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Found 5 results

  1. Battle Ferrets Physiology Battle ferrets are cute critters that are akin to normal ferrets, save for just how large they have gotten. Battle ferrets, over the course of years of breeding with the largest ferrets around, gradually grew bigger and bigger. Now they are roughly the size of a large dog. Battle ferrets at their largest, can become 5 feet in length and 2'6 feet in height. These critters can range in any colors a ferret can. Save for their size, they resemble normal ferrets. Battle ferrets also tend to have thicker and fluffier fur, but not neccecarily. Though too small to be ridden by your average decendant, somebody who is Halfling or Musin sized may stand a chance riding these cute creatures. They have rather sharp teeth and claws, able to pierce flesh, regular clothing, and weak armor such as thin leather, but not much else. Battle ferrets do not have any magical properties, and can be communicated to by Druids like any other animal. They can grow to be at maximum 20 years old. They can wear leather armor, and thin metal armor, though it can't cover their bodies completely, or else they wouldn't be able to fight due to the armor restricting their movements. Behavior Battle ferrets are adventurous, rambunctious creatures that require near-constant upkeep. They are mischevious and curious about everything, which often gets them into trouble. Of course, battle ferrets may have ranging personalities, some being more quiet and reserved. In terms of mentality, they are roughly as smart as your average dog, being able to learn commands such as sit, stay, heel, etc. Battle ferrets cannot be taught to understand full sentences. Battle ferrets are usually friendly towards decendants, especially if socialized from a young age. They are sociable, and in the wild often form groups of battle ferrets referred to as a 'bundle' of up to 20 individuals at maximum, but the average bundle has roughly ten battle ferrets. They are quite loyal, and will most likely stay someone's friend as long as they can. They are quite playful, loving to wrestle around with anybody they deem to be their bundlemate. They enjoy excercise, exercise and hate to be kept in confined areas where they cannot properly explore. They also often mimic how their owner, or bundlemates feel towards others. If their owner or bundlemate likes any said person, the battle ferret is much more amiable towards said person. Battle ferrets can indeed be used in battle, hence the name, but they often require constant supervision and guiding on what to do and who to attack, making it difficult for whoever is commanding the battle ferret to fight and control the battle ferret. If the person has more than on battle ferret during combat, the other battle ferrets will scamper off to hide, leaving only one to fight with their owner. Battle ferrets dig burrows to sleep and have kits in, though they generallt are above ground. Habitat Battle ferrets live in a variety of places, but prefer to stick to wooded areas, with plenty of flora and fauna. Due to their thick coats, they are not well-suited towards warmer enviroments such as deserts. They are found in forests, or occasionally romping through sunny meadows. Taming Taming battle ferrets is fairly simple on paper, but in the act, a fair few difficulties can show up. Battle ferrets are often in bundles of around 10 ferrets, so one would first have to single out a battle ferret to tame. It is highly reccomended to take a battle ferret as a kit, or find somebody who breeds battle ferrets and buy an already tamed battle ferret from them. Mother battle ferrets are highly protective over their kits, and make burrows underground to have litters of 4-6 kits. If one manages to take a kit with all their fingers still attached, it is then a fairly simple process of raising and bonding with the kit. If one wishes to tame an adult, they must first seperate the battle ferret from their bundle, and slowly gain it's trust. This process can take anywhere from a week to a few months, depending on how stubborn any paticular battle ferret is. Battle ferrets were not actually originally meant for battle, they merely got their name from their size. Commanding a battle ferret in battle takes [1] emote to tell it what to do, and [1] emote for the battle ferret to actually attack. Origins Battle ferrets, unsuprisingly, originated from normal ferrets. However, the ferrets had quite a few natural predators. These predators included the Porculon Bear, a massive bear like creature with spikes covering it's backside, and the Shardspine Raptor, a dinosaur-like being with shard-like spikes on it's back. The solution? Grow bigger. Battle ferrets, over the course of who knows how many years, gradually became much larger than their normal ferret friends. Now a good 5 feet long, and 2'6 feet tall, battle ferrets are omnivorous creatures, though they tend to lean towards eating more meat than plants. OOC Purpose Just some silly critters to have as pets, or maybe provide a helping hand in battle! Credits Writer- VoidTermnia
  2. Forsaken Chimera Chimera’s have no set appearance, for they are not creatures that are naturally born into the world, but instead abominations that are formed from abusing and twisting flesh mending beyond the limits of what the living flesh can take. There are so many different types of these creatures that can be born into the world, from what was once one of the humanoid races twisted into an abomination of rage and hatred, to creatures that are fused creatures of monsters. What is known is that these creatures are incapable of breeding, and once they have breached the realm of no return their very bodies themselves begin to deteriorate quickly, giving them only a couple of years before they too will perish and simply fall apart at the seams one day. History The history of the Chimera is a complicated one, born first from a tale, or perhaps a fairy tale within tomes that spoke of a woman with a head of a lion, the wings of an eagle and the tail of a serpent. And the immortality that such an entity was able to bring. It had only been a folk lore of course, no basis besides tales and bard song. Yet to the mind of a Necromancer that had reached the peak of their maddened craft it turned into inspiration. Wings of a giant eagle found itself grafted into the back of a woman who desired to have that immortality for themselves. A serpent with deadly venom attached to their spine, somehow still alive and functional. And then finally they moved their head and exchanged it with a lions. Now this should have instantly killed the woman, yet, through some mystery, they had managed to place their mind within the lions head as they fused them together. But it wasn’t immortality that they found with this success. But rapid decay, rot, and a body that was falling away at the seams as a hatred and rage from the monstrous flesh that had fallen upon them had taken over. Physical Appearance As stated already the Chimera doesn’t truly have a ‘base’ origin, just tying itself to the creative madness of those that created them. Some have the base flesh of a humanoid to act as the origin where the grafts and the melding of tissue and flesh had been fused upon it. While others have the base of a monster that was captured alive for them to experiment on. A gryphon could find the hide of a drake fused to its flesh to give it armoured scales, the throat of a venomous great serpent that causes it to breathe out an acidic breathe that burns its own maw, and have its talons replaced with paws with razor sharp claws. They would be an excuse coursing with pain, anguish, and madness, falling to pieces while their mind lingers and trapped them within their torment. With that in mind the threat level of one Chimera can vastly change from one abomination to another. At times it may simply be easier to allow the rot of their flesh to take them instead of reaching out to deal with them, especially if a Necromancer sacrificed their own life to bring something truly monstrous into this world. Like a creature made through the bones of a dragon. The impossibility of it may be high, but not impossible, and there have been horror stories of these creatures taking to the world with armies of their creatures following their path against the land. Mental Characteristics The mentality of the Chimera can depend on the source and head of the creature. Should the head be that of a beast, unless some unknown craft is done to transfer the brain and mind of another creature into that vessel, the intelligence of the Chimera will match that of the beast but driven into a frenzied state. Similarly if the head was that of a man, they would have the sharp intelligence of that of a man, but driven by a sadistic cruelty that would have them taking pleasure in the suffering of others and being unable to comprehend the rights and wrongs of the world. The desires, and passions of the intelligent Chimera still remain, as do their memories when they are driven into this frenzied state. Deteriorating and rotting. Those that had passions of love could find themselves hunting the individual they cared about so greatly, tormenting, and torturing them and all they cared for in their final years of existence. Along with savouring the fear and pain of everything and everyone they can get their hands on. That is - if the flesh that they had grafted too doesn’t take over with its own instincts. The flesh of a sea serpent could consume the chosen Chimera with a sense of hunger that has them feasting on all that they can get ahold of even as their body is unable to keep it all down. Yet it won’t stop them from biting down. With all that said, the mind of a Chimera, can be intelligent, can be cruel, but almost always is unique to the individual Chimera and the body and mind that created them. A saint can be turned into the cruellest entity in the world when driven by the desire of the ‘greater good’ after all. Lifespan and Development The lifespan of a Chimera will only be able to survive for several years. Two at a limit, though there have been cases where they have been able to prolong their existence to the most of four years in this state. Either through a regenerative property or replacing their dying flesh with that of others. Somehow inheriting a limited span of their own creators' magic when it comes to their own flesh. With that said they do not develop any further since creation. Even if they are able to mend and attach flesh to where it has begun to fail and fall from their form it is only a temporary measure and doesn’t add anymore strength to the strength that they already have on the final completion of their form. A Chimera has also been documented as being unable to sire anymore once the magic has been infused with them. Most would consider this a blessing considering the twisted nature of the creatures that there will be no risk of aberrations being born. Territory and Grouping Chimera’s do not work together with their own beings, while they seem to be able to recognize creatures born from the same magic and have less hostility towards them than they do everyone else. It is not usually to the point where they will permit the others existence before them. Though on the rare instance where two Chimera are documented to see each other, there have been chases where they just ignore the presence of the other and go on their own way. Showing themselves to be for the most part solo hunters. This however is not always true. For the Chimera’s that have managed to successfully kill their own creators will find themselves able to direct, and guide the puppets their former master had once controlled. Allowing the Chimera to have their own horde to direct, drive, and push. Increasing the danger that the Chimera falls under by several degrees of threat. When a Chimera of this nature is scouted it's usually a high alert situation for the nearby nation to call to arms to deal with it. Or risk their home and surrounding denizens being ravaged to ruin.
  3. Blightwrought Beware the swamps and the dark dank deep... Physiology The blightwrought is a horrid creature, albeit a rare one, that appears vaguely human, though which has been transformed into something far more terrifying and morbid. With a jaw that can open impossibly wide and a long and tough tongue that can easily stretch out enough to wrap around the neck of any unfortunate enough to encounter such an appalling thing and choke them out, the blightwrought is a chilling and formidable opponent that reeks of rot and decay. It has no eyes, though has an excellent sense of hearing and is able to pinpoint the location of a descendant swiftly if they are not taking care to remain quiet and keep their breathing steady. Its teeth are rotten and decayed, though still sharp enough to puncture skin and gambeson. A bite would seldom be fatal, though this creature is fraught with disease and plague, its saliva containing traces of a poison that would blind, induce vomiting, and disorient a person who gets it in their bloodstream for no longer than an hour. One should note that these creatures can often be smelled before they are seen. They reek of death, of decay, and move silently through the mud and muck of swamplands, listening carefully and waiting patiently until prey is close enough for an attack. Once they know they have been seen, however, they emit a clicking noise, mumbling and stuttering out incoherent words. These creatures are long and lanky, towering over most of their opponents at heights no higher than 9'6, sometimes missing entire limbs, though their strength should never be underestimated as they possess enough of it to fell an olog in a single strike if it is not alerted to the presence of the blightwrought. Its fingers are spindly and elongated, the claws on the ends of them reaching up to six inches in length, though its strength lies not in its normal limbs and instead comes from the lengthy tentacles that are found erupting from its back, with sharp and long spikes on the end of them, covered entirely in small thorns and with properties similar to ferrum. A blightwrought generally has anywhere from three to eight of these tentacles, which can pierce through lighter sections of plated armour, though will, for the most part, only dent thicker sections. Possessing an incredible amount of stamina and able to use their tentacles to traverse their environments with ease, extreme care must be taken when fighting a blightwrought, lest one find themselves rotting in the mud alongside it as it waits for another victim. As powerful as these creatures are, they are susceptible to attacks aimed at their empty eye sockets, as well as ones near the base of their tentacles, where the ferrum-like properties of the tentacles end, and where they can be cut off if one has not been skewered by them already. It is not a daft creature, however, and knows this. It will almost always be covering its eyes with its hand(s) unless opening its mouth to scream. A single well-placed arrow could likely fell the creature if its hands were not in the way, though if the archer who shot it missed, they would become the immediate target of the creature as it traces the sound of the arrow flying past to its origin point. Habitat Blightwroughts can primarily be found in swampy regions, and it is unheard of to find one outside of these regions. They relish the humid and damp environment and the advantage they have when hunting down prey inside of it. Behaviour Blightwroughts are omnivorous, territorial, mostly solitary creatures capable of going without food for months on end, which explains their lankiness. They lie in the thick mud of swamps, waiting for prey to come to them, and rarely shy away from a fight once provoked. They prey on anything and everything, though have a fondness for the flesh of musin brave or foolish enough to venture into the swamplands. Their 'home' is the mud, the muck, the depths. They can traverse through it with some difficulty, feeling the vibrations of those above them through the ground and tunneling to their position before creeping upwards and through the sludge to claim their prey. Finding one on purpose is exceedingly difficult, though if one has a keen sense of smell, they will likely be able to tell if a blightwrought is nearby. Abilities Blightwroughts can emit a shrill, piercing screech that will daze and disorient those within range of it (48 blocks) momentarily (2 emotes) if they are not wearing hearing protection. They do not do this often, however, save for when they feel they are in mortal danger. This piercing screech often attracts the attention of other blightwroughts who might be in the area. Upon screaming, a blightwrought will enter a sort of 'frenzy' state, able to traverse long distances even faster than it could before for a period of five emotes, though after this it will have exhausted itself and will often burrow back into the mud to recuperate for three emotes, moving under the ground and emerging in a different spot, ready to continue its attacks. Its saliva contains traces of a poison that would blind, induce vomiting, and disorient a person who gets it in their bloodstream for no longer than 1 narrative hour. Blightwroughts can use their tentacles to propel themselves off of the ground and into the air, and once there, may use them to strike out at where it believes an enemy to be before falling back to the ground. Blightwroughts are resistant to flame due to almost always being below water or submerged in muck, though not immune. The skin of a blightwrought is tough and similar to leather and is resistant to arrows and other small projectiles. The tongue of a blightwrought, if wrapped around the neck of someone, would choke them out over a medium length of time (3 emotes). The bones of a blightwrought are strong and exceptionally lightweight, equal to ferrum in its damage resistant qualities. The claws on their hands are sharp enough to cut through chain and ferrum or steel if enough force is behind the swing, and can sever the limbs of those not wearing, at the very least, light layers of gambeson. A blightwrought can cough up a thick black goo from their rotted stomachs to spit out and onto a person which will burn their eyes and smell terrible, though will have no effect on exposed skin. It will make a person vomit if they consume it. Redlines - Only playable by an ST or ET - Cannot be tamed - Its saliva cannot be extracted or repurposed - Its stomach goop cannot be extracted or repurposed - Its stomach goop will blind a person for 2 emotes from when they wipe it off - Its poison lasts for 1 narrative hour - Can speak incoherent, single words at a time, though cannot understand them or any language used by anyone else - The teeth and thorns on the tentacles will often be diseased and it is up to the ST/ET running the event to decide what a person contracts - No using diseased teeth or thorns to give people diseases - Their bones are as strong as ferrum, only differing in that they are lighter than it - Blightwroughts will not travel outside of swampy environments, ever - The claws of a blightwrought are extremely sharp, though will be destroyed if struck with enough force more than three times. If made into a weapon, the weapon would not cut another weapon in half or shatter it unless swung with the strength of an orc on horseback, though would still be able to cut through flesh and bone with relative ease and chip into other weapons OOC: I've never wrote lore before! I'm not sure if I know what I'm doing or not, but I wanted to try my hand at it. The creature is probably a serial powergamer, but 🤷‍♂️ I wanted to make something terrifying for people's personas to fight and give them a good story to tell if they managed to defeat it. (Based on the Dreadful Peat Mummy from the Betweenlands)
  4. Calentâl [Calen = green, tâl = foot] Calentâl Background Biology Behaviour Habitat Relevance Green Lines Red Lines Background The calentâl were around hundreds of years ago, they were plentiful in the wild. They favouring tippen’s root and mandragora when feeding. Descendants grew tired of these creatures always running around eating the herbs before they could reach them. So they started hunting the calentâl into extinction, or so they thought at least. It was only after that an Elven family’s research found the plants’ regeneration and clotting abilities manifested upon the calentâl itself. Years were spent looking for more of them in hopes of repopulation through breeding. All research having been done on the calentâl had been shared in hopes that if any found one it could be used for breeding the one currently held. Alas none could be found and the last living one that the elves kept died of old age after having turned 78 years. What no one knew however, was that some calentâls had escaped their grasp and somehow arrived on Almaris. Although their numbers were very few, they maintained a fairly stable population. The knowledge of the calentâl existing and how many there currently are is unknown and the current location is also unknown, but probably somewhere they can graze undisturbed. After years without interaction with descendants or any specific prey, due to their colouring making them seem poisonous to other predators, they became less afraid of other creatures. If a descendant were to stumble upon them now, they most likely would not show much care except perhaps avoiding walking into them. Some might be curious about them and sniff around, especially if lured with food. Thus they can easily be kept, domesticated and bred. Biology The calentâl is a small and social creature often kept together in a small or larger group, its size usually that of 4 - 12 inches in length. The creature has four small green feet with 4 toes on the rear feet and 5 on the front feet. Perfect for walking or running, they however do not have opposable thumbs or fingers for grasping or for vertical climbing. Their colours are usually that of a paled blue-green with a herbaceous plant on its back, which is mostly brownish, but when bloomed is that akin to succulent with a blue-green hue and pink on the edges. It only blooms every ten years and only produces 5 petals that can be used for medicinal use due to the amount of juices contained in the petals. The plant has good herbal use for regeneration and clotting to help with wounds. It can live up to a maximum of 120 years in captivity, though in the wild they only live up to 100 years. The calentâl’s main diet is mandragora and tippen’s root along with some berries here and there. The calentâl can also be seen eating leeches or other insects if it is hungry and needs some more nutrition alongside its diet of tippen's root and mandragora. This is because the animal is an omnivore and can survive of both. The calentâl eats tippen’s root only for the purple flowers, though it is too lazy to just pick off the flowers and will eat the whole thing instead. Calentâl has hirudin in its saliva to counter the harmful properties of the tippen's root. This, along with its strong digestive system, makes it easier for the body to push the harmful properties of the tippen's root out of its body through the plant forming on its back so that the body does not shut down due to the blood clotting abilities of the root. The way the calentâl battles the spores from the mandragora is by holding its breath under the swampwater to swim up to the mandragora to then bite off the plant underwater. The calentâl will then shake the plant free of the spores while underwater and begin eating it above water. Having the ability to hold its breath for an average ten minutes underwater. The calentâl's body pushes the harmful properties of the mandragora, along with some of its healing abilies out of its body through the plant on its back. Mandragora and tippen’s root properties then mix together by forming a new plant that forms upon the back of the calentâl. The calentâl only breeds once every twenty years, as their menstrual cycle lasts longer than other creatures due to their peculiar diet. Their offspring only consist of an average of 2-3 kits. They become fertile when they reach maturity at five years of age, and on average become infertile when they turn 60. So most only produce around 4 - 6 offspring during their lifetime. Their pregnancy typically lasts around four months. Behaviour A calentâl is very casual in their nature, they will either ignore or be curious in nature depending entirely on their mood of the day. For example if one is hungry they will ignore most and all until they have eaten. Only afterwards may their curiosity show. If spooked or threatened by quick movement they will most of the time end up biting whatever spooked them. This is due to lack of predators over the years, so they do not have much fear and can be quite bold. Due to the hirudin in their saliva their bite can turn rather badly for the person bitten as their blood will not clot where they received the bite. During the day they tend to be quite active in their search of food. While in the night they mostly tend to sleep, to relax their little feet after much walking. They are a diurnal species. The calentâl is a very social creature, if left all by themselves for too long they can become depressed. This they show by not eating and drinking properly after two ooc days. Starving themselves to death from being away from their flock after an ooc week. It can consider descendants as their flock if tamed and given lots of affection and food consistently if kept alone. It does however, have a higher chance of it staying alive with another one of its species. Habitat Their habitat is mainly that of swampland, due to higher chance of dead trees and animals meaning it being more likely for tippen’s root to grow there. Mandragora is mainly found in swamp water too. Thus the calentâl enjoys spending time in swampland, but can be found around the area due to their curiosity to explore. They typically gravitate back to their main habitat for food. Relevance The calentâl’s relevance is not the creature itself, but the plant it grows on top of its back. Every ten year it blooms, and the juice in the petals are filled with regenerative and blood clotting properties. The juice from the petal's abilities is the same to that of the mandragora and tippen's root. It can boost regeneration slightly, clot the blood from wounds and make them begin to scab over. Green Lines No taming needed, naturally curious to descendants after years of having no fear of predators. Great for medicinial use due to the juice in the petals coming from the plant growing on its back Red Lines Need ST approval of finding one or more and catching them. Need ST approval of harvesting the petals of the flower every ten years with ST signed items after having done the roleplay for it to be valid and used. Should say on the item the year it was harvested. If trying to breed them you have to roll out of 20 to see if the female is pregnant, if over 10 it is pregnant if under it is not. Pregnancy lasts 4 ooc days. You have to do a /roll 3 to see how many kits it will give birth to. Must wait another 20 years irp (20 ooc weeks) before they can become pregnant again. The plant can not be used to give people cancer or ulcers from the mandragora abilities it has. You cannot powergame by saving someone's life from the brink of death or from a fatal injury by only just using this plant to help them. OOC: Art credits goes to my wonderful friend BrassWolff, their discord is @BrassWolff#898 if you wish to commission them. Thank you to @Luciloo for reading through my work to fix grammar and give me tips to make it better, and to @altiar1011 for sending me their way! Couldn’t have done this lore piece without you guys!
  5. Snow Wolves Story The Biology of the Snow Wolf The Snow Wolf is a fearsome beast to be both respected and feared. Their reputation for being smart, cunning, resourceful, strong, and fast has long preceded them throughout the realm of Anthos. Their fearsome and respectable behavior has earned them places in stories, legends, and bard songs everywhere, such as the campfire tale above. Anatomy The Snow Wolf is known for its massive physique. Its well built musculature allows for impressive strength and speed. Although the average Snow Wolf weighs about 180 lbs, they are still quick on their feet and are very stealthy. Another important characteristic of Snow Wolves is their impressive size. These beasts are usually 6 feet long, and 3 feet at the shoulder. This, coupled with their bulk, allows for their incredible perseverance, and they can take many blows before going down. This impressive stature is an evolutionary adaptation to their harsh and unforgiving climate. With a bite force of almost 2000 lbs, they can snap bones in combat. Due to their mass, however, they cannot run as fast as their leaner cousins, but can still sprint an impressive 30 mph. Although known for their pure white coats, some Snow Wolves occasionally have streaks of gray, brown, or black in their pelts. Behavior One of the most profound behaviors of the Snow Wolf is its cunning intelligence and ability to work as a team with its pack mates. To overcome their proportionally slow speed, the Snow Wolf plans its attacks, and works in coordination with its team. Usually, they will stage an ambush, when the prey is in an isolated and vulnerable spot. Although mighty, the Snow Wolves know their limits. A pack of about four snow wolves would never attack an entire herd of Elk head on. Likewise, they would not attack a hunting party of over five. In addition, the Snow Wolf does not usually engage humans unless provoked, but when provoked, will fight until they deem it a waste. The alpha male is the patriarch of the group, and he is distinguishable through his special streak of gray, located on the ridge of his back. He is also noticeably larger than the others. He is the one to coordinate the attacks through a complex system of growls, yips, yelps, and howls. A pack usually consists of about four to five wolves. At around the age of two, the male pups leave the pack to start a new one, or join another one. This ensures genetic diversity. Mating season of the snow wolves occurs in late winter, so the pups are born in early summer. The pups are at a hunt able age at one and a half, but won't leave until 3 years of age. Range & Habitat The Snow Wolves range in the Southern Mountains and the Boreal Southern Forests. Many packs live in the Cold North. These two groups of Snow Wolves are genetically isolated, but retain most of the same characteristics in tandem. Theoretically, they could interbreed, but such a feat would be difficult, as they are so isolated. The Snow Wolves are a hardy species, and can survive in icy mountains. Their prime habitat is boreal forest, but they thrive in the rugged mountains as well. They can survive in any climate, but unless domesticated or forced out of their home, they will never have a reason to leave the snowy lands from which they came. Diet The Snow Wolves prefer to consume wild Elk, Moose, or Mule/White Tail Deer. In tough time, when this preferable game is unavailable, the Snow Wolves would resort to eating vermin such as mice, rats, squirrels, and beavers. If these are also scarce, they would resort to live-stock. This is rarely done. Eating people is even rarer, as Snow Wolves do not prefer the taste. Domestication If done from birth, a Snow Wolf can become a domestic beast. It would take a large amount of skill and a fair bit of luck, but it has historically been done. If tamed successfully, these animals can be incredibly useful, versatile, and good companions. But if not properly trained, the animal can become a danger to yourself and all around. Have any suggestions? Think it's unfinished? Anything to add? Reply below!!! Thank you for reading, ThePrroman
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