quite large and imposing beasts, standing at around 10 ft tall with a wingspan to match. These creatures seem to have originated from the Great Storm surrounding Aevos, flocks of Thundermaws migrating from within the storms to settle in the frozen tundras to hatch their eggs. The most distinctive feature about a Thundermaw Raven and the reason for its name is they seem to be imbued with a latent static charge that builds within their bodies, specifically around their throats. This high concentration of static charge and the great wind power they are able to produce from their wings seems to create small localized storms wherever they nest. The Thundermaw Raven is quite an imposing predator, though it won’t go out of its way to harm Descendants unless disturbed. A terrifying feature of the Thundermaw Raven is its ability to utilize that latent static energy within its body to produce a beam of shocking electricity. Though it has little control over where it goes, these arcing beams are drawn towards any metallic substances and those wearing plate armor are bound to suffer worse consequences. Behavior Thundermaw Ravens migrate from the Great Storm around Aevos to hatch their eggs and nest in the mountains of the frozen tundras. Whatever reason they have to do this remains to be seen, but it is likely to give their young a chance to learn to fly and be one with the storm before they return back to wherever their home within the Great Storm resides. Thundermaw Ravens, while not innately hostile towards descendants, will not be afraid to defend themselves if provoked or cornered. They choose to hunt the wide variety of game animals and prey upon larger beasts such as the Stoneback Avetta that are native to the frozen tundras. These fearsome avians are often found in flocks of up to three or four at a time. Abilities A Thundermaw Raven is able to produce an electrical charge over three emotes before unleashing a wild electrical beam that arcs out from its maw, in a shriek. It is also capable of using its wings to produce gusts of wind to knock over lightweight individuals. – Thundermaw Ravens can only be used in DIY, player-hosted events. – Thundermaw Ravens cannot be tamed. – Any harvested material from a Thundermaw Raven is wholly aesthetic and player-signed, and does not retain any of its electrical properties. – The feathers of a Thundermaw Raven are also player-signed, but make for wondrous plums and such articles. – While localized storms may be produced when playing these creatures, only the Event Team may utilize their ability to use electricity offensively. Stoneback Aveta Physiology The Stoneback Aveta is a towering creature covered in a glacial carapace of ice and stone upon its back, hence the name given to it. This glacial carapace of ice and stone forms a thick protective shell upon an existing layer of hard chitin that offers the stoneback a natural defense from birth. The glacial carapace is developed gradually over the Stoneback’s life as it grinds down the chitin on its back to help encourage it to grow back harder and stronger, these self inflicted wounds up its natural chitin producing a thick mucus that helps bind the ice and stone together and heals over time into further chitin. Otherwise referred to as The Armored Bull, the Stoneback Avetta stands at around 7ft tall and far outweighs any other creature in the Arctic Tundras they are found. The Stoneback has four large horns towards its front, two emerging from its back and two from either side of its head; these horns are its primary method of defense and attack. The Stoneback also has an extremely thick coat of hair all over its body and large cloven hooves to help it traverse the otherwise challenging landscape it calls home. Behavior Stonebacks are relatively docile creatures unless provoked, sticking together in large herds of up to fifteen to twenty at a time. Although they have safety in numbers, the Stonebacks themselves are also very capable in a fight and should they be provoked or feel threatened they will not be afraid to charge repeatedly and skewer whatever predators have decided to aggress upon their territory. Stonebacks don’t tend to stay in one place for long, often traversing great distances over the snowy north of Aevos in search of food and water. Despite their nomadic nature, they are relatively easy to track as Stonebacks have a habit of scoring stone with deep scratches and marks as they grind their carapace upon any stone boulders or cliffs they can find in order to encourage their armored back to grow and harden. This process is done repeatedly from a very young age in a Stonebacks life as it allows ice and stone to gradually collect upon their carapace and slowly hardens with the thick mucus that forms from the self inflicted wounds upon their natural chitin. Taming If taken from a Stoneback herd at birth or from an extremely young age, they can be raised in captivity and harvested for their meat and the self healing mucus they produce. However, this may prove difficult as adult Stonebacks will defend their young at all costs. Abilities The Stoneback Aveta is very durable in combat and will only be damaged by blunt, heavy weaponry or otherwise tools that do well cutting stone. It can charge and crush victims to death with ease within three to four emotes. – Stoneback Avetas can only be roleplayed during DIY, player-hosted events. – Stoneback Avetas can be tamed to be like a farm animal but may never be weaponized or used to defend a location. – The skin of a Porculon Bear is as strong as stone and makes great honing rocks when harvested (player-signed). Neveli Boar Physiology The Neveli Boar, otherwise known as the Northern Mule or Loyal Mule is a hardy animal capable of surviving even in the harshest of blizzards. These sturdy beasts were bred by Descendants living in the harshest climates of the world, to be used as companions to help transport goods and people across the desolate tundra and frozen wastes of the north. The Neveli Boar stands at just over 4-5 ft tall on all fours, while smaller than most horses they are capable of traversing the tundra and frozen north far more easily and with less difficulties than a normal horse is able to. Covered from head to toe in a thick white wool that can be described as similar to that of a sheep, this wooly coat helps keep both the Neveli Boar and its rider warm. While not built for speed, the Neveli Boar has a rather muscular and sturdy frame that assists it in traversing the difficult landscape and proves capable of carrying heavy loads over large distances. Behavior The Nevili Boars that are bred by Descendants are incredibly loyal animals and establish deep bonds with their riders if trained and nurtured from a young age. These loyal animals seem to be highly intelligent, able to sense the feelings and emotions of their riders and even seem to want to offer them comfort and support. Even when traversing the frozen north and if forced to camp overnight, a Nevili Boar will go as far as seeking to curl up next to their riders in order to keep them warm, such is the bounds of their bonds and loyalty. If not trained properly however and left to be neglected over their life these creatures can develop a sense of distrust for descendants and will be quick to defend themselves or flee from captivity if the opportunity presents itself. Abilities Neveli Boar can be used as horses for riding. – Neveli Boar can be only used for DIY, player-hosted events and as a reskinned version of a horse (which must be represented by a mechanical horse and whistle). Frostrum Viper Physiology The Frostrum Viper, the dreaded bite of winter. These serpentine creatures are distant relatives to their cousins, the Deepsnake, that is often found deep in the caverns and caves of the world. The Frostrum Viper shares many similarities to the Deepsnake, while still maintaining several differences. For starters, unlike the dull gray colourations of its cousins, the Frostrum Viper can be found in all manner of cold hues, from a deep azure all the way to stark white. The Frostrum Viper is smaller than its Deepsnake cousins though not by much and is far more numerous in comparison. The most distinctive features of the Frostrum are its ice blue eyes that seem to carry within them the very bitter cold of the north and its sharpened spike upon the end of its tail. Within its maw are several sets of elongated fangs dripped with a chilling venom that is capable of freezing a person from their very core and snuffing the very last vestiges of their inner flame. While its hardened spike is capable of puncturing plate with ease, its fangs however seem to struggle against such, only managing to go so far as dent and deform on initial strikes. With repeated effort however, even the most hardened set of armor will succumb and break beneath the fangs of a Frostrum as its venom seems to freeze anything it touches, weakening the integrity of steel before it eventually shatters. For how dangerous and potent its venom is, the Frostrum carries with it something far more dangerous. With a few moments to concentrate, the Frostrum is able to charge up a deadly blast of chilling winds from its maw, capable of freezing any caught within it multiple times or for a prolonged period. The Frostrum Viper has several layers of interlocking hardened scales upon its body that help retain any internal body heat and help defend it against attacks. These hardened scales are also used to help a Frostrum Viper dig small tunnel networks, a process that involves the creature constantly moving around and coiling in on itself as it slowly but surely grinds away at a wall to create a lair of its own. This process takes days, sometimes even weeks at a time and normally proceeds a long period of hibernation as the Viper settles in to recover its strength. Behavior Frostrum Vipers are solitary creatures and usually abandoned at birth. An adult Frostrum will lay its eggs within its lair and when it comes time for them to hatch will abandon its nest in search of new hunting grounds, letting the yet to be born Frostrum Vipers to fend for themselves in a world where only the strong survive. Frostrum Vipers will not wait within their lairs however for prey to come to them, they will venture out into the snowy wastes and bury themselves beneath the snow in wait for sometimes several days before ambushing whatever unlucky prey stumbled upon its position. Once feasted upon the corpse, the Frostrum will return to its lair to hibernate again before repeating this cycle again and again. Abilities These creatures have the innate ability to produce venom, though this same toxin is unable to paralyze or instantly kill another. It can however lower their body temperature and make movement sluggish. – Frostrum Vipers can be used and played only for Event Team-hosted events. – Frostrums cannot be tamed. – Frostrum venom cannot be contained or harvested as it will dissipate when exposed to air. – Frostrum Viper teeth may be player-signed reskinned versions of kitchen knives. Volopo Fowl Physiology The Volopo Fowl, otherwise and quite often referred to as the ‘Feathered Menace’ by Descendants, is a scavenger and opportunistic creature. This feathered avian prowls the frozen tundra in search of any food it can find, be that long discarded corpses or Frostrum Viper eggs left unattended. The Volopo Fowl has a high capacity for intelligence and is able to track and learn the patterns of other animals and creatures in its vicinity so that it can pick the perfect opportunity to strike at unattended nests to steal eggs or even the young of other animals. While the Volopo Fowl has wings of its own, these prove incapable of sustaining flight and this avian instead uses those wings to support its ability to traverse the mountains via gliding instead. Standing at around 5 ft tall, the Volopo Fowl is not built to be a hunter that goes toe to toe with other predators, though if forced into a fight will use its sharp talons to ward off attacks while it attempts to flee. These creatures are rather fast and agile, able to jump great heights or use its claws to scale trees and walls. Behavior By their very nature and build, the Volopo Fowl is a scavenger creature and will tend to avoid traveling in large packs, opting to instead remain solitary or with one or two other relatives. Creatures of opportunity, they use their high intelligence to monitor Descendant settlements and other predators in their region so that they can sneak into to steal crops, food, animals or eggs. They will not actively choose to get into fights and tend to try to sneak into and out of settlements and nests undetected, quickly fleeing if they are found. Abilities This creature is incredibly adept when it comes to tracking; any and every prey that has caught its eye will be eventually caught up. It tends to rely on ambush-like attacks for hunting, and it will always attempt to flee when overwhelmed or under direct threat. – Vopolo Fowls can be used and played only for Event Team-hosted events. – Vopolo Fowls cannot be tamed. – Any material extracted from a Vopolo Fowls, including their lustrous feathers, is wholly aesthetic and player-signed.
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The Marine The seas and oceans of the realms make up the vast majority of surface mass of Eos and Aos, and though housing in themselves dozens of differing sub-biomes, to descendants, it is many times simply a long unending mass of ocean. Both a bounty and a destroyer, the waters of the realms bear a bizarre relationship with descendants. Though many coastal settlements exist, there has not been history of any group of descendants living solely on the ocean, hence, it is technically the least hospitable biome of them all. Flora Deep’s Gleam Garglegull Sometimes called the Shizumikami, or, ‘the God that Drowns’ Link to Art Physiology A monstrously sized seabird, typically standing at about two meters, though its great wings fan outwards to varying sizes based on their age and hunting capability: some of the largest spanning out to five meters. Depending on their climate: their feathers take on different hues. They tend to favor shorelines and especially so tropical climates, with ‘Crag-born Garglegulls’ having a more gray, white, and steel-blue feathering, while tropical Garglegulls take on reds, greens, blues, and often have crests: sometimes called ‘Royal Garglegulls’. Their beaks are hooked, with slight-barbs along them to help snag onto flesh, fur, and clothes of their prey. Their wings are membranous and oily: heavy, and great at trapping both air, and water, in their body while still maintaining flight, offering it an uncanny mass that helps to shock potential prey with the thunderous clap of impact and sudden sensation of being ensnared and lifted off the ground. Its legs end in webbed feet that have slightly-hooked talons: helpful for adjusting prey they’ve gripped onto. These feet and talons serve more to manipulate prey for angling, rather than actually functioning to rip, tear, or claw. The Garglegull is stronger than most birds: typically gliding, but it is able to slowly take off despite its own mass. It too is able to hold its breath with massive, air-sac lungs that are more like great, fleshy garbage bags, and so too does its throat have forward-facing barbs: smaller prey it catches might become caught in its throat, and waterboarded until expired. Behavior The Garglegull is opportunistic: circling shoals, reefs, and shallows, where it might find suitably sized prey: be they land-dwelling mammals or larger-fish brought in and caught with the tide. Its preferred method of hunting is to slam down frighteningly and quickly upon their target to then drag away and across the waters. Their aim is to fatigue their target so they can tear them apart, or even better, drown their target should they find themselves able to, allowing their flight to do the work for them. Garglegulls are active at dawn, and at dusk: the twilight of both morning, and night, when tides are just coming in, or out. They are easy to hear from afar, a high-pitched, clackling, cackling noise from their throats. Garglegulls are known to roost together, but this isn’t a communal rookery. There is fierce, observable competition amongst Garglegulls, where the strongest Gulls steal from the weaker, breaking each other's eggs and replacing smaller Gulls young-to-be with their own. Taming Garglegulls cannot be tamed. Suitable offerings of food might briefly buy you respite from their hunger, but the great sea bird will quickly forget your kindness, and eye you next. Abilities – Their hooked bill and great weight allow them to dive shockingly hard upon prey, often stunning them, only for them to realize they are above water. – Garglegulls will cry out to each other, and oftentimes, their croaking cry is used to signal to other Garglegulls they’ve spied prey, and that it is theirs to try to take. Other Garglegulls will not gang up upon the same target in observation of this. – The feathers and frame of the Garglegull help it maintain a fine amount of moisture, and repel excess moisture: water-based attacks are often completely ineffective, though the birds are susceptible to freezing via magical, or alchemical means. Redlines – Garglegulls cannot be tamed, domesticated, or mounted. – Garglegulls may be utilized by players or ST. – Garglegulls should largely be alone, even if others are ‘nearby’: a single combat encounter usually consisting of no more than [2] two at a time. – All trophies and materials from their corpses are player-signed and mundane: their feathers having some water-resistant qualities against adverse weather and the tides. Mushon – The Grazing Beast Characteristics Physiology A large bulbous looking herbivore, often described as the cows of the sea. A Mushon can grow to be anywhere from the size of an adult pig as a baby all the way to the size of one to two cows in length, often weighing in at around 4-500kg once fully grown. Mushons have a very rubbery hide with tufts of rough fur along the back of their spine. The flippers of a Mushon are a hard carapace that they use to help navigate through the waters and defend themselves when the need arises. Behaviour Passive and Docile creatures, a Mushon is a herbivore that desires one thing and one thing only. To eat Kelp. When threatened they will do their utmost to flee to a safe distance and evade the threat, though if escape is not an option they will use their powerful tails and carapace fins to try to protect themselves. Mushons are often domesticated into farm animals, kept in seaside enclosures; they are farmed for meat and their fins that tend to make relatively decent shields. Mushons also keep Kelp farms in check by feasting on them and preventing them from overgrowing, and the waste of a Mushon helps fertilise the very Kelp farms they eat. Taming . These creatures may be tamed by those seafaring nations who often find themselves close to the Ocean, the Mushon serve as an alternative source of meat in the absence of farmland cows. Mushon also serves to help cultivate kelp farms and keep them from overgrowing. These creatures, while tameable in a farming capacity, can't be used as pets by descendants. ST Notes/Abilities Tameable as Farm Animals, not as an everyday Pet. The Carapace Fins do not need to be ST signed General Red lines/Restrictions – The Mushon can be used and played for only DIY, player-hosted events -Tameable as Farm Animals, not as an everyday Pet -Though tameable as livestock, they may not be used in any combat situation or provide any benefits to combat. -All parts harvested from a Mushon can be player-signed, such as its meat, hide and bones. -The Carapace Fins are capable of being used as shields, effective against iron weapons but will only take a few hits before being destroyed. Can be player-signed as an alternative shield. Lubrae Whale - The Roaming Leviathan Characteristics Physiology The Lubrae Whale, the Gentle Giant and Roaming Leviathan of the Deep. The Lubrae is one of the largest creatures in the Oceans Depths, ranging anywhere from 100-150ft in length. Extremely docile and peaceful creatures, their diet mainly consists of small fish or algae in the water. The Lubrae is capable of traversing great distances underwater without rest and it is for this reason the Shuul have tamed these creatures to aid in the transport of their citizens and supplies between cities. The Lubrae has several large tendrils that hang from its head and underside of its body and there are a wide variety of patterns and colours seen within its torso that give off an intense bioluminescent glow beneath the waves. Due to the sheer concentration of Algae these Roaming Leviathans eat, their blood has taken on an intense bioluminescent glow of its own and is a rare commodity sought after by many pirates and seafaring merchants who often make use of the bioluminescent blood to attract shoals of fish to their vessels for fishing or to hunt larger predators. The Lubrae tend to travel in shoals of four to five, sometimes larger when being directed by Shuul. Behaviour The Lubrae Whale is extremely docile and passive, it feeds off of algae in the water or whatever fish shoals of fish that happen to be lured to it by its bioluminescent glow. Often found near Shuul cities, the Shuul have tamed these creatures and use them to aid in the transport of Warrior Shoals and Goods between their domains. Taming These creatures while tamed by the likes of the Shuul are unable to be tamed by Descendants ST Notes/Abilities -Docile, Passive, Non Predatory -Often escorted by Cor’ and Pel’Shuul Shoals -The blood contained within a Lubrae Whale is highly bioluminescent and glows with an intense cobalt blue color, can be used to attract sea creatures beneath the water or used to coat weapons, armour and give them a glowing aesthetic at night. General Red lines/Restrictions – The Lubrae Whale can be used and played for only DIY, player-hosted events -Docile, Passive, Non Predatory -Will never attempt to fight back when threatened and focuses mainly on fleeing combat. -Bioluminescent blood, while applied to anything will only offer an intense glow at night and remains dull during the day. Can be used to lure fish and creatures in the Ocean if they are nearby. -The Blood of a Lubrae Whale must be ST Signed in order to be valid and appropriate roleplay must have taken place. -All other parts of a Lubrae Whale can be player signed, such as its meat and bones. Sink-Crabs - The Glass-form Scavengers [Art] Physiology The Sink-Crab is a flat-shelled crustacean with two long and thin claws more similar to blades or spears than a regular pincer found in their smaller and more common cousins. They host a varying degree of size, ranging from 2 to 15 feet in diameter the older they get. The shell of a Sink-Crab naturally collects minerals whenever it digs into sand, over time causing a phenomena where secretions from their shell and the minerals form Anorum Crystal which naturally builds up to reinforce the crustacean’s shell. This material also encrusts over the sharp claws of the creature, adding to their capability of reaving both dead and living flesh as they scavenge and hunt for food. Despite this natural hardening of their form being near if not equal to steel, the underside and inward facing sections of their form still remain softer, acting as any regular bone-like exoskeleton would especially at the face where its mouth remains. Behavior The sink crab is a scavenging predator, generally found in the Southern Shorelines where the seabound water channels most commonly catch washed up corpses of sea creatures. These crustaceans most commonly dig into the beach, the top of their form at most a foot below the sand with their two eye-stocks pressing up akin to parascopes as they conserve energy as they lay in wait for any washed or living fauna to appear. Taming Sink-Crabs are unable to be tamed, and remain too large and complex to be reformed by any magic. Abilities The Sink-Crab utilizes its sharp claws to rend through flesh, capable of ripping through Medium levels of armor if a Descendant is not careful. These crustaceans may also store water inside of their bodies within glands on the underside of the beast capable of causing a burst of seawater to blast back a descendant. General Redlines and Restrictions Sink Crab may only be played in DIY Player events and may not be tamed or utilized as a magical summon. Objects harvested from a Sink Crab are mundane in nature, and may be player signed. Organic parts from the Sink-Crab only equal the strength of bone in application. Anorum harvested from its shell follows all redlines for Raw Anorum. Korcal – Terror of the Depths Characteristics Physiology Sailors often speak of terrible sea monsters that ravage coastal towns and sink many vessels in the night. The Korcal is one of many of these types of creatures, children of Dresdrasil that know only their hungering predatory instincts. The Korcal is a fearsome predator, a large creature that often reaches a length of 20-25ft and a height of around 10ft. The Korcal has a large muscular tail that it uses to propel itself through the water at great speeds or to ‘jump’ shorter distances underwater. It’s entire upper body is covered in hardened scales, much like the Shulkra, though its underside is its weakest point, exposing the soft underbelly of the beast and its egg sacks. Its underside isn’t unprotected however, several large spear-like appendages jut out from beneath its torso. These spiked legs help it traverse the oceans depths and assist in warding off attacks against its stomach. The Korcal has two large frontal claws much like a crab, these pincers are capable of crushing an armoured man with ease and allow it to burrow into the ground to carve out tunnels where it makes its home. The most defining feature of a Korcal is its horn, a large hardened structure that sits atop its head. The horn and its claws are the main methods of attack a Korcal will use to hunt and kill its prey and those who are unprepared will find themselves quickly skewered then ripped apart. Behaviour Korcal travel in packs of five to six at a time, though when it comes time to lay their eggs they will often travel alone or with their mate to coastal regions where their eggs will be buried upon coastal beaches. It is unknown why Korcal deposits their eggs upon beaches, but many Sailors and Fishermen have lost their lives by getting too close to Korcal nests during their breeding season. Korcal are highly territorial and will not hesitate to attack unprovoked or to defend its territory. They are extremely vicious and brutal predators and Kth’shuul Shoals capture and breed them as warbeasts, turning them into Armoured Juggernauts in the depths. Taming While these creatures have been tamed by the Kth’shuul, Descendants are unable to tame them and will likely die in the process if attempted. ST Notes/Abilities -The tail may be used to propel the Kth’Shuul underwater rapidly, essentially giving it a quick dash/jump ability to manoeuvre around. -Its Carapace is effectively immune to bladed and ranged attacks, only blunt force or attacks to its underside able to kill it. -Pincers, Legs and Horn are all very effective at neutralising armoured and unarmoured opponents alike. These creatures are extremely deadly, use with caution. General Red lines/Restrictions – The Korcal can be used and played for only DIY, player-hosted events -Cannot be tamed. -Its tail ‘jump’ may only be used underwater and not on land, the Korcal essentially being too heavy without the buoyant effects of the water to perform such a move. However, it may be used to pounce from underwater onto the land. -All the parts harvested from a Korcal can be player signed and do not require an ST signature. -Its Carapace proves too difficult and heavy to harvest and such may not be used as an armour or weapon alternative. -Its Pincers, Legs and Horn are all parts that may be harvested and if forged into weapons they are at most as strong as iron and do not have any special properties. Aevosi Remnants Polyps Physiology The Polyps are an interesting species, from observations they appear completely harmless and single-minded in their focus of tending to the vast Reef Ecosystems that line the coastlines of our continents. Often referred to as The Watchers, for when intruders enter their domain they quickly hide themselves and watch from beneath the shadows of the Reefs they tend to with their large bulbous glowing eyes. Polyps are tiny creatures, standing at a mere 1-2 feet in height and composed of very slender and lithe frames. Their hands adorn four thick digits that provide them just enough strength to break dead coral from the Reef in the duties as Caretakers. Polyps have several antennae-like structures along their head that resemble the various types of Coral in a reef. The tubular structures found within these formations also act as a way for Polyps to communicate with each other by pushing and pulling water through the holes in these formations to form rudimentary music. Polyps can survive out of water for a limited time, and generally don’t have a need to venture to the surface. However, when a Reef is healthy and the Polyps have no dead or infected coral to feed upon they will often travel to coastal regions where dead coral may have washed up on shores and spend time collecting these pieces to bring back to their community below. When on the surface, their bodies exude a thick mucus that helps act as a natural sunscreen against the harsh rays of a sun. This provides the Polyp with much needed protection and just. Polyps are usually found in many varieties of colors and patterns, mimicking the very coral around them. Behavior Polyps have a symbiotic relationship with the Reefs they live in. Communities of Polyps tend to the Coral makeup of a Reef and in return gain nutrients and sustenance from consuming the dead coral they harvest. Due to the very appearance of Polyps they are very adept at camouflaging themselves within the dense coral undergrowth of a Reef. Adorning a Polyps head are several antennae like structures that carry many similarities to Coral. In their duties tending to a Reef, a Polyp can break off their antennae to help mend a reef. When this is done, the broken antennae begins to exude a thick gooey substance that helps the Polyp attach it to where they have removed dead sections of coral from a Reef. Overtime, this gooey substance will help to mend the break and the antennae will grow into brand new coral. Abilities Polyps have a natural immunity to most diseases, given their ability to eat dead and infected coral and absorb it into their bodies for nutrients. When threatened and unable to hide a group of Polyps will huddle together with their coral-like antennas facing outwards. Forming a defensive shell of sharpened coral spikes that helps ward off predators. While intelligent they cannot speak and at best express themselves through gestures and animated bodily movements. When underwater they can force water through the coral structures on their head to generate a type of rudimentary music used for communication between other Polyps. – The Polyps can be used and played for only DIY, player-hosted events. – Cannot be tamed. – While intelligent to a degree, Polyps cannot speak and hold conversations with Descendants. At best expressing their intentions through gestures and bodily movements. When communed by Druids or Thallassos they are only able to relay simple minded tasks such as a need for food. – Pacifist creatures and they will not attack, even when threatened. At best forming defensive shells with their coral antennae or trying to hide. – The coral-like structures on their heads aren’t strong enough for weapons to be made from. Shulkra Physiology The Shulkra is a large predatory creature that lurks deep between the Twilight Zone and the Midnight Zone, favoring the depths of the ocean where the sun does not reach. This predatory creature resembles a large serpentine dragon beneath the waves, its body covered in hardened scales as tough as stone. Given the absence of light where it chooses to hunt, the colouration of these creatures is rather dull in nature, often pale and muted grays and blues. Shulkra’s have several elongated tendrils with hardened spikes at the end, these limbs carry minute hairs upon the slippery surface of their skin that detects even the most minor of disturbances in the water and aids the creature in locating and hunting its prey. Due to its poor eyesight and natural advantages of being able to detect vibrations through the water, the Shulkra lends itself to being an ambush predator. Shulkra’s can grow to quite a large size, tending to range anywhere from 5-6m in length with thick torsos and muscular appendages. Behavior The Shulkra is an ambush predator by its very nature. It uses its darkened scales to blend in with rocky outcrops and waits for the tiny hairs upon its body to detect vibrations and movements of prey nearby. Once a Shulkra detects prey nearby, its limbs lash out with frightening speed to spear any prey that gets too close. A Shulkra will remain motionless for hours at a time, conserving its energy until it attacks. If the initial strike doesn’t kill its prey, it will try to use its powerful limbs to entangle and repeatedly stab its prey until it dies. They don’t tend to hunt in packs and are relatively solitary from their kin. If a Shulkra hasn’t been able to feed in many days, they will begin to roam in search of prey even going so far as to delve into the Sunlit Zones to attack passing vessels or creatures lurking on shoreline reefs. Abilities Able to generate a powerful sonic wave by gathering vibrations within its mouth and sending out a sonic ‘boom’ that surges through the water in an area around the Shulkra. This attack temporarily stuns its prey and allows the Shulkra to finish it off. The Shulkra has developed exceptional hearing and the tiny hairs on its limbs are able to detect sensitive vibrations in the water that allow it to pinpoint its prey. The Shulkra has extremely poor eyesight The Shulkra is covered in a thick hardened carapace that has the toughness of stone, however its limbs don’t share any of this carapace and are vulnerable. The armored carapace is not fully encompassing however as the Shulkra still needs the flexibility to move, there are gaps that can be exploited. – The Shulkra can be used and played for only DIY, player-hosted events. – Cannot be tamed. – The sharpened spikes on the end of its tendrils can be used to fashion weapons, but at most iron strength. – Sonic attack may not cause physical damage and is merely a way for the Shulkra to stun its prey – All parts harvested from a Shulkra may be player signed and do not require an ST signature. These will also be comparable to their mundane counterparts; i.e: a pike made out of a Shulkra’s sharpened tentacle-spikes will be like an iron pike and no more durable or special. Hippocampus Physiology The deep sea cousin of the Kelpie, Hippocampus are half horse and half fish like creatures. It uses its powerful fins and streamline body to create strong water currents that allow it to travel faster underwater. It possesses unique bioluminescent patterns on the tips of its fins and tail so that other Hippocampi are able to recognize each other. If a Hippocampi somehow gets beached, they can breathe air for a limited period of time that allows them a chance to get back to the water. When out of water their scales dry rapidly and turn a grayish hue when left for too long without moisture thus losing their bioluminescence, making their appearance look dull and sickly. Hippocampi usually do not allow these sickly looking Hippocampi into pods, so though rare one may be able to find lone gray Hippocampi wandering in empty waters - without a pod they lack protection and are a big target for predators so they do not survive for long. Often found in the Sunlit Zone of the ocean, Hippocampi rarely dive any deeper due to fear of deep sea predators that lurk in the Twilight Zone. Pods often linger around coral reefs or wherever they can find a source of food, but they never stay in one place for too long as they like to migrate from place to place. Behavior Hippocampi are infinitely curious and social creatures, akin to dolphins they love interacting with descendants when they are offered food or shiny objects that they will play with. They are easy to tame akin to wild horses, able to be saddled and ridden as steeds that swim against the tide. – The Hippocampi can be used and played for only DIY, player-hosted events or used as an alternative to a boat/horse in the water if tamed. – Hippocampi are basically horses but underwater, they are the size of a regular horse and are as fast as a regular horse. Mounted rules apply to it the same way. – It cannot move above water, at most it may rest beside a pier or any body of water that’s close to land but never on land. – No harvestable parts from a Hippocampi require an ST signature, everything obtained such as its meat and bones can be player signed. 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. -Cannot be tamed. -Descendants of any gender and age can be affected by this charm -Descendants are unable to, on their own, draw themselves from the trance the Kelpie places them under. -A Kelpie cannot place additional people under a trance if that Kelpie is already actively charming one or more people. Locusta 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 Aevos. Rarely found in marine areas, such as oceans, lakes, rivers and swamps, they have been seen to be shelled gastropods, a slug with a shell and in this case to be jagged with completely pitch black of streaks of ebony running along the grooves of their shells and in spots on their skin and are known to be very toxic to predators and descendants.,They are capable of retracting their entire bodies into shells for protection similar to turtles or tortoises . A curiosity is that their eyestalks and their eyes are capable of stretching and bending to abnormal lengths, serving as a freakish method in how they hunt or combat their unfortunate prey or opponent. Furthermore, all Thanhic slugs are hermaphrodites, both male and female, and are usually found to be lone creatures which is a fortunate light given their dangerous nature. Their secretions that are given off in gaping pores of their flesh are not only incredibly potent due to its neurotoxins within, but will be certain to cause a swift and painful death to anyone attempting to invest or cook the slug. Furthermore the neurotoxins have an atrocious shelf life and cannot be successfully harvested with any known means. Behavior Strictly speaking, Thanhic Slugs are best to be avoided when they are found by a stroke of luck, or incredible misfortune, as they are without a doubt one of the most dangerous, and aggressive, and territorial t species of slugs and would usually become hostile even go on the offensive with the intent on consuming and dominating its perceived territorial spaces. Usually growing to be quite large and ranging to the size of a horse, it would not be a good idea to linger in the small but toxic nests which signify the homing grounds for these Slugs. Abilities Thanhic Slugs are capable of wielding their abnormal eye-stalks to their advantage, slithering and clambering to their entire body length in distance to have an advantageous field of vision. They are able to spurt out their corrosive, neurotoxin defense in near ranges. Being of extreme threat to exposed flesh and prolonged exposure will also damaging weapons and disabling armour. Similarly to Thanhic poisoning . Redlines -These creatures can be used in player events. -Thanhic Slugs cannot be used to attack other nations or communities. -These cannot be tamed under any circumstances. -Thanhic Slug items cannot be signed by ST. -Thanhic Slug neurotoxins cannot be harvested, and are always inert when in player hands. -They may be harvested as an inert, mundane relic from a successful killing of a Thanhic Slug.
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The Tropics and Jungle Lush and sprawling with life, the tropics and jungles of the realm serve as the most lively of all the biomes. Varying from jungle to jungle, these biomes are filled with every manner of life, from ugly and dangerous, to pretty and fragile. Jungles vary greatly on habitability, from oceanside jungles with bounties of coconuts and fish, to a tropical paradise within the center of a wallowing marshland, the former often far more preferable than deep inland jungles. Flora The tropics are filled with a variety of flora, though are particularly for their affinity with medicinal herbs and potent alchemical reagents. Make no mistake, however, for just as the creatures themselves, these reagents may be anything from benign to dangerous. Beard Weed Night Sap Ponderlot Gislocinovi Fauna The jungles are often the most populated biome, inhabited by monkeys, lizards, snakes, and a wide variety of other such common animals. However, one should be cautious treading through such an environment, for the unprepared scavenger may be overwhelmed by the many creatures that dwell here, and if they are not careful, perhaps taken advantage of. Aevosi Remnants Dixie Dart Frog Physiology The Dixie dart frogs are large omnivores roaming the tropics floors, lingering around bodies of water such as rivers or gathered rainwater and typically being the same size as your average brown bear. The Dixie Dart Frog prey upon medium sized fish and mammals along with bugs during their juvenile years. While their wings are unable to provide flight, they are used for fishing. The Dixie Dart Frog has been seen forming a bowl within the water utilizing these wings, scooping up any fish which fall to its trap, the webbing of these wings are also incredibly sensitive. Thus allowing them to better know when prey have fallen into their trap. Furthermore, these wings act as powerful tools to propel them through the water in unison with their large muscular tails. While lacking teeth, their powerful jaws allow them to crush prey and consume them in a single bite. By no means are these beasts unable to defend themselves, the Dixie Dart Frog has developed many means other than their sheer size to defend themselves should they come under attack. Their first method of attack is the release of a nauseous foul smelling gas emitted from the pads seen at their wings. This foul gas spans the radius of five meters, this radius capable of being nearly doubled in size should the Dixie Dart Frog use their wings as fans to further spread the nauseous gas. If inhaled, the gas will inflict upon a deep rooted sickly feeling- a nausea which is capable of staggering and near stunning enemies for brief periods of time. Behavior Passive and solitary creatures, the Dixie Dart Frogs idly roam the forest floor and vast rivers spanning from it. Passive animals, they will simply continue with what they were doing should descendents be in the general vicinity thou shall make efforts to move away should they draw too close too quickly. They prefer to disorientate or stun those attacking them so they may flee, despite their size they shy away from combat. – Dixie Dart Frogs can be used and played for only DIY, player-hosted events. – The effects of the gas cloud lasts for three emotes with varying effects round to round. 1st Emote: On the first emote round, the inflicted player will be debilitated- able to move in staggers and attacks made sloppy and weak as nausea overwhelms them. 2nd Emote: On the second round, the afflicted player feels the effects loosen- they can strike with strength once more yet still lack their usual precision as their form continues to shudder- movement is no longer prohibited. 3rd Emote: On the third emote round, the player is able to act as normal however still feel rather unwell. – Magic users are unable to prepare spells during the first round of this gas, however they will not lose their established connection to their magic. – Unable to be tamed by any means. – No harvestable materials which require a st sign. – The Gas Cloud may not be harvested, it disperses far too quickly to be contained and collected. Musavis Physiology Small and agile, the Musavis are a quick moving mammalia species which reside within the understory layer of the tropical rainforests of Aevos. Their diet consists of nectar in addition to small insects, beetles, ants, aphids, gnats, mosquitoes, and wasps. While small, their quickness and constant movement results in a high need of energy and thus the majority of their day is spent darting between flower and bug to consume the nutrients required for survival. The Musavis have evolved to avoid interaction and predators, rather than having means to defend themselves such as claws or poison and thus are equipped to hide or flee should they find themselves in the face of danger. The Musavi’s size is typically measure within the 3-5 inch range, and when in unison with green feathers they are excellent at camouflage. Their large ears are adept at hearing even the slightest shift of their environment, such allowing them to locate hidden bugs or know the inevitable approach of a predator. This expert hearing makes up for their mundane vision. Small hands allow them to take hold of the various decorations they bring to dawn their nests with, along with groom the members of their family as a means of strengthening bonds and showing affection. The long tail they have, along with the slick shape and flexibility of their wings, allow them to better turn themselves amidst quick flight and maintain their balance while hovering. Behavior The Musavis live a hidden life, skittish by nature, they avoid interaction with others- excluding their rather extensive families. These families typically consist of multiple generations and consist of numbers between 10-30 members. They enjoy bright colors, though each individual will have a preference with which color or shade of such is their favorite. While out scavenging for various foods, the Musavis will often find their quick constant movement tiering and thus shall fall asleep within the very flowers they drink from. The fur upon their chest allows pollen to stick to them, thus making them incredible pollinators and an important aspect of the ecosystem. Their nests are small, crafted carefully by the males and typically dawned with various decorations such as leaves, petals, feathers from themselves or other species, and occasionally clumps of fur. These small nests are made within dense epiphyte species clinging to the outstretching branches of tall trees, thus protecting them from the drastic weather of the rainforest and the gaze of predators both above and below them. – Musavis can only be roleplayed during DIY, player-hosted events. – Musavis may be tamed but can never be weaponized. – Any material extracted from a Musavis is wholly aesthetic and player-signed. Caedilus Physiology The Caedilus are stalkers of the jungles, able to near perfectly merge with their environment to watch and lurk- waiting for the predators of the tropics to conclude their consumption so they may knaw upon the scraps. Lurking within the thick foliage of the rainforest floor, the Cadilus are opportunity predators and scavengers- thus their diet greatly varies and consists of whatever they can find. Be it the remains of a predator's meal, berries, bugs, or small mammals in some instances. Such a means of gathering food has resulted in them developing an incredible sense of smell, capable of catching the smell of decay from up to miles away. Looming within their environment, the Cadilus have evolved to conceal themselves away within nearby surroundings. Should they linger in place for a brief period of time without moving, the Cadilus sprouts leaves from itself and its limbs seemingly become akin to branches, disguising themselves as a tree. During this mimicry of a tree, the heart rate and other biological functions of the Caedilud slow- thus putting them into a near comatose state where they require far less to function.This unique ability allows them to remain in place undetectable for weeks at a time should it be needed, silently waiting for the smell of decay. Behavior In their constant hunt for scraps of food, they are often drawn to descentend settlements. Far from shy, they do not seem to mind the constant noise and simply stand idly during the day before emerging at night to scrounge the streets for scraps of food or trash left uncovered. If faced with a person or predator amidst their scavenging they will turn heel and scamper to the closest forest where they will once again conceal themselves as a tree. – Caedilus can be used and played only for DIY, player-hosted events. They may not be tamed. – Their conceal ability is non combative and takes three emotes for the creature to perform, or five narrative minutes. They can remain in this state for up to three weeks. – When communing, druids are able to sense the disguised Cadilus is a animal rather than a plant – All components harvested from a Caedilus are player-signed. – If a Caedilus is killed while camouflaged, its body reverts to its normal state. No camouflaged parts may be taken from its corpse. Hernta Physiology The Hernta are large passive herbivores which reside upon the forest floor, idly grazing and using their long legs to adequately move through the thick shrubbery they camouflage themselves within as they move across the lands. Consuming various plant matter, the Hernta have developed a strong beak which allows them to easily bite through thick stems, branches, and rip rooted plants from the soil. A strong stomach means they are capable of digesting most plant matter without issue, thus allowing them to thrive in climates other than their natural home within the tropics. Standing between 7-8ft, their large leathery legs allow them to move through thick foliage without the risk of injury brought on by brushing against sharp objects while also acting as a means of natural defense against predators. Passive creatures, usually finding themselves the prey of Throqal, the Hernta rely on camouflage to defend themselves. The Hernta has formed a symbiotic relationship with some foliage, amidst their constant travel and slumber amidst bushes the seeds of these plants find themselves caught within the Hernta’s coat and proceed to thrive- thus providing the Hernta with natural camouflage. Behavior The Hernta spends the majority of its time meandering about the floor of the rainforest. Naturally lazy, the majority of their time not spent grazing is spent sleeping within whichever thick shrub was closest to them at the moment. While not hostile to one another, they are not sociable creatures. The Hernta spending the majority of its life alone while in the wild, though seem to do well in herds while in captivity due to this passive view of their kin. Taming Easily tamable, the Hernta is often used as a form of livestock. Their nature to graze has found them utilized as a means to clear large areas of land for farms of the construction of foliage. – Hernta can be used and played for only DIY, player-hosted events or tamed as livestock. – Tamed Hernta as livestock cannot be used inside of any form of combat. – Their conceal ability is non combative and takes three emotes for the creature to perform, or five narrative minutes. They can remain in this state for up to three weeks. – When communing, druids are able to sense the disguised Cadilus is a animal rather than a plant – All components harvested from a Caedilus are wholly aesthetic and player-signed. Bearded Pike Physiology As many Descendants have learned, some at the cost of their own lives, the creatures of the jungles and rainforests of the world are truly some of the vicious and horrifying predators to be found. The Bearded Pike is no exception, this ambush predator swings from branch to branch in the overgrown canopies of the jungles. Its deep, crimson eyes searching the darkened swamps for any prey unfortunate enough to come into view. These creatures are riddled with all manner of diseases, from rabies all the way to flesh eating bacteria, as a result they live very short lives but in that span still prove to be extremely lethal predators and horrifying creatures. The Bearded Pike has several distinct features, its overgrown and matted fur usually covered in dried viscera and blood or falling away due to disease and it has two sets of arms. The first set of arms, the largest of the two, are used for grappling from tree to tree in the canopies above the thick underbrush, while their smaller set of arms are used for helping tear apart their prey or killing it. Any scratches or bites received from a Bearded Pike need to be tended to immediately, for they quickly get infected by the wide variety of diseases that plague these creatures. They have several large bone-like structures coming out of their bag at odd intervals that crack and break with sudden movements. The Bearded Pike is an affront to nature. Behavior Bearded Pikes are solitary creatures, never staying near the rest of its species, saving for when it comes time to produce offspring. The Bearded Pike’s main method of hunting is by dropping onto unsuspecting victims below it and either crushing or grappling onto their prey and tearing into its neck with its smaller arms. Once its prey is dead they will drag them back into the trees for eating, where it is safer from the other denizens of the swamp. – Bearded Pikes can be used and played for only DIY, player-hosted events. – May not be tamed. – All components harvested from a Bearded Pike are wholly aesthetic and player-signed. – The flesh and hide of a Bearded Pike is riddled with all manner of diseases, if eaten one will fall incredibly ill. This meat cannot be used to kill another as if it were a poison; because it isn’t. 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. 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.
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The Wild Grimoire The beasts of Azuras vary wildly from place to place, with some species going beyond their natural homes and residing in new areas. Beasts of no home, wandering vagrants forming ecosystems of their own by finding home wherever they may come to rest. These beasts are untamed, unbound, and truly free. Some discuss mutants among those of The Wilds, beasts slowly attuning to an environment they'd come to settle in- though they may be the same as another, no two are ever truly alike. Flora Frostvine Corrospore Kindlefern Bristlethorn Zᴢᴠᴇᴛᴛ ᴛʜᴇ ꜰᴏᴜʟᴇꜱᴛ ᴘᴇꜱᴛꜱ [Link] Physiology Clad in a rancid odor, saliva dripping from its crudely-carved mandibles, the Zzvett is a foul insectoid being. About the size of a cubic foot in size, with foul wings that emerge from its thorny carapace, these things fly about at astounding speeds, capable of moving at speeds faster than even the best warhorse. Their mandibles are capable of puncturing through Light Armor and cloth alike, yet are useless against higher tiers of material- though, they scarcely will attack mortals unless in self-defense. Their carapace is weak and flimsy- any sort of steel weapon, be it blunt or sharp, can destroy it in a single blow- though, individuals who are unarmed will find these things trickier to deal with. Their body is covered in extremely sharp spines, almost instantly causing irritation to those who touch them- with a slight toxin that causes rashes which linger for about [3] days. Behavior They tend to prefer moist and dark environments- favouring Storm Island and the River Delta most, though scarcely may be spotted within the Black Forest or Goldleaf Gap. These beings have a strong distaste for sunlight- or any light for that matter, their eyes quite literally shrivelling when exposed to anything remotely bright- causing them to be utterly blinded for a couple minutes after even one simple flash. Thus, these are mostly nocturnal beings. The Zzvett’s diet consists almost entirely of meat- however, they scarcely hunt at all, rather preferring to scavenge upon carcasses either felled by mortals or other wild animals, not caring if it's rotten or fresh. Pack tactics are not uncommon within Zzvett, often swarming the night in hordes of anywhere between [5] at least- to sparsely massive plumes of [25] of their kind, zipping about the night skies. Using pheromones to communicate with one another, these individuals are awfully silent- their wings making only a slight, subtle buzz, those without keen hearing often don’t hear them coming until they’re within eyeshot. Taming These creatures cannot be tamed. Whilst Zzvett can be led around using rotten meat during the nighttime hours, they cannot be controlled by any means, not even through magic- they have barely any conscience beyond urges ofca self-preservation. Abilities Little more is going for these creatures besides their capacity for flight- capable of moving at speeds about [15] meters per emote, far faster than most beings- though, if blinded by light, their speed drops to a meagre [4] per emote, making getting rid of these pests far easier. Beyond their ability for flight and the small rash-inducing spines which riddle their bodies, they have little abilities that make them strong. Their tendency towards pack tactics, perhaps, makes up for that. Redlines – Zzvett are about a cubic foot in size, and are relatively frail- a single strike from any steel weapon or similar type of material will always either cleave them in half or render them to mush. – Zzvett are simple things- having basically no intellect whatsoever. – Zzvett move at tremendous speed, [15] meters per emote when at their peak or only [4] meters per emote when they’ve been rendered blinded- either by sunlight, a torch at point-blank, or other ilks of tremendous bursts of light. – Zzvett are covered by a layer of spines around their back, legs, and belly- these spines can puncture through Light Armor and cloth, similarly to their mandibles, but these spines inflict a toxin which causes rashes which remain for [3] OOC days. – Zzvett can be played by both [ET] members and within DIY player events. Creeping Deathcap - The Spreading Plague Characteristics Physiology Creeping Deathcaps, otherwise known as the Spreading Plague by those who have encountered them before, are notoriously hard to deal with once they manage to get their fungal spores rooted in place. A Deathcap is often described as a fungal lizard or reptilian of sorts, a long slender body covered in fungal growths and mushrooms. They are around 2-2.5 ft in length and have a similar size to a large domesticated dog, while not physically imposing in stature by any means their main source of defense relies on the fungal spores they are able to produce. These fungal spores get released from large flutes and grow upon their bodies, these mushroom looking growths are capable of releasing a thick cloud of spores into the air that makes it incredibly difficult to breathe and see if one was to be caught by it. The spores themselves have a variety of effects, from hallucinogenic properties all the way to actual plague-like symptoms with varying intensity and onset of symptoms. Deathcaps come in a wide variety of shapes, sizes and colouration, each more dangerous than the last. They are quick, agile and while preferring flight over fight are capable of cutting through flesh with their sharpened claws though will be unable to do anything against any form of armor. These spores also carry within them small eggs and are the primary way a Deathcap reproduces, over time these eggs will mature by feasting on the nutrients of the fungus itself before finally hatching into another Deathcap. Behaviour: Creeping Deathcaps prefer to seek out damp, dark and cold environments, usually ending up in city sewers or caves as a result. Once a Deathcap finds a suitable location, it will proceed to hibernate for a short period of time and remain immobile, beginning to pump large clouds of fungus over a sustained length of time in order to adapt the environment to better suit it. Town Guards are always on the lookout for signs of Deathcap infestation as once a Deathcap manages to get its lair rooted within the depths of a city, they prove notoriously hard to get rid of and purge completely, for even if a single spore is left intact the infection is capable of starting up all over again. Rats, Mice and all manner of other creatures that dwell in Sewers and Caves where Deathcap Lairs may reside are all capable of spreading the fungal plague even further as spores latch onto their bodies and are carried far away from the original source of infection. While an extremely rare ability that is yet to be documented, or perhaps just hearsay by terrified locals.. There have been reports that the fungal spores of a Deathcap are capable of infecting living creatures with a sort of temporary mind control. Making a Deathcap Infestation all the more important to destroy once discovered. Though any records of this seem to be, thankfully, limited to smaller creatures and not capable of affecting Descendants. Taming They may not be tamed. ST Notes/Abilities -Once a lair has been found, the Deathcap will remain immobile for a few days and begin spreading its spores to alter the environment. This is its most vulnerable state and if discovered early enough is the best way to destroy a Deathcap infestation. -Spores can have a wide variety of effects depending on the colouration and makeup of the Deathcap. -Lair can keep expanding if not kept in check and sometimes they’ll make their homes in sewers, or other damp and dark places like caves. -The Fungal Mind-Control is an ST ONLY ability that may be utilized by trained Event-Actors. This is not a feature available to players to use! General Red lines/Restrictions -The Fungal Mind-Control is an ST ONLY ability that may be utilized by trained Event-Actors. This is not a feature available to players to use! -Fungal Mind-Control may only be used on smaller non-sentient creatures, and not Descendants. Lightning Wyrm Physiology A beast made from pure electricity, a lightning wyrm is less of a creature and more of a natural disaster — an incarnation of a raging thunderstorm, unstoppable in its approach and deadly wherever it strikes. Though its appearance roughly resembles that of a wyrm, a wingless dragonkin, it bears no connection to the creations of Dragur. Depending on the size of the storm that it originates from, a lightning wyrm can range anywhere between five and a hundred meters in length, some ancient tales even describing one as long as a kilometre - though this is commonly attributed to exaggeration rather than facts. Its common trademark is the appearance of a constant lightning floating among storm clouds- a sign to seek cover before it’s too late. Though they most commonly appear purple or blue, rare yellow variants may appear too, often believed to be a good omen. Too, do red lightning wyrms exist, though they usually float far too high to discern them as such, their rare descent often being viewed as harbingers of disaster. Behavior Lightning wyrms can be described as living lightning, indiscriminately attacking anything metallic or tall, seemingly attracted by large masses and gatherings. It is extremely rare that a lightning wyrm ventures far from the storm clouds that it resides in, usually returning shortly after. These are needed for a lightning wyrm to recharge, and being disconnected from them for a prolonged amount of time results in the creature shrinking until its eventual demise. Sometimes this unusual behaviour stems from them seeking out sources of electricity, using them to grow in size. Though it seems impossible to communicate with these beings in any way, it appears that they communicate among each other over great distances through sounds nearly indistinguishable from thunder. Red lighting wyrms seem to dwell in the highest layers of Aos and Eos, where no descendant may reach and no winged being dares venture. For one to descend, something must have summoned it. Taming Lightning wyrms cannot be tamed, nor otherwise be interacted with. They are natural disasters first and foremost. Abilities Lightning wyrms may discharge lightning from their form, targeting primarily metallic elements. When touched, the electric discharge is so great it may kill any regular organic creature in an instant. For regular lightning wyrms, size does not equalise strength. Rather, a larger size merely allows a lightning wyrm to apply its attacks to a larger area — a small lightning wyrm can be just as deadly as a larger one. Whether the same applies to the red lightning wyrms of legend, or if their destructive power is far greater, is unknown. – Lightning wyrms are ET-Only creatures. Utilising red lightning wyrms requires manager approval. – Lightning wyrms cannot be harmed through conventional or magical means, only perishing if their energy somehow depletes Aevosi Remnants Regalis Gryphon Physiology The Regalis Gryphon are a subspecies of Gryphon native to Aevos and unlike its Azurasi counterpart, it appears to be more vibrant in its colouration, more often than not sporting striking crimson and azure feathers with a bright white crown atop its head. The Regalis Gryphon is an omnivore, feasting largely upon smaller prey animals such as deer or rabbits in between hunts and will gladly appease its appetite by feasting on whatever plant life lives nearby to where it has chosen to make its home. When it comes time for a flock of Regalis Gryphons to hunt for larger game to sustain themselves over a longer period, they will do so with their whole flock, utilizing pack tactics to bring down creatures stronger than they are. They have a slightly smaller stature than other more common Gryphons, and while also weaker in comparison are much faster and more agile. Their sharpened talons will still be able to shred through leather armor and flesh with ease and while it may dent and struggle with plate armor, the Regalis Gryphon still has enough strength to topple or bash aside a fully armored descendant with little effort. Behavior Regalis Gryphons can be found anywhere and everywhere on Aevos, mainly keeping their nests up high in the canopies of jungles or forests or at the peak of mountains. They are communal creatures and very intelligent, hunting in packs when it comes to dealing with larger and stronger creatures. Regalis Gryphons only have to eat one large meal every few weeks, sustaining themselves off of small prey animals and vegetation in between hunts. A flock of Regalis Gryphons can be anywhere from 4-6 in size. Abilities The Regalis Gryphon is strong enough to knock aside a fully grown and armored man. Its claws are also sharp enough to cut through leather and flesh or stone with ease, but they will struggle with metal. – Regalis Gryphons can only be roleplayed during DIY, player-hosted events. – Regalis Gryphons cannot be tamed – Any material extracted from a Regalis Gryphon, like their iron-like claws, is comparable to its mundane counterpart. This is to say that gold will be like normal gold, and its meat will taste like any other goat’s, if not juicier. These are all player-signed. Direwolf 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.
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The Plains Lush, cool, and ever-green, the plains are a sparse, yet welcoming region. Embodied by vast swathes of verdant, flat earth, the soil here is rich and fertile, teeming with life. Abundant in flora and fauna of all varieties, it is a welcoming sight to the weary traveler, and many often come here in hopes of starting a life within its heartening embrace. It is the safest of biomes, owned by timid and often gentle creatures, as well as a hospitable and mild climate. Flora The rich and luscious soil of the planes makes it ideal for housing a variety of flora, from the common daffodil to potent medical herbs such as Tippen’s Root. Even a novice botanist is sure to find an abundance of flora amidst the soft earth of these grasslands. Tippen’s Root King’s Ivy 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. Striderbeak Physiology Towering nearly two meters tall at the shoulder and built with powerful, corded legs, a Striderbeak is a massive, flightless bird often found roaming the open plains, dry forests, and coastal steppe. With a long neck, forward-facing eyes, and a jagged, beak-like maw lined with serrated ridges, it strikes an imposing figure, though its temperament is not inherently aggressive. Its body is covered in coarse, feather-like quills that vary in color depending on the region: dusty brown in arid zones, olive drab green in forested ones, and pale grey near coastlines. Though incapable of flight, the Striderbeak is an exceptional runner. It possesses long, muscular limbs and an elongated foot with two powerful talons, the rear one retractable for climbing or defensive kicks. Its tail feathers are stiff and fan-shaped, providing balance at high speed or on uneven terrain. Striderbeaks possess tremendous endurance and can traverse vast distances with little rest. Their lungs are highly developed, and their hearts unusually large for an avian, allowing them to maintain high speeds for extended periods, making them ideal mounts and pack beasts in regions where horses falter. Striderbeaks are omnivores, though they have a preference for seeds and bizarrely, fruit, they will consume anything, farfolk sailors who often circumnavigate the continent gave them the nickname “Ākil kull shay” roughly translating to “eater of everything” and some merchants have over the ages began to ferry them off to faraway lands, to sell and trade for other goods. Behavior Striderbeaks tend to travel in small, loosely-knit flocks, rarely forming tight herds. In the wild, they are cautious and territorial, avoiding predators with speed and erratic motion. When domesticated, they bond loosely with handlers but remain stubborn if mistreated or forced into confined spaces. They are intelligent, capable of remembering complex routes and even reacting instinctively to terrain dangers such as unstable ground or predators. Despite their size, they can be surprisingly quiet when they move, their steps cushioned by toughened pads on their feet. At rest, they emit low thrumming coos to communicate with others nearby. Alarm calls are sharp, trumpet-like barks, often causing nearby Striderbeaks to scatter in coordinated bursts. Taming Striderbeaks can be be tamed and interacted with in similar ways, they can be functionally used as horse alternative (combat cavalry or just riding) or beast or burden (ox plowing the fields, etc) Abilities Striderbeaks are speedy runners, matching if not slightly exceeding that of the traditional work horse in terms of speed In combat Striderbeaks are able to use their claws and beak, with the material strength equivalent being between aurum and ferrum – For mechanical and balancing purposes, Striderbeaks, speed, size and weight are similar or equivalent to that of a standard horse – Striderbeaks are not ET creatures are entirely mundane in what they can offer loot wise Aevosi Remnants Shardspine Raptor Physiology The Shardspine Raptor, otherwise known as the Dancer of the Plains for its acrobatic-like movements and hunting style, is a newly documented species. This omnivore beast is found mainly in the Plains Ecosystem, tending to congregate in large herds of nearly twenty for protection against larger predators. The Shardspine Raptor was given its name based on the unique bone-like structures along its spine and tail, these structures often looking like shards of amber, orange, or yellow crystal. This beast can reach incredible speeds on open plains thanks to its lithe and slender body, making its movements quick and agile. If a Shardspine is forced into a fight, its acrobatic movements and hunting style makes it very difficult to pin down in a fight. Oftentimes able to jump over predators and use spinning motions to leverage the shards upon its back and tail to attack and ward off predators. They also tend to have excellent hearing and are capable of discerning another Shardspine from herd-member to outsider with their sense of smell. Behavior A Shardspine Raptor is an omnivore, its diet mainly consisting of small mammals like field mice and any and all plants and grasses found upon open plains. These creatures are very anxious and nervous, oftentimes keeping their heads twitching about their surroundings on high alert. Within Shardspine herds these creatures tend to be rather social with each other and stick close together for protection, rarely generating any inner battle or carnage unless territory is brought into question. A Shardspine will only ‘socialize’ with another of its established herd, often fleeing from and in extreme cases killing outsiders. Taming A Shardspine cannot be tamed by any known means, even if it is stolen from the herd as a newborn mammal and then ‘raised’ in descendant likelihood. They are, by nature, hostile to anything that they can potentially eat and that they do not perceive as the same to them, meaning that these creatures will only bang together with the same herd Shardspines that it has been born into. Abilities Highly acrobatic and nimble, a Shardspine is able to maneuver around the battlefield and dodge attacks with relative ease. The spines on its back and tail have the same density as iron and will easily cut through leather or flesh, but fracture upon metal like armor. At last, these species have excellent hearing, even allowing them to discern whether what lurks near them is another fellow of their species or a different threat. In some cases, it is capable of telling whether another of their herd is nearby just by hearing the familiar walk-patterns. – Shardspines can be used and played for only DIY, player-hosted events. – Shardspines cannot be tamed in any possible or known way; none. – Its bones and crystal-like appendages can be harvested if and when a Shardspine dies/fractures their appendages against steel-strong surfaces like armor or hard terrain. Both elements are player-signed and the bones themselves are like any other animal’s own, while the crystals themselves, if retrieved mostly untouched (which is unlikely as this would require one to kill a Shardspine before they fracture their appendages attacking/escaping), they can be repurposed into reskinned weapons of iron durability no larger than a longsword. These crystals are not malleable by any means and the weapon itself must be produced directly from the Shardspine’s back or tail, then coming across as a spike but having the functionality of an iron blade. Caravachorn Physiology A ghastly, fearsome predator that knows only hunger and the hunt. These brutal predators stand at roughly 3 ft in height at the shoulders and 5-6 ft in length from the tip of their tails to their snouts. The Carachavorn, while often related to the wolf in its stature, is pound for pound stronger and weighs much heavier at around 300-330 pounds. The Carachavorn is a predator of pure muscle. Gnashing teeth and rage, they travel in packs of up to four or five at a time. A Crachavorn has terrible eyesight, it however makes up for this with decent hearing and an exceptional sense of smell, able to pick up the smell of blood on the wind from a great distance away. The jaws of a Carachavorn are incredibly powerful, very easily able to puncture and crush plate armor and drag a fully grown man in plate armor to the ground like a ragdoll. Their tails while not having any lethal advantages to them are still strong enough to knock aside heavy targets. A Carachavorn is able to build up to a great burst of speed, but will only be able to maintain this over a very, very short distance. Most of its prey, like the Shardspine Raptor will be able to outrun it with enough warning. Behavior Carachavorn packs focus their hunts at night, minimizing their weakness of poor eyesight and relying mainly on their sense of hearing and smell. These packs, consisting of numbers between 5-10 members, will also not be afraid to attack descendant settlements if they haven’t been able to catch prey in a few days and as a result are a very real and dangerous threat to descendants. Carachavorn Packs are also always and constantly moving, thus they do not have an established habitat or “den” where food and the likes may be stored. These ravenous predators roam the Plains endlessly with one simple goal: to feast. Carachavorn Packs often find shaded or secluded areas, beneath small gatherings of trees or caverns in which they will burrow a small tunnel network just beneath the surface of the ground in order to sleep during the day, to then keep on the prowl the next day. Those who accidentally stumble upon and disturb an actively-occupied Carachavorn den will find themselves ambushed on all sides as these creatures burst from beneath the earth. These creatures are nocturnal. Abilities The Caravachorn has incredible jaw strength, being able to crush mundane metal of the same density as iron. It is also strong enough to bite down its target and drag them with pure might, while its tail can and will knock anyone unarmoured out of their feet. This beast however has poor eyesight, relying on its exceptional sense of smell to defend itself and hunt. – Caravachorns can be used and played only for DIY, player-hosted events. – Caravachorns cannot be tamed at all. They are, by nature, prone to eat anything within their proximity. – Caravachorns have a special trait whereat any meat that they have previously consumed is essentially transported to their own skin, meaning that when one kills a Caravachorn and consumes its flesh, they will taste different flavors from things such as rabbit or morsel meat, etc. – Meat, bones, and teeth are all player-signed if and when harvested from either a living or dead Caravachorn. The teeth however, while measuring no more than a fist’s worth and being akin to iron, are durable enough to serve as a small pocket knife. Sparklights Physiology Sparklights are distant cousins of the Avirrin, a species that was rarely seen flying over the northern coasts of Aevos. Unlike their distant cousins, Sparklights seem to be more abundant within the lands of Aevos. For all the dangers that lurk in the wilderness of Aevos, the Sparklights offer a rare calming sight to still the hearts of man with their beauty. Sparklights have large umbrella-like bodies that are largely made from a gelatinous substance filled with pockets of air. These soaring creatures gently float in large shoals of up to four or five Sparklights at a time, using ducts and sacs within their gelatinous bodies to help suck in and push out air to navigate the skies and keep them afloat. Following their bodies are their slender tentacles, flowing where the wind does. When they are born, these tentacles are hardly visible and average about one foot in length, but can grow up to twelve feet long from their hood to the tip of their tentacles. Their flesh is transparent enough that one can see their vital organs and pale blue veins. Sparklights have earned the moniker of ‘Floating Stars’ as during the night their entire body lights up with vibrant bioluminescence, fantastic colors and patterns coursing all over their bodies. Seeing a shoal of Sparklights illuminating the fields of the plains at night is a sight to see. Behavior Sparklights roam the plains in great shoals of four to five at a time. They hunt by drifting down onto unsuspecting herds of animals and seek to scoop them up and paralyze them with their long hanging tentacles. These tentacles administer an electric shock to paralyze their prey before bringing up into their hooded domes to be dissolved by acids and absorbed for nutrients. Abilities These creatures are extremely slow and have no sense of hearing or smell. Electricity is stored in their tentacles and is sometimes released on impulse when threatened. – Sparklights can be used and played only for DIY, player-hosted events. – Sparklights cannot be tamed given their inability to smell or hear, which would be crucial for training or taming of any sort. – Shocks from a Sparklight’s tentacles will cause minor burns if exposure is over (2) emotes. Repeated shocks over a span of (4) will cause temporary paralysis of the touched area, and further shocks over the span of (6) emotes will result in the target’s incapacitation or death. –A Sparklight's tentacles will be player-signed by whoever harvests them from a living or dead specimen. After detaching them from the main body, they become inert and lose their shocking properties. This renders them as decaying meat that tastes alike to sweet squid/octopus. Gullinkambi Physiology Gullinkambi or Gullin for short are large bird-like creatures. Standing at 2.7 meters and weighing about the same as half of a horse, these omnivores are very much reminiscent of a giant rooster in their appearance, the otherwise singular look surmounted by its head being adorned by a set of mighty antlers. Its feet are likewise unique and different when compared to the common rooster, consisting of hooves. Behavior Gullin are passive creatures, typically forming flocks or set families, but they are also known to on occasion wander by themselves in isolation. These creatures seem predominantly herbivorous, though it is not unusual for some to enjoy feasting off of field mice and other such small rodents. Taming Gullinkambi are very much stalwart and proud creatures. Taming is virtually impossible. Abilities Gullinkambi may charge and gore adversaries with their antlers, but force comparable to a horse can easily overpower them. – Gullinkambi do not possess any special materials that exceed the mundane. Their antlers however look quite nice and they do make for a rather tasty meal. Their feathers look quite beautiful. – Gullinkambi cannot be tamed for the given reasons. – Anything obtained from a living or dead Gullinkambi is player-signed. Its meat is however very rich in nutrients and flavor and will likely satiate the hunger of an average descendant, too making great bait for the hunting of other carnivorous beasts. – A Gullinkambi’s horns are also player-signed and may not be repurposed for anything other than daily life tools like combs or the like, or simple trophies. Trolls Physiology Trolls are often seen as colossal and gruesome, having bulbous noses, ears that stick out, crooked teeth, and bushy eyebrows. They can tower up to sixteen feet tall, and the smallest recorded yet have been somewhere around twelve feet. Though they are more fat than bulky, their strength rivals that of an olog and can even exceed it, capable of crushing children or halflings beneath its feet. However, in exchange for this size they are slow. Additionally, trolls have tough hide that assumes shades of green, brown, and pale colors of grey, often covered in moss and dirt. The greatest weakness of the troll is daylight, which will petrify them should they stay outside, encouraging them to seek shade during the daytime. Habitat Trolls roam a variety of biomes. They can be found in open plains, dense forests, and even deep in caves. They often make their homes in mud or under shade, leaving heavy footprints in the soft ground around the region as a sign of their patrol. Behavior Despite their strength, trolls are incredibly stupid. They gather in groups of one to three, though any more than this would often result in a brawl. Trolls get into argument over the smallest things, from the color of the sky to their share of prey. They are quick to anger and will be thrown into a rage should their territory be intruded upon. However, though unintelligent, trolls do attempt to “tidy” up their dens, evidently to little success. Female trolls are even rumored to splash mud across their faces as a crude form of “makeup”. During the day, they often retreat to their dens in the shade and sleep to avoid the light of the sun. Abilities Paired with their strength, trolls have thick and leathery skin, making it difficult for arrows and small projectiles to penetrate. Regular swords of iron durability and stronger can typically pierce the hide. Trolls can create crude weapons such as clubs from fallen logs, use rocks as basic tools, etc., and may even attempt to fashion crude “clothing”, seldom more than basic undergarments from poorly tied deer and animal hides. Redlines - Trolls are stupid and cannot learn to operate any complex machinery (i.e. a crossbow). They are limited to basic weapons such as clubs and rocks. - Trolls can communicate but do so very poorly, mixing basic common, if any, with grunts and jumbled speech. Most trolls do not know how to do more than grumble. - A troll’s hide will at most protect them from basic arrows. Magic, fire, and iron weaponry or stronger would easily be capable of piercing it. - Trolls are slow in both movement and attack. Though their hits are heavy, an agile and aware individual could easily evade a troll's attack. - Trolls are not at all gentle and attempting to perform any delicate task will frustrate them. - Trolls are not peaceful creatures and the slightest thing perceived as a threat to their ego or territory will cause them to defend it viciously. They cannot be reasoned with. - Trolls will turn to stone should they come into contact with broad daylight. Prairie Dulk Physiology The Prairie Dulk is a massive beast, similar to that of a rhinoceros, having a single massive horn with two smaller ones above it. Their hide is thick and rough, heavy with fur that provides both warmth and camouflage, able to withstand harsh dramatic weather shifts and requiring a strong steel edge pierce. The underbelly of the dulk is relatively unprotected however, making it the optimal region to target. Though heavy, the Prairie Dulk is shockingly fast and engaging the beast directly will often result in one being gored by its massive horn. Habitat Most of the year the Prairie Dulk will sulk about in the grasslands and prairies. During winter however they usually search for a cave to take up shelter in with its herd. Most adventurers are lucky enough to both find a dulk cave and not to have awoken, or enraged, the beasts. Behavior Prairie Dulk often travel in herds of three to fifteen, often accompanied by a small handful of infant dulk. Generally they are docile when with one another, though are incredibly territorial and protective of their young. Though the young are far easier to lure away and kill, a Prairie Dulk who catches wind of this will quickly alert the others and potentially cause a stampede. They are not particularly intelligent and are more alike to buffalo, making it wise to lure away one of the Dulk from the herd and kill it away from the others. Abilities The Dulk is limited mostly to its brute strength paired with its sharp and massive horn. The horn is strong enough to smash iron and dent steel, able to throw even a fully armored victim up to twenty feet away, assuming they were not simply impaled. Redlines - The Dulk runs at a speed of about six meters per emote, able to trample or impale those standing directly in its way. Should it miss, it would need to take time to slow itself down and reorient towards the target, assuming it didn't run into something else. - If harvested, a Dulk’s horn is no stronger than that of a regular steel blade. - Dulk are very territorial and can easily be jumped by the smallest thing. They will be passive so long as they are not aware of the hunter(s) presence. - Dulk cannot be controlled through druidic communion save for in events with ST approval. Giant Plains Bagworm Beetle Physiology The Giant Plains Bagworm Beetle is a bizarre creature, despite the name, and appearances the Giant Plains Bagworm Beetle is neither a bagworm, nor a beetle. In truth being a massive hermaphroditic isopod with bizarre tendencies. Bearing blue-green striped overlapping chitin plates, and 6 large legs for locomotion,wide yellow compound eyes, 2 stubby antennae, and a small chitinous mouth, they would appear to be a large rounded beetle creature. However, the Bagworm Beetle is able to unfold and elongate itself, each of its plates folding off of eachother, and stretching to bearing a appearance reminiscent of an spikey inchworm, with two legs at its front near its head, and the other 4 near its backside, with a long stretch of dark greenish blue flesh between such. Along this bridge of flesh is revealed 8 additional segmented legs along its body, which it uses to pick up various brush, sticks, and logs, and place it onto its back of chitin plates, standardly using its sticky saliva as a form of glue. When folded, the Bagworm Beetle measures roughly 1-2 meters tall as an adult, 1-2 meters wide, and 2-4 meters long, though in truth, able to elongate themselves to a terrifying 12 meters long at maximum. They’re born in eggs kept in the heap of material kept on the isopod’s back, and hatch into small white larva, which feed on the stuffs kept on the creature’s back for a month, before metamorphosing into a small bagworm beetle after 2 months of gestation in their pupae. The Bagworm Beetle is a herbivorous grazer, eating most grass, plants, flowers, and even moss. However, any sticks, logs, or sufficiently thin and light rocks, it will pick up, and place onto its back. Created with surprising skill, bagworm beetles will erect small, vaguely pyramidical towers of collected stuff, many times double the size of the beetle itself, which it carries along with little issue. In the winter, they will drop their self made structures, and create new ones in the spring. The plates of the bagworm beetle are comprised of hundreds of overlapping keratin like strands, and though are notably brittle to most descendant weapons, they’re suitable to fight off attacks from nearly any large predator. Habitat Giant Plains Bagworm Beetles may be found grazing in large grassy plains in the summer, fall, and winter, though in spring times, they can most commonly be found patrolling the edge of forests, looking for fallen trees and various rubble to add to the heaps on their backs. Though by no means a herd animal, it is not uncommon to see a small pack of 5-7 individuals grouped up near a recently fallen tree, chewing it apart and placing the pieces on their backs. Behavior Despite their prodigious size, and propensity to build small heaps on their back, bagworm beetles are exceedingly stupid. Their immense size and strong chitinous shells make them completely ignorant to predators. Pushing one about will simply cause the creature to follow the momentum, meaning one could redirect the creatures with extreme ease. Dumb and with no prey instinct, it is not uncommon for someone to rangle one with a lasso, and attempt to tame it. While the creature shall by no means fight off such attempts, their idiot mind grants them no ability to acclimate or familiarize themself with somebody, hence they will never be truly ‘tamed’. Though suitable as a slow beast of burden, they must always be tied down or led by rope, lest they wander off to eat or gather brush for its heap. Though they may be harnessed onto a cart, or have things laid upon their back, and removed with little issue, should they be left alone for too long, they will tend to seek out various rubble and wood, and begin attaching it to their back- many times ATOP any harness, packs, or hitching on it at the time. Recently pupated beetles will remain with the parent which held them, and wander off after a year or so. Uniquely, a bagworm beetle will never unfold itself whilst viewed by anyone, meaning one may look at a bagworm beetle, turn away for a minute, and than view it again, to find it has placed a half dozen logs upon its back with no clear means for it to have done such. Abilities Bagworm beetles are prodigious in size and strength, and are capable of carrying multiple tons on their back, and their structures are made with surprising skill. Their glue-like saliva hardens in half a minute, and their chitin, while not hardy to descendant attacks, is more than suitable for the isopod’s purposes. Redlines -Bagworm beetles are not hostile, though not particularly amicable either. One can be ‘caught’ with little issue, and RP’d by players as a slow beast of burden with no ST oversight, though little more. -Bagworm beetles will pick up nearly any object, and though they wont react much to the towers upon their back being toppled, rarely will anything of value will be found. -The chitin of the bagworm beetle is not notably hardy, being roughly equivalent to a thick baked clay, though may be extracted from a dead bagworm beetle for use in crafts. -The Bagworm Beetle must be pulled or pushed (whether gentle or firmly) to be directed, whether from a rope or a hitch, and cannot be guided with a ‘carrot on a stick’ or similar apparati. The Bagworm Beetle, though it can be communicated with Druidic Communion, is admittedly too stupid to process most requests.
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The Deserts Sandy and arid deserts are among some of the most uniform of all biomes. No matter what desert one is in, they will be barren, dry, and hot in the sun. Though some may comprise cracked clay or fine sand, deserts are among the most inhospitable of all biomes. Very few live in the desert, save except by oasis springs, or permanent rivers which scar the sandy mass with wounds of greenery and life. Desert wildlife is hardy, if not somewhat brutal, with nothing being wasted. Flora Drake’s Tail Barrierbrush Qairn Hound - The Desert Apex Characteristics Physiology The Qairn hound is the most dominant creature with the deserts, a vicious predator that devours and kills whatever it sees fit. With an impressively thick hide, and claws capable of tearing through plate, the beast easily deals with parties who seek to challenge it. Qairn Hounds stand at 8ft tall, with an impressive strength easily capable of pushing aside adult Bolugar and toppling them upon the ground. The Qairn Hound is a deafening and very distinct roar that sounds like that of a banshee's wail, this warbling cacophony can be heard for miles around and is a telltale sign that a Qairn Hound is on the hunt. Behaviour The Qairn Hound holds a unique hatred for life, feasting upon their prey while still alive, often taking bites out of them purely to see them suffer. A true emblem of the desert’s cruelty, the Qairn Hound roams the sands with an intense ferocity, constantly seeking prey to challenge. Due to their voracious appetite it is rare to see a Qairn Hound within groups, though small clusters have been seen within the shifting sands of the desert at times. Interestingly, the Hound recognizes its victories over prey and other combatants. The Hound decorates the outside of its lair with bones and carcasses, a clear and distinct warning for all those who dare enter its dwelling place. Before a hunt, the Qairn Hound will release a deafening roar over the desert, a warning to all denizens and creatures that the hunt is on and that they should be very, very afraid. Taming This creature cannot be tamed. ST Notes/Abilities -Its roar while loud is incapable of damaging hearing or stunning descendants/creatures. -Despite their size, the Cairn Hound is extremely agile and will have no issues hunting larger prey as it uses its strong legs and agile body to climb or leap onto the backs of creatures larger than it. General Red lines/Restrictions – The Qairn Hound can only be roleplayed in DIY, player-hosted events. -Qairn Hounds cannot be forced, tamed, or used in player events without ST supervision. – Everything that may be obtained from a Qairn Hound is player signed and wholly aesthetic. Kitekatch Also called the Al-Bataniyyah al-Sama'a, or Cazaviento Link to Art Physiology Kitecatches are wide-bodied, with a silhouette akin to a waterborne manta. Their bodies are composed over leathery ridges and seams, and crested cartilage, with a full breadth of its ‘sail’ spanning at least a meter, but the largest have been seen up to seven. It has a pair of eyes atop its head, but additionally has a rudimentary flagellum beneath its ‘face’ that allows it to perceive depth, and distance, so it can accurately pounce atop prey. Beneath its sail are several fine tendrils that are reminiscent of a starfish, giving it some fine motor control to adjust its positioning upon dunes, as well as settle itself into the sand. If needed, a Kitecatch will flip onto its back, and use these tendrils to draw in what little moisture is carried in the air. When resting, a Kitecatch may ease itself into dunes partially, though it often lays atop dunes for the dual purpose of gathering heat from basking in the sun, and waiting for breezes it might use to travel around the desert in pursuit of the sun as it sets, as well as prey. The Kitecatch often looks like a worn carpet traveling through the air on errant winds, giving some the idea of magic carpets ferrying people around the desert. Its underside, in addition to its tendrils, is a series of incredibly potent gripping muscles. These muscles, in addition to its flagellum, are used to crush and wrap itself around prey, akin to rolling a corpse in a carpet. The Kitecatch will squeeze its prey in an attempt to pulverize it, and draw all moisture possible, as if milking a stone. Behavior Kitecatches are ambush predators first and foremost, though they mostly hunt in an effort to gain moisture, as Kitecatches are able to mostly sustain themselves with a photosynthetic process. They wait patiently for movement across the hazing heat of the desert for signs of movement, and gauge its size with its several frontal eyes, and when the wind sweeps across the desert, it will climb aboard the gust and glide towards its prey, or, a more suitable dune to strike from. Once close enough, the Kitecatch descends with a nose dive, often trying to surprise and stun its prey, before they are enveloped in blackness, and crushing, grinding muscles. The Kitecatch will try to disperse heat into its target through its flagellum and membranes: trying to sear, suffocate, and dessicate its victim, feeding off of the fluids and softened tissues. Oftentimes, the remaining husk will turn into ash within the following days: utterly devoid of all moisture and tissue. Despite its terrifying means of consumption, the Kitecatch is largely solitary, and tends to stray away from groups when hunting. Similarly, Kitecatches are known for infighting when not in their mating season, and often fight by rearing up and slapping at each other: loud claps echoing from their battles. Their tracks are hard to discern due to their careful movements and wide dragging, though keen eyed travelers can spot a serpentine pattern in the sand, and if one can tell the direction of the breeze, they can often spot Kitecatches by determining their trajectories and paths. Taming Kitecatches cannot be tamed. Abilities – Kitecatches use drafts and winds to silently glide through the air and travel to new dunes and far flung prey. – Kitecatches over three turns will produce increasing heat, maxing at temperatures akin to an oven: roughly 200 degrees fahrenheit or 93 degrees celsius. – Kitecatches, due to their photosynthetic nature and preference to basque in the sun, constantly radiate heat: if struck with flame or further fire, they will rapidly disperse that heat around them as steam. – Kitecatches, when still, and especially when seen through hazing heat, can pass as litter like a rug, cloth, or carpet, and some colorations even allow them to appear as if stone sticking from the dunes. Redlines – Kitecatches may be utilized by both players, and ST. – Kitecatches may not be tamed. – Kitecatches are solitary, and will not work in tandem. Any interaction with kitecatches will only have one at a time: unless they are infighting. – Intense and prolonged cold will cause a Kitesail to shrivel up, as if forced into a hibernative lethargy. Cᴇᴘʜᴀʀʀɪᴅ ᴛʜᴇ ᴄʜɪᴛɪɴ-ᴍᴏɴɢʀᴇʟꜱ [Link] Physiology All living things converge into crabs eventually- ‘carcinisation’, or so the biologists prattle. Though, given the breadth of the many crustaceans which litter the many continents of the world, it can be assumed their theories have some merit. However, none of those beings match the size of the hulking abominations of the Cepharrid- feral and vaguely crab-esque in shape, littered with insectoid limbs of varying sizes; their largest limbs are equivalent to those of an aspen’s trunk, whilst the smallest are no larger than that of a descendant- albeit far weaker. These creatures are surprisingly vast for crustaceans- averaging to be about [10] to [12] meters in height, and stretching on average from anywhere between [18] to [22] meters in length. Whilst covered in a carapace, in truth its natural defenses are not that strong- the Cepharrid’s armouring only feasibly covers their back, skull, and frontal-facing portions of their limbs with similar strength to that of plate, whilst their belly, vestigial limbs, and back-portions of all their limbs remain fleshy and easily punctured like mortal flesh. Given the vast size of the Cepharrid, their bodies need greater force to pump their blood about them than the meagre hearts of cattle and men- thus, nestled beneath their core, a vast heart no larger than a cubic meter remains- known to rogue hunters and eccentric collectors alike as a ‘Stoneheart’ for its vaguely quartz-like appearance, and its tendency to never rot due to its composition of primarily mineral-based substances. Behavior There are three things that primarily dictate the behaviour of Cepharrid- hunt prey, protect their young, and defend their ground. Cepharrid primarily hunt smaller beings which it knows are unlikely to fight back- in short, they will scarcely target the descendant races in their hunts for prey, rather preferring stray boars or cattle to gorge upon. However, descendants are not just given an indiscriminate boon of protection from these things- Cepharrid are extremely protective of their young, and thus primarily their hovels. The life cycle of a Cepharrid is four-staged; Egg, Pupa, Chrysalis, and eventually Adult; these creatures breed slowly- and thus their populations are generally small. Cepharrid, for most of their adult life, are nomadic- not really sticking to any area or creating a hovel lest they have young to protect. When they do make one, they usually prefer dry, cool places to make their hovels, usually either rocky outcroppings beneath cliffs or in sandy caverns. Thus, they usually spend most of their life cycle in the driest biomes, such as the Geyserlands and Mesa. Even though they are nomadic, they are oft territorial- if an adult Cepharrid whom bears no young is met with any other Cepharrid whom is not a direct relative to it, they often get enwrapped into scuffles- the victor and loser alike often suffering limb damage in twain, often causing grudges to be forged within both individuals. Cepharrid who bear heavy grudges against another may even try to sneak upon their foe’s young and engorge upon them, though this has been notably rare- especially given the Cepharrid’s natural urges to protect their hovels. Taming Cepharrid are untamable beings, lest a magic of an incredible caliber become involved. They are primarily driven upon their urges to hunt prey, protect their young, and defend their ground from others; to usurp these mental priorities with another one is practically impossible. Abilities Little more is going for these creatures besides their vast size- with its comparable strength- and its surprising dexterity. Capable of weaving about vast stone pillars and scaling walls- albeit slowly- Cepharrid have decent mobility within terrain they are familiar with. However, their eyesight is pitifully feeble- when moving, they view the world as a blur, easily missing targets unless they are standing still; during nighttime, unless individuals carry about lighting, they cannot see a thing at all and are practically blind. Redlines – Cepharrid grow to be about [10] to [12] meters in height and [18] to [22] meters in length at most when adults; pupae grow no larger than [1] meter in height and [2] in length, with their chrysalis stage similar size to that. – Cepharrid have intelligence comparable to that of a loner-predator; similar comparisons are best made with mountain lions and bobcats. – Cepharrid solely have their carapace-like armour stretch upon their back, their skull, and the front-facing portions of their many limbs. All other portions are unarmoured, and as easily carved into as unarmoured flesh. Their carapace has similar durability and weight to steel, and can be used as reskinned steel if carved into such shapes as armour and blades. – Cepharrid’s strength varies depending on their limbs. Their smallest ones are similar in size to a descendant’s, though are tremendously weak and might as well be vestigial- however, their largest ones are about as vast as a tree trunk, and are capable of slamming things with force equivalent to twice an olog’s. – Cepharrid can only be played by [ET] members. Aevosi Remnants Vinix Physiology The Vinix are small primate-like creatures, hosting stark avian attributes and are found within the hottest climates of the southern deserts. Its small stature, measuring at a mere 20 inches in height and weighing a scarce four pounds only emphasizes its diminutive size and vulnerability. Its spindly body with slender limbs, short, coarse fur, allows the Vinix an opportunity of camouflage that blends amongst its arid environment. With its pelt ranging in colourations of light browns and pale yellows. Although such a pathetic creature hosts stark avian qualities, its delicate wings spanning from its shoulders hosts a poor bone structure rendering it unable to maintain substantial flight and instead glides from tree tops, where it seeks refuge from predators. Behavior Being primarily diurnal creatures, the Vinix use the daylight as a sacred time to gather limited resources the south has to offer. Its main diet consists of whatever foliage they are able to source, including leaves, shoots, and berries. If fortunate enough to come across insects, they will often hoard them within their burrows, a necessary form of protein that without renders another cause of death for these vulnerable creatures. However, the Vinix often struggles to find these sufficient sources of nutrients due to the scarcity of vegetation. The Vinix’s habitat is characterized by vast stretches of dry landscapes with little opportunity for shade or suitable nesting sites. As a result, the Vinix are forced to roam from location to location in search for better territory. Unfortunately this dangerous journeying makes them easy targets for larger predators. Despite their challenges, the Vinix possesses the ability to reproduce rapidly. Litters often numbering from four to eight offspring known as ‘Vinnies’. However, the harsh environment and the Vinix’s vulnerability contribute significantly to a drastic decline in their numbers within the wild. Often considered the weakest link within the natural food chain, the Vinix lack any innate survival instinct and effective defense mechanisms other than their ability to blend within their environment. When distressed or provoked, it emits an ear-piercing shrill as its only form of deterrence from predators. Unfortunately, this is usually insufficient to protect it from its main predator, the Sectah Lynx, a formidable hunter that often shares its habitat. Due to its susceptibility to predation and the inhospitable conditions of the south, the Vinix face significant challenges in maintaining stable populations, making conservation efforts crucial to ensure the survivability of such a unique species, as the Vinix play a crucial role in the delicate balance of the southern ecosystem. Vinix share a mutualistic relationship with other large herbivores and migratory animals within the southern desert. When traveling between spots of water and flora. Capable of loud vocalizations, the Vinix perch themselves atop other herbivores and other passive animals, warning them when dangers may arrive, in addition to feasting upon the pests or parasites that may plague their larger protectors. While most herbivores tolerate the presence of the Vinix, carnivores have no qualms turning on their small warning alarms. Taming They may be captured and tamed. Abilities There is no notable ability. – The Vinix can only be roleplayed in DIY, player-hosted events or outside of combat as a tamed creature. – The Vinix can be tamed but may never be weaponized in combat. – Everything that may be obtained from a Vinix is player signed. -Vinix, though capable of being tamed, are never intelligent enough for complex command or action. Sectah Lynx Physiology The Sectah Lynx is an agile and curious predator that roams high above the desert sky and deep within its many valleys. Unlike most predators, the Sectah has been seen to hunt prey in a variety of methods, bombarding targets at impossible speeds, or chasing them down. Agile in both the air and on foot, the Sectah eats and challenges a variety of prey, the desert climate keen on providing small mammals and lizards to devour. The Sectah at maturity grows to the same size as large cats of prey, though far lighter than any tiger and stands around the same height as a descendant while on all fours. Its powerful wings are capable of allowing it an impressive flight, in addition to strong legs that allow it to run quickly across The Sectah is capable of hunting large aerial predators through its unique physiology. Climbing an intense height, the Sectah dive bombs its targets from above, often killing them upon impact. With incredibly sharp claws, it is capable of ripping through flesh easily and breaking the bones of smaller mammals and birds. Behavior The Sectah is keen on collecting the trinkets scattered around the desert as a means to bolster its nest. While Sectah only grow to the size of common descendants, their nests are large ornamental structures filled with the jewels of the desert. These rearing spaces are found both on the ground in sizable caves as well as all peaks and cliff sides should the desert provide it. Sectah roam the land as their curiosity and desire to collect more treasure expands. Sectah hold a mischievous nature with those who enter its territory and the desert. Travelers who sleep or unaware have belongings stolen or pickpocketed by this dextrous predator. Sectah nests are often ornamented with jewels or lost artifacts, and wary thieves herald the bird as their patron animal. Abilities The Sectah’s dive bombing ability is only used on aerial prey or significantly smaller targets like the Vinix or rodents and lizards, often breaking their bones and killing them upon impact, though would serve little use against the armored beyond knocking them down and severely bruising them. – The Sectah Lynx can only be roleplayed in DIY, player-hosted events. – Everything that may be obtained from a Sectah is wholly aesthetic and player-signed. – The Sectah are too intelligent and their constant need to move prevents them from being tamed or kept in close proximity with descendants and other animals. If given the chance they’d escape or die quickly in captivity. Bolugar Physiology The Bolugar is a massive herbivore, a nomadic creature that travels between what little patches of water and moisture that may exist in the desert. The Bolugar takes decades to mature, going through multiple metamorphosis. Bolugar lay tadpoles, using what little water within the desert to nurse their young, or carrying them within a special pouch within their mouths. The young are also capable of feeding upon the slime the Bolugar all produce, a communal feeding behavior seen within a pack. Bolugar are capable of eating all forms of flora within the desert, stomachs sturdy enough to endure whatever they may graze upon. The slime of a Bolugar is produced either to feed their young, self-preservation techniques, or through husbandry, all of which allow for the attempt for the dauntless to extract it. Bolugar are most commonly seen in their adult form, standing at 7ft tall, and weighing nearly half a ton. While capable of growing larger in the wild, they are capable of reaching this stage after nearly a century of husbandry. Once it reaches full size, it stands at 10ft tall and weighs over a ton. These large collosi are known as Elder Bolugar, though none have ever been seen within domestic use nor a husbandry person capable of breeding one in captivity. Bolugar grow duller in pigment through age, the sun beating upon their backs for centuries. Elder Bolugar are often mistaken by the unfamiliar as mirages within the sands, shifting mountains that move on the horizon through day and night. While normally docile, the creature possesses an impressive strength and defense, leading those capable of domesticating it as a pack animal. The Bolugar’s flesh and constitution is of unusual nature, leading many to speculate and study the creature for its potential uses. When attacked, the Bolugar possesses a means of defending itself through the colored patches covered all along its body. When a wound or cut forms, the Bolugar’s secretions allow the wound to congeal and recover far faster, clotting injury and sealing them with a sticky slime. This slime’s wondrous ability has an incredible effect on Bolugar, capable of sealing injuries normally thought fatal within minutes. These effects only work on the animal, though have been seen to be capable of keeping Bolugar alive through dismemberment and brain damage. Alchemists, the scientific, and wary may freely experiment with Bolugar slime, creating their own concoctions from it. However, regardless of its use in base form or an extracted variant, Bolugar slime will always seal cuts and shallow wounds, and staunching blood at the same level of other herbs. The strange chemicals and toxins within the slime(of which there are many) prevent the entire limb from being used, and over-use of Bolugar slime could lead to sepsis and shock. It is incapable of performing the italicized effects on the ordinary descendant, no matter the reaction or chemical concoction performed. Behavior Bolugar travel in large herds, forming territories through the valleys and pathways it crosses through. Vinix often shelter themselves within these migratory groups, using the shade they provide as a means of escaping the dangerous desert heat. Bolugar are especially defensive of their young, all members of a herd turning to stand their ground rather than lose the next generation. While Bolugar are sturdy and quite strong, they possess no natural armor or means of defending themselves beyond powerful kicks and swings of their head, easily capable of breaking bones. Abilities Elder Bolugar serve as a difficult creature to fight within the wild, though while not the apex predator, are easily capable of killing careless descendants. Their endurance and slime allows them to endure common physical attacks, in addition to inspiring husbandry people and the curious to explore their slime. – The Bolugar can only be roleplayed in DIY, player-hosted events. – The Bolugar cannot be tamed. – Everything that may be obtained from a Bolugar is player signed – Players cannot wield Elder Bolugar, their domesticated or pack animal variants will always be 7 ft maximum and no more than 800 pounds. – Domesticated Bolugar are too slow to use in combat and will often flee. – Bolugar slime does not have any paralyzing effects, nor does it have any use on the unwilling. – Bolugar slime is player signed. The slime can at most be used to seal and heal small cuts, burns and open wounds. – Bolugar can only be extracted once a week. – Due to the slow and difficult nature of raising Bolugar in domestication, a single player may only possess two at a time. Scalecid Physiology The tenacity of the Scalecid allow it to survive within the difficult deserts of its habitat. While far smaller than any of the predators within the desert, its fierce behavior allows it to stand its ground wherever difficult situations may occur. The Scalecid may grow to the size of a large dog, though it possesses an armor and agility unmatched by any other creatures within the desert. Scalecid are seen scraping with all creatures of the desert, doing whatever it can to continue eating and winning difficult encounters. With a domineering bite capable of crushing bone and claws capable of allowing the creature to disappear within the sand in a moment’s notice, the Scalecid’s swiftness and durability make it difficult to catch and deal with. The armor that dons the Scalecid is no different from plate, although being made from bone it is far thicker and heavier. This does not slow the creature by any means, though its hunters and poachers would find the bone a serviceable alternative to bone and steel. The whiskers upon a Scalecid are a unique sensory organ to the creature, allowing it to hunt with unparalleled efficiency. It is rumored that the creature could smell a single drop of blood within the sands of the desert, with tens of Scalecid emerging to fight over any corpse that lay unclaimed within the desert. Behavior The Scalecid have a voracious appetite, eating any Vinix, or any animal capable of succumbing to its attacks. While primarily scavenging the desert remains, the Scalecid is capable of ambushing prey through its numerous tunnels scattered beneath the sands. Scalecid create complex burrows, often intersecting with sand-laiden caves or ancient burial grounds. While Scalecid do not live within packs, it is not uncommon to see multiple within large caves. Scalecid are extremely aggressive, even to their own kind. They have no fondness for any living creature, and will even tear up and destroy fauna purely out of malice. The path of a Scalecid can be found through the destruction it leaves in its wake, and massive holes within the desert. Abilities Scalecid are capable of burrowing themselves with sand and other loose materials extraordinarily fast, disappearing and appearing within a single emote. While their claws don’t pose any real threat to the armored, a bite would certainly cause severe bleeding and breaking bones. – The Scalecid can be used and played for only DIY, player-hosted events. – The Scalecid cannot be tamed. – This is a combative creature used for event fights, and cannot be domesticated, tamed, or used in casual player combat. – The Scalecid possesses no unique features beyond its armor, which may be player-signed as ornamental armor equivalent to plate. Uguldana Physiology The Uguldana possesses six powerful legs, each armed with razor-sharp hooks that allow it to move effortlessly through the shifting sands. Its enormous mandibles are capable of crushing even a Scalecid, However, unlike its smaller relatives, this giant antlion has adapted to become a scavenger, feasting on carrion and decaying organic matter that litters the desert floor. Far more agile than other insects, the Uguldana quickly grabs prey or carcasses, dragging them deep beneath the sand, either drowning or crushing them from the terrifying hold. The hairs along the Uguldana allow it to sense vibrations and motion within the sands with unnerving proficiency. It tracks prey through these motions, allowing it to decisively pick out the weakest or most valuable targets within whatever foolishly invades its territory. Uguldana range in size as they mature and metamorphose. The youngest stage (nymph) will grow up to a maximum of 15ft, molting multiple times to accommodate its new body. Nymph Uguldana lack the strength and digging ability of their massive parents, and so are often seen within their caves scuttling about, or hiding beneath rocks above the surface. They serve as large insects commonly seen throughout the desert. At night, these creatures ambush Vinix, juvenile Bolugar, and other animals within the desert capable of being crushed between its mandibles. In the next stage, the Uguldana buries itself deep within the sand, though is nearly entirely sessile. This Adolescent phase of the Uguldana is indefinite, as they may grow to indescribable proportions. These Adolescent Uguldana hibernate until some movement stirs atop the surface, goading them into bursting out and striking whatever lurks above them with intense proficiency. Rumors exist to prevent one’s travel across the desert from being detected by Uguldana, though no clear answer exists. Uguldana chitin is unique, though no more durable than standard materials like steel, has the unique property of being capable of filtering out sand and the dust of the environment it was made from. Tinkerers and forgers often craft the chitin into masks and helmets, allowing them to survive the harsh desert storms and difficult environment. This chitin is only made durable and effective in the adult form, often encouraging the bold to battle or scrape pieces from these impressive animals. Once Uguldana mature, they take on a similar appearance to the picture above, adult Uguldana ranging from 30-40 ft in size. These massive scavengers have been approached by the thrillseekers, riding these massive creatures adorning masks made from their exoskeletons. Behavior Uguldana are incredibly fast creatures and cunning despite their size and insect physiology. Rather than engaging in direct conflict, Uguldana wait for the perfect time to strike before disappearing as quickly as they arrived. They lack the blind hatred Abilities Juvenile and Adult Uguldana will only serve as event creatures, and while Adult Uguldana can be ridden, giving them complex commands or using them within standard combat are impossible. Adult Uguldana may be used as siege weapons during events, but they are just as likely to burrow beneath the earth and escape should true danger arise. – The Junior Uguldana can only be roleplayed in DIY, player-hosted events. – Uguldana cannot be forced or tamed. Adult Uguldana cannot be used in player events without ST supervision. – Everything that may be obtained from a Uguldana is player signed. – Chitin may be harvested from them and experimented with to produce filters capable of allowing a Descendant to breathe more easily in sandstorms and the desert environment. This is the only application for this type of chitin; weapons or armor cannot be made out of it. – Filters/Masks/Helmets may not allow a Descendant to survive fully submerged in the sand however. At most giving them a couple of moments to escape from being fully submerged. – A helmet made of Adult Uguldana chitin will only allow the player to filter out sand and dust of the desert, allowing someone to ride the creature and survive when it burrows beneath the sand. It possesses no other combative advantages and has the same durability and strength as weaker metals like bronze. 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.
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The Savannah Savannahs are a curious region, similar to the plains in terms of flatness, though often possess a tropical or subtropical climate. Sparse save for a few trees, it is often found bordering deserts or clifflands, covered in vast swathes of dry grass as far as the eye can see. Despite its abiding heat, the savannah, or veldt as it is oftentimes called, is home to some of the largest and most rugged creatures. Though not inhabitable to descendants, it is often inhospitable to those who are unaware of its rather unique nature. Flora The savannah, unlike the plains, is not home to as many unique species of flora, as few plants tend to survive the harshness of its climate. Still, some unique, and rather hearty herbs can be found scattered about these rugged regions, if one knows where to look. Blood Lotus 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. Mirrang Sometimes called a ‘Haze Hound’ or ‘Mirager’ Physiology The Mirrang is a lean, canine-shaped predator, standing just shy of a man’s hip, with long limbs built for sudden bursts of speed. The hide of a Mirrang is uncomfortable to most traders: oily, and slick,though it makes a great insulator against cold nights and sun-scorched days. Colorations tend to err towards that of a tiger, perhaps a form of mimicry for when finally seen. At first glance, its form seems indistinct—blurred, wavering, as though viewed through heat haze. Its fur is lined with reflective hairs that bend light, refracting its true position. Oftentimes, the Mirrang seems small, and distant, only to suddenly be upon you. Its mouth is full of fine, blade-like teeth that seem suited to tear with swift jerking motions and ride-bys. Its eyes are set narrowly on either side of its keen nose: narrowed with long-lashes to block out the sun and sand it kicks up with its advances. Its jaw is strong, and sturdy, much stronger at clamping down rather than opening up: almost like a crocodile. Behavior Mirrangs tend to travel in pairs, or sometimes trios, and rarely any more. They tonally sound similar to Hyenas: with their screeching, yipping laughter haunting the Savannah’s windswept plains. Oftentimes, a Mirrang will wait distantly to catch the eye of traveling adventurers or game, and distract them so their partner(s) may close in to quickly dive upon vulnerable targets. Due to the difficulty of actually pinpointing their exact location at a difference, they tend to try to control the range of engagement. It’s possible to cause a Mirrang to lose interest by advancing, then retreating: interrupting the lupine’s hunting tempo. A good indicator to tell how far a Mirrang is before they try to close upon you is to advance towards them. Should the Mirrang hold its ground, it's likely much farther away. When they finally engage, they move swiftly and attempt to latch onto limbs, and perform a ‘dry deathroll’: tossing end over end. Unarmored targets may have a limb torn from them in a few moments, and once taken, the hounds will often leave to consume their stolen food, and pursue their prey at a distance, waiting for them to bleed out. Taming Mirrangs cannot be tamed. Even pups raised in captivity seem to, at some point, recognize themselves and realizing their predatorial instincts, turn upon their masters at unfortunate times. Abilities – Mirrangs, especially in their home-turf on the Savannah, are capable of advancing slowly while maintaining a ‘reflective-camouflage’ that seems to misplace them: akin to a distant mirage, or trying to put one’s hand into water to catch an object or prey. – Their barking too serves to unnerve potential prey and travelers into breaking rank and separating, having a reverberant and echoing quality that makes placing the exact location difficult. – The sudden burst of speed utilized by the Mirrang is impressive, but cannot be done constantly. The force generated by this burst is similarly terrifying. Redlines – The Mirrang may be utilized by both players, and ST. – All trophies are player signed and have no special qualities past their hide and fur, which may glimmer in the light, and act as a good insulator. – The reflective camouflage of the Mirrang works with sunlight, but seems less effective with torch-light or other mundane sources of light. Similarly, at night, when the air becomes cool, this camouflage is rendered totally inert. – Thahnium or Frost Salts would similarly completely nullify the heat-based camouflage, likely causing the Mirrang to retreat with their pack. – While their bark is hard to isolate, those with keen hearing or senses of smell might be able to approximate a Mirrang’s location. – Clever hunters may try to repel a Mirrang’s displacement with ‘area of effect’ or ‘shock and awe’ techniques and tools. Heat-based applications would make a Mirrang harder to place (ie, blasting potion, will O’ bottle, a fire blast or fire wall), while frost-based applications would debilitate a Mirrang (Frost breath, bottled blizzard, ice evocation) Aevosi Remnants Merry Berry Dragon Fairy Physiology A fist sized reptilian that can be found chowing down on the berry bushes of the savanna. Its appearance resembles that of a cluster of berries, most typically that of poisonous berries, which causes larger predators to avoid it. In addition to this, its body has many thorns along it to further discourage predators. The MBDF derives all its nutrition from poisonous berries, its teeth being designed to puncture through the skin of fleshy fruits and then drain all the liquid from inside. It is also capable of digesting any sort of toxins into a hallucinogen, storing them away in a fragile sack that forms upon the back. The creature’s digestive system, although capable of processing toxic chemicals, cannot process the seeds of its food. Thus, while running at high speeds around the savannah, the MBDF spreads the seeds of its meals quite efficiently. Behavior These tiny fruit dragons travel alone during the savannah, but are very social around sources of food. Playing and roughhousing with each other without worry, since they are immune to their own poisons. Once one finds a partner, they dig within the center of a berry bush to make a small pit, eventually becoming their nest. Eggs can then be spotted upon unusually large berries. Taming These cannot be tamed or exploited for their hallucinogen either for one’s own consumption or against another individual. – MBDF can only be played during DIY, player-hosted events. – MBDF cannot be tamed. – MBDF toxins cannot be harvested and will only have any effect when actively expelled by a living specimen. – Everything that may be obtained from this creature is wholly aesthetic and player-signed. Drogokroko Physiology An oxen sized predator, with a crocodile-like snout and scales. The Drogokroko is a beastly reptilian predator that roams the savannah in search of prey. Although slow and lumbering, it hunts through endurance, being able to run without break at low speeds over great distances, tiring out its opponents. It has the face of a crocodile, with a maw that can punch through iron. Its nose is filled with highly adapted scent detectors, allowing it to sniff its prey’s location from across the savannah. Its thick, rough scaly skin is strong enough to resist slashes from iron blades, though it can still be punctured. The Drogokroko also has a powerful tail, the length of its body, that is mostly used to shake small prey out of trees with repeated hits. When under extreme duress, it uses this to knock away approaching predators or threats that could overcome it. Behavior It hunts like an unwavering machine, being able to traverse the savannah without pause for days to weeks. When they are focused upon a scent, they will ignore everything in their path, unless they are directly obstructed. Though if a Drogokroko passes you by because it has already tracked another prey, it doesn’t mean you are safe. This beast keeps an intricate mind-map of all the scents of edible creatures that have caught its attention at some point, meaning it probably has you saved in its mind for later. As part of its hunting techniques, the Drogokroko utilizes its power to leap upon exhausted prey from great distances. This allows it to close the distance between itself and its meal, and deliver a crushing blow with its body weight. If its prey doesn’t die immediately, it will clamp down on its neck with its crushing blow and perform a death roll–essentially twisting the victim’s limbs and head off. When it comes time to mate, the Drogokroko communicate with each other in noxious burps, and ram their oxen horns into each other to compete over territory and partners. Any unfortunate bystander will likely be stomped and crushed to death if careless. Taming These creatures cannot be tamed. Abilities Drogokroko can leap up to twelve blocks in front of them, or perform a ‘death-roll’ to sever the limb or head from their prey within three to four emotes. - Drogokroko can only be roleplayed during DIY, player-hosted events. - Drogokroko cannot be tamed given their stubbornness. - Drogokroko skin is as strong and durable as leather armor. - Claws, horns and teeth are all comparable to iron in terms of density. - Meat harvested from either living or dead specimens tastes like crocodile and is therefore mild in flavor. - The tail of a Drogokroko is the same density as iron, though once severed it loses its flexibility and turns completely rigid. -All other components harvested from a Drogokroko are player-signed and wholly aesthetic. Solar Stallion Physiology The Solar Stallion, as its name implies, is an evolved species of horse-like creatures. It has the obvious form of a steed with a glowing gold mane and scales. Unlike their marine counterparts, which can have variations in hair and fur, Solar Stallions have horns that change in form from deer to cow-like. Another primary difference of theirs is that the mouth is filled with rows of savage and sharp teeth, though while its mouth is closed, it looks completely horse-like. Behavior Much like the standard Kelpie, the Solar Stallion are territorial, marking spots of plain grassland upon which the sun shines brightly upon. They often stand in the center of their land, basking in the rays of the sun. If anyone were to enter its territory, the Solar Stallion would turn aggressive. Like its counterpart, the Solar Stallion possesses the ability to enchant its opponents whoever it can only enchant males. Once enchanted, it will conjure a flaming bonfire, and try to lure its victims to immolate themselves in it. The Solar Stallion is able to manipulate fire, much in the same way a Kelpie can control water. Though it uses this as a last resort. Taming These creatures may be tamed as reskinned versions of horses. Abilities The Solar Stallion can perform fire manipulation cantrips comparable to a Tier Three fire evocationist, and may be ridden as a horse. This feature is only accessible during events and may not be performed in casual roleplay or combat in any way. – Solar Stallions can only be roleplayed during DIY, player-hosted events or outside of combat as reskinned horses, which must be represented by a horse and steed. – Cannot take on the form of other creatures. -All components of a Sun Kelpie are player-signed, wholly aesthetic, and give off a gentle warmth if held. This warmth may not injure and or harm anyone however. 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.
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The Caves and Caverns Though existing in all climates and regions, caverns are a separate realm unto themselves, boding cold, dark, and ominous whilst housing many secrets and horrors within. It is among the few biomes that may be both natural and man-made, from gaping caverns to sprawling mineshafts. There are many creatures which dwell here, and though not many descendants settle amongst these stone halls, save for the dwarves, grand caves as these nevertheless pose as enthralling find to any roaming spelunker or explorer who travels within. Flora Not bearing any rich soil nor sunlight to warm its depths, the stony cavern is often thought as inhospitable to plantlife, though those well-versed in botany would argue quite the opposite, for there are many unique things that grow within the darkness. Jailor’s Moss Fauna Whereas the mountains and hills claw towards the heavens, the caverns burrow themselves deep into the bowels of the earth. Thus, whether driven underground or birthed by the earth, there are many things that dwell here, for not all things that live crawl upon the surface. Hurkers Physiology Hurkers are massive and muscular creatures, standing approximately 10-12 feet tall when upright. They have thick, grayish skin that is tough and resistant to conventional bladed weaponry. Their elongated limbs end in powerful claws, capable of gripping and restraining prey effortlessly. With hunched, powerful shoulders and a menacing posture, their very presence is a source of primal terror. Behavior Hurkers are meticulous predators. Once their prey is drawn into their territory—often dark, remote caves—they immobilize them with overwhelming psychic terror, leaving victims paralyzed and defenseless. The creatures then encapsulate the prey in a green, honey-like substance secreted from specialized glands. This viscous secretion places victims into an indefinite state of stasis, perfectly preserved and immobile, allowing Hurkers to store prey indefinitely, for reasons which are still not understood. They are carnivores, sporting multiple rows of jagged sharp teeth, which often occupy their exposed skull features into a menacing smile. Although they prefer to hunt without lifting a finger, Hurkers have been observed to physically engage in hunting, as well as combat with other native species. Hurkers prefer subterranean habitats, constructing vast, complex hives within natural cave systems. These hives are architecturally composed of the same mysterious green honey substance used to preserve prey, creating winding tunnels and chambers. The glow emitted by the honey-like resin give the hives an eerie luminescence, casting unsettling emerald reflections across cavern walls. As an invasive species, Hurkers disrupt local ecosystems catastrophically. Prey often fall easily into their traps, leading to rapid declines in native populations. Once established, Hurkers are extremely difficult to eradicate due to their resilient nature, psychic defenses, and deeply entrenched hives. Taming Hurkers cannot be tamed. Abilities The true danger of a Hurker lies not just in its physical prowess but in its powerful psychic abilities. They emit potent psionic waves, capable of inducing intense hallucinations, vivid nightmares, and paranormal-like hauntings. Victims experience altered realities, seeing illusions of lost loved ones, otherworldly landscapes, or their greatest fears made manifest, all carefully engineered by the Hurker to draw prey closer. – Hurkers cannot be tamed in any way. If captured, they will die in captivity. – Their psionic abilities cannot force living creatures to do anything. I.e, walk or do actions. – Thanhium or otherwise abjuring abilities may dull this psychic effect, even null it outright should one strike a hurker with such properties. – The hurker’s claws and bones are the same strength as ferrum. – ET only. Aevosi Remnants Tarraskan Beetles Physiology The Tarraskan beetles are medium to large sized insects that make their hives in the caverns. If one were to take a moment to look upon these insectoids, one would find themselves revolted by the crude and distorted, almost humanoid forms they possess. This has led to myth and legend of the Tarraskan Beetles once being Descendants themselves, though having been changed over time by some curse or malignant affliction. While their carapaces do not provide them much protective strength, able to resist at most one or two strikes of a blade before shattering, they will succumb very quickly under blunt weaponry. The Tarraskan Beetles seem to come in a variety of types that range in size, from the basic warrior form that seems to be just shorter than a human all the way to the Queen, the overarching hivemind itself that towers over its drones and seems to have taken on additional appendages and a set of malformed wings that are unable to support its weight. It is unknown the true depth and variety the Tarraskan Beetles can come in, from more heavily armored forms to protect the Queen to more nimble and agile forms capable of flight. One thing for certain is that once located, Tarraskan Hives must be put to the torch with overwhelming force. Tarraskan Beetles have incredibly poor eyesight, mainly relying on a strong sense of hearing and smell to pick up the friendly pheromones produced by their Hive and to pick up on unfamiliar scents which they denote to attack. The pheromone itself seems to be produced by a small gland beneath the layered sections of chitin that adorns their bodies. Behavior As it is common with aggressive insects such as wasps, ants, etc, the Tarraskan Beetles are no different. They build their hives in the crevices and winding tunnels of the underground. They take the carrion of their hunts, chew it thoroughly and process it into a macabre daub which they use to fashion their walls and hives. Thus one can tell they are near a Tarraskan hive by the stench of death. Though if one is in smelling distance, the swarm has probably awoken and is on its way to dispose of the intruder. The Tarraskan Beetles all produce a very strong pheromone that helps them communicate and detect one another's presence in combat, this pheromone helps them identify friend from foe due to their poor eyesight. Taming These creatures cannot be tamed. The Hive hungers for all living things. Abilities There is no notable ability that has not been mentioned in previous sections. It is however worth noting that if a player were to manage to harvest a pheromone sack, they would be able to use it to mask their scent and easily infiltrate Tarraskan hives undetected. – Tarraskan Beetles can only be roleplayed during DIY, player-hosted events. – Tarraskan Beetles cannot be tamed. – Extracted pheromone sacks are player-signed and have only one use; the one explained above. Prismatic Spiders Physiology Big glowing spiders the size of boulders can be seen resting atop cavern walls, disguising themselves amongst luminous shrooms or crystals. They possess rocky spikes that protrude from their torso, which are white like their limbs to match the diorite caves they tend to congregate in. What is most curious about this creature is the bright and iridescent carapace of its head and thorax. These parts of their body can blend in with local bioluminescent elements, meaning that they will look similar to the environment that they’re in. Although these spiders are typically docile, they possess a large range of skills that make them capable killers. Unlike typical spiders that weave webs, the Prismatic Spiders are more commonly related to Bolas spiders, meaning they spin webs into a lasso and wrap their enemies up. They then smash their enemies against hard terrain or drop them into chasms. Their second most potent ability is their ever-changing venom. Few know this, but the color of the Prismatic Spider actually determines what type of venom it secretes, combined with the knowledge that they can shift colors, it means that these monsters can cycle through many different types of venom. Behavior They are docile spiders, which won’t attack unless provoked. They are omnivorous, devouring plant-life and fellow cavern monsters alike. They can attack descendents if their sources of food are disturbed, such as excessive hunting and therefore lack of sustenance. To mate these spiders perform a most dazzling and elaborate dance that can take up to hours to complete. This involves vigorous changing of their color, intensive waving of their limbs in wild rhythms and so on. Abilities Prismatic Spiders can switch the type of venom they use in two emotes, as follows: Amethyst - Fear - Three emotes of duration. Topaz - Upper Limb Paralysis - Three emotes of duration. Emerald - Strong Nausea - Three emotes of duration. Ruby - Blindness - Three emotes of duration. – Prismatic Spiders can only be roleplayed during DIY, player-hosted events. – Prismatic Spiders cannot be tamed. – Any material extracted from a Prismatic Spider is wholly aesthetic and player-signed. – Venom cannot be harvested as it will lose its potency and properties shortly after exiting the Prismatic Spider’s body. – Fear-mitigating spells can nullify the effect of the Amethyst-type venom. Onyx Ooze Physiology A large, sentient block of shimmering black ooze that is capable of reaching the size of a house. This monster crawls along the floor by sending its slimy tendrils across the ground, then channeling itself through it. This can take a long time, since the bigger the ooze the longer it takes to channel itself through. There is not much else to describe about this ooze, whatever internal organs it may possess are obscured by its onyx black ichor. All that can be discerned is that it possesses an animalistic intelligence and drive typical to that of predators. However, one thing that is known for certain is the incredible strong corrosive power the ooze has over flesh and metal, being able to melt both equally in mere moments. Behavior Due to their slow movement, the Onyx Ooze are ambush predators. They hide atop cave ceilings ready to drop down upon unsuspecting victims. If one sees bits of dissolved rock, metal or flesh in front of them, or black droplets falling from the ceiling, those are clear signs of the ooze being present. Apart from that, not much about the ooze’s behavior is known. It is theorized that when it has eaten sufficient biomass, it splits itself into two. This means that if the ecosystem experiences a disruption, such as a sudden explosion of population of the wildlife, there is also a big increase of the ooze population. To this end, they do not seem to compete over territory, instead just those who cannot hunt will simply die out. Abilities This ‘creature’ is able to corrode flesh or metal within three and four emotes respectively. – Onyx Ooze can only be played during DIY, player-events and may never be weaponized against another player or group. – Onyx Ooze cannot be tamed. It is too primitive and lacking of sentience to do anything other than devour all that which crosses paths with it. – Ooze cannot be harvested or contained in any way as it will corrode through any metal or flesh at some point. Cave Leech Physiology Cave leeches appear remarkably like a naked bat with an extended neck and featureless face. It has no facial features save for a large, drooling maw with several rows of razor-thin teeth. Cave leeches have two legs upon which they may walk, yet although they do possess wings, their ability to fly has not been confirmed. Due to it’s highly aggressive and repulsive nature, the creature is widely avoided and investigation on a live subject is nearly impossible. More terrifying yet, adult cave leeches can scale up to the size of an uruk. Habitat These creatures simply crave a massive dark and damp space within which to hide. Due to environmental preferences, the creature resides within the icy northern reaches, and is known to plague the cave systems of the Norlandish and Haenseti lands. Behavior Though incredibly aggressive, cave leeches are also keen trappers, clinging to the ceiling of vast cave systems whilst awaiting opportunity to fall onto its prey, typically aiming to behead their unfortunate victim immediately. They will excessively attempt to maul their prey with its razor sharp teeth, and should it manage to kill its target, it would proceed to gradually drain away the victim’s blood over the course of the next few days. Abilities Though cave leeches cannot perform successful flight, it may use its wings to briefly glide when falling upon its prey. The teeth of this creature have been known to cleave iron as if paper, making the loss of a limb a common occurrence if not careful. Furthermore, the high-pitched screech emitted from this creature’s maw is deafening, often resulting in loss of hearing for several narrative days. Redlines - Cave leeches are grotesque and frightening. - Cave leeches cannot at all be tamed or controlled. - Cave leeches cannot fly, though they can glide. - It typically only takes an emote or two for their teeth to sever an unarmored arm. - Cave leeches are weak to fire and light. Lurker Physiology The Lurker is a gargantuan, carnivorous cavedweller and shadow-prowler, growing up to sixty feet in height given its home can accommodate its size. It’s carapace can withstand the weight of falling boulders and stalagmites, protecting its otherwise fleshy innards. These creatures possess six insectoid legs which allow it rather frightening speed and strength, though often the creature moves in a serpentine fashion. Lurkers reproduce asexually, forming broods that compete with one another for territory or carve new caves into the ground outright by digging them out with their mighty legs. Habitat A Lurker’s natural habitat is a cavernous system, preferably one with many traversable routes inside it. Lurkers themselves often create these routes to better invade territory they seek to usurp from their kin or to set up ambushes on cave ley lines that prove to have a lot of traffic moving through them. Less commonly, Lurkers can live in tall, damp and dark swamplands, where the jagged pattern of their carapace can often have other predators mistake it as a lazy crocodile under the water until they pounce. Lurkers found outside their environment always die, given there is no moisture to add a thick layer of mucous onto their underbelly; thus allowing the neurotoxin they produce to attack their own nervous system, leave them paralyzed and as such, easy prey for vultures. Behavior Lurkers act reclusively and seem unaware of their colossal stature. Their relative blindness prevents them from gauging their own depth. Because of this, they move slowly and weave their head about to give their long antennae room in which to sway and scope out scents and vibrations alike. Those that make caves their homes are especially astute when it comes to pinpointing potential food as the sounds echoing from the walls quickly make their way to the Lurker whose mastery over its rocky environment is unparalleled. It will, unless famished, settle itself into a dark hole it dug for itself and then ambush whatever prey walks by with stomps and neurotoxins. Once paralyzed, it spends the rest of the encounter pushing the prey into its perpetually-open maw. It’s easy to identify a Lurker that has just eaten: its head always points up to straighten its neck so that whatever it ate might slide down its slimy throat and into its stomach. At this time, they are most vulnerable; thrashing their head and moving too quickly is a surefire way to have their food either slide back out of their mouth or be regurgitated with the paralytic bile they ordinarily produce. Because of this, they recede into burrows or swampwater with their heads facing the sky so gravity might do the work for them; unfortunately being forced to expose their neck in the process. When confronted with insurmountable odds, a Lurker flees through one of the many escape routes it is never without. Should it not be detained and pinned, its escape is guaranteed. Should a Lurker’s eggs be targeted and the Lurker notice it, it will thrash in a manner that could verge into the self-destructive to do away with the threats. Abilities Serpentine in nature, the Lurker’s head sways as a cobra’s would to angle the button eyes flanking its torso around. These are relatively vestigial, given they can only detect light or lack thereof. Instead, they use two long, slow-moving antennae on their head to sense vibrations and scents in the air. Mouth more akin to a hole than anything else, the Lurker predates with paralyzing toxins, the might of its heavy legs and lashings of its carapaced head; all but its oozing underbelly. This spot on their body is not only responsible for securing the eggs but for producing a potent, paralytic neurotoxin said to have developed in the Lurker due to a diet of Mandragora mushrooms in the earliest days of their infancy. This neurotoxin oozes like thick mucus under them, leaving a snail-like trail wherever they go. They have also been known to projectile vomit this bile onto their prey. Redlines - Lurkers cannot exist outside of caverns or swamps. - A Lurker’s bile cannot be extracted or repurposed. - Lurkers are not by any means tameable but druids can commune with them. - Lurkers who have ingested an animal will instinctively crane their heads up to the sky or cavern roof, at which point they are vulnerable. Lurkers who have fed take one narrative day to finish digesting their meal. - Lurkers who have their eggs targeted will use the full force of their strength and size against an opponent and adopt much more reckless, albeit effective, combat strategies. This is up for player discretion but should always be a final option for a Lurker rather than the norm. Skelt Physiology Skelts are footlong mosquitoes with legs long & sharp enough to cut, a crustacean shell body with 3 segments, & a probing jabber that can drain blood or implant larvae. They can weigh several dozen pounds (36-48) when fully engorged. Their droning wings create a distracting noise in groups. The skelt body can curl up into a size of a baseball & it is exceptionally easy to miss when hidden. Once a year, after fully engorging themselves, Skelt will implant larvae into a dead body & float it out to water. Up to eight skelt can be born from the body of a descendent. Skelt are all the same creature, each is capable of parasitic reproduction. Habitat The cruel skelt dwell in caves, caverns, swamps, marshes, bogs, tropics, & jungles. They are always near still water, preferably a large body of it. Darkness is not necessary, but ideal. Skelt grow hives from their dried up prey’s bodies, often living inside the remains in caves. A Skelt Swarm contains 6-8 Skelt, and a Hive may contain anywhere from 2-5 swarms. Behavior If discovered in their cave, or otherwise intimidated, skelt attempt to flee unless fighting is necessary. The skelt prefer to attack at dawn & dusk, tracking signatures of creatures with blood through the air. Individual Skelt prefer the weakest, sleeping targets, but a swarm is happy to sacrifice one or two to gorge upon a massive creature. Abilities 1. Puncture - The Skelt’s probing skewer can pierce armor up to chainmail. The skewer is coated with barbs and a slick oil, so it is hard to grab and pull out. Blood that is drained out only makes the skewer slipperier & harder to grab. a. If multiple Skelt pierce one victim, their movement is greatly hindered as the skelts leverage their skewers in controlling the target. 2. Drain - Once a target has been punctured, the Skelt can drain the blood from the limb. Two emotes after puncture, whatever limb (including the torso) will be completely numb, and if unremoved after six continued emotes, death is certain. 3. Disconnecting Whine – When 10 or more Skelts are flying, the droning sound of their wings is too overwhelming for voidal connection in the nearby area. This also makes communication difficult in the chunk. 1. (15x15 square with the ET/swarm at the center.) Redlines -Playable by ET only -A single Skelt counts as a medium sized creature for use in Conjuration. -Skelt proboscis cannot be combined in chimeric conjurations, the mechanics of the skewering jabber is too complex to function in association with non-skelt biology. Gremlins Physiology Gremlins are quite short and peculiar little runts who range up to 3-4ft tall with scaly skin. They have quite cartoonish features, such as random splotches of hair lining their backs. Or their oversized ears and hands. Habitat These small pests reside within caverns, or dark spaces, where they’re able to easily make nests safely stowed away for the suspecting adventurer to have a hard time coming across. In most cases they often inhabit areas in the vicinity of cities or small towns. Behavior Are able to use small tools they find, though are unable to craft their own. Anything within the nearby range of their nest will likely fall prey to its pranks that it pulls on a normal basis. Pranks and meddlings are rarely harmful, and are more of just a way to try and ruin another’s day. If the Gremlin has set up somewhere, and has been pulling pranks for a while, it will start to listen in on the general chatter of the people - pulling even more devastating and witty jokes on them as it learns more of their lives and such. These things tend to act bratty when interacted with, due to its isolation and loneliness that a Gremlin often experiences throughout its life. Easy to aggravate. Won’t cooperate with any descendants it meets. Abilities Have rather keen hearing due to their giant ears. somewhat quick on their feet, at the expense of them being rather frail and brittle. Redlines -Aren’t tameable. -Cannot speak or understand common. -Won’t attempt to attack someone if caught, but instead will try to run. -Aren’t able to craft anything with tools or materials they find.
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The Temperate Forests The eponymous ‘forest’ is what comes to mind when one thinks of wilderness. Bearing temperate climates, neither too cold as to become arboreal forests, nor too warm, as to become tropical jungles, temperate forests are among the most hospitable of climates to descendants. The creatures that inhabit temperate forests rarely predate on descendants, being both mild and docile in many instances. Temperate forests make up large swaths of land, and are many times the heartlands of elves and halflings. Flora Beard Weed Amberiddle Faerie Truffles Blissfoil Shroomkin Physiology Shroomkin come in many different shapes, consisting of many thousands of fungi. The core is usually at the center of some greater capped mushroom, from which originate so-called ‘shroomlings’ that take on vaguely humanoid forms. These can differ greatly in both shape and weight, some smaller than halflings, and some taller than Uruks. Behavior Though seen as one or few beings, shroomkin are actually more of a colony consisting of hundreds, if not thousands of spores. At its center lies a core, stationary within a large mushroom akin to a queen bee. The rest of such a mushroom consists of dozens of spores forming a protective layer, and enabling communication with the outside world. Being omnivores, shroomkin utilise “shroomlings” that further branch off from the core, vaguely imitating the shapes of descendants to hunt the nearby woods for prey. Their prey usually consists of smaller animals, however, shroomlings luring in descendants using their silhouette to kill and feed on them is not unheard of. Depending on the size of the core mushroom, the number of shroomlings attached to it may vary greatly. Taming Shroomkin cannot be tamed. Abilities Consisting of many small organisms, shroomkin can regenerate or fuse together if given enough time. To truly kill a colony of shroomkin, it is necessary to destroy the core, being the part necessary to produce more spores. Some shroomkin may use poisonous spores, or display other qualities reminiscent of fungi. Shroomkin are exclusive to player-ran events or may be used by ST Shroomkin are intended to have a mushroom build for their core Though shapes may vary, shroomlings should not exceed the height of Uruks safe for rare circumstances Bramblecreep Sometimes called a Tangle Wight, or Green Widow, or mistaken for a ‘Leshy’. Link to Art Physiology The Bramblecreep is a simple, is haunting creature. More flora then fauna, the parasitic and invasive ivy works akin to Snail’s Eye flatworm or Cordyceps in that the ‘creature’ is designed to be killed. Hunched over and tangled entirely in weaves of briar and vines, they range from one to two meters depending on that Bramblecreep’s ability to root in nutritious soil. Its body is woven, and thorny, forming stalks of stiff, straight-legs and flagellating arm-like appendages that do little other than swat at curious herbivores: this swatting produces a whipping, whistling noise in the air near them. Sometimes a Bramblecreep, in its own assemblage, will bring some of its own fruiting flowers, but additionally may snake herbs and flowers from deep in the forest to its body: sometimes potentially rare, useful plant life gets caught and pressed within their weave. Their own fruits and buds produce a sticky, foul-smelling sap that has a tendency to blight, and mulch other, less hearty plantlife, turning them into compost for further Bramblecreep buddings. Even treated woods under prolonged exposure from a Bramblecreep will begin to rot as if eaten quickly by time, and acid. Behavior Bramblecreeps are not predators, they’re truly more parasitic than anything. Their own body is simply a mechanism of their life cycle akin to other similar parasitoids mentioned originally. Bramblecreeps wander into pastures, farmlands, and glades: places green and lush with life, and seek to untangle themselves through their haunting visage, hoping to be torn apart by herbivores in the wild once they’ve found suitable ground, and hoping wary, skeptical townsfolk will, in their urgency, tear them to bits so they might plant themselves down. Once they collapse, their vines drive into the earth and quickly snake into a resting ground, embedding themselves as if old roots. This often goes unnoticed beneath the mass of the Bramblecreep’s lumbering, collapsed mass. The insidious nature of the Bramblecreep coming to realization over a period of days after, when masses of writhing ivy cord and barb themselves across tilled fields, poisoning grass, choking existing harvests, and warping nearby trees into dying, lurching giants. Otherwise, in pursuit of finding ‘the best location’ to die upon, Bramblecreep will tend to swat at foes in their way. While lumbering, and slow, it's hard to stop their advance: their coiling vines shifting when pressed upon. Their only true fear is fire, for a Bramblecreep that is incinerated cannot continue its life-cycle. Bramblecreeps will do their best to avoid fire. Clever farmers have noticed this, and it isn’t unheard of for communities to perform ‘controlled burnings’ for the dual nature of both replenishing soil nutrients, and warding off slumbering Bramblecreeps from the woods. Taming Bramblecreeps cannot be tamed. Abilities – Their vines strike akin to cracking whips: absolutely painful upon flesh, or clothes, though even light-armor can render these attacks limp. – Their bodies will snake past obstacles and foes, as if creeping-vines passing over any obstacles, in order to reach their desired spot to die upon. – Upon ‘dying’, their physical form unable to hold structure, the ivy will plunge into the ground in order to take root, and begin leeching nutrients for rapid, ravenous growth. – If this death-bloom is not prevented, a determined area will become unable to host and sustain plant life until treated via alchemical means (pesticides) or druidic intervention. – Bramblecreeps may only be utilized by ST. – Killing a Bramblecreep with fire, over [2] emotes, will consume the Bramblecreep entirely and prevent its deathbloom. – Bramblecreeps are slow, tending to lumber at roughly four blocks of movement per turn, but can move through any occupied space as long as it is not blocked by a solid block. – The corpse itself yields no alchemical reagents,though at ST discretion may contain other alchemical herbs and reagents collected in its formation and trek. Aevosi Remnants Tinker Weaver Physiology The Tinker Weaver is a curious little creature, a small bulbous animal with hardened scales on its arms and legs with a large shawl and beard of mossy green fur. The Tinker Weaver stands at no more than 3ft tall and at its center has a large exposed gelatinous core of amber colouration, a viscous liquid flowing about within. This stomach, or core is extremely fragile and the Tinker Weaver does everything in its power to protect itself and hide from prey. Its sharp claws and strong limbs allow it to dig through Descendant trash and tear apart discarded metal objects for its own uses, as well as give it the ability to climb trees to escape those predators that lurk upon the forest floor. Within its core is an amber ichor, this viscous liquid seems to have some light healing properties when applied to small cuts and bruises, sealing them up over a short period and helps soothe severe burns. Tinker Weavers are herbivores, feasting upon the plentiful plantlife of the Forest. Behavior The Tinker Weaver is nature's very own junkyard, this curious little creature is obsessed with shiny objects and will often creep into cities under the darkness of night in order to scavenge for scrap metal and various trinkets and baubles to make its nest out of. These nests are kept high up in the tops of trees and serve the dual purpose of giving the Tinker Weaver a place to call home as well as an armored shell to protect their exposed stomachs from predators. Tinker Weavers are mainly active at night in order to avoid most of the predators of a forest and are also at their most vulnerable when slinking along the forest floor to seek out salvage for their nests. Abilities Tinker Weavers have healing properties and thus are able to cure minor cuts and bruises, or even help with the process of healing a fading scar from severe burns. They are however unable to treat life-threatening injuries or heal another back to life. – Tinker Weavers can only be used in DIY, player-hosted events. – Tinker Weavers cannot be tamed. – Healing properties work at most on minor cuts and bruises, or severe burns. They may not treat life threatening injuries. – Tinker Weavers can be hunted for their armored shell, which would be player-signed. This shell is no stronger than iron and no bigger than a buckler shield. Porculon Bear Physiology An enormous bear-like creature bristling with sharpened spikes on its back, the Porculon Bear stands at a menacing 8ft tall on all fours, from front paws to shoulders. These massive creatures roam the forest floors, feasting upon both smaller animals and the plantlife alike. There are not many creatures within the forests that can stand up to the sheer ferocity and strength of a Porculon Bear and it is considered the apex predator of the forests. The sharpened spikes upon the Porculon Bear’s back act like small spears, designed to ward off any attack from any wandering predators like the Regalis Gryphon. These spikes rapidly shed themselves and regrow, which therein leaves a trail of the animal’s location for future tracking. A unique defense the Porculon has is its ability to forcefully eject the spikes from its back in all directions if overwhelmed or in imminent danger. This is usually enough to force away any would-be predator from its hunt though this last ditch tactic leaves the Porculon defenseless until it has the time to hibernate and regrow the forcefully shed spikes. The process of regrowth takes longer than if the spikes were to have fallen from its back naturally. These spikes however are capable of quite easily puncturing steel and usually have a length of about 2-3ft, essentially functioning as spears. Behavior Porculon Bears are careless creatures. They are so used to being top of the food chain in the forests that they will wander wherever they please and often hibernate in open clearings big enough to contain them. If no such place can be found, the Porculon uses its large mass and claws to tear down trees to make space. For this reason, Porculon bears don’t have any particular den and can be found roaming anywhere within lushful forests. These creatures are easy to track however, their spikes leaving a rather distinctive trail given the frequency of their shed and the sheer mass of these creatures often leaving destroyed trees and a carved path through the undergrowth where they walk. Porculon’s are not aggressive creatures by nature unless provoked or hunting for prey, in which case they attack with untamed fury until their target is dead. Abilities The Porculon Bear’s spikes are capable of puncturing steel the same way as a steel bolt, and they always quiver/become agitated before blasting off from the beast’s back. Once this mechanism is triggered, every single spike is fired. – Porculon Bears can only be roleplayed during DIY, player-hosted events. – Porculon Bears cannot be tamed. – The skin of a Porculon Bear is as strong as leather armor while its spikes are like steel. This is to say that when fired from the beast, they are well capable of puncturing plate armor and impaling exposed flesh. – The spikes upon the very center of the Porculon Bear’s are the same size as a mundane short-spear. There are only up to three of these and the rest are alike to bolts, both versions with the same density of steel. – Most spikes including the ‘big’ and ‘small’ versions may not be recovered or used after having been ejected by the beast, effectively breaking after the fact. – Harvested meat or spikes from either a living or dead specimen are player-signed as they are essentially reskinned versions of short-spears and crossbow ammunition. – The meat of a Porculon Bear tastes like a mix of porcupine and actual brown bear. -If the spikes regrow naturally, it may take a few days at most while if they were fired off forcefully it may take up to a full month to fully grow back and recover from the trauma. Arazi Lotus Physiology The Arazi Lotus, otherwise known by Descendants as the Floral Deceiver, is perhaps one of the most feared creatures in all of nature’s plant-life. This otherwise beautiful looking creature is incredibly dangerous and should be approached with extreme caution. The main defining feature of an Arazi Lotus is its head, an arrangement of large petal shaped structures that surround its all consuming maw. These petals give the plant beast its deceiving appearance, appearing as a large flower within an otherwise beautiful garden of flora. The Arazi Lotus varies in size, with the largest having been reported at around 15-20 ft in height. These creatures are carnivorous and although appearing to be a plant they are very much an animal capable of hunting. Though spending most of its time buried within the ground and camouflaged with its surrounding environment, the Arazi Lotus is capable of ‘uprooting’ itself and traversing the forest upon several large tentacle-like legs that it uses to drag and pull itself through the undergrowth. The green colouration of its skin coupled with a thin fur give it the appearance of vines and moss, only adding to its subterfuge of disguising as a plant. The Arazi Lotus has two distinctive methods of attack, its main arsenal being that of several large tentacles with sharp and hardened barbs upon the end. These barbs are capable of skewering an armored descendant after repeated strikes, though against leather or anything weaker will quite easily puncture through. The other method of attack is a long tongue that shoots forth from its maw, this elastic appendage is covered within a thick goo that has an incredibly strong adhesive property. The Arazi Lotus uses this tongue to grab a hold of prey and drag them back to be devoured. Behavior The Floral Deceiver is by its nature an ambush predator, spending days sometimes even weeks in a location waiting for any prey to stumble into its trap. It buries itself within the ground and will often have its barbed tentacles sprout from the earth in all directions to surround and kill whatever has stumbled upon it. Due to their vulnerable nature when being out of the ground and moving about, the Arazi Lotus will only seek to move if they have been unable to catch anything for up to a month, a month being the absolute limit an Arazi can go without any new sustenance. When it comes time for an Arazi to move to a new hunting ground, it will only travel under the cover of darkness. Abilities The Arazi Lotus can lash at any nearby enemy up to (4) blocks away with its barbed vines, and its tongue is capable of sticking to any surface–living or not–like it were a very strong adhesive. – Arazi Lotus can be used and played only for DIY, player-hosted events. – Arazi Lotus cannot be tamed. – Arazi Lotus saliva is player-signed and is merely a reskinned version of glue. Tahala Stag Physiology The Tahala Stag, otherwise known as the Elusive Watcher. These harmless creatures are a sight to behold and represent the purity and tranquility the forest is capable of. Standing at around 7-8 ft in height, the Tahala Stag has a coat of pure white fur with eyes to match. The most distinctive feature about the Tahala Stag however are its horns, these branch-like horns glisten brightly under the light of the sun and carry an almost iridescent quality to them. When observed from afar, the horns of a Tahala Stag are pure silver, though when the sun catches them a beautiful array of dancing colors can be seen, shifting and changing with the rays of sunlight. Upon these horns are small seeds that seem to grow at random intervals, surrounded by silver leaves. These occasionally fall upon the ground to produce a small silver tree of bone, resembling the appearance of the horns the Tahala Stag so proudly displays. If a Tahala Stag is unfortunate enough to have its horns harvested but lucky enough to be let go by its hunters, it will never be able to regrow its horns, instead forever destined to bear the harvested stumps until its dying days. Behavior The Tahala Stags are extremely rare creatures, the sighting of one often considered a sign of good fortune. Due to the otherworldly quality and beautiful nature of their horns and the small bone-like trees they seem to leave behind, the Tahala Stags are hunted mercilessly and are considered the ultimate prize. As a result they tend to be extremely aloof and elusive animals, oftentimes keeping far away from descendant settlements and maintaining rather solitary lives within the forests. Abilities Under Event Team jurisdiction. – Tahala Stags can be used and played only for Event Team-hosted events. – Tahala Stags cannot be tamed. – Any material extracted from a Tahala Stag must be story-signed and harvested horns immediately have their seeds become useless, unable to be planted. – Harvested trees will not produce seeds of their own and will not grow back. 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.
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Swamps, Marshes, and Bogs Marshes and bogs are biomes of intermittent land and water. Forming in both salt, and freshwater, swamps are renowned for their wetness, biodiversity, and difficulty to cross, many times mucky and difficult to traverse. Swamps can be found in almost any temperature, from the hottest of hots to the coldest of colds. The hospitableness of swamps vary madly, as the wildlife and temperature of said swamps can vary massively. One may be cool, pleasant, with mild summers and cold winters, while others may be hot, muggy, and mosquito infested all year. Flora Aqua Nymph Dwarf’s Pumpkin Night Sap Mandragora Jailor’s Moss Wastrels Mistakenly called ‘Changelings’, or ‘Boglings’ Link to Art Physiology Pitiful creatures that remind one more of loose skin stuck to a wayward skeleton than anything truly alive. Gaunt, hunched, and roughly the size of a human, Wastrels are sometimes mistaken to those who are superstitious as ‘changelings’, or ‘boglings’, though they are far more feral. Their bodies tend to range from stark-white, to a wet gray, and rotten, mucky brown varyingly, and often depending on the seasons: when snow falls, their hues are whiter, though they stain themselves darker tones as the frost fades. The silhouette of a Wastrel can, at night, or in twilight, often be mistaken for that of a wayward child. Sometimes, their own breathing can even sound akin to sobbing. In the light: they’ve no visible lips, not eyelids, nor ears. There are four small holes upon the front of their face: two atop being small eyes, the two beneath being narrow nostrils, though two additional eyes lie on the sides of their heads, beady and black. Upon closer inspection, especially if their flesh coaxed, reveals a seam that opens to their many, many rows of needle-like teeth, and a long, lapping tongue. These eyes tend to respond more to motion, and warmth, then actual light. Their finger tips curve into boney-claws they use to both eviscerate flesh and dredge up enough dirt to bury themselves: a good means to regulate their body temperature and escape the humidity, and ambush unwary prey. Though, otherwise, their flesh is loose, and flimsy, and their bones too like a child's. A single Wastrel is hardly a threat, should it be seen. Though they are rarely alone. Their bodies are often cold like corpses, usually due to their ‘muck-resting’, though when prey is detected, they actively warm to action, like a furnace. Due to this trait, Wastrels can lie in waiting for much-longer, prolonged periods, in a pseudo-hibernation, and awaken ravenously. Often, it is good to venture into the marshes to cull long-dormant wastrels, lest they stir and visit nearby residences with an unstillable hunger. Wastrels have an ‘alien-physiology’. A cleave to one’s head might outright kill it, while upon the other, may only halt it. Vivisections and autopsies upon Wastrels have revealed them to be more ‘meat’ than organ. Any meat or hide gathered from a Wastrel serves as if a pallid, fetid imitation of human flesh. Behavior Wastrels tend to bide themselves through scavenging and ambushing prey: predators by opportunity and necessity. As indicated prior,they often bury themselves, leaving just their frontal nose and eyes revealed so they might ambiently detect prey: sometimes, bubbling muck will betray a buried Wastrel that will seek to adjust so it might continue breathing. When prey passes by, they will ‘activate’, awakening from their dormancy should enough Wastrels be nearby. Often, any nearby Wastrels will rise from the muck, and others will detect the movement and rising heat of ‘activation’ to join in as well. Should any Wastrel believe that, with their numbers, they can properly kill and consume their prey, it will act, and others follow suit: erupting into a clawing frenzy, attempting to fit the creature into their maws, prying away at non-organic material like armor, and clothes, to get more fulfilling mouthfuls. That said, they are utterly cowardly otherwise: rarely seen above ground unless starving and desperate, or otherwise disturbed. Sometimes, solitary Wastrels, in a pinch, will play dead. Wastrels are nocturnal: more often moving at night if the need is felt. They’ve an aversion to very-bright light: a torch not being strong enough to ward them off, despite common assumptions. Light would need to be focused, or outright brighter, more akin to daylight. Sudden bright-flashes do well to scatter, and disorient wastrels. Wastrels as mentioned sometimes make a ‘sobbing’ noise, though other times, they will ‘laugh’ with other wastels. These behaviors, mixed with their appearances, have led to wastrels being referred to as ‘boglings’ and ‘changelings’ intermittently: simply a mistake and misclassification. This has not stopped stories of children wandering into marshes, becoming lost, and a wastrel appearing in their place in the sticks and boonies all the same. Taming Wastrels cannot be tamed, and have a horrendous temperament. Their propensity to hibernate suddenly too makes them poor captives, and their ‘alien physiology’ unsuitable for experimentation. Abilities – Wastrels noises might alert further opportunist Wastrels, offering the opportunity for terrifyingly large swarms. – Wastrels do not feel the effects of biting cold, nor heat: indifferent to both fire and frost in equal measure: though they will burn and suffer the adverse effects of burning, if inflamed. – Wastrels are adept at camouflaging themselves in any terrain with soft-ground, should they roam in search of prey. Redlines – Wastrels may be utilized by both players, and ST. – Wastrels cannot ever be tamed: they may hypothetically be ‘captured’. – Wastrels are susceptible to anything brighter than a mundane torch for sake of their light sensitivity, causing their aim to be wild, and their attacks to be weaker and misplaced. – Wastrels are incredibly susceptible to slashing damage: even if they might survive their head being cleaved in two, any blade scours through a Wastrel like a knife through hot butter, meaning they may be dismembered with mighty swings, leaving them enfeebled and impotent: if still relentless. – Wastrels more or less die when the narrator feels they’ve suffered enough damage: but never more than three slashes: and more often than not, any forceful swing should kill if not disable a Wastrel. – Due to their ‘mostly meat’ insides, blunt strikes do little past stumbling their form, akin to smacking rubber. Piercing blows affect them ‘normally’. Aevosi Remnants Taracci Physiology Taracci, otherwise known as the Bog Muppets or Muppets of the Bog are opportunistic scavengers. Incredibly small and weak creatures, the Taracci stands at no more than 1-2 ft tall and has a round bulbous looking body with comically large yellow eyes that seem to carry a subtle glow at night. They have a very smooth and slippery hide that allows them to quickly slide around and traverse the undergrowth of the swamps. Their hands and feet are webbed, aiding them in traversing through the often flooded undergrowth and murky waters. The only form of defense or offense a Taracci has are the rows of razor sharp teeth in its mouth and its unique vocal cords that are able to emulate most sounds it hears, the Bog Muppets use this to great effect by luring larger predators to kill unsuspecting prey and allowing the Taracci to feast off the scraps. Very weak, but may overwhelm in large numbers. Behavior Due to their weak stature and inability to hunt prey much larger than themselves, the Taracci have the unique ability of mimicry to mimic most sounds they hear. They use this to great effect by luring predators to kill wildlife nearby so that they can move in and feast on the scraps. Taracci groups vary in size but can reach the upper limits of 20-30, and if unable to eat for an extended period of time may grow more reckless in their attempts to hunt and will often just swarm wounded animals or even descendants, using their overwhelming numbers to try to bring prey down. Though this is a high risk to the Taracci themselves and is only ever used as a last resort out of desperation. They are scavengers by nature. Abilities The only feature that is worth highlighting from this creature is its ability to mimic common tongue and animalistic sounds with ease, fooling most into a very stupid demise. – Tarraci can only be played for DIY, player-hosted events. – Tarraci cannot be tamed. – Tarraci are unable to mimic full sentences of common tongue, or mimic languages that are magical or dark in nature like black-speech or Ilzakarn. They mostly mimic animal sounds and one or two words at a time from a descendant. – Tarraci teeth are actually no sharper than a honed blade of steel, and no bigger than a fingernail. This is to say that it will not cut through plate or bone with ease but it is well capable of achieving such a feat if enough effort is put into it. – Tarraci teeth are player-signed when harvested, though given their incredibly small size, it is rather difficult to put them to use as a weapon on their own. Nepema Physiology The Nepema, otherwise known as The Patient Hunter is a highly intelligent feline that is native to the swamps of Aevos. This very distinct looking feline is no larger than your common house cat and just as agile. While they have some variation in color, they more often than not have hair that ranges from light to dark browns with their more distinctive markings ranging between the darkest of crimsons to the most vibrant yellow hues, mainly warm colors. Upon the end of a Nepema’s tail is a large flower like bulb, this bulb offers a pale green glow that the Nepema uses like a lure to catch unsuspecting fish and smaller creatures off guard in the waters of the swamp. Behavior It hides in the undergrowth around bodies of water and is an extremely cautious and patient hunter, never engaging creatures that are stronger or faster than it and always using its wits and agile movements to get in and out of danger. The Nepema hunts with the flower-like bulb upon the end of its tail, this gently glowing growth is used to lure fish and small animals towards the light where the Nepema will quickly pounce from the underbrush to kill it. With its high capacity for intelligence comes a high degree of curiosity, the Nepema is a highly inquisitive creature. Abilities Its flower-like bulb is capable of luring smaller and inferior creatures such as rodents or fishes, but it will never fool a sentient individual. – The Nepema can only be roleplayed in DIY, player-hosted events or outside of combat as a tamed creature. – The Nepema can be tamed but may never be weaponized in combat. – Everything that may be obtained from a Nepema whether that be meat, bones, teeth, or its faintly glowing flower-like bulb is player-signed. – The Nepema’s flower-like bulb, if made into an item, is unable to lure or somehow put others in a trance. Karkossa Weaver Physiology The Karkossa Weaver is perhaps one of the more feared predators residing within the waterlogged marshes and swamps, this behemoth of an arachnid makes its lair deep within the moist soil, seeking to burrow deep under the earth and create a network of tunnels as its home. The Karkossa Weaver is quite large in size, often seen to be larger than bears and they have a distinct colouration, that of a sickly venomous green. With eight legs, a large bulbous thorax and hundreds of beady green eyes that cast a dull glow, the Karkossa is a terrifying sight to behold and one that many unfortunate Descendants and animals will have as their last. The Karkossa Weaver carries several venomous glands within its body, this quick acting and potent venom seems capable of rusting and melting through anything it touches and proves to be a significant threat when dealing with these arachnids since it renders armor quickly useless. This venom seems akin to an acid and the Karkossa is able to ‘spit’ or shoot a small jet stream of this venom as well as an extremely sticky web out to a length of 10 ft with varying degrees of accuracy. While a considerable size and able to knock aside fully grown descendants in armor, the Karkossa choose instead to not get into direct fights as its fangs and limbs seem to have great difficulty getting through plate armor until it is destroyed by its acidic venom. The Karkossa Weaver produces its young from hundreds of eggs, these opaque eggs carry a strange and otherworldly green glow that adds to the terrifying nature of a Karkossa Weavers lair. Strangely enough, once a Karkossa is harvested for its meat, the decaying flesh gives off an extremely potent smell of sour berries. Something hunters use to great effect as bait to lure in other prey on their own hunts. Behavior The Karkossa Weaver is an ambush predator that makes its lair underground with a complex tunnel network. These complex tunnels often lead to small shafts that have their entrances concealed with a thin layer of dirt, leaves and sticks held together by a sticky web that the Karkossa excretes. These ‘trap doors’ essentially behave as pitfall traps, dropping unsuspecting prey into the tunnels of the Karkossa with no way out. The Weaver chooses not to engage in upfront fights, instead opting to climb up walls and the ceilings of its lair and lure its prey into many pitfall traps within its lair itself or seeking to tangle them within sticky webs while it engages from range. If the unfortunate prey entering a Karkossa’s lair happens to do so when the eggs are hatching, they can quickly become overwhelmed by superior numbers as these new hatchlings will have no qualms about swarming and devouring intruders. Abilities The Karkossa Weaver is a dangerous creature given its innate ability to produce and exploit acid attacks, that while unable to instantly kill or paralyze, cause caustic burns that slowly eat away flesh and metal. If doused in water, the acid is nullified–even though it will harden and deactivate after three emotes. – Karkossa Weavers can be used and played only for DIY, player-hosted events. – Karkossa Weavers cannot be tamed given their inability to smell or hear, which would be crucial for training or taming of any sort. – Karkossa venom cannot be harvested. It loses its properties if taken from the body of a living specimen and exposed to the outside for longer than (3) emotes. – Harvested Karkossa meat is player-signed and makes a potent bait that lures the attention of most carnivorous animals. Pyrana Wasps Physiology The Pyrana Wasps are nocturnal hunters and know no ends to their ravenous hunger. Their capacity for tearing through flesh and devouring meat to the very bone is unmatched by any other predator, the Pyrana able to strip the meat from the bone within a matter of seconds if left uncontested. These insectoid creatures are incredibly small, barely noticeable as an individual. While alone they may not accomplish much, if anything at all, together they form a hungering swarm of thousands that is more than capable of dispatching larger prey with sustained attacks. The Pyrana Wasps have an extreme aversion to light and as a result fire is an excellent deterrent for breaking up their swarms and warding them off. Their eyes are extremely sensitive to light and if forced into a bright environment or subject to sudden light they can become disoriented and often attempt to flee in a random direction to get away from the light source as quickly as possible. This confusion can result in swarms breaking apart and leaving them much more manageable to deal with and less of a threat. The Pyrana Wasp, although small, is still something to be feared in great numbers. They carry barbed and serrated stingers on the end of their bodies that allows them to quickly open wounds and tear apart the flesh of their prey while their serrated mandibles aid them even further. The Pyrana Wasp has dim red eyes that seem to glow under the light, this often leads to terrifying folk tales and legends about dark creatures that patrol the swamps at night as a swarm of Pyrana Wasps looks like a swirling mass of shadows with thousands of hungry red eyes. Behavior Due to their aversion to the light, Pyrana Wasps are nocturnal hunters, only coming out at night to hunt their prey. During the day a swarm of Pyrana Wasps will find refuge within the dark shadows of trees, caves or anywhere the light cannot reach. Though they may be resting, if one were to walk unsuspectingly into this mass of shadows or provoke it by any means, they will quickly realize their mistake and be devoured. Once night falls the Pyrana Wasps are extremely aggressive and persistent hunters, known to chase their prey for miles at a time before giving up or securing the kill. Abilities Swarms of Pyrana Wasps are capable of eating the flesh of a whole limb if not fought off within three emotes. Fire and smoke will easily take down these rabid creatures. – Pyrana Wasps can be used and played only for DIY, player-hosted events. – Pyrana Wasps cannot be tamed. – Any material extracted from a Pyrana Wasp is player-signed and wholly aesthetic. 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.
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A Comprehensive Guide to Botany Gathering - Rules - Herb List - Submissions Botany is an incredibly diverse field of expertise, spanning a wide variety of applications from alchemy to druidic medicine. Though most of it is free to players to use without need for an app, some certain aspects of it do still require mechanical interaction — namely major medical and alchemic herbs. These are limited for the sake of reasonability and balance, and also encourage the players to explore the world in order to find them for whatever purpose. This comprehensive guide will run you through all the necessary basics of the botany system. How to Find Herbs Herbs are found all throughout the map, in a wide range of biomes and environments, some of which are incredibly rare and niche as a result. While many herbs may be gathered through self-roleplay done on behalf of the player, other, more potent herbs will require mechanical interaction via the Node Plugin in order to collect them. Alchemist’s Shears Alchemist’s Shears are a mechanical tool which a player may use to harvest noded and uncommon herbs. They may be made at a regular crafting table, using a gold block and an iron block organized in the vanilla shear’s recipe, as shown below: Locating Herb Nodes Noded herbs will typically be placed in “custom-built” locations all around the map, whether that be a rotting log, a ruined sandstone wall, or a bush of red berries. These structures are the tell-tale sign of there being a node upon the structure or nearby. The nodes will always be placed in the locations outlined in their respective lore, so you only need to bother wandering around the respective biomes of the herb you are looking for. Many of them tend to be placed on or nearby the roads, though rarer ones may require more deliberate searching. TIP: Sometimes, the item entity will not be perfectly aligned with the node block or show up at all. In these situations, it is recommended you simply harvest from “the node block” directly by clicking it with the shears. These blocks tend to be of a certain type consistently for each herb. Using Herbs in Roleplay Herbs may be applied in roleplay in alignment with their explicit lore. For example, you could use blissfoil petals to numb a wound, though you would not use it as an antidote for poison. Each herb will have specific lore attributed to it, which can be found in the Floral Lore subforum and this page. The lore will give in-depth explanations of how the herbs may be applied in roleplay, as well as what limitations they might have. If you have questions regarding the mechanics of an herb, or the way in which it may be used, that is not specified by the lore, it is recommended that you confer with a Lore Member first before using it in that way. [!!!] Important: - To use an herb in roleplay, you must have a mechanical representation of the item present in your inventory. For open herbs, this may be simply a player-signed or described item, though noded herbs will always require an ST signature in order to be considered valid. - Player-made herbs should always adequately describe their effects and follow along with their respective lore. Powergaming the effects of the herb is prohibited. - Open herbs cannot be used to supply symbols when making ST-Signed Potions, though are permissibled for fabricating Player-Signed potions. - One may not "make up" or "imply" a use with a herb item, such as implying one could knock someone involuntarily unconscious with blissfoil. Herbs and herb items must clearly follow the lore they are from. - Items must still follow by rules of Techlock-Medical and Poisons. - Salves and equivalent items are player signed, and do not require an ST signature. - Medpacks and equivalent items are player signed, but require all herbs used to be denoted on the item with a count, an example being "two blissfoil and one tippen's root". - Items made with ST-Signed herbs should require an appropriate amount of herbs per item. Players will have the responsibility of disposing of used herbs. - Herbs are the only reagents giving signs/symbols which may be utilized in ST-Signed Alchemy. Comprehensive List This list stands as a comprehensive compendium of the currently accepted roleplay herbs and flora. Herbs that are listed as noded must be sought out mechanically at designated vortex nodes scattered across the map. These will be story-signed and approved, and they must be in one’s inventory mechanically to be applied in roleplay. Herbs that are not noded may be roleplayed casually so long as they have a valid, player-signed item with a proper roleplay description. This list is subject to change and updates will be posted accordingly. Noded Herbs These herbs must be acquired from specific node locations. Any application or item produced using them will require ST signing and/or approval to be valid. AMBERIDDLE [Large Fern] A herbaceous plant with long green leaves and serrated edges which grows between the boughs of trees. If allowed to stand in an airtight container after harvesting, its sap will take on powerful adhesive properties. Used raw or mixed into a syrup, it may then be applied as a ‘superglue’ whereupon it is particularly effective at sticking to itself. This is primarily used by healers to seal wounds or other craft related projects. Earth | Rigidity (x3) Earth | Slowness (x2) Earth | Connection (x2) AQUA NYMPH [Sea Pickle] An aquatic plant with large leaves which grows in circular figures bending downwards. Its green-brown, slimy appearance, as well as the shape of the plant, leads many to mistake it as toads sitting at the ground of a pond. The plant grows a cluster of small, pod-like bulbs which are the same color as the foliage. These bulbs eventually flower into small and bland, white blossoms. It may be harvested and applied as a potent means of scarring and burn treatment. Water | Grace (x2) Water | Endurance (x2) Water | Freezing (x2) Water | Order (x1) ATHIN [Cyan Dye] A light blue, ordinary looking moss. Cold to the touch, the moss itself is completely flame retardant up to the melting point of most metals, wherein such extreme environments the Athin would simply combust. When ground into powder, its flame-retardant effects may be boiled onto clothing or mixed with lard to apply as a wax, insulating materials against the heat and making them nearly immune to ignition. Water | Coldness (x3) Water | Purity (x2) Water | Weakness (x1) BARRIER BUSH [Dead Brain Coral] An excessively dry and delicate bush exclusive to frozen environments. Its barbed ends and fragile form would make it extraordinarily difficult for bare-handed harvesting, often resulting in the reagent wilting. Possessing a hydrophobic property, Barrier Bush can be combined with a waxy resin or ground to a powder to aid treated items in fending off moisture. Water | Weakness (x3) Water | Separation (x2) Water | Freezing (x2) BEARDWEED [Green Dye] A dark green moss which grows under heavily shaded areas, supporting itself on the branches and trunks of trees. The moss produces an oily residue on its surface. It hangs down in an untamed and ragged fashion. Parts of the moss that are exposed to too much sunlight will darken and shriven up over time. The moss may be applied to promote hair growth, provided that such growth is possible in the area applied. Earth | Growth (x3) Earth | Life (x1) Earth | Swiftness (x2) BITTER REED [Sugar Cane] A thick green reed which grows straight and possesses small, lime hued leaves. High in nutrients and vitamins, this reed may be dried, then chopped and boiled in water to produce a bitter-tasting tea. When drunk, this infusion would alleviate symptoms of mundane sickness such as coughs and colds, and is an effective anti-nausea treatment. Earth | Reduction (x2) Earth | Purity (x2) Earth | Impediment (x1) BLISSFOIL [Blue Orchid] An array of tiny blue flowers upon a thin stalk. The petals are covered in a thin pollen that would numb the senses for up to a narrative hour by means of touch, or when ground into a paste. Inhaling the pollen would result in one’s senses being entirely halved for up to ten narrative minutes, making movement sluggish and difficult. Water | Peace (x3) Water | Coldness (x2) Water | Silence (x1) Water | Balance (x1) BLISTERTHORN [Beetroot] A magical, thorny root extracted from the gore of a Blisterbark tree. When in contact with warm blood, it stirs with a sanguine glow as it soaks. When applied raw to open wounds, the thorns may be used to stabilize failing heartbeats or rekindle faltering breath in controlled environments, albeit leaving patients in a temporary state of non-debilitating fatigue, paleness, and arhythmia following their removal. Aether | Reduction (x3) Aether | Rigidity (x2) Aether | Purity (x2) Aether | Life (x2) BLOOD LOTUS [Rose Bush] Thick and weeping stems, like branches of a willow tree, which support small round olive-coloured leaves. The flowers and stems are incredibly nutritious and may be used as a filler to bulk up meals, oftentimes utilized in the form of soups and stews to help one recover their strength. It also has a strong metallic taste and aroma, and excess consumption may lead to bright-red skin discoloration and potentially the calcification of kidneys. Fire | Strength (x3) Fire | Vigour (x2) Fire | Rigidity (x2) CORROSPORE [Leaf Litter] A tough brown mushroom splattered with white dots grew in areas where metal had rusted, most commonly on battlefields. The fungus smelled metallic and bore a similar taste, yet when diluted into an oil, it could be used to remove rust and polish a weapon to perfection. Earth | Reduction (x3) Earth | Vigour (x3) Earth | Courage (x2) Earth | Connection (x2) DIDDYFUNKLE [Peony] A flowering herbaceous plant which resembles the passion flower, for its open star-shaped heads. The petals open wide and are typically a very pale green, or white, with an interior fringe of rich purple hair-like tendrils. From under these flowers grow small globe-like pods, which are an attractive orange color. The waxy leaves are ovoid with a pointed tip and green in color. Diddyfunkle rarely reaches over two feet in height. It may be refined to produce a potent hallucinogenic. Earth | Dark (x3) Earth | Poison (x2) Earth | Fear (x2) Earth | Lethargy (x1) DRAKE'S TAIL [Fire Coral] An assortment of dusky red vines akin to veins, adorned with small thorns that allow it to cling to stone. On its own it bears no remarkable natural effects, though the numerous symbols it provides make it a highly coveted ingredient for alchemists. Fire | Heat (x3) Fire | Burning (x3) Fire | Rage (x3) Fire | Balance (x2) ELF'S HAIR VINE [White Tulip] A collection of ivory, hair-like vines that sprout small white flowers from its stems, each bearing numerous petals. These petals are incredibly fragile, capable of being blown off by so much as the gentle breeze, hence requiring that one utilize them quickly and as a whole. Should the petals be bruised or damaged whatsoever, the vine will lose its primary alchemic ‘grace’ quality. Air | Grace (x3) Air | Peace (x1) Air | Balance (x2) Air | Clarity (x2) FAERIE TRUFFLES [Nautilus Shell] A gnarled lump of fungi, dark in color and with numerous white ‘veins’ growing through it. When exposed to light, it adopts a maroonish hue to its dark exterior. When eaten raw, or used in cooking as part of a varied diet, faerie truffles provide beef-flavored nutrients for healthy eyes, fingernails, hair and skin. A poultice can be applied topically to help with the external appearance of skin, and can be used to give a more youthful appearance. Aether | Clarity (x3) Aether | Endurance (x2) Aether | Life (x2) FROST VINE [Glow Lichen] A thin blue vine that remains cold to the touch, mildly lowering the surrounding temperature of the air when in abundance. This vine is capable of numbing parts of the body such as the face and fingers, or even entire limbs after up to five narrative minutes of prolonged physical contact. When ground into a salve, the yielded paste would be capable of soothing physical aches or pains within the flesh, though over excessive application may lead to loss of sensation. Water | Freezing (x4) Water | Weakness (x2) Water | Order (x2) GELUNITE [Light-Blue Dye] Gelunite is a brittle, salt-like crystal that can be cultivated in areas of deep cold. In its base form, it appears as a solid crystal, yet it will crumble to any degree of physical contact. The remnant salt grains retain a perpetually low temperature and, when properly handled, have been sought for their use in food preservation and medical applications. Though incapable of inflicting frostbite, it will lead to hypothermia if ingested. Water Earth | Coldness (x3) Water Earth | Death (x2) Water Earth | Order (x2) Water Earth | Light (x1) GISLOCINOVI [Oxeye Daisy] A tall thick green stalk with green leaves, bearing a white lotus-like flower. It may be farmed in deeply-worked osil in warm climates. The juice from a measure of the boiled stalk can be used to clean wounds with effects similar to alcohol, except without causing stinging. Water | Reduction (x3) Water | Purity (x2) Water | Silence (x2) Water | Separation (x2) HELVIIRYN MUSHROOM [Phantom Membrane] A durable mushroom capable of being tailored into clothing. Lightweight and waterproof, this mushroom would retain little to no water content when briefly splashed or soaked. Although resistant to tearing, it remains vulnerable to well placed cuts and piercing. In the complete absence of light, this mushroom appears to adopt the hues of its surroundings, albeit would brighten up once exposed to any form of light. When coated in oils or other treatments, the mushroom would crumple and shrink irreversibly. Aether | Endurance (x3) Aether | Curtailment (x2) Aether | Blindness (x2) Aether | Lethargy (x1) KINDLEFEN [Torchflower] A gold-reb herb bearing thick green stems that burned to the touch. Naturally toxic, its raw or powderized state may be consumed as a pyretic to induce a fever and tunnel-vision for 8 narrative hours. When fashioned into a poultice, its topical form may be used to alleviate frostbite by levying a gentle warming sensation. If woven into a fibrous cloth, its strands may even provide a smoky, naturally heated garment. Fire | Death (x3) Fire | Blindness (x2) Fire | Heat (x2) Fire | Burning (x2) JAILORS MOSS [Horn Coral] A light yellow moss covered in hundreds of tiny moist hooks, easily mistaken for Stickyweed. Its leaves will cling to almost all surfaces save for glass and metal, capable of holding up to four kilograms securely, and requiring a great amount of force to remove. It is recommended one employ the use of metal tools in order to handle this moss, though even if it were to get stuck to one’s skin, they would not suffer any real damage beyond a few scrapes or grazes. Air | Chaos (x2) Air | Instability (x3) Air | Agility (x3) Air | Slowness (x2) JAVENS [Acacia Sapling] A herbaceous plant with long stems and slim leaves. The upper third of the stem grows a cluster of small green burrs, which turn brown when harvested. The spurs may be chewed whole, or bruised and steeped into a tea where it assists in bringing on natural sleep. This is often used as a remedy for insomnia or other sleep related afflictions. Excessive use leads to prolonged sleep, with grogginess upon awakening. Water | Slowness (x1) Water | Lethargy (x2) Water | Peace (x2) KING’S IVY [Dandelion] An ivy with a dark green stalk and light green, large arrow-shaped leaves which grow soft, golden flowers. The size varies, but it will continue to spread over as much surface as possible while it is healthy. The herb itself holds potent effects that would stimulate the consumer alike to caffeine. Fire Air | Strength (x3) Fire Air | Sound (x3) Fire Air | Courage (x1) Fire Air | Agility (x2) MANDRAGORA [Orange Tulip] Thick green leaves which grow out of what appears to be a parsnip-like plant. When harvested successfully and made into either a paste or tea, it can double the regenerative capabilities of the body. However, should it be consumed or applied unnecessarily, it may result in painful ulcers that form within the digestive tract and terrible warts that develop upon the skin respectively. Water | Separation (x1) Water | Impediment (x3) Water | Fear (x2) Water | Lethargy (x1) NIGHTGLOW [Cornflower] A rather mundane looking flower with blue and yellow petals which coil up into the shape of a conch during the day, though these petals unravel and gleam during the nighttime. An oil can be produced from these flowers, glowing a gentle light when there is none, able to be used for things as invisible ink which can only appear at night. Air | Light (x3) Air | Swiftness (x2) Air | Peace (x2) NIGHTSAP [Honeycomb] A green moss that grows in the crevices of tree branches and blooms white blossoms. The budding flowers produce a golden sap which covers the moss itself. When boiled down into a thinner consistency, a measure of nightsap can be mixed into a tea or syrup that endows a sense of calmness and joy for 5 narrative hours, which is then followed by a moderate headache. Two measures will instead place the user into a dreamless slumber. Earth Aether | Blindness (x3) Earth Aether | Lethargy (x3) Earth Aether | Dark (x2) Earth Aether | Instability (x2) PADDFOOT [Warped Roots] A quadri-petalled, sky blue flower with a dark blue stem, its two-inch thick petals being the most despised part of the reagent. Should they be tread upon en masse, it may conceal sound to a certain point. This reagent may be treated into a sound-absorbing oil which may be applied to things such as boots, allowing for quieter movement. Air | Silence (x2) Air | Agility (x2) Air | Curtailment (x2) Air | Grace (x1) PONDERLOT [Lily of the Valley] A herbaceous flower, with a central waxy stem, from which long slim leaves grow outward, bearing five lilac flowers which spring from pale sprigs along the stalk. This flower may be dried and its petals rendered powder which may be smoked or placed upon the tongue to incite a vivid sensory hallucination, causing one to feel a sense of one-ness with the world. Aether | Clarity (x3) Aether | Chaos (x2) Aether | Rage (x2) Aether | Sound (x1) SERPENT’S STALK [Tall Grass] An emerald hued stalk bearing stripes of light green and brown about its length, appearing much like that of sugarcane. The stalk is poisonous to insects, though would bear no effect upon anything larger than the size of a rat. Ingesting the plant would cause body temperature to be lowered, effectively inducing hypothermia after three successful measures. Water | Growth (x3) Water | Coldness (x2) Water | Swiftness (x3) Water | Death (x1) SILVERSHADE [Pitcher Plant] A delicate sapphire-blue flower with sprouting green stalks. Cold to the touch, this flower hides in cool, shadowy areas and avoids budding in the summer. Naturally toxic, its raw or powderized form may be consumed as a hypothermic to lower peripheral body temperature for 8 narrative hours. Albeit reducing the consumer to half-pace, this toxin can improve both steadiness and stillness and render its consumer undetectable to heat sight. Water | Lethargy (x3) Water | Poison (x2) Water | Fear (x2) Water | Dark (x2) TIPPEN’S ROOT [Lilac] A dark spotted yellow root with purple flowers which releases a foul odor akin to rotten eggs should it be crushed. When its roots are ground into a paste or salve, it would be capable of coagulating blood within seconds of wherever it was applied, ceasing the flow of flesh wounds upon the surface level. Earth | Impediment (x3) Earth | Curtailment (x1) Earth | Connection (x2) Earth | Order (x1)
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Cragshell Isle The Nightmarket and The Visitors of Moruuna The Resting Giant Laying adrift in tranquil waters, Cragshell isle to the southwest of Azuras as it basked in the sun nearly year-round. To it's east the dry and arid Godsrend canyon, and the north, the fertile and large River's expanse, Cragshell Isle was a paradise found scarce amongst southern Azuras. From afar, unmistakeable ridges and cruves that told story of The Greatturtle Moruuna who has entered her final slumber beneath the open sky. An unshifting warm calm endured through every season, the central spine of the island rising to high ridges as broken plates of the turtle's carapace thrust upward into peaks veiled in mist. Below, the extremely fertile basins flooded by orchides, vines, and canopies of palm and fruit trees. Moss blanketed boulders and tree trunks alike as a veridian green painted the land in the colour of wild life. Small reptiles and insects littered the land as bountiful fish were found around the island. Upon it's southern shores, the broken remnants of the infamous Nightmarket which oft took place there. Despite all it's beauty, Cragshell Isle often avoided colonization or visitation by any but the bravest and most dubious of adventurers. Beneath the undergrowth roamed Screechwis, a small and flightless bird - curiously, one of the very few birds among all of Azuras, a creature who's piercing cry would ring out like a banshees wail. Among all of Moruuna's travels, travellers swore to avoid the great island due to their terrifying call, many a legend spreading of a wandering isle of angry and furious spirits. With so, Cragshell Isle was fertile, vibrant, and tranquil - remaining largely untouched as it now rested a living garden growing atop a great lifegiver's corpse. The Legend of Moruuna In legend of sailors and traders alike, told in the storybooks of children who’s parents had dared ventured to the side-less-travelled, was that of a small turtle. This turtle was a greatturtle - though the runt of her spawn, hardly able to crawl to the shores from the egg whence she came. This turtle’s name was Moruuna, though it is unknown where the name had come from, or what exactly it meant, if anything. Moruuna grew sluggish unlike the other spare greatturtles of the sea, slow to hunt and poor at diving. She could swim, but her little lungs could not carry her nearly as deep as the others. She had felt doomed by circumstances she could not change - a body she could not train, which would not grow, which she could not feed. Destined as the runt to be discarded or left behind, perhaps miraculous she’d made it thusfar to begin with. It was one day that she floated upon the top of the sea, the sun bright as it shined upon her craggy shell. Though the sun bathed her in light, warmth residing upon her shell, air in her lungs and the watertides gentle, she felt only sorrow. These were things she would all miss once she was dead - things which the greatturtles of her spawn would take for granted as they grew only size and size larger. But then she heard the cry of gulls - pushed lightly into the water as a flap of wings fluttered above her. A seabird had stood upon her back, weary from a long flight. Too was it lost, and hungry, unable to feed upon the shores which surely she was far from. Perhaps it was lost. Moruuna thought it was perhaps nice to provide some use. The seagull was warm, lost, perhaps afraid. And though the two were wordless, there was an agreement. Perhaps he could rest for some time upon her back, and it would not matter. She navigated the seas until the winds blew favourably with the scents of dust and land - and the seagull flew offward. It was nice to have use, for once, she may’ve thought. But the joy faded, and soon again was she alone and soon to starve. That was true, until the seagull returned. Perhaps returning a favour, perhaps to establish a symbiotic relationship, the seagull had brought with it seagreens that came along the shores. Though it’s wings struggled to beat hard enough to carry the netted flora, it did so. And Moruuna ate - perhaps more than she had ever eaten. It was than that the greatturtle Moruuna found her friendship, and her purpose. Perhaps she was no diver - nor would she need to be. She could be a sanctuary thousands of miles from any shore for those lost, wandering, or upon adventure. And thus she was - though it took decades, ships had begun to notice the moving island, and with it, the flora and fauna which had grown upon its back that helped sustain it. And they too saw the novelty and use of such a curiosity. Now comes the part less savoured in the stories - an extension shared from father to mother, sailor to sailor as they regale their childrens love of Moruuna and her lifelong tales. Most curious of all were the sailors of Berillia who saw an opportunity - that to skip tariffs, tax, and most important of all, the sticky fingers and scornful gaze of the lawman. Establishing upon her back a small town (More akin to an accumulation of driftwood shaped as shelter than establishment) did The Nightmarket form. It’s word spread as a place where one could buy any and all, claiming prizes and treasures of lands afar and ships lost to their maidenport upon return. Without law nor land did Moruuna provide a location one-of-a-kind upon Eos. As time went on, this port thrived, The Nightmarket open upon rare and random occasion with great fare as a place of great wealth, experiences, and wonder. Peddlers of fortunes both artificial and true, sailors as far from Rh’thor to Aeldin would venture to The Nightmarket to buy, sell, and share all of their wealths. To this day, when the winds are just right, The Nightmarket opens even still. Though the story tells glory and wonder for any a seafarer, all stories come to an end. As millenia had passed, Moruuna grew old. Slow, titanic, truthfully no amount of food could sustain a beast of such size. She knew this as well as the seas which she grazed. She’d noticed the areas which she fed, and fed from, were often left bereft of life. Barren of seagreens and fish, the ecosystems she and those symbiotic to feed her were more damaged than she would allow. Minnows would swim by her great eye to feed off the kelp that grew by her face, and she saw them small. Anemic and underdeveloped, she saw herself long ago with creatures that perhaps could not be afforded the same luxury she did not understand. So Moruuna ventured home - though it had been countless years, she returned to the shores from which she was once spawned. Resting upon the shallow shoals on the coast, she had finally stopped. She breathed air from her lungs which blew bubbles that spilled out along the shallow shores, and her eyes shut. And as the greatturtle Moruuna drifted off, she knew peace as she returned to the nothing from whence she came. And though it took decades, her remains had provided for the sea and life nearby, as well as the unique flora and fauna compared to the rest of Azuras. Though sailors stayed wary of the unknown jungles of Moruuna’s back, her craggy shell remained as the earth surrounded it - embalming her scute in dirt, sand, and brine as she gave to the earth back what she took from it.
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Ruhnskar The Final Journey of ᛒᛟᚷᚱᛁᚾ and the Kadrin’nazkarumm (Anvilbreakers) The Broken Anvil The Ruhnskar is a land characterized by it’s deep valley and jagged, thin mountains that part each way for it. Separated from Goldleaf Gap and Ilharcress to the north, and The Southern Shores southward, The Ruhnskar runs deep across the southeast as a natural barrier upon Azuras. Bearing golden fields of grass and buckwheat with hillsides of tall trees on each side, The Ruhnskar is an idyllic place. Shear cuts and cliffs lined much of the central valley, signifying what may have been landslides in the past. Quiet windswept forests watched over the lowlands, snows dotting their treetops. At times, the mountains split abruptly into knife-edged passes and plunging gullies where rockslides had torn paths straight into the valley below. Bearing woodland creatures oft found in temperate climates, The Ruhnskar would find itself basked in sunlight throughout most of the day. Despite it’s calm and collected nature, The Ruhnskar would bear a sobering feeling to any of Urguan’s children who entered it. A sense of pride, respect, and heritage that they felt connected to this land. Nearby one of the mountainside peaks, at the far side from the tallest point upon Azuras, Mount Bezmadan, lay a forlorn dwarven ruin forgotten and abandoned to time. Tattered to pieces, the land beneath it almost seemed disconnected from the ground and earth nearby. It brought to attention that at one point, it seemed likely a massive glacier must have run through the valley to have carved such a shape. Yet, there bore no natural rivers or streams throughout the entirety of The Ruhnskar. Down the straight of the valley, plantlife refused to grow other than short grasses and shrubs. A blackened burn of when the world was rent and The Anvil, the mountainrange of southeast Azuras, was split in two. There was no magic, no remnant of some careless god or fated creature of design. Only the remnants of raw might as The Anvil was split in two. It was unknown what caused the formation of The Ruhnskar. Only the wound upon Azuras which remains.
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Material Name and Description (Raw form) From around Azuras is there a sapphire blue flower known as Silvershade. A plant that has been native to the continent for centuries, stories tell of sailors who transported the dying species of plant from a continent distant upon Eos. Emerald green stalks sprout upward toward the Silvershade plant, known to flower and remain flowered nearly year-round. Cold to the touch, Silvershade is found in areas cooler than the surrounding climate, such as under rocks, overhangs, trees, and riversides. Becoming dormant and closing it’s flower buds in the summer due to the heat, Silvershade is a remarkably dainty and delicate plant that can prove extremely arduous to harvest. Growing often alone due to it’s fragile nature, Silvershade is, even in ideal conditions, a rare species near extinction. Silvershade is considered naturally toxic (due to it’s hypothermic properties), and thusly is not consumed by any known woodland animal, though is often nested nearby during warmer months due to it’s cold aura. Signs/Symbols: Water | Lethargy (x3) Water | Poison (x2) Water | Fear (x2) Water | Dark (x2) Applications (Raw Form) Silvershade, when harvested properly, may have it’s leaves crushed into a powder and either ingested outright, mixed into something, or dissolved in a liquid. Silvershade is naturally toxic, acting as a hypothermic which would lower the peripheral body temperature significantly, withdrawing all heat of the body to the core. This would make one who ingests Silvershade to feel sluggish and slow, but far more steady as their metabolism is effectively halved in speed. Despite the associated toxicity, some effects of Silvershade are desirable. Whilst one would have movement at [Half pace], they would bear a steadiness in both focus and aiming that enhances aim to the target. Along with this, one would be undetectable with Heat-Sight as they blend with their surroundings, paired with a perfect stillness and silence that makes one harder to detect in darkness. At cost however, one’s reactions would be notably slower than the average descendant. These effects would last up to [2 IRP] or [2 OOC] hours, whichever comes later. Silvershade would bear a unique texture and mouthfeel that would distinct it when placed into a solution or food, akin to a creamy vanilla that coated the mouth easily. Red Lines (Raw Form) -Silvershade would be able to mix into any soluble liquid or food, though would be immediately distinguishable as having it’s presence in the food or drink no matter the concentration. -Silvershade would not require ST signature when placed into something, but requires the herb to be disposed of with /trash when making. The proportion of items made to Silvershade used would always be 1:1. -Hypothermia caused by Silvershade would be curable by exclusively magical means and Fervour Concentrate. -Silvershade (ST Signed) is represented by a Tube Coral Fan, and is harvestable via the botany plugin. -Ingesting Silvershade would render one with slower reaction times, and movement that is halved in all speeds. -Ingesting Silvershade would grant one the boons of enhanced accuracy, immunity to heat-sight, and are harder to detect in darkness. -Being more difficult to detect in darkness and enhanced accuracy are honor-CRP bound, meaning they do not provide guaranteed hits or invisibility in low light by any means, and are merely a note for others in CRP/Events to take note of. Harvesting Method When harvesting a Silvershade plant, one must be cautious (due to it’s delicate nature) to carefully clip each floret of the plant with time between for the plant to recover. Given it’s delicate nature and sensitive germination technique, clipping a Silvershade growth can be a long, time consuming process that often frustrates a botanist. Frustratingly difficult to grow, and even more tedious to harvest. Item representation: Tube Coral Fan Item Description: A delicate sapphire-blue flower with sprouting green stalks. Cold to the touch, this flower hides in cool, shadowy areas and avoids budding in the summer. Naturally toxic, its raw or powderized form may be consumed as a hypothermic to lower peripheral body temperature for 2 narrative hours. Albeit reducing the consumer to half-pace, this toxin can improve both steadiness and stillness and render its consumer undetectable to heat sight. Harvesting Red Lines -This item is represented by the Botany Plugin in roleplay.
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IRONHOWL RANGE The Land of The Banished Flametide The Range Ironhowl Range sprawls a vast and untamed country of rolling hills and valleys between, a landscape of stone with veins of rivers between. Jutting stone outcrops overlooked the sheer cliffs as they saw the greenery of the temperate landscape below. To the west lay The Skull Sea, the not-so-far Isle of Storms blowing cold and brackish winds eastward. Too bringing frigid winds was from The Rimeglen in the north which brought a creeping pale when wintertime blew southward. To the south, the passes of Goldleaf Gap, and the east, the darkwoods of Ilharcress. Encompassing the wide east of Azuras, Ironhowl Range was a bountiful scape of fertile soil and mild weather. A land ripe for descendants to claim their own. The hills of weathered wildgrass yellowed by the sun rolled down to various trees such as aspens, cottonwoods, and even maples in the autumn. Wildflowers and herbs such as blissfoil, tippen's root, kindlefen, and King's Ivy grew in droves as hardy but plentiful plants. Elk, bison, wolves and longhorn stag claimed the landscape for themselves as they stood nobly along the unconquered lands. Despite it's bounty, the land was broken often by reminders of the atrocities of the past. Crumbled stone foundations hid beneath prarie grass, thorns and nettles swallowing whole the ruins of what was once hope and prosperity of the many who tried to claim this land for their own at once. The skeletal remains of civilization and colony that lay gnawed at by nature and time haunted the range. Effigies of respite dotted the land, a haunting tale of The Ram which once plagued the lands like a sweeping death. Even through time had blackened patches of earth where The Flametide had once stood still bore their curse - a place nature refused to reclaim, the sun refused to touch, the waters refused to extinguish the hatred of blood and fury. Despite the land brimming with abundance, it was haunted by silence. The scars of it's past etched into every hollow. As quickly as civilizations had risen here, all had been broken in The Ram and his Flametide's shadow. Now only the wild roamed unchallenged - sovereign over the ruins whilst the mourning hills howled winds of his legend. The Legend of The Ram and The Flametide The Ram of Gwynon was an honorific now near fabled in tale. Near the mountains of Old Marna was there born a man unlike the rest. He who craved a fight in times of peace, struggle in prosperity, adversity in agreement. An uncompromising yet talented fighter, the deeprooted gentry which lead the both numerous and talented levies of Gwynon. Though The Ram would lead many a battle quashing rebellious vassals and squabbling villagers, longer had he been used as a tool to brutalize the untrained than truly tested. A task which long disturbed him, seeking meaning beyond petty duties lords dismissed him to. Like any upjump with a sword, The Ram desired more than anything land - a kingdom. He wished to be no good king, he wished for no isolated kingdom of prosperity nor fertility. He wished solely to answer to none - a pride which swelled in him each time the knighted noble sons sneered at him in passing. With burning envy and ever scarred pride, the tensions grew - until a convenient situation arose. The Lord of Rhysten had gotten word of other aeldinic duchies and marches in whisper - a land off the coast unexplored, unexploited. A place to establish wealth and fortune without the high lords and courts of Nova Horos inspecting untapped earth. Hearing mixed rumor of the island’s both abandoned nature, and yet colonial powers already established, The Ram was sent with a thousand men across four carracks to establish a foothold upon the foreign land. Arriving to Azuras, The Ram found a land untapped - and with countless colonial powers bickering for their own place upon the land. For many, a deathsentence of foreign disease and blade to die by, if not the starvation. For The Ram, a paradise where he found himself solely responsible for an army in his command. Yet, the winter was exceptionally ruthless that year. With the solstice within Skjolvindr at it’s apex, all throughout ironhowl range did winter reign as The Gwynon foothold was established. Quickly did The Ram find himself in conflict with the settlers of Berillia, Ramasar, and other secretive Aeldinic colonies - and quickly did he find his skill in stirring the hearts of men an invaluable talent. Despite the victories, despite the iron and steel which howled across the ensnowed land, The Ram’s ruthless and unending campaign of conquest burned away at his supplies. Cursed with the task of feeding and warming those he commanded, the patience of begging quartermasters who beckoned for the fated winter campaign to end and return in spring frustrated him in constant. And eventually, it caught up to the general who was never satisfied with victory. Entrenched in a siege of a walled settlement, even if wooden palisades, the ice and man-deep snows made any assault too costly to be worth it. With supplies and logistics barely in profit with each subsequent conquest of small colonial camps, it seemed fated that The Ram and his ever dwindling army of Gwynon would dissolve to desertion, starvation, and disease. In his wartent for days, frustrated by the limitations that he considered lesser responsibilities toward his talent, a voice called out to him as one of his soldiers entered within. Introducing himself as Giles, he offered a solution to The Ram. To be forgotten and die in snows, or to conquer forever - though never satisfied, it was never within his intent to find satisfaction in victory. Only purpose. The Ram was promised that his soldiers would be fed, but forever hungry. That he would fight and conquer, but would never be finished in his campaign. That his trophies would be endless, and he would always crave for more. He laughed off Giles and his honeyed words - yet days continued to pass as his number dwindled further and further. Giles never seemed to tire, his ego unbroken as he mocked The Ram with his eyes that when seen beneath helm, never looked quite human. The Ram approached Giles and took his offer - and suddenly did his army vanish within the next blizzard gale that howled. When the harsh winter of The Skjolvindr Solstice end, the remaining colonies and powers all shared tell some way or another of a winter scourge, a flaming tide which had come to terrorize the land. Some traumatized survivors and brutalized colonists would go so far as to incorporate in their prayers that he never return. Even further would some build shrines in remembrance of those they lost, a damnation to the flametide which would swallow colonists who only sought a new life with war and terror of the homelands for no other purpose but bloodshed. These shrines still stand to this day - and though they bear only a small aura of magic and faith, an amalgam of stones and hope of old, one could only hope that if they did hold something back from return, that it stayed in abeyance. The Ironhowl Range stands today as a collection of fertile grasslands and plateau-hills, a land ripe for civilization. Animals and critters alike now call the land which was once a desolate hellscape their home. Tall spruces and pines dot the hillsides to the northern region of Rimeglen and eastern region of Ilharcress. With flowing rivers, Ironhowl Range was now a nest-egg for civilization. Upon the wind did the howl of battle and clashing of steel still haunt the earth, even centuries later. Despite the peaceful land where many descendants would now call home, there lay a darker stain even beyond the monuments to The Ram’s banishment left behind. The Teufelswald In the northeast where the range is bittered by the cold winds of The Rimeglen blowing down south, the hillside forests still bear the scars of The Ram’s great encampment which once called it home. Foul magick and sorcery had twisted the land so, defiling it with demonic spells and rituals that did not disappear with The Ram. Upon occasion would these spells find manifest - rites of the unholy as woodland creatures would be twisted and tainted, forming a befouled amalgamation of demon and beast. All these creatures unique in biology, their twisted and mutated forms often were wrought for one thing only - destruction. To eat, to raze, to conquer, anything they set sight upon. Wrought of pure foulry and evil, these spawn of The Ram would wreak havoc across the forests of the range until their inevitable exhaustion. The corpses of these creatures would despoil and corrupt the land surrounding their departure - seeding the basis for the next creatures to corrupt and destroy. Although The Ram had seemingly disappeared millenia ago, the stains of his defilement upon Ironhowl Range still show today. Even though nature and descendant alike have reclaimed it as a birthplace for civilization and society, at it’s frayed edges does his sorcery still creep.
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Material Name and Description (Raw form) From around Azuras can be found a fiery gold-red herb named Kindlefen. An invasive, resource-exhaustive plant, Kindlefen would bear deep green stems and leaves, with gold-red flowers that burned to the touch, passively giving off a subtle smoke. Kindlefen has a roughly year-long lifecycle, where in Autumn it’s leaves will burn away as seed pods pop away from the flowers with the flame. These seeds will last throughout winter, and lead to explosive growth in the early spring where they would fully flower, and remain flowered, throughout the year until autumn once more. Kindlefen is considered naturally toxic (due to it’s pyretic properties), and thusly is not consumed by any known woodland animal. Drawing intense nutrition from the earth with leeching nutrition from the soil and nearby plants, Kindlefen would grow quickly and be difficult to unroot. Signs/Symbols: Fire | Death (x3) Fire | Blindness (x2) Fire | Heat (x2) Fire | Burning (x2) Applications (Raw Form) Kindlefen, when harvested properly, may have it’s leaves crushed into a powder and either ingested outright, mixed into something, or dissolved in a liquid. Kindlefen is naturally toxic, acting as a pyretic where one may both raise internal body temperature and spike a fever to 103F (39.4C). One would be accompanied by symptoms of a fever such as chills, fatigue, sweating, flushed skin, generalized pain, tunnelvision, and scarcely confusion. During this time, the body would be in an exceptionally metabolic state, increasing water and hunger needs while weakening strength of the ingester. This state would last roughly [2] hours IRP, or [2] hours OOC, whichever comes later. Kindlefen would bear an intense flavour that would distinct it when placed into a solution or food, akin to an intense cinnamon-like flavour that was accompanied by a chili-pepper like heat. When made into a poultice, Kindlefen can be used as a topical agent that could provide a gentle warming sensation to aid in remedying areas afflicted by frostbite. Red Lines (Raw Form) -Kindlefen would be able to mix into any soluble liquid or food, though would be immediately distinguishable as having it’s presence in the food or drink no matter the concentration. -Kindlefen would not require ST signature when placed into something, but requires the herb to be disposed of with /use when making. The proportion of items made to kindlefen used would always be 1:1. -Fever caused by Kindlefen would be curable by exclusively magical means and Fervour Concentrate. -Kindlefen (ST Signed) is represented by a Torchflower, and is harvestable via the botany plugin. Harvesting Method When harvesting a Kindlefen plant, one must be exceptionally cautious about the leaves. If touched, they would combust into flame - likely burning whoever had touched it, and ruining the plant as it would rapidly go into seeding as the rest of the plant would combust to burning as it germinated the land nearby. To harvest the plant properly, one must snip the base of the Kindlefen plant, and pick the plant up by it’s stem. After roughly a minute without nutrition form the earth, the plant would cool down and enter a hibernation-like state, andwould cool to ambient temperature. Item representation: Torchflower Item Description: A gold-red herb bearing thick green stems that burned to the touch. Naturally toxic, its raw or powderized state may be consumed as a pyretic to induce a fever and tunnel-vision for 2 narrative hours. When fashioned into a poultice, its topical form may be used to alleviate frostbite by levying a gentle warming sensation. If woven into a fibrous cloth, its strands may even provide a smoky, naturally heated garment. Harvesting Red Lines -This item is represented by the Botany Plugin in roleplay. -Kindlefen may not exit it’s hibernative state unless replanted where it was picked up from. Material Name and Description (Refined Form) Kindlefen, when stripped and woven to strands, can be used to make a fibrous cloth akin to canvas or untreated natural rope. A scratchy and almost irritating quality to it, Kindlefen would bear a naturally black colour upon it’s surface, which would strip to a deep orange-red upon scratching or damage. No matter if washed or perfumed, Kindlefen always gave off the scent of campfire smoke, and occasionally would wisp off small clouds of smoke if exposed to air. Kindlefen would bear naturally warming properties, where it may insulate something to an ambient temperature of 85F/29C, so long as the outside temperature is not cold via magical means. Red Lines (Refined Form) -Kindlefen does not bear any flame-retardant properties -Kindlefen would only apply heat to appropriate areas; one may not bear a single article of Kindlefen clothing and count it as keeping their entirety warmed. -The smoke which comes from Kindlefen does not give any combative advantage.
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Skjolvindr The Resting Place of Skjoldier’s Last Sojourners, The Pilgrimage of The Sick and Wary The Frontier Carved by glaciers, the jagged mountains and sheer valleys of Azuras would form the northernmost region of Skjolvindr. A land of towering cliffs and windswept peaks, brutal hills punched upward from the earth as they formed their own seat among the evergreens and pines that covered the emerald green landscape. A land of long winters nearly year-round, they curiously were not nearly as harsh as one might expect of the furthest north of Azuras - even granted it’s proximity to the frigid wasteland of The Rimeglen. Fog was a constant in the land, a place damp with heavy rains and light snows as mists enshrouded the valleys with each morning. Among the night skies would magnificent colours dance and weaves as if the heavens themselves were a fabric being woven and unwoven, stars dancing and glittering as shooting stars shot along the night like dancers in performance. The air smelled of earth and salt, the frozen winds of The Sapphire Sea which blew downward from it’s azure waters. Despite the chill that always lingered within, life flourished among the rocks, mountains, and snowcaps along the land. Hardy herbs like Frostvine, Gelunite, and Barrier Brush caught along the cracks and crevasses whilst moss rolled over and consumed hillsides like crashing waves. The shores of Skjolvindr are jagged and cracked, rocks along landfall that proved hazard to any ship near or far. The surf crashes against the cold region, telling tales of a rugged land sought after by the wary and sick - A place where the followers of Skjoldier’s final true King, Bryndr, found final rest. The Last Sojourners and The Crowhealer Far from the quiet shores of Skjolvindr, Skjoldier’s people had organized a last great fleet - called The Last Sojourners, those which would find a new home for King Bryndr’s tired people. As the night-haunters decimated their people from all the island until The Witchless City, Skjoldier’s leader had made his choice. Amassing the great armada of a hundred ships, the people of Skjoldier left behind their once flourishing and prosperous kingdom - leaving behind only the dregs, the hardy people which would come to inhabit The Witchless City forevermore. A number which grew fewer and fewer by the year, the stubborn and hardy left behind. Proud, brave, and hopeful, King Bryndr sought refuge and safety from many lands across the seas - each place more unforgiving than the last. Berillia kept only their greatest minds, in Fjordem did their greatest warriors decide to leave. Across Aeldin did hostile fleet meet the people of Skjoldier, upon a foreign land of Almaris did the nighttime bring with it nightmares that they had sought to escape from to begin with. Years of sailing, the once thousands strong fleet of people from all trades leave behind only the sick, broken, and infirm. Storms battered their ships as they crewed less than a dozen to remain, sails torn and hulls battered by the relentless and fretless ocean. The King holding still a hope he himself no longer believed in. A failed and faithless man who had doomed his people to be forgotten to the sea, for the culture, the life, the very being of Skjoldier’s people consumed by attrition. As another storm consumed them, King Bryndr surrendered - not to any foe or nation, but the frank hostility of an uncaring world. As The Last Sojourners broke upon the rocks of where Skjolvindr and The Sapphire Sea meet, his people washed upon the rocky northern shores of the cold land. Even those that still clung to the fringes of delusion understood the little chance they stood - cold rocky soil and a land devoid of any other descendant, they established what little they could. It was than, despite that, they’d met the only native of the land. From the mountains however, did descend a woman who seemed much alike them. Clad in furs, she seemed familiar with the culture of Skjoldier - speaking in a tongue that they knew, that was familiar to them. One who would become known as The Crowhealer. One who when she would descend from the mountains and out the forests would bring gifts of healing, food, and wisdom to the wary peoples. Although she was as generous as she was wise, she was firm - Bryndr and his people would have to tame this land and make it their own, should they wish to survive. As months and years came to pass, the fragmented few that remained cherished The Crowhealer, one who became a part of their community - knowing each by name, cherishing their stories and tales. Skjolvindr, an indifferent land, had become warm with their presence. Though rumours only a good ending to their tale, they are not found upon Azuras as of the current day. Over centuries has tale spread, and a rite formed that exists in myth along the frayed edges of society’s most feeble and frail. The Pilgrimage of The Sick and Wary is one undertaken by those who have lost all else - chasing legend that somewhere upon the seas, lay a land named Skjolvindr, which bares a healer able to cure any ailment. Scarcely do any truly follow such a childish tale - yet to any who undertake the journey, they would find themselves infallibly upon Skjolvindr’s rocky shores. It was only their hope, their determination, their inner strength they would need to bring themselves before her.
