Submission Thread

Form for Fauna


Picture:233564.jpg


Name: Seneca


Type: Mammal


Diet: Herbivore, requiring their body weight in legumes, grasses, shoots, and other crap daily. They are always eating.


Habitat: Deciduous Forests and Tundra.


Appearance Description: The Seneca is a white coated herbivore. Both genders wield grandiose antlers which house a plantae considered a part of the animal. Their coats are soft and luxurious, lending them to be the prime choice of quality fabric.


Height: 4-5 ft.


Length: 6-7 ft.


Width: 2-3 ft.


Weight: 100 lbs. – 250 lbs.


Life Span: 15-20 Years


Top Speed: Unantlered: 40 kph / Antlered: 20 kph


Behavioral Description: The Seneca is at the center of the Northern Forest food chain. Their white coat makes it easy for other fauna to spot them in forested areas, while the leaves sprouting from their extensive antlers works the same way in the depths of a tundra. This may seem counter-intuitive to its survival, but it actually wants to be seen. Year round, the green plantae produces copious amounts of nutrient rich nectar through photosynthesis and what the body eats. This nectar attracts many species of bees, insects, birds, other mammalian herbivores, and even predators. Those who feed on the Seneca’s nectar form a sort of symbiotic relationship with it the same as the plantae has with the Seneca itself. As a Seneca grows out its antlers, the slower it becomes yet the less it needs to runaway, for it is able to attract more and more Animalia to act as “Defenders” on the choice predators that do prey on their meat. Of course, these defenders will prey on each other, so each Seneca usually has a choice set of animals that attach themselves. You won’t see a Seneca feeding both a herd of Papaopamus and a nest of adolescent Griffons. In times of disparity, packs of competing predators will fight for “possession” of these vital sources of food, and farm them through harsh winters or food shortages.


Their antlers can also be used as a defense mechanism, protecting most of its body besides its hind-quarters. When being preyed upon, it may detach its precious horns in a last ditch attempt to run away. Even if they escape, it is rare that they survive long after they lose their horns.


Farming Seneca is not viable. They require too much food for modern agriculture to facilitate. Additionally, they will usually panic and detach their antlers if kept penned in a small area. The odd farmer may keep one semi-pinned in their backyard, but the many Defending animals that feed on the nectar make it difficult to cultivate.


Special Abilities: The production of a healthy nectar-paste that heals 1 HP per 100ml. Produces 2 Liters per day. (Total 2000ml a day.)


Other: The flora and Seneca seem have once been two independent organisms now melded together. Seeds are rooted in the horns of the fauna at birth, lending it to be now be considered one mammal for simplicity. It may have started as a parasite feeding on the animal’s life, but has sense grown to live with it as one. This along with the strange way it survives has made the Seneca a symbol of peace and generosity. Why can’t everyone just get along like the Seneca does?


(NOTES: Yay for way too much information)
 
Last edited by a moderator:
Form for Fauna


Picture:View attachment 189640


Name: Seneca


Type: Mammal


Diet: Herbivore, requiring their body weight in legumes, grasses, shoots, and other crap daily. They are always eating.


Habitat: Deciduous Forests and Tundra.


Appearance Description: The Seneca is a white coated herbivore. Both genders wield grandiose antlers which house a plantae considered a part of the animal. Their coats are soft and luxurious, lending them to be the prime choice of quality fabric.


Height: 4-5 ft.


Length: 6-7 ft.


Width: 2-3 ft.


Weight: 100 lbs. – 250 lbs.


Life Span: 15-20 Years


Top Speed: Unantlered: 40 kph / Antlered: 20 kph


Behavioral Description: The Seneca is at the center of the Northern Forest food chain. Their white coat makes it easy for other fauna to spot them in forested areas, while the leaves sprouting from their extensive antlers works the same way in the depths of a tundra. This may seem counter-intuitive to its survival, but it actually wants to be seen. Year round, the green plantae produces copious amounts of nutrient rich nectar through photosynthesis and what the body eats. This nectar attracts many species of bees, insects, birds, other mammalian herbivores, and even predators. Those who feed on the Seneca’s nectar form a sort of symbiotic relationship with it the same as the plantae has with the Seneca itself. As a Seneca grows out its antlers, the slower it becomes yet the less it needs to runaway, for it is able to attract more and more Animalia to act as “Defenders” on the choice predators that do prey on their meat. Of course, these defenders will prey on each other, so each Seneca usually has a choice set of animals that attach themselves. You won’t see a Seneca feeding on both a herd of Papaopamus and a nest of adolescent Griffons. In times of disparity, packs of competing predators will fight for “possession” of these vital sources of food, and farm them through harsh winters or food shortages.


Their antlers can also be used as a defense mechanism, protecting most of its body besides its hind-quarters. When being preyed upon, it may detach its precious horns in a last ditch attempt to run away. Even if they escape, it is rare that they survive long after they lose their horns.


Farming Seneca is not viable. They require too much food for modern agriculture to facilitate. Additionally, they will usually panic and detach their antlers if kept penned in a small area. The odd farmer may keep one semi-pinned in their backyard, but the many Defending animals that feed on the nectar make it difficult to cultivate.


Special Abilities: The production of a healthy nectar-paste that heals 1 HP per 100ml. Produces 2 Liters per day. (Total 2000ml a day.)


Other: The flora and Seneca seem have once been two independent organisms now melded together. Seeds are rooted in the horns of the fauna at birth, lending it to be now be considered one mammal for simplicity. It may have started as a parasite feeding on the animal’s life, but has sense grown to live with it as one. This along with the strange way it survives has made the Seneca a symbol of peace and generosity. Why can’t everyone just get along like the Seneca does?


(NOTES: Yay for way too much information)

Approved
 
Form for Flora



Picture:FOXGLOVE.jpg



Name: Grave Sign


Type: Vine Flower


Season: Fall


Length of life: Biannual


Environment: Specific to the Northern Kingdoms. They thrive in the southernmost greenlands of Maxwell and Welwyn where it is most humid, warm, and shaded. A patch of Grave Signs living amidst the blazing sun is rare, and very telling of an enriched source of nutrients in the soil nearby. This is usually a decomposing corpse of at least a baby Andal or a weighty human in mass.


Appearance Description: Grave Signs are stalky flora with straight shoots carrying sparse amount of leaves. Both their bulbs and flowers carry vibrant purples and pinks. The interior of their finger-sized flowers are spotted.


Special Aspect: A Grave Sign’s nectar carries a dangerous poison which targets the cardiovascular and respiratory systems if introduced to the blood stream through direct contact or digestive means. A few drops of a single flower can kill many wandering insects. A fermentation of a dozen flower’s worth (50ml) is enough to kill several people (-X HP damage?). Direct contact, as oiled onto darts or arrows, is much more potent and fast acting than digestion or skin contact. There is a species of fly, known as the Grave Fly, which is exclusively immune to Grave Signs, of which is the only means of pollination for this flora. More on those buggers elsewhere.


Other: Expeditions by particularly nasty assassins have tried to propagate Grave Signs onto their native land for easy cultivation. While their liking of shaded and warm climates lends it to logically not grow well in the Northern Kingdoms, they almost always die in both captivity and the wild in every other continent. This is most likely due to natural pollinating bugs of other ecosystems not being able to survive coming in contact with the flower, preventing reproduction. Botanists that can artificially pollinate Grave Signs are few and far between, especially those who don’t end up getting themselves killed.




(NOTE: Would you like to put a HP Damage tied to the toxin, or leave it vague? Also, I've completely lost where that list of what you needed is. Hopefully this is the herbal toxin you needed.)
 
Form for Flora


Picture:View attachment 193828


Name: Grave Sign


Type: Vine Flower


Season: Fall


Length of life: Biannual


Environment: Specific to the Northern Kingdoms. They thrive in the southernmost greenlands of Maxwell and Welwyn where it is most humid, warm, and shaded. A patch of Grave Signs living amidst the blazing sun is rare, and very telling of an enriched source of nutrients in the soil nearby. This is usually a decomposing corpse of at least a baby Andal or a weighty human in mass.


Appearance Description: Grave Signs are stalky flora with straight shoots carrying sparse amount of leaves. Both their bulbs and flowers carry vibrant purples and pinks. The interior of their finger-sized flowers are spotted.


Special Aspect: A Grave Sign’s nectar carries a dangerous poison which targets the cardiovascular and respiratory systems if introduced to the blood stream through direct contact or digestive means. A few drops of a single flower can kill many wandering insects. A fermentation of a dozen flower’s worth (50ml) is enough to kill several people (-X HP damage?). Direct contact, as oiled onto darts or arrows, is much more potent and fast acting than digestion or skin contact. There is a species of fly, known as the Grave Fly, which is exclusively immune to Grave Signs, of which is the only means of pollination for this flora. More on those buggers elsewhere.


Other: Expeditions by particularly nasty assassins have tried to propagate Grave Signs onto their native land for easy cultivation. While their liking of shaded and warm climates lends it to logically not grow well in the Northern Kingdoms, they almost always die in both captivity and the wild in every other continent. This is most likely due to natural pollinating bugs of other ecosystems not being able to survive coming in contact with the flower, preventing reproduction. Botanists that can artificially pollinate Grave Signs are few and far between, especially those who don’t end up getting themselves killed.


(NOTE: Would you like to put a HP Damage tied to the toxin, or leave it vague? Also, I've completely lost where that list of what you needed is. Hopefully this is the herbal toxin you needed.)

Nice.  Approved


As for -HP value, poisons are status effects so it should be a gradual descent of HP. The initial 'sting' we could say would have no damage, except for the ATK dice that was used to transport the poison. However the targets HP would diminish -1 HP every post from then on until Healed or KOed.


Status effects are a bit of a underworked aspect of the combat system, so we can change this later on as needed if new mechanics come into play for those.
 
[SIZE=9.5pt]Form for Flora[/SIZE]


[SIZE=9.5pt]Picture:[/SIZE]  

nature-houses-doors-vines-hd-wallpaper.jpg

[SIZE=9.5pt]Name[/SIZE][SIZE=9.5pt]: Rabbit Vine[/SIZE]


[SIZE=9.5pt]Type[/SIZE][SIZE=9.5pt]: Vine[/SIZE]


[SIZE=9.5pt]Season[/SIZE][SIZE=9.5pt]: Spring, Summer, Autumn[/SIZE]


[SIZE=9.5pt]Length of life[/SIZE][SIZE=9.5pt]: 20-35 years[/SIZE]


[SIZE=9.5pt]Environment[/SIZE][SIZE=9.5pt]: Rabbit Vine will grow on almost anything. It's rapid growth can encompass a manor in less than two years if left unattended. Rabbit vine will grow on trees, structures, or any stationary surface that it can climb on. It has been known to grow throughout the Northern Kingdoms and the Eastern Union.[/SIZE]


[SIZE=9.5pt]Appearance Description[/SIZE][SIZE=9.5pt]: Rabbit vine grows thin, they have narrow trunks and cordons, but many more canes and shoots than other vine species. This is the reason they appear to "curtain" on walls, because they grow more leaves and shoots due to their thin and prolific trunks.[/SIZE]


[SIZE=9.5pt]Special Aspect[/SIZE][SIZE=9.5pt]: The only thing special about Rabbit Vine is that it is responsible for employing thousands of landscapers every year. During the growing seasons farmers and landscapers have to battle with the quick-growing vine in order to keep their buildings from decaying due to its weight and plant erosion. [/SIZE]
 
Form for Faunu


[SIZE=10.5pt]Picture: [/SIZE][SIZE=10.5pt] [/SIZE]


edf64043a7913ee3cd05473fd3a57e04.jpg



[SIZE=10.5pt]Name: [/SIZE][SIZE=10.5pt]Cloud Emperor[/SIZE][SIZE=10.5pt] [/SIZE]


[SIZE=10.5pt]Type: Sky Creature[/SIZE]


[SIZE=10.5pt]Diet:[/SIZE][SIZE=10.5pt] The Cloud Emperor is a carnivorous animal thought to feed on all manner of flying creatures that it can fit into its 'mouth', the central hole underneath the dome of its body. It has been theorized that cloud emperors could feed on ground creatures, but this has never been witnessed.[/SIZE]


[SIZE=10.5pt]Habitat:[/SIZE][SIZE=10.5pt] In the sky, typically just beneath or inside of clouds. They are home to warmer climates and are most frequently spotted above the Western Empire and above tropical islands.[/SIZE]


[SIZE=10.5pt]Appearance Description:[/SIZE][SIZE=10.5pt] Though it is extremely rare to discover the body of a Cloud Emperor, those that have fallen to the surface and haven't deteriorated too much to examine have held the following qualities. The 'dome', or main body of the Cloud Emperor has been found to be between 8 and 12 meters in diameter. This fluctuates, as the Emperor uses its lightweight and flexible body to propel itself about in the air. The dome of the Cloud Emperor is extremely lightweight and flexible, most are orange, yellow, or nearly colorless in appearance. The material that their domes are comprised of are transparent and flimsy, most harvested Emperor bodies are nearly destroyed by the time they touch the ground. The Cloud Emperor has three other known body parts. The 'flight arms' are long, wispy appendages that the Emperor uses to maneuver itself in the sky, as well as to scoop paralyzed prey into its 'mouth'. The flight arms are extremely lightweight, seeming to be comprised of colored clouds themselves. The flight arms of collected Cloud Emperors have been found to be between 10 and 17m. The 'electro-tentacles' are the next part of the Cloud Emperor. These are perhaps the most recognizable of its body parts, as other animals are documented to have similar appendages. These are narrow, tubular appendages that carry an electric current in them.  The Emperor uses these for defense, as well as to paralyze its prey for consumption. The Emperor is known to be able to regenerate these tentacles, as has been experienced in the few unfortunate airship collisions that are known to have taken place. The average tentacle shock is thought to be enough to paralyze a human being, though repeated shocks would surely mean imminent death. Of the harvested Cloud Emperors, their electo-tentacles varied from 11 to 14 meters in length, each recovered Emperor possessed dozens of tentacles. The 'mouth' of the Cloud Emperor is a small opening in the center of the undercarriage of the dome. It is thought to be where digestion and expulsion takes place. The average size of the mouth of the Cloud Emperor is 4m in diameter. This is also covered with a thick, rubbery flap that prevents beings from entering of exiting the Cloud Emperor without its permission. [/SIZE]


[SIZE=10.5pt]Behavioral Description:[/SIZE][SIZE=10.5pt] [/SIZE][SIZE=10.5pt]The Cloud Emperor is one of the most mysterious beings in the world. So little is known about it that it still appears in many indigenous religions where it is commonplace to appear. Because they spend all of their time in the air, and so few bodies actually survive the fall to the ground, much is unknown about their anatomies and their behavior. It is documented that several airships have physically encountered Cloud Emperors. It is noted here that in every case with surviving witnesses, the airship unknowingly traveled into the tentacles of the Cloud Emperor, because they possess the ability to change their transparency seemingly at will. This is thought to be done in order to camouflage themselves in order to ambush their pray, the relatively slow movement of the Cloud Emperor would seem to support this trap-ambush theory of hunting. The surviving airship crews report that in order to escape, they were forced to sever the tentacle connections before the flight arms could envelop the ship. The Emperor's wounds seeped a multi-colored jelly like substance, which has unknown properties and is an extremely expensive collector's item. Cloud Emperor's are almost always witnessed in small groups when traveling or hovering about in the sky, this leads some scientists to believe they have some form of social exchange, the more extreme theories suggest primitive telepathic capabilities. It is also entirely unknown how the Cloud Emperor reproduces, an act of mating has never been documented, nor have any Emperors been sighted that appear much smaller or younger than any others. It is certain that until a greater method of observation and acquisition can be innovated, the Cloud Emperors will continue to be one of the greatest mysteries and fascinations known to Elegos.[/SIZE]


[SIZE=10.5pt]Special Abilities:[/SIZE][SIZE=10.5pt] Regeneration: The Cloud Emperor can regenerate simple wounds and regrow tentacles, a mysterious multicolored 'jelly' blood seeps out of open wounds. [/SIZE]


[SIZE=10.5pt]Electrocution: Cloud Emperor tentacles can electrocute anything they touch. [/SIZE]


[SIZE=10.5pt]Constant flight: A living Cloud Emperor has never been seen landing, they are theorized to never actually touch the surface. [/SIZE]
 
Noooice. As my first act as Head of Bestiary* and Flora Encyclopedia, I hereby don't approve just yet. All flora and faunu would best be used if we stick to the Northern Kingdom continent and climate (yeah yeah I'm a hypocrite but I didn't know that previously). I think it would be best if your jelly-elder-gods perhaps migrate across the ocean to these colder territories during the summer and spring months (what we're currently in) so that they don't overheat. Or something. Gm can use them for something, but they stay religious icons for the Westerners. If not we can just place them in the Northern Kingdoms.


For future submissions there are only three rules I'm going by: 


1. Nothing bigger than a house (arbitrary 2,000 sq feet limit ie. an average American household according to the internet). This submission in 1,550 sq feet. So gud.


2. Keep things in the North and within it's typical climates.


3. Nothing OP.
 
If the Cloud Emperors can fly anywhere, then they would also be spotted in the Northern kingdoms as well. I don't like the idea of limiting a massive mysterious flying jellyfish to one continent since it wouldn't be restricted by land travel and its behaviors are yet quite unknown.
 
@cokemonster


oi, seat filler, approve my crap


golden-light-butterfly.jpg



Name: dusk driade


Type: insect


Diet: feeds on spirit energy of plants. sometimes you can see small patches of dried up or dead leaves where they were feeding.


Habitat: dense forests or jungles.


Appearance Description: these insects have 4 wings average length from tip to tip can be 1 meter. at night they are practically invisible as they appear see through or camouflage, we arent quite sure, but when feeding or just finished feeding, they start to glow luminously, especially when it is dark.


Life Span: 5 years.


Top Speed: 20km/h but if they are in a jet stream they can follow the flow without trouble.


Behavioral Description: They have no fear of other creatures, and many animals do not harm them. It is said that if an animal does attack one, since they travel in large groups, the whole lot of them will glow together so brightly that they actually blind the attacker.


Special Abilities:


Other: they are not nocturnal but prefer to travel or feast at night than in daylight. as they glide the skies the extra energy falls away like dust particles. they can travel high up in the sky and have been known to when traveling the world, many times they ride in the wake of airships to ease their ride. they are rumored never to visit the same place twice.
 
Form for Faunu/Beast-man Race


[SIZE=10.5pt]Picture:[/SIZE][SIZE=10.5pt] ((To come when I can draw them!))[/SIZE]


[SIZE=10.5pt]Name:[/SIZE][SIZE=10.5pt] Fieros'ck[/SIZE]


[SIZE=10.5pt]Type: Beast-man (canine based)[/SIZE]


[SIZE=10.5pt]Diet:[/SIZE][SIZE=10.5pt] Fieros'ck are an omnivorous, but primarily lean to a carnivorous diet. They need meat for full potential living, and can go without herbs and plant life. Mostly, any vegetation eaten with their meat meals is used as a medicinal or herbal addition.[/SIZE]


[SIZE=10.5pt]Habitat:[/SIZE][SIZE=10.5pt] Worldwide, with regional variations, as outlined below.[/SIZE]


[SIZE=10.5pt]Appearance Description:[/SIZE][SIZE=10.5pt] [/SIZE]


[SIZE=10.5pt]In general, Fieros'ck are a long, slender beast-man, that have gargoyle like faces, where the humanoid canine faces blend in this race. Their spines are long and flexible, which is required, as this species are able to shift from a bipedal, digigrade body shape to a quadrupedal body shape with a "pop" and rotation of their hips. They come in a variety of colours, and appearances, but the main regional variations are listed below:[/SIZE]


[SIZE=10.5pt]Northern: These members of the Fieros'ck race are often short, only around 5-5'6. They have a thicker downy fur over their body, and smaller ears on the side of their head. They will also wear a lot more handmade clothing. Their fur will be longer on their wrists and ankles, similar in appearance to spaniel feathering. They will also have larger manes that can extend down to the small of their back in the way it grows. They tend to be pale[/SIZE] in colour; white, grey, beige. Sometimes they'll decorate themselves in woad dyes; blues, purples and greens are regular colours, often mimicking the Norther Light Falls.


[SIZE=10.5pt]Western: These are the members of the Fieros'ck most identify with the Race as a whole. They are tall, lithe and strong, sometimes hitting over 7'6. They are tall when in their bipedal form! They wear little, due to the heat of their wild western realm; loincloths, or nothing at all, is regular. They don't have masses of mane, and it tends to end on their necks, or just gracing their shoulders in growth. Their colours are vibrant; reds, black, browns, golds, blond, white, grey, silvers. Nearly every natural colour there is, these guys have it as a colour! They will also decorate themselves in coloured clays in all manner of colour, but reds, blacks and blues are regular colours, in tribal markings.[/SIZE]


Southern: A more civilised selection of Tribes whom often look silimar in appearance to domesticated animals. They tend to be servants, and fit in better to the kingdoms general population. They wear normal humanoid clothing, and are rarely seen in quadrupedal shaping. Very little painted decoration on them. They come in all colours of the canine world, and their fur has a greater variety of lengths and styles; they are like a fancy pet to some humans.


Eastern: The most wild and small of the tribes. They are a medium size, due to the smaller islands that make up the eastern provinces. They rarely raise out of the quadrupedal shapes, and are much more like their canine counterparts. Mostly black, grey and tan, these tribes also don't really use any decoration. They live very simplistic lives.


[SIZE=10.5pt]Behavioral Description:[/SIZE]


[SIZE=10.5pt]As varied as their human and canine counterparts, there are a myriad behaviours and personalities. Those that live more wild lives will follow the seasons, their natural urges, will be more tribal, and will have spiritual leaders and prophesies that dictate their lives. They'll also have a much greater variety of roles within their tribes, more like a pack.[/SIZE]


Those that live more with their human neighbours will live more in tune with their laws and regulations. They will usually always be in a position of servitude, and their "tribes" are more family units living within the towns and cities they inhabit.


If anything can be said of this Race, they are adaptable!


[SIZE=10.5pt]Special Abilities:[/SIZE]


Innate Hunter: Fieros'ck, regardless of their position and societal situation, will be able to hunt and get food for their families, tribes and for themselves.
 
Form for Faunu/Beast-man Race


[SIZE=10.5pt]Picture:[/SIZE][SIZE=10.5pt] ((To come when I can draw them!))[/SIZE]


[SIZE=10.5pt]Name:[/SIZE][SIZE=10.5pt] Fieros'ck[/SIZE]


[SIZE=10.5pt]Type: Beast-man (canine based)[/SIZE]


[SIZE=10.5pt]Diet:[/SIZE][SIZE=10.5pt] Fieros'ck are an omnivorous, but primarily lean to a carnivorous diet. They need meat for full potential living, and can go without herbs and plant life. Mostly, any vegetation eaten with their meat meals is used as a medicinal or herbal addition.[/SIZE]


[SIZE=10.5pt]Habitat:[/SIZE][SIZE=10.5pt] Worldwide, with regional variations, as outlined below.[/SIZE]


[SIZE=10.5pt]Appearance Description:[/SIZE][SIZE=10.5pt] [/SIZE]


[SIZE=10.5pt]In general, Fieros'ck are a long, slender beast-man, that have gargoyle like faces, where the humanoid canine faces blend in this race. Their spines are long and flexible, which is required, as this species are able to shift from a bipedal, digigrade body shape to a quadrupedal body shape with a "pop" and rotation of their hips. They come in a variety of colours, and appearances, but the main regional variations are listed below:[/SIZE]


[SIZE=10.5pt]Northern: These members of the Fieros'ck race are often short, only around 5-5'6. They have a thicker downy fur over their body, and smaller ears on the side of their head. They will also wear a lot more handmade clothing. Their fur will be longer on their wrists and ankles, similar in appearance to spaniel feathering. They will also have larger manes that can extend down to the small of their back in the way it grows. They tend to be pale[/SIZE] in colour; white, grey, beige. Sometimes they'll decorate themselves in woad dyes; blues, purples and greens are regular colours, often mimicking the Norther Light Falls.


[SIZE=10.5pt]Western: These are the members of the Fieros'ck most identify with the Race as a whole. They are tall, lithe and strong, sometimes hitting over 7'6. They are tall when in their bipedal form! They wear little, due to the heat of their wild western realm; loincloths, or nothing at all, is regular. They don't have masses of mane, and it tends to end on their necks, or just gracing their shoulders in growth. Their colours are vibrant; reds, black, browns, golds, blond, white, grey, silvers. Nearly every natural colour there is, these guys have it as a colour! They will also decorate themselves in coloured clays in all manner of colour, but reds, blacks and blues are regular colours, in tribal markings.[/SIZE]


Southern: A more civilised selection of Tribes whom often look silimar in appearance to domesticated animals. They tend to be servants, and fit in better to the kingdoms general population. They wear normal humanoid clothing, and are rarely seen in quadrupedal shaping. Very little painted decoration on them. They come in all colours of the canine world, and their fur has a greater variety of lengths and styles; they are like a fancy pet to some humans.


Eastern: The most wild and small of the tribes. They are a medium size, due to the smaller islands that make up the eastern provinces. They rarely raise out of the quadrupedal shapes, and are much more like their canine counterparts. Mostly black, grey and tan, these tribes also don't really use any decoration. They live very simplistic lives.


[SIZE=10.5pt]Behavioral Description:[/SIZE]


[SIZE=10.5pt]As varied as their human and canine counterparts, there are a myriad behaviours and personalities. Those that live more wild lives will follow the seasons, their natural urges, will be more tribal, and will have spiritual leaders and prophesies that dictate their lives. They'll also have a much greater variety of roles within their tribes, more like a pack.[/SIZE]


Those that live more with their human neighbours will live more in tune with their laws and regulations. They will usually always be in a position of servitude, and their "tribes" are more family units living within the towns and cities they inhabit.


If anything can be said of this Race, they are adaptable!


[SIZE=10.5pt]Special Abilities:[/SIZE]


Innate Hunter: Fieros'ck, regardless of their position and societal situation, will be able to hunt and get food for their families, tribes and for themselves.

Hi there, beast men are not considered fauna, they are a race onto themselves, also part of the Guardian Clans of the World.
 
Picture:


320px-Warg_by_irkis-d5oehlo.png



Name: Highland Warg


Type: Mammal


Diet: Carnivore. Will eat most land animals.


Habitat: Forests, highlands, Mountain ranges.


Appearance Description: resembling a massive dog. Short hair, sharp teeth. Very large and powerfully built. The females are pale in color, and smaller than the much larger Male's that have brown fur.


[SIZE=10.5pt]Height: 3 ft young. 7-8 ft adult[/SIZE]


[SIZE=10.5pt]Length: 14 ft. young. 20-25 ft adult[/SIZE]


[SIZE=10.5pt]Width: 2-3 ft. young. 5-6 ft adult[/SIZE]


[SIZE=10.5pt]Weight: 200-400lbs[/SIZE]


Life Span: 25-30


Top Speed: 50mph


Behavioral Description: They are a highly adaptable species going and living in nearly any climate. They travel in herds of 15 or 20 others and roam around the lands in treks that could be anywhere from 100-900 miles before settling.


They are intelligent, able to think and plan as a group to trap their prey before killing it.


They are Highly aggressive and will kill anything, animal and Human, if their territory is trespassed. Sometimes, they also will kill for fun.


It has been proven that a long time ago people would train Wargs as Mounts to ride on, but despite being domesticated they still show to be very aggressive


Special Abilities: none at the moment.


Other:


TBA
 
Lode Wurm
These creatures are formed of SE infused lodestones which have slowly accumulated over many years, once enough have come together the magnetic pebbles form into a scale-like pattern and form the snake’s body. They feed on natural currents or energy and upon native ores, often they leave behind polished gem which went through their body cleanly along with the base rock. The metals which they consume slowly color their “scales” with different hues and shades of metallic, this allows them to blend in well on the ground or cliff sides, it is also why those who can tame one often have it rest on them like jewelry. To move in the world these creatures manipulate the magnetic forces around them, allowing them to have a somewhat limited form of flight, they are very fast in a straight line, and very little limits their movements, however they do not turn the fastest once they are moving, and if higher in the air they will often be forced to drift to the side by the wind, if they are on a solid surface though they can coil up and become more stable than the surface they are on in most cases. These creatures tend to be more inclined to befriend those attuned to lightning or metal, however anyone who is willing to spend some time and resources will likely appease this creature, often miners befriend them since the snakes can smell sources of ore, thus by sharing a little with them they both are happy. Be warned however, if threatened the creature can propel itself with enough speed to pierce through several threats, even if it is not a very big one this is dangerous to have happen, however it will only use this as a last resort. These creatures can be almost any size from tiny “Bead Wurms” that can sit on a child’s palm to the giant “Rumble Wurm” which carves out caves as it eats. As far as research can prove these creatures normally stay their size, however in some cases they can absorb either fellow Wurms or loose infused lodestones to gain more scales, the scales themselves do gain mass however as the metal they eat builds up, and thus they are sometimes hunted to gather the SE infused metal “scales”.


Zap Bat
These strange creatures appear to be a distant relative of the subterranean wingless bat, however these creatures learned to use a natural Artes to form a coating of mercury and cobalt dust around themselves, this coating acts like wings and appears to be wings which drip behind it like falling mirrored water, however the beads actually flow back up their spine giving it a saw-like appearance, this constant flow of magnetic particles at high speed creates immense charge, this charge is held through their entire coating, by flying in at an enemy they whip back at the last moment and whip charged droplets onto an enemy, each drop holds a greater charge than an electric eel and can paralyze, however aside from hunting they rarely do this to larger animals due to the difficulty for them to retrieve the metal or get new metal if they are not able to extract it while they eat. If the bats cause the cobalt in the covering to form to the outside of the liquid the charge will cause them to glow a brilliant blue which they sometimes use to blind their prey before shocking them. These bats are amongst the largest on record at full growth; however, they grow very slowly and start out miniscule. When born they are about ¼ in wingspan across, by the end of their first year they reach almost 1 ft, they continue to grow about 1ft of wingspan a year and so far has not been documented death from old age amongst these critters, however they are often killed by both nature and man since as true omnivores they can end up eating livestock if one is too big, however with an intelligence rarely seen in “lesser avians” these creatures can learn to obey one that feeds them and keeps them safe, they can even learn to understand basic speak despite not being able to talk themselves, this allows for people willing to risk being shocked to have a falconry companion who can retrieve items, carry goods and notes, and even take short messages like Morse code or a drawing. There are rumors of people learning to ride or be carried by older bats, however who would be crazy enough to ride something which is akin to sitting on a living lightning bolt?


Hopper Hund
An ancient creature which has a fearsome reputation, the Hopper Hund is a distant offshoot of a rabbit, they have a coat much like that of their longer haired brethren, however that is nearly where the resemblance ends, with a rough shape similar to a rabbit but all 4 legs being powerful and hinged more like a badger or wolf, this creature supports the densely muscled body and with the serrated pick-like claws they can climb icy stone slopes with ease. As far as size goes most varieties are about the size of a fox but much denser, however even more dangerous subspecies do exist, with the largest one being about the size of a large bear, these however are incredibly rare. Upon this body the head sits, looking like a rabbit until you see the teeth, the teeth of these creatures are large fangs which intermesh tightly, though dangerous from birth the teeth will keep growing as they age unless the beast wears them down chewing. From the back often all you can see is a ball of fluffy hair which has small static sparks traveling in it, however if you get close you will notice that the hair actually carries a coating of permafrost, these creatures naturally exude an aura of deep chill while they are being threatened or are hungry, or just most of the time in general. If they are in a very rare peaceful mood however they will let themselves thaw out, when this happens the natural heat and charge in their bodies infuse the surrounding air with electrons, making moods and feelings go up and warming anyone nearby, thus why there is almost always a new litter of young being brought up in their dens. If domesticated, and be warned you will likely lose a hand doing so, they become incredibly loyal to their “family” and territorial if they have a place they see as their “hutch”. The domesticated variants of these animals are used in place of guard dogs as their hearing and intellect is far greater than any hound, alternatively they sometimes are a companion for young children or families in general since they raise emotions and create warmth when happy. In the wild these creatures often die young due to their harsh lives, however in homes they seem to live as long as people care for it, they will however die from a broken heart if they think that their family is dead, but first they will chew through anything to go after whom they blame for their family’s passing.


Calendar Stool
A relative of the common toad stool, this plant grows in most climates, it spreads via spore and once landed upon an open area it begins to grow outward, the spores always spread at noon before new years and start growing at the stroke of new year’s midnight, and as they spread out (to a circle about 10ft in diameter) they gain growth rings upon the top, each ring darkens from midnight past to midnight cometh and marks a day of growth, a ridge marks every 10th day of growth, when the new year comes again the plant hardens and releases spores, the spore nodule which rises from the center then begins to widen out as a new layer of the plant, each layer is exactly 1 inch tall, these layers can be counted easily in the stone hard lower surface of the plant, thus why many places use these as natural means by which to measure time. These plants come in almost every color imaginable and often the rare colors are grown and harvested to create colorful carvings and reliefs out of, due to its links to time it is often made into trinkets of promise and love. If this fungus is powdered it has a number of different uses. By adding it to metal while it is being forged the metal lasts far longer without wear or corrosion. If breathed in, in its raw powdered form, you can access any memory clearly; however you will be stuck in your memories for some time and only slowly come back to the present which leaves you seeing double from the past in random bits. If seeped into a tea and condensed into a paste wounds will heal (or get worse) at a heightened speed. If made into dough and baked the food will fill you for a much longer time, as such it is often used as a batter in places of hardship despite it having little to no nutrition itself. If burned the smoke can give brief glimpses into possible futures and the ash left over can be used to speed up the course of any illness or poison for better or worse. If the sap from this is extracted it can be used to coat most items, they will remain somewhat resinous feeling forever, however any damage done to them will slowly mend. If the spores are mixed with the powder and cooked in a mother’s milk and given to her child, this is mainly used for livestock, the child will grow at an increased speed, though they will consume more as well. If the spores are captured and processed with the life blood of a member of kin in a secret way the resulting mixture can extend the life of the one receiving the mix by the years cut short from the other, this of course is highly secret knowledge and would be amongst the most evil of acts in society. Because of the many useful traits and ease of growth this fungus is grown most everywhere, however it is also highly used in most lives and thus most end up dying from it being carved away at too often, thus why trade in living trunks are a decent way to make a living.


If someone could give me a list of anything I need to add I would be very grateful. These are just first drafts, I'm not sure what I missed.
 
Shin Positron Laser Shin Positron Laser

So uh, I'd like to buy the following:

Target Aim: Specifically Enemy

Level 1: 2 Enemies
Price: 5 TP

3 attack dice, 2 evasion dice = 20 TP

2 CCA = 8 TP

4 SE = 12 TP

Total: 45 TP
 

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