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Posted: Sat Dec 25, 2021 1:39 pm
There are many different species of creatures found on Mythikos! You can find any type of animal found on earth and use the min your stories and RP without question; you can also include any type of mythological or made up, fantastical creature!
Some species have different rarities associated with them, which means they are less likely to be created or given out! This doesn't make them "better" than the other types, their numbers are simply less common on the islands.
At present, here is a list of Mythikos Rarity Pets!
Common Centaur - Half-Human / Half-Horse (4 legs) Elaphotaur - Half-Human / Half-Deer (4 legs)
Uncommon Faun - Half-Human / Half-Deer(2 Legs) Female Harpies - Half-Human / Half-Bird (2 Legs) Merfolk - Half-Human / Half Fish (1 Fin) Satyr - Half-Human / Half-Goat (2 Legs) Naga - Half-Human / Half-Snake (1 Tail)
Rare Ouranotaur - Half-Human / Half-Horse (4 Legs + Wings) Cecaelia - Half-Human / Half-Octopus (8 Tentacles) Siren - Half-Human / Half-Bird (2 Legs + Wings) Onocentaur - Half-Human / Half-Donkey (4 Legs)
Very Rare - Breedings or Shop Giveaways Only Male Harpies - Half-Human / Half-Bird (2 Legs) Ailourtaur - Half-Human / Half-Feline (4 Legs) Kynikotaur - Half-Human / Half-Canine (4 Legs)
Ultra Rare - Breedings or Shop Giveaways Only Drakotaur - Half-Human / Half-Dragon (4 Legs +/- Wings) Grafikotaur - Half-Human / Half-Gryphon (4 Legs + Wings) Unitaur - Half-Human / Half-Unicorn (4 Legs)
Mythic - Breedings or Shop Giveaways Only Demi-Gods
Legendary - Breedings or Shop Giveaways Only Gods
Blessings & Curses Sometimes the spirits are meddling creatures and offspring might be blessed (or cursed) and come out a bit different! You could be given a standard common Centaur base who has a small pair of unique wings! Or perhaps an uncommon Naga who has a unicorn horn. Does this change their rarity?
No.
We will base rarity solely on the template used, no matter how it might be changed. Even if you change the foot type i.e. put paws on the trotting common centaur base, we will know what base was used. [Please note that's just an example -- at present changing feet is not allowed!] It is still a common breed, but with unique traits. You can't actually turn the base breed of a Mythikos pet into something else, no matter how they are edited.
There may be times when the spirits gift a breeding with rarer breed offspring or special extras. These can be considered blessings or curses. You might also find crossbreed traits -- but the base template will always dictate the rarity!
For example:
A standard centaur with only the usual edits (hair, clothing/items etc.) would be Common.
A standard centaur with a pair of wings, or pawed feet instead of hooves, would be Common with a Blessing/Curse
The shop is going to try to call them blessed/cursed traits, but we may also refer to them as mutations, unique edits, etc. It all means the same thing. These can be obtained with shop perks, giveaways, or events and are always up to the colorist discretion.
Additionally, these traits/unique edits will have limits!. There will be no anything-goes in Mythikos. Edits shouldn't overwhelm the original base and shouldn't make it unrecognizable. The base should still be the dominant species -- so if edits start turning it into something else entirely, it may be overly edited!
There will be offerings for unique art or customization, but generally speaking, the heavier edited things need to be earned. The shop has a right to deny requests for overly-edited pets!
Lastly, Blessing/Curses can include custom-made traits that are found naturally on the breed. For example, an Elaphotaur template usually has a set of templated horns. Should a colorist create custom-designed horns for the Elaphotaur, that would be considered a Blessing/Curse.
Hair, clothing, fetlocks, these things will not result in a Blessing/Curse.
Some templated items that are placed on to the pets that aren't standard to the base would also be considered a Blessing/Curse i.e. the large spirit wings.
Vampire Taurs (Vamptaurs) Any taur can become a Vampire or Vamptaur if the player wishes.
Historically, and what knowledge might be known, is that Vampiric Taurs have a Blood Curse brought upon them by an Ancient One.
Those that are cursed were either born with it, or cursed later on in life - players choice. The Curse is not brought on by being bitten by another vampire, though I'm sure there are plenty of rumors claiming such a thing. It is something that happens at the Ancient One's whim, and cannot be stopped or changed once it happens. OOCly, any pet you have can be or become a vampire if you wish it.
Vampire Taurs are not undead, however, many are known to be light sensitive and prefer the night. They gain no special abilities, or traits, and are simply a Taur that needs to drink blood to survive. Each vampire might have its own sensitives or preferences i.e. garlic doesn't do anything, or it could; holy magic might not deter them, or it could; etc. etc. It's up to the player on what type of vampire lore they want their Taur to follow.
The Blood Curse may have different effects based on player preferences. Some vampires might only need to drink blood time to time, while others must feed every night. Feel free to create different types of vampire herds with different cultures and weaknesses. The Blood Curse can effect any type of taur species and will be with them for life -- the only way to get rid of the Curse is to ascend to Godhood or be killed and re-incarnated.
Vampire Taurs often have some form of Blood Magic. However, some are born without. Vampire Taurs may have other types of magic as well.
Vampire Taurs can only create other Vampire Taurs through breedings. However, not every taur need be born a vampire if players don't wish it. Additionally, the NPC Ancients may create more as they see fit. (i.e. players and staff may create a vampire or re-custom a current pet into one to create new bloodlines)
Vampires can drink from other vampires but the vampire being fed upon must have recently fed! It is usually looked upon poorly though, as there is a higher risk for both vampires to starve to death or kill the other as both vampires need a good deal of blood to survive. It's usually considered an intimate thing, and vampires are encouraged to drink purely from those without the Curse.
Ultimately, we are giving players a lot of freedom with potential vampiric pets. Remember, they are not supernatural outside of a need to drink blood to survive. Any type of additional power you wish to give them will need to be obtained through RP and XP points like normal pets! It is a Blood Curse and has no cure so individuals cannot change their minds if they RP their character as a vampire!
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Posted: Sat Dec 25, 2021 3:39 pm
These write-ups here are generalities. Any species in Mythikos can be written however you prefer, provided you don't break any rules! Think of these as stereotypes, or what other groups might assume upon first meeting. Unless stated, any of these types can be good, evil, kind, cruel, with as simple or complex stories and personalities as you wish! For example, you could make a very clever, very serious Satyr who has no interest in partaking in any sort of revelry or merry-making. Or perhaps you have a naga who has no wish to eat meat or hunt! Common
Centaurs: Available Lineset: Delicate Centaur Femme & Masc || Beef Centaur Masc Available Lineset: Standard Leg Up Slow Trot Centaur Masc & Femme || Standard Leg Down Slow Trot Centaur Masc & Femme || Beef Slow Trot Centaur Masc & Femme Centaurs are the chief residents among the Chimereid Archipelago. They can be found on all the islands, but have he largest herds found on the main island. They are a social group with a focus on physical power. While they are well aware of magic, gods, and other divinity they can be suspicious of mortals who wield such trickiness.
They are natural hunters, and can be powerful allies. They are one of the most versatile species and can be found in every climate. Each herd as its own unique spin on governance, dominance, and hierarchy. Some welcome outsiders and visitors, while other herds might kill or drive out those who are unwelcome or don't belong.
They are omnivores, traditionally speaking, but some might be vegetarian while others might be strictly carnivorous. They traditionally hunt with a bow and arrow, club, spear, or sword--but are creative and often can make a weapon out of anything. Some prefer not to use weapons at all and instead rely on sheer brute strength alone. Even the weakest of centaur is a force to reckon with and a well timed kick can shatter bone and even kill.
They often settle disputes by brute strength and force of will. They have no wings, no horns, four non-cloven hooves, two arms, and hair manes and tails. They are purely a type of equine base, but can come with any type of colors, markings, or patterns.
They tend to follow the gods of nature and the natural world. i.e. God of Fire, God of Plants, Goddess of Night, etc.
Magic Abilities & Talents: None. They have no powers or magical abilities.
Physical Abilities & Talents: They are known for their stamina, strength, and overall ferocity and power. They have a high constitution and can be very hard to take down or keep down.
Elaphotaurs Available Lineset: Delicate Elaphotaur Masc & Femme || Standard Elaphotaur Masc & Femme || Beef Elaphotaur Masc
These individuals are found primarily in the woods. They are half man, half-deer, but with four legs instead of a Faun's two. Fauns and Elaphotaurs are completely different species, though they can be found in overlapping territory and tend to live peacefully together. Elaphotaur's live almost exclusively in the woods, and usually don't care to be out in the plains or other exposed terrain when they can help it. The foothills of mountains are also common for the Elapho. They are skilled hunters and gatherers, but are not as war-like or battle-driven as their Centaur cousins. Battle is often over territory with other herds, or over a mate--but they tend not to get involved in outsider affairs. They will defend their own but prefer not to engage when possible. They are likewise not particularly inclined with magic, but are known to be great gardners and servants of the forests. They are particularly keen with a bow and arrow.
They tend to follow the gods of nature and the natural world, especially those of the woods and forests i.e. God of the Forest, Goddess of the Hunt, Deer Spirits, etc.
Magical Abilities & Talents: None. They have no powers or magical abilities.
Physical Abilities & Talents: They are known to be fleetfooted with great agility. Additionally, their horns are known to be exceptionally strong. Additionally, most elaphotaur aren't known to lose their horns.
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Posted: Sun Aug 21, 2022 2:04 pm
Uncommon
Fauns Two legged half-man, half-deer. Talented, intelligent, knowledgeable, they are not to be confused with the Satyr. They are more elegant and tend to live strictly in woods and forests, and are quite peaceful. They are often allies with the local elaphotaur. Fauns are known to live in small, but tight-knit herds, and tend to be wary of strangers. It is also common for them to live alone, in a sort of burrow, or in a very small woodland village. They are a more gentle species, very rarely engage in war or battle, but are quite more aloof and suspicious of strangers. They much prefer to stick close to those they know and familiar territory.
They are particularly wary of local Satyr and Naga -- the former is too wild for their peaceful ways, while the latter
Magical Abilities & Talents: None. They have no powers or magical abilities. Physical Abilities & Talents: Fauns are often delicate and swift on foot. Some are known to grow two sets of small horns.
Satyr Two legged half-man, half-goat. They tend to be rugged, aggressive, roguish, impish, and are often ill-behaved -- especially compared to the gentle Fauns and Elaphotaurs of the world. Satyr are prone to throwing large parties which tend to be both coveted affairs by those who enjoy that kind of revelry, and nuisances to any neighbor wanting a quiet night in. That said, Satyr's are not to be trifled with, and can be quite hostile and aggressive to outsiders or those that spoil their fun. When it comes to brewing up drinks, concocting potions to make you feel good, and otherwise living a fast and wild life--a Satyr is the best friend you can find.
When they're friendly, they're very friendly indeed and are always up for a party. They do very well together at parties, but individually, the Satyr can get aggressive and territorial with one another. They are protective of what is theirs, or what they believe is theirs, and aren't afraid of fighting for it.
Magical Abilities & Talents: None. They have no powers or magical abilities. However, they seem to have a strong constitution in terms of handling any sort of brew, liquor, or alcohol. Enter drinking games with a Satyr at your own risk! Physical Abilities & Talents: Satyr are a hardy group. Like centaurs they're known for their strength and power. They often have a single set of horns which are quite hardy, indeed.
Harpies Two legged half-woman, half-bird. Harpies tend to live in a matriarchal society. Female harpies are the standard, though the very rare male harpies are known to exist. Harpies tend to live in social groups but are aggressive to outsiders, and are known to be dangerous. They compete with Centaurs and Naga for territory and won't hesitate to kill those who trespass. They can be found on any of the islands, but tend to prefer mountains and woodland regions, where they can better hide their nests and their males. Male harpies are usually less aggressive, and are incredibly rare--so can be a coveted commodity among the groups. [Harpy Breedings will almost exclusively throw females, though there will be a small chance for boys.] They have the ability to fly, as well as manipulate the air and wind. They can be keen on using enchanted items to better protect their homes, and to gain an advantage over other harpy flocks.
Magical Abilities & Talents: Harpies are blessed with weak wind magic of some variety, but only with practice will the basic wind magic grow stronger. Each harpy is granted 1 minor power (wind magic) that must be approved before being used. Furthermore, they can all naturally fly using wind magic -- this is a natural magic and requires no additional XP slot to use.
Physical Abilities & Talents: They can fly with the aid of wind magic, but they usually cannot fly well or for long bursts. It's why they often live in the hills and cliffs in familial nests, and tend not to travel far from their flock.
Naga Half-man, half-serpant, the Naga are a quiet and aloof species. They live in nests with other naga, and can be aggressive to outsiders when cornered or threatened, but mainly prefer to keep to themselves. Unlike the Harpies who will instigate a fight, the Naga prefer to only get involved when there is no other choice. Historically, they will put down those who are suffering, or those who are truly wicked--but this has given them a reputation of being more fearsome or dangerous than they deserve. Often solely carnivorous, Naga are known to be opportunists. They will hunt other species on Mythikos, and are often looked upon with mistrust. While Naga have great knowledge, most on the islands try to steer clear.
Magical Abilities & Talents: Naga are naturally immune to poison and toxins.
Physical Abilities & Talents: Naga are surprisingly swift and agile while on land or water. They can see in the dark, and their stealth is second to none. They all have toxin in their bite, but they can control whether or not it gets released.
Merfolk Half-man, half-fish, the merfolk live exclusively in the water! That said, it doesn't matter what sort of water they live in -- a mer could move from the ocean to a freshwater river, or might prefer to splash around in a brackish pool, or even some sort of acidic pond. They can live for a short amount of time on land (usually four hours or less), usually sunning on the sandy beach, or admiring the shore from ocean rocks. They will get sick and eventually die if they somehow get trapped on land, which is why they tend to usually live close to the water. They do need deeper waters to fully submerge themselves; getting stranded around tide-pools isn't enough to keep them alive, though it does extend the length of time they can survive outside of water.
Mer's are thought to be a sign of good luck and fortune, though those who live on land are told to be wary of their aquatic kin. Swimming too far from shore might result in being pulled under -- for what might be just a silly game for the mer could result in another losing their life. Some Mers are particularly fiendish, but others are known to be friendly, and have been known to help save those who run into trouble on the water. Like all on the isles, you'll run into a variety of personalities.
Magical Abilities & Talents: While Mers have an interest in magic, and revere water spirits, they have no natural magic.
Physical Abilities & Talents: Mers are fantastic swimmers, and can breathe both on land and under water. Some are known singers and mimics, and they're known to get on well with their rarer Siren kin.
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Posted: Sun Aug 21, 2022 2:05 pm
Rare
Ouranotaur A very rare type of centaur! They are born with two sets of feathered wings, and, in some cases, a horn (or horns) of some variety. While centaurs are common, the Ouranotaur's are quite rare indeed. As they all have the ability to fly, they are rare to find on the islands and seem to prefer life above the clouds. They are rumored to have hidden nests in the highest mountain peaks, and unlike their grounded kin, are more magically inclined. Those with a single horn from their forehead are gifted with an ability of minor telekinesis fetching abilities. Those with horns sprouting from their heads are gifted with the art of barrier magic. On rare occasions, if one is born with both, they split the difference and may dabble in both skills, but are not as strong as those with one or the other.
Magical Abilities & Talents: Ouranotaur's with a single horn jutting from their forehead have telekinesis fetching abilities [minor power - fetching]. Ouranotaur's with a pair of horns sprouting from their head are gifted with minor barrier magic [minor power - barrier] Ouranotaur's with both a single horn and a pair of horns will gain both, but will be substantially weaker than those with one set.
Physical Abilities & Talents: They have the gift of flight provided they are born with a set of feathered wings. They are physically weaker than other Centaur species and can be considered a more sickly constitution.
Cecaelia
Siren
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Posted: Sun Aug 21, 2022 2:09 pm
Very Rare Male Harpies Ailourtaur Kynikotaur
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Posted: Sun Aug 21, 2022 2:09 pm
Ultra Rare Drakotaur Grafikotaur Unitaur Angelostaur Diavolotaur
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Posted: Sun Aug 21, 2022 2:10 pm
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Posted: Sun Aug 21, 2022 5:54 pm
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