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  1. "A kiss of contagion; on your pretty unmarred cheek. O~oooh. Generous gifts to you, so as to enhance your physique; Buboes, phlegm, blood and guts! Boils.. rots and pus Blisters, fevers.. weeping cankerous sores From your wound it festers Blessed be upon your bleeding pores For you are graced with the opportunity to cleanse Almaris from despair and stagnation through the acceptance of his gifts." - Pope of Pestilence, Sagoth. "Sooner or later, GOD won't stand the succulent itching within his decaying body anymore." ------ He, who stands upon his Garden of Affliction. He, who creates life from the rotting frames of his faithful. He, whose benevolence know no bounds, spreading his gifts without discrimination. For you are all his children. Fret not, He who now knocks on the window of the mortal realm of Almaris, his all-seeing gaze peeking through the Voidal Tears. ------- Note: First post, wanted to test the waters. It's pretty obvious where my inspiration comes from, nurgle of Warhammer franchise, credit goes out to games workshop. Thanks for reading.
  2. Voidal Horrors This is a reclarification lore submission to truly outline the ambiguous and alien beings known as Voidal Horrors. These horrendous and arcane creatures originate from the void with almost no explanation for their creation, their various purposes or why they are the way they are. This mystery will likely remain such for a long time. However we can still understand what these creatures are. To note: Voidal Horrors overall are an almost purely event Race. Either playable by ET or used in events. You cannot run around roleplaying as a Voidal Horror. Disclaimer - The following is updated lore, editted into this post for clarification on the origin of voidal horrors: What is a Voidal Horror? Voidal Horror is the general term for any twisted and morphed creature, birthed and residing in the Void. They live and reside in the Void, wandering, warring, learning and otherwise doing whatever it is they please. They are a strange and incomprehensible form of being, having been twisted, scarred and morphed by the void into impossible beings of the abyss. Each more vastly different than the last, Voidal Horror’s are as infinitely different as the void from which they originate from, their traits and powers and physiology all alien. However, despite this, there are obvious similarities between all of them, not to mention the obvious similarities between various groups of them, allowing us to more or less generalise them and place them into vague categories. Classifications & Hierarchy Voidal Horrors are as chaotic as the void they originate from, their purpose very odd and alien and always different from another. However, despite these creatures having no form of social structure or civilization, there is a faint semblance of a pecking order amongst the horrors, much like there is in the animal kingdom. Lesser Horrors Greater Horrors Arch-Horrors Simply out of fear from one another, the Lesser horrors do not come between the Greater horrors and the greater horrors respect the wishes of the Arch-Horrors. It is out of a sense for survival, not a desire for order. Aside from this, there are certain similarities between the types of horrors that can bring some form of order amongst the chaos. The various horrors do not necessarily align alongside their type and they merely wander aimlessly in the void, seeking ways to complete their ambiguous and alien goals, should they even have any. Classifications Horrors Example of a possible Horror Voidal Horrors are the most well known form of void-based creature. They are generally far more sentient than their counterparts, very intelligent and analytical (if at all strange), oddly enough oftentimes having the ability to speak common. They are inquisitive and curious, though are as devious as any demon. They sometimes have the capability to wield magic, some magics that are completely alien to the descendant races, some that have not even been discovered yet. They are not necessarily violent or particularly strong, however their various features and differences may make them so. They are usually no bigger than your average man, taking on what could be considered humanoid forms. However, the differences between voidal horrors are vast. For example, the most famous voidal horror, Achan-Chatla, took on a human-like tentacley form, whereas others will look entirely different. However the basic premise is that all voidal horrors take on a humanoid form, regardless of the vast and chaotic differences between them. tl;dr Sentient, humanoid, people-like, very strange, magic-sensitive, huge variation in physical appearance, usually a fleshy form. Terrors Example of a possible Terror Voidal Terrors are the vicious and savage cousins of their Horror counterparts. They are generally mindless and animalistic, their forms reflecting such. They operate almost solely on an animal-like influence, almost immediately acting violently when come into contact with, be it within the Void and their voidal kin or with any living being in the world of the living. They cannot be reasoned with and they cannot communicate, they are mindless beasts with no capabilities or functions other than to slaughter and feed. They can come in various sizes, from the size of a small cat to the size of an elephant, with varying physical strength and traits. They are often found with numerous spines, spikes, fins or horns covering their bodies and heads, multiple eyes, more often than not moving around on four or more legs as opposed to two, however it is not unheard of. Like their voidal horror counterparts, they take on a fleshy appearance, oftentimes with a hardened exoskeleton (sometimes taking on a magical/elemental exoskeleton, such as the volcanic voidal terror of Adrallan, who’s exoskeleton was made of volcanic rock and consistently evoked fire). tl;dr Animalistic, savage, vicious, mindless creatures, can be large, no magic/intelligence/communication, feral beasts, fleshy forms, hardened exoskeleton, sometimes elemental exoskeleton. Abominations Example of a possible Abomination Voidal Abominations are the most alien out of all the voidal kin. They often come in elemental, primordial or ethereal forms, sometimes taking on humanoid shapes, other times no. They will often appear to be the embodiment of an element, an invokable element or sometimes even another force within the universe. These abominations are quite intelligent and often times can be quite tricksy. Most of them retain the ability to speak common, others have the ability to find ways to speak common. Most often than not, they are adept in the art of the arcane, their powers often strange and different to what the descendants are capable of doing, however boast an expansive arsenal of arcane power. Their bodies are vastly different from that of their kin, their fleshy forms taking on very strange and elemental forms. They are not necessarily physically strong, but their physical capabilities vary between each one. The Voidal Abominations are the most different out of all their voidal kin, even amongst one another, their differences are ridiculously stark. tl;dr Elemental, intelligent, primordial forms, magic-sensitive, physical appearances vastly different, physical strengths fairly low (varies). Behemoths Example of a possible Behemoth Voidal Behemoths are the kings of the void, the titanic voidal beasts that reside within the endless abyss. Behemoths are colossal beasts with savage appearances and incomprehensible minds, usually with an unbreakable fixation on a certain aspect of existence. For example, the “Mana-hunter” as described by Avar Telos the void wraith, it’s entire existence revolves around the draining and absorbing of all the mana around it. Behemoths, despite their savage appearance and brutal mindset, are rather intelligent and devious, though despite this they cannot be reasoned with. Their minds too focused on achieving their desires, their ambitions, it driving their every action until it is completed. Some behemoths do have some semblance of magical ability, generally that of standard arcane magics, sometimes having access to more strange and unfathomable powers. Their physical strength however is monstrous, usually being, at the very least, the size of house, some growing larger than that. Their appearance and forms are fleshy but hardened, more often than not covered in a hardened exoskeleton much like Voidal Terrors. Their physical appearances vary massively, however much resembling their lesser terror kin. tl;dr Colossal beasts, intelligent, irrational, fixate on singular aspect of existence, magically adept, physically strong, terrifying. Physiology Diet Voidal horrors do not rely on a diet to absorb nutrients but seem to have the desire to eat anyway. Their diets are extremely strange, more often than not preferring raw meats, fish and insects, however none are aware as to why. Blood All Horrors, regardless of their classification, all bleed the same way. They bleed an odd form of ichor, similar to that of the Itharel in concept but far different. Their blood is a strange pink, bismuth looking form of blood and is rich in genus (the energy of creation and catalyst of all magical energy), serving as nothing but a vessel for their mana, their power. Their blood is extremely volatile when used in rituals, for example with blood magic or contract magic, however does not preserve. Due to its volatility, it cannot be collected nor contained, dissipating and evaporating into the void within hours of it spilling. Life Unlike the descendants, voidal horror’s lives are entirely magical and based around the arcane. Strangely, they do not contain any life force and do not require it in order to sustain their bodies. They do however require mana in order to sustain themselves. Their mana pool being far larger than that of a descendant, voidal horrors tap into this pool, manipulate it’s energy in order to live. Body Voidal Horror’s bodies are all majorly different, as stated above, however there are some similarities between them all. Their bones are brittle but light, their skin rough and tough, their flesh strangely dry. They do not have organs like the rest of us, nor do they have the need to breath. However, at the centre of all voidal horrors is their “heart of horrors”, a singular orb, their lifesource and power battery. When voidal horrors absorb mana, it is transferred to the orb, acting as a battery for the being. Should the heart be destroyed or pierced, the voidal horror will immediately die. A voidal horror can be killed by normal means, enough damage and they will perish, however this is the quickest way. Power The majority of all voidal horrors have access to a wide range of arcane magical abilities, some of which seem entirely foreign to the descendants. Unlike the descendants, they are quick to adapt and learn new magics, evolving their abilities with uncanny ease. Some are far more powerful than others, thus creating a pseudo pecking order amongst them, outlined above. Generally, horrors take to their abilities very naturally, manipulating the void as if it were an extension of themselves. They generally are drawn towards magical schools that appeal to them, rather than choose them out of practicality, the magics and powers available to them more like a fingerprint than a tool. Death In death, voidal horrors don’t leave behind a mangled corpse like creatures of the earth. Much like an evoked element or a conjured being, voidal horrors will always return to the void. Their deaths are mildly explosive, releasing a burst of energy before dissipating and evaporating, their essence and energy returning to the void.
  3. The Deep Roads Cat Spider Appearance Slightly larger that a normal cat and mostly hairless the deep roads cat spider is very similar to its four legged kin but has a few large difference. The deep road cat spider instead of having the typical four legs is instead a host to eight legs. Each equal in size to the next, and each having similar anatomy to that of a normal cat. This over abundance of extra limbs allows the creature to climb vertical walls and sometimes upside down given adequate space for footing. As well as their increased number of legs the beast also has a multitude of eyes, some just have two large ones and a few smaller useless ones to other individuals have a full four pairs, giving them excellent vision in the dark areas they inhabit. They come in a host of colours and patterns but most seem to have a dark tabby coat, perfect for blending into the rocky walls of a cave. Eye colour trends on a dark green, black or amber with the occasional light brown in some members of colonies. an example of an adult Behaviour Typically solitary hunters they seek out smaller caverns or territories to hunt in, disputes over territory can lead to individuals fighting or killing over a prized hunting grounds. Despite their solidarity nature there has been a few cases of them grouping into colonies, typical size for these groups trend between five to twenty members in larger areas with an abundance of food. Though, seeming scary creatures, they are very personable. Bonding to one or more individuals in a household. they enjoy the spoiled nature of domesticated life. Typically found curled up somewhere in dwarven homes, or the centre of attention on someone’s lap. Habitat First found in the Deep Roads of Urguan these strange beings enjoy the warm dark damp nature of the Urguani cave systems. Shying away from the bright light of the surface. It is theorised they can be found in similar cave systems throughout the land as well. Though, they have currently only been recorded being sighted within the grand kingdom. Since being domesticated they have taken off within homes all over the subterranean nation. Sadly, some individuals who have been taken to surface home deteriorated quickly in the sun, first losing their playful friendly nature and eventually their appetite. Leading to sickness and eventually death. This can be remedied by providing a suitable dark area or room for them during the day. the Deep Roads of Uguan Diet Being obligate carnivores their diet is made of of entirely animal material. Mainly small rodents, larger cave roaches, bats and any fish found in underground waterways. While in captivity they can quite easily enjoy chicken and small birds as well. Red Lines -this creature if kept as a pet cannot be used in combat -can't be kept as a pet in a super sunny place -this is open lore don't gatekeep it
  4. The image below is how it looks so far. I am still working on it and it is not yet finished but i like it so far. I am going to change the horse model and texture to look like the Giant Elk featured in the Hobbit movies when i name my horse. Enjoy :D
  5. Looking to play a Sorvian? You're in luck, my character has started making them! Dm me if you're interested and we can talk it over! You will be given a base skin that can of course be changed, as well as all the info you would have been taught. And you'll be introduced to the rest of the Sorvian community! Disclaimer: My characters name is Isalie Gardner, and shes a halfling. So, you'll be involved in a lot of halfling rp. And you will need to make a CA. Discord - Jadeemen#3529 Sorvian Lore-
  6. [Guide] Treants Treant Lore Credits: TheBlackBobRoss for helping to write this guide LaffenOutLoud for consultation (At the insistence of Ross) Myself, for editing, polishing, and writing. General Redlines Physiology Weaknesses Blight Abilities Take Root Red Lines Huntsmans Armory Red Lines Entangle Red Lines Regrowth
  7. Credits to All the artist of each picture. Zeeer0 - Original Lore maker and new additions. Legocrazy - Second lore maker of the updated lore - The Sprite group - New add ideas. Akiriza - Grammar checks,formatting and detailed ideas. ❦ Sprites ❦ “The luminous souls of the wilds...” :: :: ❦ Origin ❦ Exactly how these small creatures came to be is still a mystery. Perhaps the Creator brought them to being or Cerridwen’s breath on the mortal realm. Whatever the case, these small wonders of the woods can be seen many a night far into the forest lighting the darkness like fireflies. Sprites are known for their mischievous nature, some going as far as to call them ‘The Tricksters in Flight’. These creatures will almost never pass up an opportunity to torment the traveler in any way they can. However, that is only if one can find an area in which they live. They prefer calm, serene sections of the forest, preferably with no mortal interference on the landscape. For those well versed in Sprites, it is said that they hold important jobs such as changing the seasons but no one has ever recorded seeing such an event. In fact, most have never seen these creatures do much at all and doubt they can. Sprites are known for their short attention spans. Imagine them as a child with wings who needs surprises to keep them interested. ❦ Appearance ❦ -Sprites stand about 5-7 inches with Elf-like features and translucent wings sprouting from their backs. -Sprites are genderless, but do take on masculine and feminine appearances, oftentimes being referred as male or female, despite being asexual. -Sprites clothe themselves in flower petals and any soft, pliable forest-growths they can find. -Sprites speak an odd tongue that can be learned but is quite difficult for Descendant minds to understand. -Sprites are minuscule Fae that are birthed from a flower known as the Acerfolia, which can only be grown in the most pristine and untouched expanses of the wilds. Much like a normal plant, the Sprite is the equivalent to the Acerfolia’s fruit, being it’s ultimate product after it is bloomed. Eventually, when the flower does complete blooming, and the Sprite is released, the Acerfolia will wither and die shortly afterward. Upon dying, a Sprite will be reborn from a new flower, containing within their mind the information required for survival. ❦ Color ❦ The color of the sprite determines almost exactly some of the mannerisms of the Sprite, similar to how a mage’s aura is defined by their own personality. There is no definite reason as to how, or why the Sprites are born as these particular colors however, it is simply a random factor. ❦ Green ❦ “Wisdom and immaturity in a stunning union.” Sprites born with the color green are wiser and more intellectual than their kin- often more keen to learn something new. They can provide interesting outlooks upon a situation based on their observations, and are even known to have a larger attention span. ❦ Blue ❦ “Curious and kind.” Sprites born with the color blue are considered the most likable of all. They are known to be the first to explore, and the first to make a new friend. Taking that in mind, they are much more adventurous than their kin, wanting to seek new places and new friends, which can often lead to trouble. ❦ Sky Blue ❦ “Deceit and deception in the wings of the sky.” Sprites born with the color of the sky are known to be the most deceitful. They use their similar coloring to their blue kin to lure people to trust them, only to torment them and trick them for their own amusement. ❦ Grey ❦ “Laziness and ambition in the wings of the clouds.” Sprites born with the color grey are very similar to their sky-colored kin, appearing to be much more sickly, or oftentimes gloomy, in a depressed manner. It is because of this, they are able to manipulate sympathetic people to do their bidding. ❦ Red ❦ “Rage.” Sprites born of the color red are known to have a temper and fuse that is near as short as their own height. They are judgmental, rude, and apathetic, their level of dislike only being below Black and Yellow Sprites. ❦ Black ❦ “Anathema embodied in the smallest of souls.” The rarest of their kin, this Sprite possesses a heart as black as it’s very visage, wishing pain upon those whom it may face, with tendencies to wreak havoc and pandemonium as much as it can. They are to be wary of, as these little cretins possess naught a drop of compassion within them. ❦ Purple ❦ “The mediator of their kin.” A Purple Sprite, alternatively violet, is the embodiment of balance, matched with the mindsets of both Red and Blue, they are believed to be wise and level-headed, more so than any of their kin. ❦ White ❦ “Those of innocent heart.” Sprites of absent color are pure and kind, admittedly the most bright of their kin (Literally), they have oftentimes been mistaken for starlight in the darkest of nights. To those lost in the woods, these Sprites have been known to guide to safety, using the prominent luminescence of their body as a beacon. ❦ Yellow ❦ “Manipulative and Mean.” The oddly yellow colored Sprite possesses an alien aura to it, they are daring and cruel, using emotional manipulation to instill fear unto their kin and use their reactions for their own amusement. They are the most mischievous and tricky of Sprites, and much like Black Sprites, are to be wary of. ❦ Acerfolia ❦ The Acerfolia is a small flower with a large oval shaped bud and triangular leaves. It grows five inches from the ground, and is the birthplace of all Sprites. They can only be found in sections of warm forests near streams. After the span of about six weeks, the bud will flourish and a Sprite will be born from it. There is usually only one to two places in a realm where these flowers grow. When a sprite dies, another flower will sprout in one of these locations. Though it is rare, reproduction between Sprites is not unheard of among those of their species… Sprites are capable of reproducing through hermaphroditic fertilization of spores. If successful, the product of such a ritual shall be a minuscule seed, the seed of a flower. The proper fertilization and creation of an Acerfolia seed is extremely rare however, only one out of every ten will actually be able to produce a Sprite. Normal flowers that are formed however, are still considered to be children by the Sprites who created them, and will be taken care of dearly. Should the fertilization be a full success, a magical seed shall be formed, that of the Acerfolia, and from here it is to the discretion of the parents where they bury it. However, it must be buried in a place where it would remain undisturbed, a place rich with life and soil saturated healthily by water, otherwise it will never live to bloom. From here, the seed will grow slowly, taking anywhere from eight months to a year to reach it’s bloom, and release with it, a new Sprite ❦ Advantages/Disadvantages ❦ + May commune with nature easily. + Despite their mischievous and often dull appearances, they are extremely intelligent. + Sprites may fly, but no higher than that of an Olog (Three Blocks), as they would exert too much energy whilst attempting to fight back against gravity. Due to using too much energy they would need a surface to rest on before taking flight once again. - They may not learn magic due to their natural origin. - Sprites can not wield the weapons of the Descendants, as they are much too small. - Due to their small bodies, and overall weakness, they are easy to take hold of and imprison. -Not many of the Sprites exist, If one was to destroy the flower during the development or destroy the tree around the flower. Before the Sprite is born, the sprite will die. - Injuring the wings of a sprite can be potentially fatal, as the sprites main blood vessels are located there. Theirs wings are of the same material as their body, of plant. -Magic is super effective towards the sprites and can kill them quickly due to their connection to nature. - They can learn the Common tongue but it would be difficult due to their poor attention spans. - Sprite, when consumed are practically toxic, as after death they are reduced to a fine, gray ash. This metaphorical pixie dust will not grant any flight, but instead will lead to an extremely quick and painful death. ❦ Redlines ❦ - They may not be domesticated, as they are entirely sentient beings, not animals. - Sprites can only thrive in areas filled with natural life, such as forests. Deserts and tainted areas are practically deadly. - They are incapable of learning any form of magic, however they may communicate with Flora and Fauna. However, they are not connected to Druidism in any form. ❦ Questions and Answers ❦
  8. ____________________________________________________________________________________________ ____________________________________________________________________________________________ This is just a simple little page I've put together with examples of my skins! My PMC Scroll down and open the spoilers to reveal the examples. :0 Latest: Edits made: -Added 'Other' spoiler -Requests Closed -PMC added -Halfling and human spoilers added. Request Form: CLOSED Username- Description- Ref- What will you pay with? (Mina, items, etc)- CLOSED..
  9. https://wikia.lordofthecraft.net/index.php?title=OwlBears
  10. When accepted: Contact your nearest Lore Moderator, Magic Team member, Hedgehug or Warsongfarseer! [ Huge thanks to WarsongFarseer for creating this lore in the first place, and giving me the honor of editing it and re-introducing it to you all and the Realm of Axios! Be sure to give the original lore a read, for changes were made ] Original lore: Datar - Lesser Immortal Spirit of Death by Honourable Duel And upon the splitting of the passage of souls the Shepherd of Apohet, the Spirit of the Dead known as Kor, forsook those frowned upon, and under his guidance accumulated the honorable into Apohet’s realm, directing the others back unto the planes of Aeriel. And in trepidation of his growing realm, Apohet cast himself into secrecy, canvassing his people to grow to be as he wished for himself. And the lesser Spirits of Kor, powerless under the wrath of Aeriel, set about the task to seek the honorable, to guide them upon Apohet’s plane. Upon amassing themselves unto the realm of men, the Servants of Kor cast a downward eye upon the world seeming so crooked. Obnubilating themselves from the gaze of the adherents of Aeriel, Taharaie, and Xan, the lesser Spirits accumulated those found worthy of the realm of the dead upon their live’s ends, and with their given the perception to view the worthiness of the descendants’ walk upon the Passage of Souls, take upon the task of guiding those in the Mortal Planes on their journey to the Spiritual. And these Lesser Spirits, manifesting themselves upon the physical, Mortal realm, took about the beginning of their purpose. Ushering the honorable dead to the Ancestral Planes, and setting the malevolent back into the realm of the Descendants. Forsaking the mortal cognizance of good and evil, the Spirits took upon a neutral ideal, seeking only those who lived their lives in accolade, casting away the credences of what is considered right and wrong. Taking form into the world in a mortal appearance kindred to that of Kor himself, the spirits amassed and in secret observed the habits of the descendants, mimicking their speech and actions. These lesser spirits take upon the mien similar in appearance, but not always, like that of Kor. While manifested into the natural world, the spirits appear as that of a guide of the dead, appearance varying from that of a skeletal being to that of a ghastly figure. Wielding no strength more than that as their appear, the spirits manifested bodies are stricken down much akin to the mortal races. Bearing no injury aside from that of the metal itself to items forged of Aurum, and having no hinderance by that which affects the mortal essence such as necromancy and holy magics, the spirits wander in their search for the honorable dead. If, by chance, the lesser spirits physical forms were stricken down in that of combat or accident, the manifested body would dissipate, the spirit being cast out of the mortal realm until the strength to remanifest would be recovered. Various Lesser Spirits of the Dead in Kor’s Immortal Realm The Servants of Kor Immortal spirits of the dead exist in a large variety. For the concept of ‘death’ and ‘dying’ is all but one. And though all different, they act united to the will of Kor. He seeks for good passage to his realm of Stargûsh’Stroh but above all: power. Among these servants there is a split in duties. One is either a guide in his realm of death, or is given the strength to manifest itself onto the mortal plane. Tasked with guiding the honourable dead to the gates of Stargûsh’Stroh. And so Kor and his Servants can be categorised as follows: Kor, Greater Spirit of the Dead Hin, Lesser Spirit of a Natural Death Lesser Spirit of Death by Sickness Lesser Spirit of Death by Age Lesser Spirit of Death by Flora Lesser Spirit of Death by Fauna Etcetera Peic, Lesser Spirit of an Unnatural Death Lesser Spirit of Death by Violence Lesser Spirit of Death by Vendetta Lesser Spirit of Death by Anger Lesser Spirit of Death by War Etcetera The Matumdâg are comprised of the Lesser Spirits under Hin and Peic, for they are too important to leave Kors realm themselves. Septhis, Matumdâg of Death by Age Their Appearance Though much resembling spectral creatures as ghosts when sighted in the Mortal Realm, they are quite different. Upon the lesser spirit of Kor, depends both behaviour and aesthetic. So is Hin much more connected to a more balanced and orderly appearance, and Peic one of a more Chaotic nature. When manifested on the Mortal plane, they will appear as a ghastly spectral being. Shaped into any desirable form and color, though most often this is one relevant of their personal aspect of death and role under Kor. Though comprised of mists, these beings can cleverly disguise their identity by taking on the aesthetic of a common mortal to fool them. From a distance it would look as if one sees a fellow descendant, though up close it will appear that the clothing is made of colored misty layers. Cloaks of black oozing fog that area akin to those of fabric if spotted during night time. This way it is possible for a Matumdâg to be in mortal presence without being noted too easily. These bodies wield no strength but their appearance themselves, and are easily wounded by the metal of a blade. Also those that play with lifeforce shall find little to play with. Holy magics too working to no avail if used against them. Why not simply walk around as their spirit avatars you say? That is because appearing in the Mortal realm as an Avatar (physical entity) requires much more power from a spirit, and is most often a timely investment. The best way to explain is to see it as diving under water, from the Immortal plane to that of Mortals, and back. Their Tasks The Servants of Kor are granted the spiritual energy to manifestate to commit themselves to a multitude of tasks in the name of the dead. This is what drives them to act the way they do, despite of their individual differences. Harvest of the Honourable The search and escorting of those honourable spirits that linger in between the realms of life and death, with a mere string attached to their body, to the Stargûsh’Stroh. Guided to the vast emptiness leading to the Gate where Kor awaits those that seek entrance to his domain. Behind him the Ancestral Realm in all its glory. The Condemnation of Dishonourability Upon finding a lingering Spirit that is dishonourable by nature it shall be cast aside and not be escorted to the gates of Stargûsh’Stroh. Instead the mortal’s soul is send to the realm of Aeriel, cast aside from the path of an honourable passage. Empowering Kor It is in the nature of every Immortal spirit to achieve more power one another and expand their influence on the Immortal Realm. And so, the Matumdâg that find those that linger and refuse to leave their mortal bodies, shall cast their spirits back and restore them to a state of ‘alive’ again. However, this gift comes at a cost. For in its place, the mortal must find another honourable spirit to be escorted to Stargûsh’Stroh. Their Powers To aid in their tasks on the Mortal Plane, the Matumdâg are granted abilities by their master Kor. The Gift of Life Life, granted upon the Descendants by the Spirits is not discerned as a mundane thing. The gift of Life, granted with struggle by even the most powerful of Kor’s servants, is utilized to grant resurrection to the descendents in order to allow redemption of one’s self to be allowed to enter the Planes of the Dead. The only thing that the Matumdâg does here, is place the lingering Spirit back into its mortal cage. Any damage done to the body prior to its wandering, will still be there. (Wounds, scars, missing limbs etcetera.) The Curse of Kor The gift of life is one of high value, and thus comes at a cost. For Kor must uphold his powers and thus curses any descendant given the Gift of Life with the curse of redemption. This curse dictates that the descendant must find another honourable spirit entrapped in its mortal body and free it, so that a Matumdâg may take this one in its place to the Stargûsh’Stroh. The Gift of Death Death, granted by the lesser spirits of Kor is the most beloved gift. Guiding an unresting spirit to its eternal resting place, freeing it from its entrapment on the world. Through such, these Lesser Spirits of the Dead can banish a wandering Spirit or soul back into the Passage of Souls. Here they await revival by the monks, or entrance to Aeriels realm These powers have effect on any living descendant, spectral beings like ghosts, revenants, poltergeists, spectres and gravens. During the granting of the gifts and curse of Kor, the Matumdâg enters a trance-like state and cannot interact with the outside world. It is connected to the spirit and views its final thoughts after which it grants its gifts. Red Lines: Can bring an unconscious person to consciousness Can grant Physical weariness Can delve into the mind of said unconscious person to view their last thoughts and actions, as well as converse with them. Can revive those who recently died. No corruption, Pulls the wandering soul back into the body. No regeneration of limbs, sealing of wounds, etc Can banish lesser spirits such as Gravens and Ghosts Immune to magics dealing with typical mortal essences (e.g. necromancy), and to holy magics Affected by Lutaumancy, Witch doctory, Farseers, Voidal Magics, and Physical damage Can be summoned by a Lutauman Not Created, but summoned for a price from the Lutauman, most typically the sacrifice of a life. Into a highly vulnerable Trance-like state while interfering with the recently deceased or unconscious. Can not revive more than once every two real life hours. The dead can’t be dead for more than 30 real life minutes. The revived will remember nothing of their death, only how they died and shall wake up in confusion, as if having had a nightmare. Honorable Neutrality - Personal beliefs would not effect what is used on who. Wouldn’t refrain from attempting to guide Necromancers, Shades, Etc Can not learn any other magic. Yes this is needed.
  11. The Mor'tish Ent Introduction The Mor'tish Ent was created by a necromancer using a form of dark magic, the necromancer was said to be creating a creature that would bring an end to all the residents living on the Isles. Although, something went wrong in the experiment and it had turned what he was summoning into a giant living tree, which we call Ents. Although, it really isn't an Ent besides it's a tree and it's.. well.. living. It is rather a corrupted version of an Ent infused with a dark magic essence of some sort, a very compressed dark energy. The creature was first discovered when Willowsguard were on patrol in The Blackwald swamps, upon investigation they found the necromancer's body, not corroded away oddly. They also found his spell book and all it stated was he was planning to make a creature so powerful it would overcome the isles. Obviously, that was a failed experiment, but the necromancer did create something.. The Mor'tish Ent. What is the Mor'tish Ent? The Mor'tish Ent is a corrupted swamp ent, infused with some form of dark magic it would technically be a very aggressive living tree. The Mor'tish Ent would concealed until someone or something would come near to it. Only then would it reveal itself and it's glowing red eyes that emit smoke. It's eyes are like that because the Mor'tish Ent is not what the necromancer had planned, it is simply a failed experiment in the necromancer's eyes, or would've been in the necromancer was still alive. The eye glow is simply trapped dark magic and energy. However it revealing itself is a very rare occasion because it only does that when it needs a feeding or the someone or something has something the Mor'tish Ent wants, it is very hostile. In theory, it could live an eternity. Appearance It would be a very dark wood shade, the wood would be crusting away because of how old the Ent is supposed to be. It would have large wooden spikes of different lengths growing out of his back. It would have two horn-like spikes on opposite sides of it's head. It wouldn't have a neck as it's whole body would be connected like a very large and bulky tree would be. It would have giant root arms that could extent 18 feet out, his 'hands' would look like they were very large and bulky roots. It's mouth would gape 10 feet out and out have very large spike-like teeth, you could not see the back of his mouth because of how dark it would be. even in broad day. It's eyes would be it's most visible feature as it would be emitting a red smoke-like mist at all times. It's eyes would be a bright red and they would emit a light that could be seen from a mile away in the dark. It would not be known to have any legs as it always is in a body of water. If it did have legs of any sort it could be concealed by the body of water. It's body would be roughly 28 feet high and 15 feet long it would be covered in dark green vines and moss. Habitat and Temperament The Mor'tish Ent would live in a pond or body of murky water at all times. It would live in a location that always would have many bodies of water, small or large. Moss, Vines, and other forms of cover would be important so it could be hidden well. It would also need to live in a mostly-dark area, i.e a lot of leaves or vines blocking the sunlight, though a little sunlight would be needed. It could go years and years without eating a single thing, it would simply survive off of water, but with the wonderful things that come with dark magic it would need to eat a meat of some sort every once and a while. It would usually find an alligator or crocodile to eat. Occasionally a deer would also wonder into it's deadly path. Death? There is no known way of killing the beast but it is said if you take away the essence it's eyes display it would simply lose all it's magical properties of life, yet it wouldn't die it would just lose the energy it needs to stay 'awake' or 'alive'. If you could find where that essence is coming from, you could kill the beast. That is the only known theory of killing it. Purpose If this were to be used or implemented in any way, i'd would be an event for the Willowguard. Example: The Willowguard would be on patrol in the Blackwald because of a suspected thief on the run. The Mor'tish Ent after many years of 'hibernation' it would be due again to feast on something living, it happens to be the Willowguard would be right in it's path.. I think it would be a cool fight to roleplay and it would add another story to tell for LotC. On top of that it would add more lore to Mor'tish and Blackwald, because as of now, they are very unknown areas and I think that this would add a new aspect to the area and give a little meaning to it. All in all, it would add a very unique and cool creature to the LotC Lore and it would add a very cool event for anyone who wishes to do an event on this creature, it would bring a ton of LotC players together to defeat this beast. Thank you for reading this :) -Talavok (In-game: Valor)
  12. Note: This thread is the original accepted lore from a good two or three years ago. Any additions that lore or magic teams need me to make I will do so quickly, just let me know! A Dryad is a female Wood Elf who has developed a physical and mental bond with a tree by undergoing a process known as "The Blossoming". All female Wood Elves feel the call of Dryad-ism sometime in their life. It may be early on, before puberty, or it may be very late in their lives. They can choose to accept this call or ignore it till the urge fades away. After their transfiguration, the now-Dryad is still a lot like their former Wood Elf self, at least mentally. They retain their former personality but now they feel much more relaxed. Time loses its relevance. Seasons come and go, kingdoms rise and fall all around them. Nothing truly matters except that they are in the presence of the tree and they are in the midst of nature. Dryads also undergo a physical change. Their skin color could lighten or darken. Their hair color is also subject to change, as well as their eyes. Normally, this all depends on which type of tree they end up bonding to. Drayds of the same tree type will look similar but not the same. A Wood Elf's personality determines which type of tree they end up feeling a bond towards. The origin of Dryads is a mystery. Some argue that Dryads have always existed, that their population rises and falls in rhythm with some unknown schedule. Others argue that Drayds only came about since our stay in the lands of Asulon. Both are true, in a sense. Dryads have always existed, even since Malin's time. It is also true that their population booms every now-and-again. For hundreds of years they might only be one Dryad alone in an entire forest, singing away in the boughs of her tree. A year later, there might be a hundred more spread throughout the lands. Regardless of that odd cycle, all female Wood Elves will hear the call and feel the urge during her lifetime. It is a natural part of growing up and life. When a Wood Elf feels the urge or call of Dryad-ism, she feels the need to abandon her current life and just leave. To leave the bustling mortal world. To leave behind the wars and politics. To be free of all worries. Some choose to ignore this. After a time, the urge begins to fade away and will disappear. But be warned, any Elf that ignores this call will forever pass up her chance to become a Dryad. If they listen to the call, if they fan that burning flame of adventure, their search begins. Generally, the Elf will know in what direction they are searching in. It might be in the direction the sun sets, or where the birds fly when the cold weather sets in. The budding Dryad instincts guide her to her tree. The journey might be long, it might take weeks, months, years. Or, it might be as simple as the forest outside her city. Once the Dryad has found her tree, and she will know when that happens, something magical happens. It is akin the what some would call 'love at first sight'. The Elf will stare at her tree for a time, totally transfixed. She may talk to it, hug it, set up a camp near it and sleep by it. It takes two full months of time before the Elf's Blossoming is complete. During that time, she might feel overly ecstatic. Or possibly overly aggressive and protective of her tree, picking a fight with any who draw near. Possibly even at total peace for once in her life. These feelings will last the entire duration of her Blossoming and even into her time as a Dryad. During the second month, the Elf will change physically. Her hair might grow longer or change colors. Her skin might lighten or darken and her eyes may change to a completely different shade. Generally the change will be based on what type of tree she has bonded to. If the Dryad leaves her tree at any time during the Blossoming, the overload of emotions will cease and will be replaced by that of intense nausea. If she persists through the side effect of nausea and ignores the budding bond, she will remain a Wood Elf and will pass up her chance of becoming a Dryad. Some say that the tree chooses the Elf. Others, that the tree and elf were born for each other; that since the elf was a toddler and the tree a sapling, they have been waiting for each other, to finally meet and become one. The bond between a Dryad and her tree runs deep. They become entwined, almost one entity. The tree becomes her closest friend. The Dryad might feel the roots within the dirt beneath her feet. She might feel the air passing through the branches above her, rustling the leaves. She would also feel the chop of an axe in her tree's trunk or feel the burning sensation of flames washing over the tree. This bond persists till the Elf dies, and sometimes, the tree. If the Elf dies, the tree will soon follow. If the tree dies, the Elf will not die but will suffer deeply. She will be stricken with grief, or her mind might break in a way that she truly never recovers. She might suffer a deep depression till the end of her days or she might take her own life. Their exists a way to save the tree in most circumstances though, and that is through something known as the "Amber Seed". [Read below.] The Elf feels naturally at home when she is near her tree. She may choose to sleep in its boughs or maybe in a hole close to the roots. The Elf must sleep near her tree at least once every three days. If she does not, she will die. An Elf can travel as far as she wants from her tree, though the farther away she is, the sadder and more melancholy she will feel. She can also rest away from her tree, but the sleep will be fitful and she will not recover any energy. A Dryad feels no yearning for a mortal relationship. They do not wish to reproduce or to wed; All that matters is that they are with their tree. When a tree that is bonded to a Dryad dies, it leave behind something known as an Amber Seed. It is roughly the size of a fist and weighs roughly that of a fist-sized stone. This seed is the very essence of the tree and, being such, the Dryad feels her bond connected to it. She must still sleep within a close distance of the seed or she will feel exhausted and eventually die. This seed, once planted, will sprout a sapling that grows at a magical rate. What once took a hundred years to grow will take only a few months. This tree will be an exact replica from before and the bond will persist through the tree's "death". The seed must be planted within a year of the tree's death. If it is not, it will harden into a grey-black object then break and blow away as dust in the wind. A tree can only go through this process of death-and-rebirth once. A tree can only re-grow in a fitting biome. (To prevent... say a Palm tree in a chain of freezing mountains.) During her time as a Dryad, some circumstances might make the Dryad consider returning back to an ordinary Wood Elf. It might be that the tree has become sick and it would kill them both should she not cut the bond. Or possibly it is that her Wood Elf family misses her dearly and visits every day, begging her to return home. There is no process. The Elf must simply cut the bond though It is extremely painful, both mentally and physically. It will take at least a month of time before the bond is fully cut, all the while the Elf suffers, though she can stop at any moment. Once the bond has been cut, the tree will die and produce an Amber Seed. The bond will be cut so the Elf does not need to carry the seed around with her, but if she plants it, the tree will grow and the bond will resume. After a year's time, the seed will turn to ash and blow away in the wind. The Elf will feel a faint ache of sadness or a feeling of melancholy for the rest of her life, assuming she did not replant the seed and resume her bond. Dryadic Instincts: Upon completing her blossoming, a Dryad will instinctively know and understand most things relating to her and her tree's survival. A Dryad will always be able to find her way back to her tree, regardless of where she is. A Dryad knows that she can only rest in the presence of her tree and that three days of being apart will result in death. A Dryad will be able to tell whether someone is a Dryad or not just by looking at them. A Dryad will also be able to tell whether or not a tree is bonded to another Dryad. A Dryad will know how to cut the bond between her and her tree, and she will also understand what the amber seed is and how to use it. Dryadic Quirks: Upon completing her blossoming, a Dryad will have a few new habits. A Dryad will generally address a fellow Dryad as 'sister'. A Dryad will continue eating whatever they ate as a Wood Elf. They won't feel an urge to change their diet. A Dryad will not go out of her way to maintain or develop friendships. If Dryads live rather close to each other, they might become friends. Same goes if someone visits a Dryad daily, a friendship MIGHT develop. A Dryad will still retain all magic prowess they had as a Wood Elf, though they probably won't feel the urge or need to use it often (or ever). A Dryad will also retain all combat prowess they had as a Wood Elf, though they probably won't feel the urge or need to use it often (or ever). A Dryad can wear whatever she pleases. Generally, they will feel inclined to wear leaves from their tree. They might also sew a dress or outfit that mirrors the colors of their tree.
  13. To start off, I'm going to note I have spoken to many GMs, LTs, and other staff about the topic of being a Venator. Generally I've been told yes, but others have told me no, and some others have said they'd get back to me. I've heard nothing on that account. Therefore I have chosen to post my application here for it. I had quit LOTC, but I plan to come back if this works, as it is my dream persona to play. Thanks! APPLICATION Habitat: Jungle, warm, forest, plains Description: Venators are basically velociraptors, and are violent killing machines. They are very advanced and intellectual. They usually hunt in packs, though I could RP as if my pack had died if there are no other Venators. They stand at 2 meters, and can run at 40 miles per hour in an open area. Author: TauFireWarrior LM Approval Required: Yes MAGICAL CREATURE APPLICATION: MC Name: HugTheWorld IC Name: Nameless, or to be given a name (i.e. A Venator) Original Race (n/a if not applicable): N/A Transformed Form: Venator Creator (MCname and RP name, n/a if not applicable): N/A Briefly explain the lore behind this construct or creature: A Venator is the equivalent of a Lord of the Craft velociraptor. It is a killing machine which generally hunts in packs (though since I know not of other LOTC Venators, I would probably RP it alone or as its pack had been killed). They live and hunt in plains, forests, and jungles across Vailor. Generally they live in warm environments, often with some form of shade. They are bipedal creatures, and stand upright at two meters (approximately 6.56 feet). With extreme advancement and intellect, it would be unwise to tangle with a Venator. Not to mention, they can run up to forty miles an hour (approximately 64 kilometers per hour) in an open area, and are great jumpers. They have long tails used for balance, better jumping ability, and for fighting (including with descendants). Venator colors differ depending on pack, ranging and changing depending on their group. BELOW IS EXTRA INFORMATION: Creator of Lore: TauFireWarrior Link to Wiki Lore: https://wikia.lordofthecraft.net/index.php?title=Venator Link to mentions in the forums of Venators (noted here for validation by some staff): https://www.lordofthecraft.net/forums/topic/141138-mics-actor-app/#comment-1332163 https://www.lordofthecraft.net/forums/topic/141740-the-creature-index/#comment-1336241 PERSONAL INFORMATION: Skype: alex.gruenenfelder Time on LOTC: Almost a year, maybe officially a year soon (about 11 months) Why do I want to play a Venator?: I feel like it would be interesting new RP and I would thoroughly enjoy that. I also very much like dinosaurs, and I feel that playing one would be a dream come true for me. Why am I qualified to play a Venator?: I have RPed various creatures in my time. These include a massive Olog based on a different dinosaur (Tyrannosaurus Rex) and a troll (Trull). I also played a fairly unauthorized monster, which was a severely mutated and murderous human (An Abby). What could I contribute by playing a Venator?: By playing a Venator I could do a lot for the RP of others by exposing them to a new sort of creature they probably haven't RPed with before. I also, as I mentioned before, love dinosaurs. This means I know about velociraptors and would love to contribute to lore if I could. There are so many options with RP: someone could fight and be eaten by me, could kidnap and exhibit me, send out a search party to fight me, observe and document me, etc. I think me as a Venator would contribute a lot to LOTC. Thank you so much for reading through all that I've written here. I've talked to multiple staff members with varying replies. As I believe I mentioned before, I was told they'd talk to other LTs and get back to me, but never did. I have left my Skype here for you to contact me if you would like. It would truly be an honor, a privilege, and a great joy to get to RP this creature. I would give up my current persona that I've RPed with about 80 hours for just one hour as a Venator. Thank you for the opportunity, and hopefully thank you in advance! [If you're not officially able to accept me, but think it's good, or if you have notes, PM me and I'll respond ASAP. I'm happy to take advice to make this as good as possible. Spread the word of this application so that my mission and dream could be reality.]
  14. Bokolo Bokolos are tall and lean avian creatures. The Bokolo were once domesticated on the land of Vailor, but have since been reduced to wandering the many landscapes of the isles in small packs or large herds. They are ancient creatures and were once known for their friendliness and intelligence. Nothing has changed with them. They are light-hearted creatures and would give man’s best friend a run for their money. They can be known to be of any color, except for black. They are fast creatures, and their wings are useless past using them to express their emotions. They are runners. Creatures of speed and dexterity. They are strong enough to hold a fully armored man while also wearing light armor themselves, however. So they can be used as war mounts. I hope for Bokolo to be utilized by the event team and all nations. Different Types of Bokolo There are several different types of Bokolo, they are mostly differentiated by their color. A Bokolo’s color will always show where you can trace back its lineage. A blue Bokolo originates from a pack that lived in cold temperatures, a red Bokolo will be from a hot, desert place. A green Bokolo will be around forests. A yellow Bokolo is fairly common, and signifies a clean slate. Bokolo can come in any of the colors that are represented by clay blocks within Minecraft. White Bokolo - There is only ever one, and it will likely be destined to only ever be an ET creature. Orange Bokolo - A desert/mountain Bokolo, they are used to running offroads like their green and brown sisters/brothers. Magenta Bokolo - A Bokolo chosen mostly to be used by mages. Typically, Bokolo are frightened of being mounted by magic users. The magenta Bokolo are the only exceptions, they are odd ones. Light Blue Bokolo - A Bokolo of any blue variant is most likely to tolerate water more than any other. Yellow Bokolo - A yellow Bokolo signifies an average bird, they are basic in all ways and average. They tend to be viewed as a clean slate. However, they are fastest of all the Bokolo. Lime Bokolo - A forest Bokolo’s talons are sharper, and thicker than the other colors, because of this they are most useful for heavily forested warfare. They will use the trunks of the trees to their advantages to get around their opponents. Pink Bokolo - A passive bird, a Bokolo born pink will never amount to be any sort of hard laborer or war mount. Gray Bokolo - Lazy birds. A gray Bokolo will work, but only if allowed to sleep upwards of ten hours a day. Light Gray Bokolo - Same as gray. Cyan Bokolo - Same as gray. Purple Bokolo - Attracted to magic, they will only respect those who can show them a display of magic. A purple Bokolo will never do anything for you until you do that for it. Blue Bokolo - Same as light blue. Brown Bokolo - Typically a bird with far greater work ethic, while they do not always make good warriors, a brown Bokolo will be at its happiest when it is helping in construction or digging. Green Bokolo - Same as lime. Red Bokolo - Fiercest of all the Bokolo, their talons are large, and they are naturally angry. Their master must be of calm and collected temperament to control the bloodlust of this bird. A red Bokolo whose anger goes unchecked will murder even their owner relentlessly. Black Bokolo - Do not exist. Diet All Bokolo share the same general diet. With each individual bird having a preference regardless of color. They eat plants, fruits and various other types of Vailor flora. They never eat meat. A Bokolo’s diet will generally dictate its mood. A happy Bokolo is a fast and strong Bokolo. Other Facts About Bokolo A Bokolo will work and cooperate effortlessly with its master. A Bokolo will utilize its speed to tackle its target, and use its talons to swipe at their target, because of this, an armored Bokolo will often be seen with ferrum extensions to their talons to maximise the damage a claw can do. Baby and child Bokolos are called Bok-Boks. Bokoloes are inspired from Chocobos from Final Fantasy. Their name comes from “Ba-kawk!” A female Bokolo will be noticeably thinner and leaner than a male. They tend to not be as fast runners, and will usually be defaulted to being companions to merchants in need of an easily kept animal to carry their pack. A female Bokolo will never be of high enough aggressive nature to be used as a war mount. A Bokolo’s lifespan is upwards of 60 years. Bokolo are born through large eggs the size of two basketballs. They are born 4 feet tall from the start, and will grow up to 8 feet. Never above 8. A Bokolo connects more emotionally to a human/humanoid than it does to its brothers/sisters/parents. Reference Images
  15. Hi! Im actually quite nervous about posting this, as it is my first lore submission in two years of playing LOTC. This creature is based on an accepted special character, and is a very, very, toned down version of them. I hope you enjoy the read, and feel free to write your feedback (i'm going to need it if i want to improve)! Antrum Ales (Feathered Cave People) (singular) Summary: An Antrum Ales is a small, Pale humanoid that has evolved to live in the cave systems of Athera. Their average height would be around 4'5" to 5'0", with females being the same height as males. They have large eyes that have very small irises. Their pupils are immensely large, due to them living in almost complete darkness, and their eyes are incredibly susceptible to blinding due to light. They have a layer of soft, white feathers on their torsos, legs, arms, and faces due to it being incredibly cold in deep caves. They are small, but very fast. They have the same reproductive system. They're less fertile than humans, and rarely mate more than once in their life. Most Antrum Ales people are born with no siblings. Eyesight: The Antrum Ales people do not have largely visible Irises. This is because their pupils are large and take up most of the space on their eye. The iris is small due to their need to pick up dismal levels of light from bioluminescant creatures. Their sensitivity to light causes them to be easily blinded, so they would be unable to walk around during the day without a blindfold, or heavy veil, and moonlight would still be fairly painful for them. However, their sight in darkness is impeccable, being able to pick up motions and images that a normal human would not due to being used to light. In fact, in the deepest caves, They would probably rely on an equal balance of sight AND sound, as cave vision can only go so far. They are good listeners, but not exceptionally better than humans. Unlike bats, they do use their eyes to see their surroundings (Basically, they use their ears more than humans, and their eyes slightly more. Their senses are at a balance; neither is better than the other). Feathers: Because of the lack of light, the cave systems the Antrum Ales people live in are very cold. Because of this, they have soft feathers coating most of their body. They still have hair on their heads, eyes, and eyebrows, but their cheeks, chests/torsos, legs, and arms are wrapped in a layer of soft feathers, similar to the kind used in making pillows. longer feathers act as buffers over their ears, and long rectrices on their backside resembling a tail. The skin underneath their feathers is weak and pale, and easy to burn with sun, and even moonlight. They are also very prone to overheating. If you were to see one outside of a cave, it would most likely wear cloaks to protect its skin, and blindfolds or veils to protect its eyes. Their Skin is as easily pierced as a human's, but they are easily to kill in combat due to the aforementioned weaknessess. Other attributes: Similar to birds or cats, the nails of the Antrum Ales people grow sharp and thin, like claws. despite their seemingly small and fragile nature, they are rather quick and agile, being able to run at an average of 10MPH faster than a normal human, at full speed, for moderate distances (Anywhere between the average city block and the average suburban block). Even though their general evolution mostly banishes them to caves, they are not unsocial, and prefer to be in groups (of even other races) than alone. They have sharp teeth, due to being mostly carnivorous, and pointed-tipped tongues. They are very loud, but breathe less often than a human. (that adds to a top speed of 40MPH, so don't worry.) What they eat: Due to plants being scarce in caves, an Antrum Ales is mostly if not entirely carnivorous, eating shrimp, cave animals, and birds that nest in upper caves. They can digest human vegetables such as carrots and potatoes, but eating too much will upset their digestive system as they are adapted to eat meats. If living among other races, they could also eat poultry and fish. Pork and Beef would be wise for them to eat in moderation. Weaknesses: -Easily sunburnt -Easily blinded -smaller than the average human -Lifespan is shorter when subjected to a lot of light -easy to kill Strengths: -Impeccable vision in dark spaces -very fast -agile -work in groups -Moderate to good stamina Language: An Antrum Ales would communicate in semi-fluent or broken english, and would have trouble pronouncing S, F, and TH noises due to their sharp teeth. In groups, they may communicate in any number of languages, as long as they have already learned them. Like other races, what language they speak generally revolves around what region they're from, as they do not have one set, species-wide language. Life Span: An Antrum Ales will live on average 30 years longer than a human, but living above the surface, they will probably have a much shorter life-span than a human due to the light of the sun and moon damaging their skin. The expected Life Span of an Antrum Ales is 110-130 years old, with females living longer due to estrogen, like human females. However, they die in child birth just as often. Roleplay: A group of Antrum Ales people, when living under ground, would be best if kept under 20 players. If accepted, Players should apply to play the race. They have the same level of magical capabilities as a human, as they are largely similar. They are easily killed in combat, so avoid power-gaming under the guise of their heightened speed and agility. If you role-play an Antrum Ales going to the surface during day, with no protective cloth over their eyes, THEY ARE BLIND. WHICH IS REALLY BAD CONSIDERING HOW MUCH THEY NEED THEIR EYESIGHT. DONT DO IT. They don't have any other Inhuman abilities (they cannot fly, or manipulate nature in any way, shape, or form) than their heightened speed and cave vision. They are just as social As humans, if not slightly less. It is acceptable for humans to be racist or cruel towards them. They sleep at night, or when tired, and have a human reproduction system (as previously mentioned). They don't really live in tribes, or like animals, but how a settlement of Antrum Ales people is set up is generally dictated by the people in the settlement. Their ideal settlement would be in a mid to deep cave system. they could hypothetically live in keeps. Put clothes on them, feathers doesn't mean No-sexual-organs. Unless they were raised around people, it's reasonable to assume they won't have a good understanding of their culture. They act like humans in social settings, if not more timid as the average Antrum Ales is not raised around people. They can be, but they USUALLY ARENT. Keep in mind that they live in darkness. You should skin them wearing lighter clothes, as white clothes deflect more light than they absorb, which is important to a creature that can overheat easily. Think "many thin white layers", like an onion. Comparison with humans: -Like humans, Antrum Ales are Social creatures, and will mingle with other races. -Unlike humans, They are weak to high levels of light like daylight, and can be blinded by the moon the same way we can be blinded by the sun. -Like humans, Antrum Ales will speak in different dialects or even languages depending on the region. -Unlike humans, they are easy to kill above the surface due to their weaknesses caused by light, their smallness physically, and impaired vision, as well as possibly being overwhelmed by noises. -Like humans, Antrum Ales can run out of stamina, die in child birth, or generally get other ailments. -Unlike humans, they grow feathers on their bodies. Recap: -They are small. -they grow feathers AND hair. -Their pupils are HUGE. -they are easily damaged by daylight, and will go blind without eye protection during the day. -They usually live in caves, with groups of their own species. -They can live outside of caves, but they must take extra precautions so as to not be killed by sunlight. -they are mostly carnivorous, and have trouble stomaching foods other than shellfish, fish, or poultry/birds. -They have trouble pronouncing "S", "F", and "TH" ("Dey would talk like diz.") -They reproduce normally, but once per life on average. -they wear clothes. -They're fast and Agile. -They have good stamina. -They're easy to kill. -They. Cant. Fly. Personality: They're about as varying as a human, albeit less violent, as they are easy to kill and do not like to stir up violence. They would be afraid of extreme light, like the sun and the moon. The average Antrum Ales would object to going to the surface for those reasons, but would not object to socializing with other races. Men would hunt more than women, and Women would tend for young more than men. Appearance: The average Antrum Ales would be small, at around 4'7" tall. They would have varying lengths of soft, ivory colored hair, and pale skin coated in feathers. They have varying body types, like humans. Their pupils are large, and their irises are very small, almost rings around their pupils. Their irises are usually pale blues or even reds. Their feathers would generally be white, but males may have colorfully tipped feathers, or stripes. Women are less likely to have colored accents. Their claws are nail-colors. Other than that, they are mostly human. Character creation requirements: -Would have to apply -after the first 5 or so, an applicant would have to contact already existing characters to join their groups or be their children. -There will probably be a cap of 30 at a time, depending out how the group dynamic works out. -of course, you must read the lore. -It would not be wise to apply if you have been playing on LOTC for less than 2 months or so. An application would look like this: Minecraft Name: Character name: Gender: Personality: Group to join: Example Skins: (i only have time to make a female skin. Here's cave attire, without clothes ((to show placement of the feathers)), and with a cloak ((don't forget they also wear veils or blindfolds in daylight))!) (Yeah, the hair should be paler, but i wanted to provide a contrast between the feathers and the skin so that you could actually see the difference. normally, the hair should be closer to a milky grey color.) I know that adding more creatures is a Faux Pas, as there are already many races that detract from the general Light Fantasy theme. However, i personally believe that the balance of separation and social behavior would be good and interesting for roleplay, especially with their physical attributes. Tell me what you think!
  16. An ancient, leather-bound book sits atop a crammed bookshelf in the Library of Gimblewood. Upon further inspection, you see the cover is marked with a title, written in a scrawling red hand: Creatures of Fable You flip through a few of the aged pages, many of them warped and running with ink, unreadable. One of the sections seems interesting, and less damaged than the rest. It reads, in the same hand as the title: Long ago, in times long forgotten, when Halflings lived in burrows of stone and finger painted on the walls, there lived a creature as old as time itself, the Mole Beast! The Mole Beasts were rumored to be just that, giant moles, that lived in sprawling underground caverns they dug themselves! It is said that it was these great creatures that taught the Halflings the art of burrowing, which they adapted to move out of their nasty cave homes and into more proper, cozy burrows. These great furry beasts are much like your average, everyday, garden variety mole, except for their size and subsequent strength. They could not see, for generations of tunneling left them virtually blind, with a sever aversion to light. They were very shy, but had claws were like giant spades to shift dirt and smash rock! They feasted on massive amounts of veggies and gnawed on the roots of giant trees to feed themselves. The Ancient Halflings soon learned to tame these great beasts and rode them into battle against their foes! The brave Mole Riders, as they later came to be known as, would take great fishing rods and lash a plump pumpkin to the end, tantalizing the giant mole into following the Halfling's direction. Amazingly, the great moles seemed quite intelligent. They were extremely sensitive to earth vibrations, and could recognize their Rider's footsteps! One could potentially call a mole to your side with a few loud stomps! You smirk as you close the book. Obviously, most of this is pure fantasy. Honestly, Cave Halfings? Animals teaching burrowing? Finger painting? Ridiculous! However... Giant moles? Maybe this part is not quite so whimsical. Mayhaps giant moles do exist. That would explain quite a few things... (OOC Things) Giant moles are just that... giant moles. They are strong enough to crush rock and can range from large dog to small horse sized. They can be ridden or kept as pets, as long as you can RP them properly and have plenty of vegetables! They are patient and slow creatures that are blind and despise sunlight. Excessive light, such as sunlight, may cause them to "freak out" and panic. They would never willingly expose themselves to sunlight, but a skilled Druid may be able to coax them out for short periods of time. Moles, when tame, may be taught to respond to commands like an intelligent dog. However, as the moles are blind and hard of hearing, commands are often given through patterns of stomping, as the creatures can sense the vibrations in the earth.
  17. Nagas The naga are part elf, part serpent, and some have evolved bizarre oceanic mutations. In all naga, many of these mutations are simply cosmetic soft spines running down their backs, or extra fins adorning their arms, for instance. Some naga, though, also possess mutations that have a more substantial effect In this way, the race has developed an array of genetic variations and defenses, such as ink jets, tentacles, razor fins, venomous fangs, hardened barnacle carapaces and spined fists. Naga men are bestial, remarkably strong and tough, able to withstand a great deal of bodily injury. Naga women more resemble elves, their faces fair, even beautiful. This unearthly splendor is ruined by their monstrous deformities they often have multiple limbs (four to six arms). Naga average 6 1/2 feet tall, and naga men are much bulkier than women. Naga are now serpent-like humanoids. The men are thickly built, with humanoid torsos merging into a serpent hind section. Their scales are large and thick, and their heads are reminiscent of dragons, showing little sign of their elven ancestry. The women are tall and slender, with fine scales covering their angular features. Society and Culture Naga culture is complex. A clear delineation exists between the sexes. Male naga are larger and more muscular, reminiscent of dragons. Naga men serve as soldiers and guardians. Female naga are more slender, with smaller scales and finer, more human-seeming faces. Naga women are natural spellcasters and rely on magic and poison to defeat their enemies. Naga men are more numerous, but as naga consider their women to be magically and intellectually superior, their society is matriarchal. Women occupy most positions of leadership, and all naga pay homage to their queen.. Several ranks and types of naga exist. Naga myrmidons and royal guards, for instance, are strong males and powerful melee fighters; naga sirens are female mages. Sexual dimorphism Naga males and females have different features; in their transformation, males increased in size and strength. Their faces now appear almost draconic with little resemblance to their Elven heritage. Females kept more of their Elven features. Naga female faces are fair, even beautiful. Most females have four arms. Unique features Some naga have unique features. For example, sea witches like have snakes instead of hair, and naga lords have stony arms and shells fused to their skin. This may be resultant of their mutations, or they may be a different subspecies altogether. Female naga have a nest of thin, twining snakes instead of hair. These serpent strands have eyes and allow a naga to see in all directions. Culture Society Naga society is female dominated; they are considered the intellectual superiors and possess the greater magical power. While females are greatly outnumbered by males, females are found more often in positions of authority. Usually females are more proficient in the ways of magic, while the males are warriors, but there are a few males that are deadly in both close combat, and spell casting. The civilization of the naga has extensive codes, laws, and ceremonies. Factions work continuously in bids for power. Males can rise to prominence and even lead communities, but there is a limit to what they can achieve. In terms of class, this makes them the opposite of the night elves they evolved from, where males typically work magic and females fight. Naga have finely worked robes that function as leather armor. They hunt large prey with tridents and scimitars. A warband will deploy male infantry to engage at moderate range with tridents, while the females cast spells. The men are willing to sacrifice themselves if ordered. Leaders will avoid heavy losses, but are otherwise open to small risks. Languages Naga typically speak their own language and most know Common. For various reasons, individual Naga learn to speak with the creatures with which they interact. Naga relations Naga are avaricious, dangerous and sadistic. Their millennia of aquatic banishment has only intensified their evil, power-hungry nature and made it so most races are unaware of their existence. Naga play well with blood elves, trolls, and other dark, independent powers. The naga that travel have a more educated view of normal races than the naga who remain at the bottom of the seas. They feel that divine magic practitioners are weak and without ambition. The naga are a neutral race for a very good reason. Naga are dark creatures, evil and cunning. A naga might join forces with a being of another race in order to serve her own ends. Naga are selfish creatures, though, and think only of their own (and their race’s) dominance. Their minds have little room for charity or kindness. A naga that renounced her evil ways would be a unique individual indeed. Some naga may be sent to the land on a mission, or they may be exiles who defy the naga queen. Few among the humanoid races are aware of the nagas’ history, so most encounters deal primarily with their strange countenance. Naga can use disguise or magic to avoid notice. Combat The naga have an army composed of various races. Naga males serve as shock troops; they deploy as infantry in close formations wielding scimitars, tridents and nets while females stand back hurling spells at the enemy. Males may have command over small numbers of troops but females will always be in overall command of any Naga force. The naga have a powerful military, though they have yet to truly make their presence felt in the world. So far, their efforts are limited to certain select engagements and various exploratory missions along coasts. Rumors say that the naga are preparing for a major invasion of the land; they are now building their forces, securing strategic locations, claiming important items and information. Naga society is ancient and cunning, and their warriors are the same way. All naga enjoy using their aquatic natures against their foes, particularly against generals who have not fought naga. A naga commander attempts to maneuver her forces to meet the enemy on a battlefield with rivers, lakes, marshes or similar features; such bodies of water are no impediment to naga, but serve as barriers for land-based forces as well as hiding spots and roads for the naga forces. Naga men, stronger and tougher than women, act as front line soldiers and as bodyguards. They are adept at using the terrain to their advantage, and their lack of ranged weaponry (it’s not very useful under water) makes the canny about sight lines and flanking maneuvers. Naga myrmidons are strong melee combatants and willingly come to grips with the enemy. Naga royal guard, as their name implies, serve as protection for important individuals. Naga women take the field as spellcasters, usually magic drawing from the most arcane. Some few are priestesses of the tides. Naga women act as both a source of support magic for their allies and as offensive ranged punishers. Naga leaders tend to be women adept at both weaponry and magic naga sea witches are some of the most powerful champions the race has to offer. Naga sirens are more common but still deadly, using their magic to incapacitate foes so the naga myrmidons can sweep in and finish them off. As far as anyone knows, the only real naga armies that currently exist are beneath the waves. Other, smaller groups are scattered across the world, where they investigate items and places of importance to the naga’s mysterious purposes. These forces usually have a single leader a powerful spellcaster (female) or warrior (male) a dozen or so naga myrmidons, and a few naga sirens. In addition to these groups, naga explorers travel out from the coasts and from naga bases, gathering information for their queen. ((These are for only for an future event line, They are not playable. Thats all for now -Zer0))
  18. Plaklatras "King of the Mountain" Physiology Plaklatras strongly resembles an primate’s in its appearance and movement, even borrowing some of its attacks. However, notable differences include Plaklatras' broader muscles, hairy tail tip and its ability to use electricity-based attacks. Abilities The Plaklatras' most notable attack is its ability to use the electricity on its body as a shield. They are hated by many hunters, due to their combination of speed, aggression and power. They are also well known for their dramatic angered state, in which much of the fur on their front body rises and becomes yellow. Habitat Range Due to the Plaklatras' near-permanent nomadic lifestyle, it's not entirely certain where the Plaklatras is capable of living, though it's not far-fetched to assume that it can live just about anywhere. However, there have been regular sightings in high-altitude areas, for the most part, so it's safe to say that "If there's cliffs, there's Plaklatras' ". This phrase is a direct result of its most common habitats, Mountainous regions including volcanoes, canyons, tropical jungles and frozen mountains, the Plaklatras apparently doesn't care. The Plaklatras can also be called a "wanderer".The known habitats of Plaklatras consist of the mountains, snowy areas, and forest. Sometimes there can be incidents of Plaklatras wandering into the towns. Ecological Niche In almost any habitat that the Plaklatras happens to be passing through, it enforces itself as the apex predator of the surrounding area. Its nature and adaptations allow it to hunt and prey on virtually anything smaller than itself. The reproductive patterns of Plaklatras are, at best, elusive though its known that Plaklatras' don't have electrical abilities when they are born. Young Plaklatras' gain their electrical powers by feeding on an electrical eels and the same goes for adults. Hunting Plaklatras' in force would now seem a more sensible choice after hunters are faced with such a task. In their chosen habitats Plaklatras are forced to compete with equally fearsome predators. These predators are capable of seriously wounding Plaklatras due to its unarmored body. Unexpectedly golden fur from Plaklatras' have been found in clomps around the areas they wander in. One would think that the great size difference and Plaklatras' lack of armor would make it easy prey.Plaklatras' speed advantage, comparable raw brute strength, and amazing control over the thunder element. Biological Adaptations Plaklatras is one of only a handful of monsters able to wield deadly lightning. How it produces its charge is a electrical inner organ. Plaklatras are extremely fast and nimble despite their size. Plaklatras exhibits extreme physical strength, easily knocking a hunter off his/her feet and into the air. Plaklatras' natural high aggression and rage only seem to amplify its strength and electrical power, forcing it into its enraged state. When enraged, Plaklatras is even faster and more deadly than its already powerful base form. In this enraged state, Plaklatras is probably able to be on par or possibly even overpower. It is believed that the tail of the Plaklatras has something to do with its electrical powers, as when the tail is able to be cut it loses its electrical power instantly, though this only applies to average Plaklatras. Some Plaklatras stay in their enraged form and are known to be extremely violent and powerful, they are usually found in the Canyons or Mountains. These Plaklatras' power is believed to have something to do with their heart. Just recently, it was discovered that Plaklatras' have a unique defense against threats. When in danger, they will increase the strength in their arm and legs and they will be able to deal more damage and move even faster. This unique adaptation can also harden the muscles to increase its defense. Interestingly, their arms and legs will glow red indicating this. There appearance is also different, they have blue eyes and very long golden hair when enraged. They use new attack techniques taking advantage of their strength, including attacks like jumping high into the air, covering their fists in electricity in mid air and landing fist first causing a quake and rocks to pop up from under ground with such force hunters hit get launched by the rocks. They show a different intelligence during its rage by following its target while punching leaving the targets only means of escape out-running or jumping through the fists as they are covered in electricity, and rolling into a ball covered in electricity able to hover over the ground going in a straight direction. Even more rare is the feared Red Plaklatras' sightings of this creature are very few even lower. This Red Plaklatras has improved abilities and the most power of any Plaklatras ever reported, this Plaklatras is most famed for its ability to create a ball of electricity much larger than itself and let it slowly hover towards the ground creating a pure white flash large enough to be spotted possibly a mile away within this flash everything within gets electrocuted to death besides the Plaklatras itself. Behavior Outwardly, the Plaklatras is considered to be the most aggressive and powerful of primates species known thus far, and as such, many consider this to be an outright brutal creature in all its aspects. It's a common belief that the Plaklatras is a loner due to being highly aggressive, and this thinking leads people to believe that Plaklatras' will typically attack each other on sight. In a sense, that's correct. Plaklatras are unique in that they're the only known species in their suborder to live a majorly solitary lifestyle, as opposed to the far more sociable primates. This makes it very confusing to understand how they mate. Against most prey, the Plaklatras will quickly and effectively pummel the target to death using either its fists or its horns. In the chance that the target food is too far away - or too fast - the Plaklatras will expel either a burst or beam of energy, almost always paralyzing or killing the prey, usually instantly. Either way, the result is an easy meal for the Plaklatras. Though rare, some Plaklatras' have been seen in pairs. These pairs most likely could be mates. OOC
  19. An creature that lives in thickly wooded areas. These sly beasts stalk their prey from the shadows with ferocious speed and dogged tenacity, and their massive tails are as dexterous as they are deadly. Physiology It has black scales, black fur and nightmarish red eyes, giving it the look and style of a predatory black panther. Its dark, feral appearance suggests that it may mainly be a nocturnal predator. This creature has been sighted within the forest at both night and daytime, the jungles, and also the swamp. When it's in enraged state its eyes glow bright red and leave a trail of reddish lines when Barrupau moves. Also, its tail erects large spikes which can be flung and linked up with its attacks for devastating hits. Their vertebrae and tail muscles are extremely flexible, making the tail of Barrupau also prehensile. Its tail is also its most powerful weapon. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake. Barrupau's face can be broken, as can its arms be cut. If Barrupau's tail has been damaged enough, it can be cut off. Abilities Barrupau has the ability to attack with almost every part of its body, mainly its bladed arms and its spiked tail. Its head can be used for biting. Its bladed arms are used almost for the entire battle and deal high damage. Its tail tip, which can be cut with a very sharp blade. When in an angered state its tail spikes will protrude until it gets out of it (Although they will protrude when it uses tail slams and it shoots tail spikes). Barrupau also has really strong muscles that let it jump really long and high. Behavior Barrupau is a careful and cautious monster. It is really easy for it to sneak up to a hunter. Barrupau lives in dark places that he has adapted to. Barrupau rest on high trees that are hard to reach, or maybe can't be reached, so hunters can't pick him by surprise for capturing it. Though Barrupau will wake up when hunters are right in front of the tree, due to its natural senses. Barrupau is highly aggressive and bloodthirsty, they attack without reason as they enjoy fighting, and it will achieve whatever ends to get its prey. With hunters it tends to be more aggressive than with its prey. Not too much is known about young Barrupau, but they may even be aggressive at birth. It also will kill prey with its tail instead of claws, making a cleaner kill. Habitat Barrupau is normally and mainly found in the forest, although there are quests where Barrupau can be found in the swamps and jungles. Biological Adaptations The Barrupau is well adapted to heavily forested areas. It can move easily through dense vines and branches thanks to its razor sharp arms. Also, due to the very small fangs of the Barrupau, the beast has developed a beak-like structure on its jaws. Another adaptation is its very flexible cartilage-like bone structure, which allows it to move fluently between the trees of the forests it inhabits. Whenever the Barrupau spins its tail, some hunters can hear it rattle almost like a rattlesnake; this is because the scales on its tail are attached loosely to make the tail very flexible. Its tail also seems to be quite stretchy, as shown when it does its tail slam, its tail doubles in length. One unique feature is the fur that grows along the Barrupau's back. The Barrupau possesses a well developed brain, and is able to plan its attacks. This can be proven whenever the Barrupau is in the "prowler stance", but its concentration can be easily disturbed by a strong sound. Many blood vessels are located near its eyes and ears, allowing it to enhance its senses whenever in its enraged state, creating the glowing red eyes. Habitat Range The Barrupau is extremely adapted to life in heavily forested areas. Barrupau thrive in the forest, jungles, and swamps. Its relatively light body structure most likely keeps it from inhabiting regions with extreme temperature or heavy climate shifts. Barrupau appears to be extremely adapted to life in a specific area. If it is to leave this area, it loses its niche and can quickly become out-competed by dominating local predators for food and, or territory. OOC
  20. (An example of a Woodland kestrel during the cold seasons) The Atheran kestrel Although small, the Atheran Kestrel is a specie of bird located within the many regions of Athera. They are quite intelligent yet tend to remain wary of many races that try to approach them, often flying away whenever one would step into a close radius of them or watching them carefully. The Atheran Kestrel also holds the ability to hover in the air. Physical Description The Atheran Kestrel are very small in size, heighted mostly between 30–39cm from head to tail, with a wingspan of 63–82 cm. Females are noticeably larger, with the adult male. The Atheran Kestrel's appearance depends on their habitat: Woodland, Mountain and desert. Woodland and grassy plains - In woodland, the birds' feathers tend to be sleek and smoother. The main part of the bird is a brown colour with a lighter brown underbelly and on its face and top of eyes. A black stripe runs up from the bird's grey beak and all the way down to the end of its tail. The underside of the wing is a light brown. The Atheran Kestrel's claws tend to be average sized and suitable for catching food, such as mice or fruit, and gripping onto the branches of trees. Lastly, the tail of the Atheran Kestrel is split into three long feathers; the two outer feathers are brown with black tips while the middle is white. Atheran kestrels tend to have brown or black eyes. Mountain and snow plains – Atheran Kestrels that live further in the mountains and within snowy plains have a very similar appearance to their Woodland counterparts. Mountain Atheran Kestrels are a very light shade of grey with the white underbelly and slightly darker grey markings, instead of black. Their eyes are either light grey or sometimes even white. This change in colour is so that the birds can easily camouflage within the snow and rocks from bigger birds and predators. Lastly, Mountain versions of the Atheran Kestrel tend to be more feathery and more ruffled in order for them to adapt to the vicious cold up in the mountains. Also, their tails tend to be longer, almost being around the length from the tip of a twelve year old's fingers to their elbows. Desert – The Atheran kestrels that live within the desert are adaptable to the heat of the scorching sun. They have very thin feathers and they are a sandy colour in order to blend in within the sand. Unlike most kestrels, these kestrels have longer and sharper claws which they use to dig up their prey that are hiding within the sands. Their eyesight are much sharper, allowing them to notice the slightest movements in the sand. Their beaks are longer so that they can extract water from within cacti without much difficulty while hovering close to the cacti, much like a hummingbird. They tend to live within caves located nearby oases or large cacti forests. Their tails are also shorter. Habitat and Behaviour The Atheran Kestrel tend to hunt alone or in pairs, these kestrels tend to live with other kestrels in vast nests built within large trees or caves as a group. These groups of kestrels are known as 'Covens' or rather a family. Each kestrel would have a job in these Covens : gather food, look after the hatchlings and eggs, or watch over the nest in case of intruders or another Coven attacking. The Atheran Kestrel are known to being fearless and very protective over other members of their Covens, willing to come to protect the Covens they are in and prepared to die if their nests are attacked. When an Atheran Kestrel spots another animal (or a race) while out hunting, they tend to become curious yet wary if the animal or race means harm to its Coven. One would feel the bird's eyes focused on them as they walk by the bird's current perch. Sometimes, an Atheran Kestrel would even flutter into a camp and investigate the camp without being afraid, although will fly away when one is too close. Some Atheran Kestrels can be trained, mostly used to send messages from one place to another. As the bird is quite intelligent, it can understand a simple amount of instructions, may know who to trust or may even know where to go to deliver the letter is has. In order to train an Atheran Kestrel, one would have to attempt to 'befriend' the bird through either offering the bird food or by tending its injuries if the bird is hurt. The Atheran Kestrel would then decide if you are not a threat if you show it kindness, it may even consider you as a friend or member of its Coven. However, being considered as a friend is quite rare as those who want the birds capture them in cages or traps, making the Atheran Kestrel slightly wary of anyone who they come by. An Atheran Kestrel may leave its Coven if it's either banished or if the bird decides to stay a traveller who had gained the bird's trust. Depending on what the kestrels eat depends on where they are located. Woodland and plains – Berries, insects, small mammals (such as mice or squirrels), small fish from rivers and nuts. Mountains and snowy plains – small mammals, insects, perhaps the carcasses of dead animals, also gathers berries from further down the mountains and plains. Desert – insects, dead carcasses, cacti, Desert Bush berries. May also eat small fish if there is a river nearby. Also sometimes feeds on the eggs of snakes. Sometimes, the Atheran Kestrel would stock up on food for its Coven and mostly remain within the nest in the cold seasons, although some Atheran Kestrels still venture outside to hunt but not as vast as during the warmer seasons This food stocking is mostly seen in kestrels from the mountains and snowy plains. They are not known for migrating to other areas. First recorded encounter Many of the races were amazed by the birds' bravery and lack of wariness towards them as the birds never seen much of people before and didn't see a reason to be wary, although this wariness began to grow when Atheran Kestrels were hunted for their feathers, being pets or purely for fun. They were also used a messenger birds as well for delivering messages across a long-distance. History Although they weren't hunted for food (as they tend to not contain a lot of meat), the Atheran Kestrel were hunted for their feathers, which were used for quills, ends of arrows and more. Sometimes, an Atheran Kestrel would be captured (both willing and against their will) for the use of being a messenger bird, companion or pet. How they were captured were by luring them into camps with shiny objects before trapping the birds in nets and boxes, very few would attempt to befriend the bird. Some would even go to the Coven's nest and capture the hatchlings or the eggs. Some hunters would hunt Atheran Kestrels for fun. These kestrels had gained wariness for travellers and would keep their distance, unless their curiosity takes over them. Triva Atheran Kestrels were mostly seen as a symbol of family, curiosity, loyalty and bravery, a picture of an Atheran Kestrel would mostly be used on a Coat of arms to represent these traits. Atheran Kestrels that are from the mountains, snowy plains and deserts were less hunted than their woodland and plains counterparts, this was due to the birds being difficult to find within the environment and because very few travellers ventured through the harsh conditions. Although they are small, the Atheran Kestrels are capable of putting up a fight. They tend to scratch and peck furiously if someone they dislike or see as a threat has hold of them. Their cry tends to be loud and shrilly while they are hunting or out in the wild but the Atheran Kestrel emits soft and gentle coos or ‘kees’ when with their Coven or with someone they chosen as their companion. Sometimes the kestrels would befriend those who are friends with their owners, although not being as protective with them as they are with their owners. Rumours go that the kestrels can see into the hearts of people, allowing the birds if they are good or a potential threat to their coven. However, this has not been proven correct. The lifespan of an Atheran Kestrel tends to be between ten to twelve years. However, there have been evidence of kestrels living further than the average lifespan, mostly living up to their twenties and sometimes thirties.
  21. Vourukh Translated to common from an Orcish log book. Anatomy The Vourukh (Voo-rook) would be classified as birds of prey, to those who would call them birds. ((In OOC contemporary terms, they would be described as theropod-esque as well as raptorial)). A normal venturer of Athera would mistake it for a dragon, however. Their thick, leathery skin, which very much resemble scales, are partially the cause of this misidentification. The hide is on average two centimeters thick, a quarter thicker around the underside and the talons, and a half thinner at the spot atop the head, where the skull joins to the spine. This thick skin protects the Vourukh from many perils, including the attacks of other animals. The beak is short and hooked, like many other raptors and the neck of the Vourukh is short and immensely powerful. This is beneficial as it allows the Vourukh to apply tremendous force, used for cracking and shattering bones. The beak of the Vourukh differs from other predatory birds though in that it is serrated. Towards the front end of the hooked beak, sharp and small serrations are spaced between larger, pointed ones, which are pointed back, so as to savagely tear the flesh of prey attempting to escape. These front serrations are used primarily for predation, and are frightfully effective. The serrations towards the base of the beak, however, are smaller and less pointed. Similar to mammalian molars, these back serrations are used for grinding and crushing. In the Vourukh’s case, it is the grinding and crushing of bones. On the beak are four nares, two larger ones closer to the eyes, and two smaller ones further down the beak. It is believed that the larger ones are solely for breathing while the smaller ones are solely for smelling. The eyes of the Vourukh are red, like their feathers, and the irises range from a deep amber to a golden yellow. The bones of the Vourukh are solid, very strong, and reinforced, comparable to that of sturdy mammals. This is not beneficial to the flight of the Vourukh, as it limits them from large migratory patterns. Otherwise, it allows the Vourukh to absorb heavier blows. As well, stronger and more lean muscles (compared to other birds) can develop without risk to the integrity of the bones. The Vourukh’s feet are anisodactyl, adapted to grip prey, but are also similar to basal theropods in structure in that the base of the feet are lifted from the ground, allowing for limited walking and running. The talons are unique in the fast rate that they grow. If left alone, the talons would grow too large and become cumbersome to the Vourukh. Because of this, the Vourukh whittle their talons down on rocks, which sharpens the talons as well. When outstretched, the wingspan of the Vourukh averages around five meters. The wings are very large and muscular, to keep the heavy body of the beasts afloat. To power these wings, the Vourukh have pectoral muscles comparable to that of an Uruk or an Olog. The wings themselves are separated into two parts that can fold in and downwards slightly. This allows the Vourukh to catch currents in the air with more ease and more efficiently ride them. As well, there are two long and curled talons near the first joint of the wings. These talons can bend in, and allow very limited grasping, and aid in walking on land. The Vourukh have nearly all of their body covered by feathers, except for their feet and their wing-talons. The plumage of the top of their wings tends to be dark colored, with white to gray intermediating in streaks, whileas the plumage of their bodies are white. It is exceptionally rare to find a white Vourukh though, as they stain themselves red in the blood of their prey. From below, the wings are near to invisible, while the body stands out. The tail feathers of the Vourukh are long, outspread, and rounded. Differences between make and female are few. The furcula of the female protrudes further and is thicker than the male's, and the female's tail feathers are narrower and more pointed. Behavior Vourukh, surprisingly, are social creatures. They arrange themselves into strict hierarchical groups--similar to a wolf pack--called flocks. The flocks are generally associated with locations, and are very territorial collectively and individually. A flock associated to a location is called the Vouruk’hai of that location. Within each flock, there are ranks, with the top being the Taasav (meaning warrior-father). The Taasav is usually an older Vourukh, and grows to become fairly larger than the rest in the flock. The Taasav is distinguishable by it’s darker-red to maroon feathers, and a thick black comb that grows upon its head. When the Taasav becomes old and frail, or even when it is strong and powerful, the most prominent Vourukh of the rank below, the Tumarz, can challenge it to a battle, which always results in the death of one of the Vourukh. Below the Taasav are the Tumarz, which grow larger than the normal Vourukh, and begin to sprout a black comb smaller than the Taasav’s. The Tumarz’ numbers are dependent on the size of the flock and the area the flock encompasses. Below the Tumarz, rank in the flock is based on the age of the Vourukh, with the fledglings being the lowest. The Vourukh, being predatory animals and scavengers, require large amounts of land. Because of this, they often separate into different camps. The leader of each camp is the Tumarz. These camps often have Vourukh of the same bloodline, and are similar to clans among the descendant races. Variations between different camps of Vourukh are minor, consisting of small variations in wing feather patterns. Despite having camps, the Vourukh have a main nest, which is where the Taasav resides. Vourukh often visit the nest individually to bring bones as tribute, and as a camp when they are called on. Every three years, before the hottest of the hot season occurs, the camps all return to the nest to breed. The eggs are laid and hatched by the peak of the hot season, and by the time the cold season begins to set in, the fledglings are able to fly the distance to their camps. If they fail to make the journey, they are left to die. This is generally detrimental to the population as a whole, since each mate produces no more than two eggs per three-year cycle, but it ensures the population is strong. Conflict does occur between Vourukh, often caused by food or space within a camp. These conflicts normally do not result in death or serious maiming, and when they do, the Tumarz will often punish the offender. Vourukh form mating pairs for life, and mates are often seen together constantly. Therefore, when conflict caused by transgression of a mate-bond occurs, it almost always results in the death of the offender with no intervention by the Tumarz. Conflict also occurs between camps, though rarely. When it does it is because of issues regarding land. If the issue is not resolved by a non-fatal fight between the Tumarz, or it is not mediated by the Taasav of the flock, it may escalate into a war. A camp war has only been recorded once before, and it escalated large enough to envelope the surrounding camps and the nest in a civil war. It ended with the deaths of a substantial portion of the flock, the abandonment of two camps, and the ascension of a new Taasav. Conflict between different flocks is common as well. If the flocks are located near each other, war will more than likely occur. If not near to each other, a camp from one flock may still be called upon by the Taasav to fly onto the other flocks camps, in a sort of raid. Abandoned nests and camps, and substantial differences in wing markings within a flock suggests that as a consequence of flock war, the defeated flock assimilates with the victor. The nest of the defeated flock is dismantled and is used to build upon the victor’s nest. Conflict with other races is yet to be recorded. Most flocks have not been in direct contact with a descendant race. From the understanding of Vourukh territorial behavior, it is assumed that conflict would occur if they felt threatened. On occasion, solitary and nomadic Vourukh are seen flying outside of flock territory. Physiologically they are smaller and none grow a comb. These Vourukh generally have no distinguishable wing markings. They fly in mate-pairs, and occasionally with the young. It is believed that they breed on a two-year cycle, and that the young are given more substantial care. It is common to find a nomadic Vourukh in conflict with a flock, and almost always the flock Vourukh will kill the nomadic one. Occasionally, a nomadic Vourukh may join a flock by proving itself in battle. These foundling Vourukh are easy to spot as they have no wing markings while their adopted flock-kin do. During the hunt, the Vourukh may assault creatures as large and larger than it with little fear of self-harm. On larger prey, they descend quickly upon it and beat it with their massive wings to disorient the creature, then they plunge their talons into it to bleed it before they return to the sky and follow the quarry. When the prey is sufficiently weakened, the Vourukh dives down once more and finishes the creature by biting out its eyes, its jugular, or breaking its neck with its powerful beak. If the corpse is too large to fly back to the camp, then the Vourukh will peel away the flesh and return to the camp with only the ribs, leaving the rest of the body to be brought back over the next few days. If hunting prey slightly smaller than it, the Vourukh will swoop in and grab the creature from the legs, while beating it with its wings to disorient it. It will then lift it in the air to a substantial height then drop it to its death, before flying the corpse back to the nest to salvage. Small prey, such as rats or Kha kittens, are usually left alone unless the Vourukh eats it as a snack while en route to a destination. Combat between two Vourukh is a sight to be seen. If non-fatal, the Vourukh lock on to each other mid-air and beat the other with their wings to fatigue them as they spiral towards the ground. This continues until one can no longer fight, or until one plummets into the ground. Fatal combat between two is much more glorious. They lock onto the other with their wing-talons, and bite and claw with their beak and feet. They often aim for the neck to bleed the opponent, or for the wing to cripple them and drop them to the ground. These skirmishes occur for hours often between flocks, with the Vourukh disengaging and re-engaging in waves. Rarely does one side retreat, unless their Tumarz is killed. The dead are left to decompose, and are only reclaimed when they become skeletons. The diet of the Vourukh is almost entirely bone marrow. The bones are ground up with the flat serrations of the beak or sometimes consumed as shards. The meat is rarely eaten by adult Vourukh, and instead it is reserved for the fledglings that cannot crush the bones yet. The mother Vourukh may crush up the bones and swallow to regurgitate the bone and the vile for the fledglings to consume. This vile possesses the qualities of fire, or a strong acid, in that it burns and melts, and can disfigure. The fledglings and the Vourukh are immune to the vile though. The same vile may be produced and sprayed by a Vourukh upon an assailant, causing grievous bodily harm. The call of the Vourukh is a rare one, as they seem to be silent creatures while prowling the sky. While communicating among themselves, the Vourukh produce many different sounding guttural chirps. Before and during a battle, the Vourukh let loose shrill and terrifying screeches to disorient the enemy. These same screeches may be used to do the same to prey. Many of the Vourukh are capable of voicing a screech so offensive that an Orc would be brought to its knees in pain. While skirting the edge of their territory, one may hear the differing caws of the Vourukh. The reason for these caws are not entirely known. The recorded flocks occur solely in the margins of the natural world, where adversity reigns. Deserts, mountainous areas, the canyon, and open plains tend to be where flocks occur. Forested areas are home only to pairs of nomadic Vourukh. Nests tend to occur at high elevations for both flocks and nomads, and are littered with bone shards and decorated with bones and the feathers of previous Vourukh. A nest can be identified from a distance by the putrid smell of decay. TL;DR/OOC Giant vulture/therapod-like predatory birds. Like bearded vulture. Strict, advanced hierarchical flock systems as well as solitary nomad-pairs. Sharp talons, beak, and wing-talons. Strong wings. Spit very erosive acid. Paint themselves red with blood. Very territorial and combative. Carry corpses as big as themselves, can kill bigger. Rarely found alone. Mate for life. Tough for hatchlings to survive. Breed every 3 years for flock, 2 years for nomad Flock=bigger nomad=smaller Flocks occasionally war, camps within flocks may have civil war. Advanced inter-species communication with chirps. Loud and shrill screech can disorient and cause pain to whatever hears. Live in camps, mate at nest. Many camps per flock, one nest. Names are in Orcish because they were discovered and documented by an orc, other races can have different names :) Cannot be ridden. Enjoy the hunt and combat. Cannot be made subservient, only befriended, by proving oneself worthy of friendship Can be communicated with by Druids. These are NOT a playable race or creature. The only exception to this is ET played for roleplay and events.
  22. The Blood Omen, a very sinister creature, a creature that is said to bring death and destruction. A winged beast that foretells disaster. An Omen of Blood & Death... One of the more popular strings of the legend, was the sighting in Kingston. One of the citizens reported seeing an "odd creature" perched on the top of the walls near the gatehouse late at night. The creature just sat there, motionless, seeming to just be staring straight into the quiet, sleeping city. The red, glowing eyes just... staying there... staring. The witness, a gardener, tried telling the guard about what she saw the very next morning, but he just retorted with "You just saw an owl, go get some rest...". A few days later, Kingston was raided by the Orcs, and turned into what was Gronkston, A Blood Omen is a large, winged creature that is rarely ever seen. In the dark, the only thing that can be seen is its sinister, red eyes that seem to illuminate the dark slightly. But because of this trait, people just shrug it off as an owl. There is no "official" name for this creature, but it has been nicknamed the "Blood Omen" because of what course of events seem to follow its strange sightings... The disasters. A large, "owl-like" winged creature. It has feathers all around its body, just like any bird. The Blood Omen has legs like a human, but talons like an owl. In almost every single sighting, it is seen perched on top of something, much like a gargoyle would. Probably its most distinct feature though, is the red eyes. This creature lives in usually heavily forested, and/or slightly hilly terrain. The hilly terrain is perfect for being able to fly around, and spot out any potential prey. Although the population of this creature is unknown, and for all anybody knows there is only one. Very little is known about its eating patterns, or how long it can go without food. But it tends to tear up its prey, and leave a lot behind. The Blood Omen feasts on many species, from things as little as rabbits, to something as big as a strong, fully grown buck. The legend that follows the Blood Omen is what gives it its name. The Blood Omen, which basically means a fore-teller of disaster and destruction. The only time it is ever spotted, is before some sort of large-scale disaster. Days before a genocide, a large arson, an assassination, or a war outbreak, it'll just be sitting there, watching the area. If somebody gets too close, it'll just turn and fly of at an amazing speed, never to be seen until the next disaster. Very little, to nothing is known for why this creature even exists. Even less is known for how it knows what is going to happen in the future. I was thinking this creature would be a good use for RP. Maybe for those Broadcast messages (E.X. "A large, winged creature can be seen circling around Petrus in the air.") or for maybe even more sinister, horror-ish Roleplay. So ultimately for ET use. If you have any questions, comments, or etc. please ask them in the comments. We can also use this area for a Q/A if needed.
  23. Aterruce'tras - Ape Creatures Seiges Snow Apes Sinha Snow Lion Maimou Pink Apes Ektos Jungle Outlaw Phindar Fighting Beast OOC Hello fellow peoples and hunters of LOTC, yes I am aware these creatures are from something else just edited. But hey there’s many things in lore or such that are on the server from different places, so why not give it a shot. Anyway to give a short idea for these creatures and maybe questions. Are the creatures playable ? Yes and no… I’d think it would be better if an ET actor would play the creatures, because there will not be a skin for the monsters. I find that rather hard to make and for others to make, with such limits. If the creatures are accepted I would like them to be built and copy and pasted to the areas with signs to connect whom to play them. No, as players aside from ET members. Whats the point of them being in Athera? Well, unseen creatures in the world can be fun, either for hunting or researching. There are people the love the thrill of the hunt and things to kill for fun or as trophies. How will the creatures be represented? As I said before, they will be built with mc blocks. I do not see the point of using mc skin and players to do it. Are they rideable ? Eh.. I'm on the fence about that.. It's very possible if given the chance you can, but you would be hurt or killed. Since they are hostile and will not like that. Can they be capture and trained? Well.. IF there was a percentage chance of capturing, give it a shot I guess. It would be your choice to do what you want with the creatures but remember they are very heavy, so it would be best to have a few orcs to help you take it. Tameable.? That is another tricky idea.. Due to them being very hostile and predators it is very unlikely to tame them as pets or friends. Leading to my Druids out there . Well these creature would be in the animal category so Druids would be able to talk to them, on the other had since they are hostile and want to eat,kill and fight with you. Druids would have a hard time calming the creatures if lucky they'd calm them . What do you get from killing the creatures? Well the reward from actually hunting and staying alive from the hunt you would be rewarded with such loot. If hunters brought a skinning knife or a sword to skin the creatures for their pelt,hide and what not. Others would take the bones or teeth from them using for weapons or trophies. If hungry heck, use the meat as a meal for yourself and your fellow hunters. Why are they so over powered ? Why can't I fight them one on one?! These creatures and a lot tougher and stronger than even an Orc. Their skin and bodies are a lot thicker and resistant to just a flesh wound. It would take at least a good 5-8 man with armor and Mages to attack one head on. If you was to fight one head on there is a 100% you would not make it for more than an hour, you would be a toy for the creatures. Do they have any weaknesses? How is the best way to take them down? Well, I don't want to ruin the fun or spoil the ways to proper hunt the creatures. As hunters you must look around the surrounding you and the creatures would be around and let that speak more for you. I really don't want to tell the weakness because that would break the point of the RP fighting it and players should be surprised on these encounters. Anyway all ideas and suggestions are looked at and taken. :) Just given this a try. So please keep it clean.
  24. Aterruce'waezit - Scaled Creatures Shia The Lurking Shadow Archontas Lord of the Seas Tromos The Underwater Terror OOC Hello fellow peoples and hunters of LOTC, yes I am aware these creatures are from something else just edited. But hey there’s many things in lore or such that are on the server from different places, so why not give it a shot. Anyway to give a short idea for these creatures and maybe questions. Are the creatures playable ? Yes and no… I’d think it would be better if an ET actor would play the creatures, because there will not be a skin for the monsters. I find that rather hard to make and for others to make, with such limits. If the creatures are accepted I would like them to be built and copy and pasted to the areas with signs to connect whom to play them. No, as players aside from ET members. Whats the point of them being in Athera? Well, unseen creatures in the world can be fun, either for hunting or researching. There are people the love the thrill of the hunt and things to kill for fun or as trophies. How will the creatures be represented? As I said before, they will be built with mc blocks. I do not see the point of using mc skin and players to do it. Are they rideable ? Eh.. I'm on the fence about that.. It's very possible if given the chance you can, but you would be hurt or killed. Since they are hostile and will not like that. Can they be capture and trained? Well.. IF there was a percentage chance of capturing, give it a shot I guess. It would be your choice to do what you want with the creatures but remember they are very heavy, so it would be best to have a few orcs to help you take it. Tameable.? That is another tricky idea.. Due to them being very hostile and predators it is very unlikely to tame them as pets or friends. Leading to my Druids out there . Well these creature would be in the animal category so Druids would be able to talk to them, on the other had since they are hostile and want to eat,kill and fight with you. Druids would have a hard time calming the creatures if lucky they'd calm them . What do you get from killing the creatures? Well the reward from actually hunting and staying alive from the hunt you would be rewarded with such loot. If hunters brought a skinning knife or a sword to skin the creatures for their pelt,hide and what not. Others would take the bones or teeth from them using for weapons or trophies. If hungry heck, use the meat as a meal for yourself and your fellow hunters. Why are they so over powered ? Why can't I fight them one on one?! These creatures and a lot tougher and stronger than even an Orc. Their skin and bodies are a lot thicker and resistant to just a flesh wound. It would take at least a good 5-8 man with armor and Mages to attack one head on. If you was to fight one head on there is a 100% you would not make it for more than an hour, you would be a toy for the creatures. Do they have any weaknesses? How is the best way to take them down? Well, I don't want to ruin the fun or spoil the ways to proper hunt the creatures. As hunters you must look around the surrounding you and the creatures would be around and let that speak more for you. I really don't want to tell the weakness because that would break the point of the RP fighting it and players should be surprised on these encounters. Anyway all ideas and suggestions are looked at and taken. :) Just given this a try. So please keep it clean.
  25. Inlu'thin - Insects Eloch Entomo OOC Hello fellow peoples and hunters of LOTC, yes I am aware these creatures are from something else just edited. But hey there’s many things in lore or such that are on the server from different places, so why not give it a shot. Anyway to give a short idea for these creatures and maybe questions. Are the creatures playable ? Yes and no… I’d think it would be better if an ET actor would play the creatures, because there will not be a skin for the monsters. I find that rather hard to make and for others to make, with such limits. If the creatures are accepted I would like them to be built and copy and pasted to the areas with signs to connect whom to play them. No, as players aside from ET members. Whats the point of them being in Athera? Well, unseen creatures in the world can be fun, either for hunting or researching. There are people the love the thrill of the hunt and things to kill for fun or as trophies. How will the creatures be represented? As I said before, they will be built with mc blocks. I do not see the point of using mc skin and players to do it. Are they rideable ? Eh.. I'm on the fence about that.. It's very possible if given the chance you can, but you would be hurt or killed. Since they are hostile and will not like that. Can they be capture and trained? Well.. IF there was a percentage chance of capturing, give it a shot I guess. It would be your choice to do what you want with the creatures but remember they are very heavy, so it would be best to have a few orcs to help you take it. Tameable.? That is another tricky idea.. Due to them being very hostile and predators it is very unlikely to tame them as pets or friends. Leading to my Druids out there . Well these creature would be in the animal category so Druids would be able to talk to them, on the other had since they are hostile and want to eat,kill and fight with you. Druids would have a hard time calming the creatures if lucky they'd calm them . What do you get from killing the creatures? Well the reward from actually hunting and staying alive from the hunt you would be rewarded with such loot. If hunters brought a skinning knife or a sword to skin the creatures for their pelt,hide and what not. Others would take the bones or teeth from them using for weapons or trophies. If hungry heck, use the meat as a meal for yourself and your fellow hunters. Why are they so over powered ? Why can't I fight them one on one?! These creatures and a lot tougher and stronger than even an Orc. Their skin and bodies are a lot thicker and resistant to just a flesh wound. It would take at least a good 5-8 man with armor and Mages to attack one head on. If you was to fight one head on there is a 100% you would not make it for more than an hour, you would be a toy for the creatures. Do they have any weaknesses? How is the best way to take them down? Well, I don't want to ruin the fun or spoil the ways to proper hunt the creatures. As hunters you must look around the surrounding you and the creatures would be around and let that speak more for you. I really don't want to tell the weakness because that would break the point of the RP fighting it and players should be surprised on these encounters. Anyway all ideas and suggestions are looked at and taken. :) Just given this a try. So please keep it clean.
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