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The Chronicles of Magesc

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A breedable/changing pet shop guild for role play. 

Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

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Magesc
Captain

PostPosted: Fri Feb 13, 2015 1:55 pm
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PostPosted: Fri Feb 13, 2015 1:58 pm
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Alkara
User ImageAlkara (plural: alkarai) (al - kah - rah; al - kah - righ)
Description: Alkarai are largely solitary, secluded creatures. The largest group likely to be found of them at any one time is a family — mated adults and a nest or set of hatchlings — and though these birds are found all over the world of Magesc, their coloring and even size varies greatly depending on their geographical location. Those dwelling in Soudul match the landscape, generally with dark purple or navy plumes, whereas those in Aisko sport glinting ice-blue to white plumage. Serenia sees the greatest variety of vibrant, middle-ground colors, and those on Ayr and Eowyn tend to be in deep to soft reds, browns, golds, and yellows.

Alkarai fight with the wind on their side — calling up great, fierce gusts with their wings and slinging biting and shoving gusts of air at their attackers, sometimes with parts of the landscape caught up in it. Most dwell at the tops of peaks, though some of the alkarai in Eowyn roam the open dunes of the great Malro Desert. Should any alkara feel its nest is threatened, they are capable of calling up dangerous dust, sand, or snow storms, which discourage most travelers from coming near them. Should you manage to snatch an egg without being slung off a mountain cliff to your death, however, one might possibly be raised tame to provide a fierce, loyal companion…

Legend states that when an alkara is slain in battle, despite their private nature other alkarai will sense the death of one of their own on the wind, and a soft, mournful cry of birdsong will fill the air, sometimes lasting in echoes for hours afterwards. This is the only time alkarai ever sing.
Created by: The Only Black Uke
Location: Can be found in Soudul, Eowyn, Serenia, Ayr, and Aisko.
Size: Eowyn, Soudul, Serenia: Medium. Aisko: Large. Ayr: Large - Huge.
Element: Wind.
Battle: Lvl 16, LUK ≥ 8

Loot: N/A


Alvhui
User ImageAlvhui (Al- vee- you- ee)

Description: They are similar in body shape to the yvazhi, with short, stocky bodies, long thin arms with dull, clawed hands, and small hind legs ending in a large talon-like claw. They are lightly covered with shimmering, iridescent scales, which make subtle patterns on their hide. Their thick, muscular tail is as long as their body and covered with fins and tipped with a stinger. Their impish head is ringed with fins, and also has large frilly ears. Their face has horns and neck ridges, and they have a visible nose. Their small mouth has many small, sharp, teeth, some of which are visible when closed – usually only their canines – they rarely appear snaggletoothed. Their eyes are large and luminously blue with no irises or pupils, and are ridged with a sort of pearly horn ridge.

They are agendered (magic of the Blue Moon helps them to magically recreate a small tadpole that becomes their child) and are often naked, with some slight jewelry on their person. However, alvhui that live in wells and farm canals will often wear clothing or some sort of protective gear, such as gloves or a headband.

Though they can survive out of water indefinitely, they are somewhat awkward on land, hopping on two legs or scampering around with their tail raised off the ground on all fours like a squirrel. In the water they are fairly agile: their limbs fold back and their whole body undulates much like an eel.

They are often found in wells and farm canals attached to houses that contain folk of kind heart, and will repay the 'favor' in kind for generations. They are helpful but mischievous and can be nasty if angered. If an alvhui lives near, it is recommended to never mistreat them, or to do anything they do not approve of, as their displeasure can be very unpleasant. Wild ones can be violent, though they prefer to run and hide. Alvhui prefer to not be seen. They can, however, be lured out with sweets.

Nobody knows when the alvhui first came about. Long ago, a farmer discovered that, if he left food, milk, and a bowl of water out overnight, they would be gone by morning and his barns looked like someone had cleaned and the wells contained crystal pure water. Ever since then, farmers and villagers in very old villages have learned of the alvhui and its strange tendency to clean the barns and purify the water.

But should one offend the Alvhui. If you do, instead of cleaning your barn, they may keep it flooded with water, or even flood your house with the filth they cleaned from your barn.

Alvhui speak a mixture of modern and old Orderite, but they either don't know of or don't talk about their origin. Legend has it that they are born of droplets of water in the light, and they certainly seem to multiply during the season of the Blue Moon.

History: The alvhui were created about the same time as the Orderites. They've just lived secretly and quietly in the waters of their sacred land and mostly minded their own business when not playing pranks. But they are of a kind and generousness frame of mind. So when someone does them a favor (where they know it or not) the alvhui repay them by cleansing the waters where said helper lives. Created by 'DraconicFeline'
Location: Serenia, primarily around wells, canals, or natural bodies of water.
Size: Small.
Element: Light/Water. Alvhui were created by Seren as an aside when she made her Orderites.
Battle: Alvhui Impling: Lvl 12, LUK ≥ 5 | Alvhui Trickster: Lvl 17, LUK ≥ 9 | Alvhui Illusionist: Lvl 25, LUK ≥ 16

Loot: Upon defeating an Alvhui, roll one 100-sided die.
      • 1 - 25: Pearly Scales x 1
      • 26 - 50: Pearly Scales x 3
      • 51 - 75: Pearly Scales x 5
      • 76 - 100: The creature is wearing nothing but a glimmering pendant that looks like it must have belonged to someone else previously. [Item grant: Ornate Pendant: + 15 INT - a player can only benefit from owning one of these items at once; the bonus does not stack.]


Babosa
User ImageBabosa (baa-bow-sa)
Description: A Babosa is a strange mix between slug and centipede. About the height of 2 adult magescians and 4 times as long, this monstrosity is covered in a flexible exoskeleton. Bright orange and yellow are its typical colors, the larger they are, the darker their coloration. It has a single eye in the middle of its head and sharp and thick horns as well. The babosa can move surprisingly fast for its huge size, though only over short distances. Always hungry, the babosa will eat anything moving, and sometimes non moving things too. These dangerous and mean creatures were considered a threat, so Aevah Avi placed a huge bounty upon each one that was brought in. Over the years, the numbers have dwindled and now they are a rare thing to see in Serenia.
Size: Large
Location: Deep in the untamed areas of Serenia.
Element: Earth/astral
Battle: Since they are rare, to be able to find one you must roll 1d100 and get a 85-100 to find it. If you find it, you may then roll to see if you win. If you can't find it, please choose another Serenia creature to fight instead! During the months of blood moon, the odds are 50-100 instead!
Level 50, LUK ≥ 40
Note: To go after the babosa, one needs at least LUK of 20 to join a group in attempting this fight.

Loot: x2 for a win :: Babosa Slime - An ingredient used in the production of alchemical and enchanting solutions.


Baowi
User ImageBaowi (bow [as in to bow before someone or the bow of a boat, not a bow tie] - ee)
Description: Baowis are large, bear-like omnivores which come in many shades, usually something akin to their environment, the most common of which being browns, greys, and golds. Like bears, they are generally heavily furred, rounded and dense in body structure, and are extremely protective of their young. Unlike bears, they travel in packs — something like wolves — and, also like wolves, they have a very rigid social hierarchy within their packs. An alpha male or female (usually female) leads the pack and takes primary responsibility for dictating their migration paths, where they hunt, and what territory any given pack defends.

Though they do not generally hunt magescians for food, a lone, angry, defensive, or frightened baowi will not hesitate in attempting to maul anyone it sees as a threat or target, and will happily eat magescian meat if that’s what’s available. Despite this predatory instinct, however, a large portion of their diet is made up of fruits, berries, and other vegan supplements. Although some baowis have been rumored to “shake the earth” or bend nature to their will, it is not documented by any reliable sources that baowis actually possess any magical properties.

History: Because baowis, like wolves, possess fierce, instinctive loyalty as part of their pack mentality, a cub kidnapped or rescued young can be trained and raised into a loving — and ferocious — companion that will fight to the death for its “family” or master. They are also large enough to be used as mounts, though only the bravest of warriors dare to attempt this due to their dangerous nature, and spotting one being used this way is a rare sight indeed.

It was because of their ability to be tamed, however, that a small troupe of trained cubs were brought over more than a century ago by an enterprising dovaa with special love for exotic animals. They were eventually forced to leave the plane, though, after a disaster caused the frightened baowi to rampage beyond their owner's control. Now there are no living baowis in the Celestial Plane.
Created by 'The Only Black Uke'
Location: Baowis prefer temperate to arctic climates primarily. Some also inhabit the forested portions of Serenia.
Size: Large. Larger than the average earthly bear but somewhat smaller than an elephant - a grown magescian's head generally comes close to level in height with a baowi's back when the baowi is on all fours.
Element: N/A
Battle: Baowi Cub Lvl 9, LUK ≥ 2 | Baowi Adolescent Lvl 18, LUK ≥ 7 | Baowi Adult Lvl 21, LUK ≥ 10 | Baowi Alpha Lvl 30, LUK ≥ 22

Loot: N/A


Bognotti
User ImageBognotti (bow-g-not-e)
Description: A large brownish spider about the size of a dinner plate.. or your head. Non poisonous, it relies upon it's surprisingly sticky and strong webs to catch prey. While its bite may not be poisonous, it it painful and can easily pierce most thick hides. Quite strong too, it has been known to bite and drag prey toward its webs where it then entangles the creature and can eat at its leisure. They prefer to live beneath the ground. Sometimes they take over nests from other burrowing animals, or they may dig their own. They are a pest in cities where there are many tunnels for them to hide and breed in, as well as many rodents for them to prey upon.
Size: Small
Location: Quite common on Sereina. They prefer tunnels and caves.
Element: Earth
Battle: Level 10, LUK ≥ 3

Loot: N/A


Borgnah
User ImageBorgnah (bow-arg-nah)
Description: A larger, meaner, nastier cousin of the bognotti, the boargnah lives mostly in the mountains and foothills of Eowyn and the valleys of Ayr. The size of a full gown magescian Adult, they hunt anything that moves, though they prefer khehoras to most animals. They live in tunnels that they dig and are the ultimate sneak attackers. Their webbing, while strong, is not very sticky, so they tend to make traps and strengthen their tunnel walls with tier webbing more than make webs. Fast and strong, the borg, as it is sometimes called, make excellent predators and khehoras living near the Terra Expanse or on Ayr have learned to fly most places and not get caught napping out in the open., for a napping khehora is a free meal to the Borg. The same goes for magescians, you to are considered a delicacy, so be wary when venturing into areas where they live.
Location: They also pop up on Serenia occasionally. Very rare though.
Size: Large
Element: Earth
Battle: Level 30, LUK ≥ 25

Loot: Brown Spikes - An ingredient used in the production of alchemical and enchanting solutions.


Bouken
User ImageBouken (boo-ken)
Description: These tiny creatures are found everywhere, but they differ from each continent, so they will have a short bio in each continent with the specifics to each place. Bouken fur color varies from place to place. Their fur is short and fuzzy. The size of an adult's curled fist, their tiny size makes them hard to catch and hold onto. The main prey of many predators they have a cautious outlook and tend to run at any sign of danger. With big ears and eyes, they can see and hear far more than a magescian. Their thin tails are useful only in helping them balance as they skitter around. They are equally at home on the ground or high up in a tree's boughs or on a cliff face. They prefer to nest in tree hollows or small rock caves. Children love to go out catching boukens and try to turn them into pets. boukens, however, are master escape artists and often run free after only a few days.
Size: Tiny
Location: Everywhere
Element: Astral
Battle: They do not fight but will flee upon seeing anything threatening. If you are calm and quiet, you may be able to approach and pet one.

Loot: N/A


Dalak
User ImageDalak (dah - lahk)
Description: Dalaks are stupid, noisy and usually smelly creatures with egregiously long tongues, webbed feet, and a birdlike bill/beak and body shape. Despite their birdlike bodies, however, they have no wings and, in fact, no arm structure whatsoever. They grab everything they need with either their quick, strong tongues or their feet and are quite capable of resituating their balance to one foot and gripping with the other if need be.

Dalaks make grating honking noises — something like a cross between an incredibly loud duck and a fog horn — when mating, frightened, searching for food, bored, angry, happy, lonely, or depressed. As such, one might assume most anyone would avoid them if at all possible. Instead, quite to the contrary, dalaks have in fact been domesticated in large numbers. While plenty still run wild, large dalak farms exist and one can only imagine the pleasure farmers take in finally shutting the creatures up when it comes time to send them off to the butcher. Their meat is especially popular on Eowyn, largely because wild dalaks originated in the Terra Expanse, but they are also raised in smaller numbers on Serenia and Soudul. For reasons unknown, dovaa never seemed to develop a taste for the bothersome creatures, and while the occasional farmer attempts to introduce their meat on the Celestial Plane, none have ever succeeded in getting the flavor to gain in popularity.
History: Created by ‘The Only Black Uke’
Location: Domesticated dalaks can be found in ranches across Eowyn, Serenia, and Soudul.
Size: Large. About the size of an ostrich — just a bit bigger.
Element: N/A
Battle: Domesticated Dalak Lvl 6, LUK ≥ 1

Loot: N/A


Dunkel
User ImageDunkel (done-ke-ll)
Description: Dunkels are about the size of two adult magescian heads. They have short and wide bodies with large wings and ears. Nocturnal, their eyesight is bad, and they 'see' by using echo location.

A dunkel is the foe of all farmers. These small flying mammals have a taste for blood, domesticated farm animal blood. They do eat bugs, some fruits, and tiny mammals, but they prefer to feast upon large mammals the most. These flying critters will latch on to an animals side and bite open a gash in the animals side. They then lap up their fill and leave the animal to bleed. Night after night they will keep coming back until they have been killed or driven off by the farmer. Their large ears make then able to hear things that magescians can't. So farmers will often buy a magic enhanced machine that was recently created in Ashen city for the specific purpose of driving off dunkels. It emits a piercing sound, so high that magescians and the farm animals can't hear it, but dunkels can.
Size: Small
Location: They live in caves all across Eowyn, Ayr, Serenia, and Soudul.
Element: Dark
Battle: Level 16, LUK ≥ 2

Loot: Dunkel Wing - An ingredient used in the production of alchemical and enchanting solutions.
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 1:59 pm
e to h


Elkun
User ImageElkun (ell-coon)
Description: Long ago a ysali dragon witnessed not only hunters killing its kind, but also killing many of the woodland creatures. It saw hunters attacking creatures not for meat which it could understand, but for the horns or claws or pelt... leaving the meat behind. Such waste and disrespect infuriated it and it cast a great spell, binding it not to himself, but to the land. The spell consumed the ysali's body and soul to create the elkun; a living creature made of tree and the blood of the fallen creatures. Every time a hunter kills a creature and leaves the body behind in a wooded area, the spell takes effect. The nearest tree starts to move and wrap the fallen bloody mess in it's roots. Over the next hour, the elkun's shape is formed from the tree's wood, leaving none of the remains nor tree behind. It then sets off to track down the hunter. They cannot leave the forests, and need only water and sunlight to live.
Location: Forests on Serenia.
Size: large: moose sized.
Element: Plant and blood
Battle: Level: 100, LUK 94

Loot: Elkun antlers (can be used in ingredients and in place of spikes for a helmet)


Erlkin
User Image
Erlkin (air - l - kin)
Description: These vibrant, territorial saltwater fish come in varying shades of bright oranges, reds, and yellows, sometimes with pinks and fuschias worked in. Because of their larger size, in order to get enough food without wiping out the population of smaller fish in the area, erlkin tend to hunt either solo or in small groups of two or three. Finding more than five travelling together is incredibly rare and generally only occurs when an even larger outside predator threatens a given territory, forcing them to band together. Often, however, these temporary ‘allegiances’ are short-lived, and after the outside predator is discouraged, the remaining competing erlkin with fight each other to the bloody death to determine who will dominate the given area.

Erlkin give live birth, but do not care for their young. Instead, the smallest of any given school of young — particularly any that appear deformed or otherwise disabled — are eaten. The rest flee into the open ocean to fend for themselves.

Erlkin react aggressively to swimmers — khehora and magescian alike — but do not bother ships (though a large and hungry erlkin may attempt to capsize a small boat). Erlkin do swim near the coastlines and, particularly if their feeding supply is diminished, may well seek out unwary swimmers or fisherman as a potential food source. They will also attack regardless of everything else if they feel their territory is being threatened.
History: Created by ‘The Only Black Uke’
Location: Erlkin are saltwater fish, and thus live only in the ocean. They tend to prefer warmer water, dwelling mainly in the areas nearest the equator (along the coasts on the east and west sides of Eowyn and out in the open water that follows). Also because of their preference for warmth, they tend to inhabit water nearer to the surface, delving deep only if food runs scarce and staying only as long as absolutely necessary. They may also be found along the shores of Soudul and Serenia in warmer months.
Size: Medium. Approximately equivalent in size and weight to a large dog, though they grow as long as they live (though very slowly), and thus some rare few who have managed to hang onto life for an especially long time can grow to sizes notably larger than this.
Element: Water
Battle: Erlkin Young Lvl 23, LUK ≥ 13 | Erlkin Lvl 37, LUK ≥ 27 | Erlkin Ancient Lvl 70, LUK ≥ 65 Note: Erlkin Ancients are rare and difficult to find. Should you wish to battle one, roll one 100-sided die. If you are in the open ocean, 80-100 will allow you to battle one. If you are attempting to look for one along the shore, you must roll a 95-100.

Loot: Erlkin Young
      • 1 - 70: You don’t manage to retrieve anything useful from this kill.
      • 71 - 100: Item grant: Small Erlkin Scale - Grants + 2 DEF.


Erlkin
      • 1 - 70: You don’t manage to retrieve anything useful from this kill.
      • 71 - 100: Item grant: Large Erlkin Scale - Grants + 5 DEF.


Erlkin Ancient
      • 1 - 25: You don’t manage to retrieve anything useful from this kill.
      • 26 - 100: Item grant: Ancient Scale - Apply to armor and grants + 8 to the stat of your choice - DEF, INT, or ATK.


Fekarat
User ImageFekarat (fe-ka-rat)
Description: A long slim feline, this critter is a tree dweller. Long and lean, it's claws and legs are designed for climbing and jumping, not running along the ground. It's about a meter long with a third of its length being the tail. A long thick prehensile tail aids the fekarat in its climbing. It's coat can be anywhere from a pale orange-ish brown to a deep brown depending upon where its environment is located. They eat everything from nuts, insects, to small rodents. Its coloring can be anywhere from silver to deep blue. They can swim if they have too, but only in the most extreme situations cause they dislike the water.
Size: Small / Medium
Location: The forested areas around Serenia's lakes.
Element: Earth
Battle: Level 5, LUK ≥ 1

Loot: x2 Sharp Claws - An ingredient used in the production of alchemical and enchanting solutions.


Garghon
User ImageGarghon (gar - gun)
Description: Garghons are large, reptilian herbivores with massive back legs, an extensive tail used for both balance and defense against predators, horns, and a strangely shaped bill for a mouth. The ‘mohawk’ of feathers that runs from the top of their head down the back spine of their neck to their shoulder blades comes in many bright colors that vary from beast to beast, and these are often sought out to add decorative flair to outfits fashioned by aspiring tailors.

Despite being herbivores, garghons have been known to have a very temperamental streak, and may well charge, and attempt to trample a target with little to no provocation if they happen to be in a sour mood at the time. At other times, however, they are entirely docile and may well ignore a passing traveler entirely so long as the person doesn’t appear to pose a threat. Travel near them with caution.

History: Created by ‘The Only Black Uke’
Location: Garghons prefer mountainous or forested areas, and as such can be found all throughout the Terra Expanse on Eowyn as well as the forests of both Soudul and Serenia.
Size: Medium. They stand about as tall as a grown Magescian.
Element: N/A
Battle: Level 24, LUK ≥ 13

Loot: Upon defeating one, roll one 100-sided die.
      • 1 - 25: Item grant: Garghon Feather x 1 - Used in tailoring patterns and enchanting.
      • 26 - 90: Item grant: Garghon feather x 3
      • 91 - 100: Item grant: Garghon feather x 10


Giogimar
User ImageGiogimar (Gig-E-Maar)
Description: Resembling a cross between a particularly stocky notbjaovin and a miniature dragon, the giogimar is an intelligent, arrogant, dragon-worshiping creature. It is very feline in appearance, with a narrow face, tiny nubby horns, powerful jaws, and triangular, mobile ears. Its fur is usually short and cropped, with a thick undercoat that helps to keep water out. They have two luminous gem-like eyes, and one actual gem in the middle of their forehead. Two stunted, barely-membraned, colorful wings sprout from their backs, they are incapable of flight. They have short tails for their size (about a fourth of their body length) and many have very short, nubby or bob tails – if it is long enough, there will be small, crocodilian-like, scale bumps among the fur. The toes on its forepaws are long, clawed, and flexible, and it can stand on its hind legs and manipulate objects with them, much like a raccoon. They are capable of making fairly intricate crafts.

Their coat comes in many colors, though they will have 'themes' or regional variations depending on where they were born, typically as a color cast to their fur: white for Aisko, Gold for Serenia, dark grey to black for Soldul, browns for the Terra Expanse and Kaiataisel, tan for the Malro desert, and silver for Ayr. Their patterning is highly varied, but favors a combination of stripes and spots that help them camouflage. When closed, their vestigial wings blend in with their body, but when open they reveal very bright colors and motifs. Their wings, along with their ears, whiskers, teeth, and whatever amount of tail they have, serve as emotional signalling.

Giogimar's are capable of mind magic; they can read the surface thoughts and emotions of those in close proximity, use their minds to shift small things, and sometimes send thoughts (very difficult to do), They use their mental magic and hand like paws as a bargaining chip to get close to what they consider demi-gods: the khehora. They are fast, intelligent, able to do small crafts (which khehora prize) and have a type of mental magic. They cannot get close to Dragons since they usually end up being eaten (with a few rare exceptions), but khehora's are much more reasonable.
The giogimar are not servants, but more of a companion; respectful of the fact that the khehora are almost Dragons, but still very independent, snarky, and very much a feline. They are often the crafters in a khehora village, so while they respect the khehora as demi-gods, the khehroa's respect them for their skills. A very mutually-beneficial pairing.

They are typically solitary and highly territorial, except when in heat, and will not tolerate the presence of another giogimar in the wild. However, they will tolerate the presence of other giogimar when one/more of them are working with a khehora, and will work things out (mostly) if they must live in close proximity... though jealousies are quite common! They also like to hoard stuff; some use it to bribe khehora or Dragons into letting them stay, others use it to craft, while a few just like to hoard things like their idols do!

They feel that orderites, oblivionites, most hybrids, the darvithri, and the ordons are too far beneath them to even consider approaching, and believe that the dovaa are abominations and perversions of their own connection to the dragons. They only offer their services if it gets them something (like passage across the ocean) but they do not linger long. They seek a khehora, not some stupid two legger. Bondeds are considered pathetic.. Why did a demi-god get bound to those weak magescians? They seek to kill them to set the Bonded free of the chains, let the demi god be free once more.
They speak dragon, and typically have a very purring and hoarse voice. Their personalities are generally equal parts aloof and arrogant.. though they can make great pranksters and be playful at times.

History: Created by DraconicFeline
Location: Giogimar prefer forested or craggy areas, but are found wandering throughout magesc in search of draconic/khehorian patrons (they can travel some short distances by swimming and are surprisingly agile in the water). But to cross the oceans, they sneak on board ships. Once they get older they tend to stick to a single area for life, leaving only if they have to (for food or competition reasons), unless they are attached to a dragon or a khehora.
Size: Small, near the bottom end of medium; about the size of a dog
Battle: Level 56 LUK 50

Loot: Drops: Roll a d100: What treasure did this giogimar have on it?
      • 1 - 25: x 2 Gold
      • 26- 50: x 2 Amber
      • 51- 75: x2 Pearls
      • 76- 100: x2 Amber


Groda
User ImageGroda (grow-da)
Description: A vivid green this fairly large (for a frog) sized frog has a long sticky tongue that can reach up to 1 meter (~3 feet) in length.
Unique in that it is both plant and amphibian, the groda has bright eye catching mushrooms growing off it's back, they have discovered that these mushrooms are highly toxic when consumed.

A groda lives always lives near murky waters that do not have a strong current in them. You can often hear their deep croaking at any time of day and they'll eat anything that resembles and insect.

They do not lay eggs, instead, upon their death, the mushrooms take root into the earth or stomach of who ever ate the groda and nourish the small egg held inside the mushroom cap. A baby groda is very small and can survive highly acidic environments (aka stomachs) long enough to escape from them(use your imagination!). It takes them a year to start developing the mushrooms upon their backs, by then they are almost at adult size.

Location: You can find them around murky non running waters (glades, ponds, swamps, etc) on Serenia.
Size: Small- about the size of a house cat.
Element: water/plant
Battle: Level 15, LUK ≥ 5

Loot: Toxic Groda Mushroom, useful as an ingredient.


Hastar
User ImageHastar (hau-st-are)
Description: The hastar are the beasts of burden and mode of travel in the world of Magesc. Strong and slightly intelligent, these majestic mammals eat mostly meat and fruits, though they will eat grass if there is nothing else.

These wild hastars are usually greens and golds, with some dark blues mixed in. They are also opposite the Soudul hastars in disposition; they tend to be meaner and harder to tame, though not as hard as the Aisko hastars. They tend to be the fastest healers and the strongest fighters, making them the most common battle mount since an adult can be tamed while Aisko's adults cannot.
Location: Throughout the forested areas of Serenia.
Size: Large
Element: Astral
Battle: Level 18, LUK ≥ 12

Loot: N/A
 
PostPosted: Fri Feb 13, 2015 2:00 pm
i to l


Ibi
User ImageIbi (ee - bee)
Description: See the Celestial Plane's Post for more information.

History: Abronaxus created ibis specifically for the Celestial Plane from the beginning, deeming that their playful and harmless nature added life and spirit to his safe haven for the Dovaa without posing any threat. Ibis have since become a frequently-tamed and domesticated creature on the Plane (though some do run wild and inhabit the Plane’s wooded areas), often being sold as pets to the Dovaa and very rarely as pets to the wealthy outside the Celestial Plane. Some have snuck out of the Plane and made it to Serenia where they have begun to thrive.

Created by ‘The Only Black Uke’
Location: Ibis prefer warm to temperate climates, generally populating anywhere with trees and a reliable water source. Most dwell in the Celestial Plane, their habitat of origin, but a large number have since managed to migrate out of the plane and into the forests of Serenia where they also live peaceably.
Size: Small. Somewhere between a large squirrel and a small chihuahua.
Element: N/A
Battle: Only the wild ibis in Serenia’s forests can be fought, and cornering them to attack them would be the most difficult part about fighting them, as they are not fierce creatures.
Feral Ibis: Lvl 7, LUK ≥ 2

Loot: N/A


Kengurha
User ImageKengurha (Ken - grr - rah)
Description: Kengurhas are largely peaceful, extremely skittish creatures with thick, unimaginably soft fur coats, long upright tufted ears and tails, and sizeable antlers that stick up like the prongs of a pitchfork from the sides of their head. They’re amazingly fast runners — able to bound near-impossible seeming distances and disappear without a trace when startled — and very rarely aggressive.

Despite this, kengurhas are frequently hunted for both their pelts and antlers, mostly for their rumored (though unfounded) magical properties. Likely thanks to the hoax of some silver-tongued gypsy trader or self-proclaimed witch doctor centuries back, the shavings of kengurha antlers have long been advertised as a key ingredient in aphrodisiacs and countless “love potions” over the years. Although none of these best-selling products have produced any documented effect, those who want desperately to believe in them do so and shell out the coin for them time and again, making kengurhas a prized target for the thrifty hunter looking to make some extra pocket money.

Kengurha furs also sell well, mostly for their reliable warmth, softness, and pristine colors.

History: Created by ‘The Only Black Uke’
Location: Most kengurhas live on Aisko, though a few less heavily furred ones have been known to take up residence on Serenia. They dig snug burrows deep underground, too narrow for most any predator to follow, and hide the entrance well.
Size: Small. Very large rabbit to small/medium dog sized.
Element: Ice.
Battle: Lvl 18, LUK ≥ 9Loot: Both types: Kengurha Pelt x 1

Loot: Kengurha Pelt x 1
Serenia Kengurha - Roll one 100-sided die:
      • 1 - 25: You don’t manage to retrieve anything useful from this kill.
      • 26 - 100: Item grant: Intact Kengurha Horn x 1 - Used in alchemy potions.



Leklan

Leklan (Lick lan)
Description: The size of an adult Magescian when they rear back on their hind legs, the Leklan is a huge ball of thick wool. They can walk on two or four legs and their fore legs have paws that can grasp things. They have a broad triangle skull with two long thin twisting horns sticking straight up. They have large empty eyes that show their frightening lack of intelligence. Stupid yet curious, the Leklan can and will wander off a cliff chasing clouds. They have been domesticated for many centuries and no wild Leklan exist today; a result of stupidity plus domestication.

Leklan are bred for their fur and thick juicy meat. They can be sheared twice a year, once in spring and once in summer. Their wool is the main staple of the clothing market.
Location: Everywhere! Their fur is thick enough to survive on Aisko and there is a special desert breed with thinner wool that is much more silky.
Size: Medium.
Battle: No wild ones exist! I don't think farmers would take kindly to you killing their livestock, but if you do: Level 10 LUK >1.

Loot: N/A
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 2:04 pm
m to p


Magbits
Magbits (mag-bit-s)
Description:
Magbits vary between Males and Females. Both are about the size of a medium sized dog, with long ears, rounded button nose, and rabbit body build..
Males have a really fluffy mane around their necks and bat-like ears. They also have a tuft of fur which usually covers their entire forehead or even eyes: this fur may spike or remain straight. Males also are rather aggressive little buggers, regardless of age or if their Mate is with the Bitters(young). Males also tend to gather in small groups of three-five, called Packs.

Females on the other hand are softer in appearance, with sleek features. No mane but they retain the tuft of fur between their ears which normally flops to one side or the other, this fur may wave or curl. Their ears are fox like and long. They tend to actually be better jumpers than their Male counterparts due to slightly longer hind feet. Females aren't aggressive, unless they have young....don't make them to defend their offspring. Females tend to gather in small groups of three-five to help each other raise their young, these are called Flocks. Young Bitters tend to be really small (palm size) but grow quickly, Mothers will nurse their young until a year old.

All magbits are omnivores; Males and Females have sharp fangs though the males are slightly sharper. The magbits fur is velvet soft and sought after for inner lining of capes. Magbits can grow out of their fur coats like sheep due, though they can trim themselves with their sharp teeth.. which causes them to hack up hairballs!

To attract their Mates, Male Magbits will often take on something bigger than them to impress the Females. Normally...this is amusing unless you are what they happen to be taking on. magbits mate for life and rarely take on another mate if their first has passed for some reason. Young magbits are called Bitters. Young Females are called Flickers, while Young Males are called sparkers. magbits are can utilize two elements, Fire for Females and Lighting for Males. As well as be able to channel the use of magic itself, hence their name. magbits.

Males and females living in small groups are called Clusters. They burrow underground to form intricate tunnels systems. Those with lairs near mgescian homesteads will actually reinforce the Homes, showing signs of limited intelligence. They aren't sentient, but can be trained to due many complicated tasks.

History: Created by SwordOfTheDarkOnes
Location: Serenia - Valley of Andrah, Forests of Aurinead, Kawyn Ruins
Size: Medium, the size of a large dog.
Element: Fire for females, lightning for males.
Battle:
All bitters are accompanied by a mother magbit! You must fight both!
Bitters Lvl 9, LUK ≥ 2 Mother Magbit Lvl 16, LUK ≥ 8 | Flocks Lvl 22, LUK ≥ 15 | Packs Lvl 25, LUK ≥ 18 | Clusters Lvl 29, LUK ≥ 20

Loot:
Bitters drop: tiny tooth x1
Mother magbits drop: magbit fur tuft x 1
Flocks, packs and clusters all drop: magbit pelt x 1


Notbjaovin
User ImageNotbjaovin (not-bee-jah-vin)
Description: This beast is odd looking: with long legs and a thick upper body, it looks like it could run forever. It's small but thick neck leads to a pointed face with large triangular ears; gives it a feral feline look. It's coat is a deep gray with littler gray spots. It's forward facing eyes are red and reflect the pale light of the moon. It has extraordinarily strong jaws, perfect for breaking bones. It is nocturnal and a lone predator.
Size: Medium
Location: Rare on Serenia.
Element: Dark
Battle: Level 30, LUK ≥ 22

Loot: x3 Nocturnal Fur - An ingredient used in the production of alchemical and enchanting solutions.


Olboro
User ImageOlboro (ole - bore - oh)
Description: Olboros are small, squirrel-like creatures with massive tails, elephantine ears, elongated snouts, stubby legs, and a tufted ridge of fur along the top of their head that looks something like a mohawk. They are generally shy but curious little hoarders who fill their burrows with a wide smattering of things that they collect over the course of their lifetime; they seem to have a special preference for beads, buttons, and scraps of colored cloth or thread. They are herbivorous with a strong taste for nuts and berries, usually live in mated pairs and have been known to use their tails as a defense mechanism either to: a.) puff it up and make themselves look larger or b.) curl up and hide completely beneath it in an attempt to disappear into the scenery.

Their tails are strong enough to easily support their own body weight, and olboros often prop themselves up on their tails alone to get a better scouting of an area when on the ground, particularly when seeking out mates or food. Olboros were originally natives of the greener areas buried deep within the mountains of the Terra Expanse. They have since multiplied, however, and migrated enough so that they can be found in most forested areas with a consistent water source, including the forests of Soudul and Serenia, as well as the Celestial Plane.

History: Abronaxus allowed these creatures into the Celestial Plane, deeming them safe and gentle enough to add atmosphere to the location without endangering his dovaa. Created by ‘The Only Black Uke’
Location: The Terra Expanse, Soudul, Serenia, and the Celestial Plane.
Size: Small. About the size of a squirrel.
Element: N/A
Battle: Lvl 9, LUK ≥ 2

Loot: N/A


Olrawk
User ImageOlrawk (ol - rock)
Description: Olrawks possess the feathered, oval bodies, rounded heads and wide, staring, luminescent eyes of an owl, the leathery, pronged wings of a bat, and a strange, almost fin-like tail similar to a stingray. Like owls, olrawks are nocturnal, build nests, and live in trees; they are also known to make a similar low, mournful hooting sound that is only slightly lower pitched and more raspy than earthly owls.

Unlike owls, olrawks are also capable of song, but on one very precise condition: they sing only for oblivionites. orderite legends state that this is a blessing, and olrawks are in fact a creation of Seren herself, designed as a warning to orderite soldiers. The saying goes: “When the olrawk sings, beware — enemies are near.” Other, more oblivionite-friendly legends suggest, however, that olrawks simply feel pity and mercy for the soulless ones, and sing as a gift to enhance their brief, limited lives. An olrawk's song is enchanting, and has frequently stopped even the most bitter-hearted of travelers in their tracks simply to listen.

History: Created by ‘The Only Black Uke’
Location: Olrawks can be found virtually anywhere with trees. They populate the forested areas in the mountains of Serenia.
Size: Small. Just a bit bigger than your average barn owl.
Element: Wind, darkness.
Battle: Lvl 15, LUK ≥ 6

Loot: N/A


Ond
User ImageOnd (ah-n-d)
Description: Ond is a beetle like creature. It has the same colorful look as many beetles; purples, greens, yellows, and reds all shining from a black body. Though ond do not have to be black, they generally are. But these guys or girls, are special. Magic is everywhere, and these guys feed off of loose or extra magic floating around. They collect in large numbers most often when celebrations happen.

Their tricks? Well anyone who isn't in a celebrating like mood; they will play a trick on. They do have magic, but not much. And its only used to play games. On valentines day; the most favored trick is to create an illusion of someone doting love on you. X-mas? You have all heard of the ghosts of x-mas past right? Halloween is their most loved holiday. You might be talking to one of these, not your neighbor. They appear to be able to manipulate the light and form illusions centered about their bodies.

They're perfectly harmless creatures only out for some fun; the less in a holiday mood you are, the more likely they're going to show up. Better get festive grump's!
History: Created by Mei Silja, first appeared during the 2013 Valentines event.
Size: Tiny usually, but they may create an illusion of something much bigger than themselves.
Location: Festivals on any continent or plane, including the Celestial plane. These pranksters show up at any large gathering of people for fun and party!
Element: Astral
Battle: These creatures do not fight but trick you and run away mocking you.

Loot: N/A


Oralrik
User ImageOralrik (or-al-rik)
Description: This amphibious creature is a bulky and long scaled animal. An overlarge mouth with a long sticky tongue is used to catch smaller prey, it's needle sharp teeth and long finned claws are used for bigger prey. The face of this critter is flat and round, with only slits for a nose and not visible ears; its gills are located on a small thick neck. Its large bulbous eyes have 3 lids, one for on land, one for under water and one for blinking. A thick and powerful finned tail is often used to attack as well as swim. The oralrik is at home under the water and on land. Though it hibernates during winter to avoid the cold. It prefers flesh to feed on, but will settle for plants if hungry. When spring arrives, the oralriks are famished after their hibernation and will attack anything they can find. The same is true for autumn, they tend to eat more to last the long winter. Tastes like a combination of lobster and fish when fried, which is why many restaurants prize this meat.
Size: Medium
Location: The forested areas around the healing lakes of Serenia.
Element: Water
Battle: Level 20, LUK ≥ 15

Loot: x5 for a win | x1 for a loss :: Pearly Scales - An ingredient used in the production of alchemical and enchanting solutions.


Pesnicks
User ImagePesnicks (pea-sh-nick)
Description: A small feathered bird with a long lizard like tail and small forearms instead of wings, the pesnicks are small and fast. They need to be since their bright colors call attention to them. The darker purple variety are males while the blues are females. They have small nests hidden partially underground about the roots of shrubs and bushes in the grasslands. The speckles on their beaks and tail lead many to believe that they were poisonous as most bright colors indicate. But that turned out to be false; pesnicks are as harmless as they come.. though they do and will gouge peck people with their exceedingly sharp beaks.

The pesnick live in small family groups and take turns gathering food, watching the eggs, guarding nests and such. The Females are slightly larger than the males, though they are more docile. They are tasty animals and several farmers on Sodoul have been trying to transport them over and start a farm, but so far they haven't survived the trip over seas.
Location: the golden plains of Serenia.
Size: Small, about the size of a kiwi bird
Battle: Lvl 9, LUK ≥ 2

Loot: Pesnicks head feathers
 
PostPosted: Fri Feb 13, 2015 2:06 pm
q to t


Rivakka
User Image Rivakka (Rih - vah - kah)
Description: Rivakkas are reptilian, spiny lizard-esque creatures with an affinity for swamps, low lying grasslands, and riverbanks. Though they are not aquatic, they do like to get their scales wet frequently — and then bask in the sun until they’re dry, rinse and repeat. Rivakkas are lazy omnivores which live primarily off a diet of small fish and whatever edible plant life they can nose up from the mud in their preferred habitat. Although they can swim (and quite quickly, at that), they generally prefer not to put out the extra effort unless it’s to protect their young or flee from a predator.

Rivakkas come mostly in numerous shades of deep to vibrant greens and blues, give birth to live young, and care for said young much like mammals until the offspring have grown to mating age, at which point they leave the nest (literally) and make homes for themselves. Despite their inherent preference to remain sedentary as often as possible, young rivakkas in particular can be intensely curious and wander without distinction into the camps and other settlements of nearby magescians.

On these occasions, they generally prefer to travel in at night (to avoid the noise and bustle of daytime activity) and though they do not act violently without prompting, they are rampant fruit and game thieves. Much like raccoons or foraging bears, a curious rivakka will shamelessly steal off into the night with anything that smells appetizing that it can get its nose into.

History: Created by 'The Only Black Uke'
Location: The swampy, low-lying, or otherwise water-accessible areas of Serenia.
Size: Small. (About the size of a large raccoon or medium-sized dog.)
Element: Water/plant
Battle: Rivakka Youngling Lvl 6, LUK ≥ 1 | Rivakka Adolescent Lvl 12, LUK ≥ 3 | Rivakka Adult Lvl 16, LUK ≥ 7 | Rivakka Adult with young to defend Lvl 18, LUK ≥ 9

Loot: Upon defeating a rivakka, roll one 100-sided die.

Rivakka Youngling:
      • 1 - 80: You don’t manage to retrieve anything useful from this kill.
      • 81 - 100: Item grant: Rivakka Scale x 1 - Alchemy and enchanting ingredient.


Rivakka Adolescent:
      • 1 - 25: You don’t manage to retrieve anything useful from this kill.
      • 26 - 95: Item grant: Rivakka Scale x 3
      • 96 - 100: Item grant: Rivakka Scale x 6


Rivakka Matriarch or Patriarch


Selala
User ImageSelala (see-lah-lah)
Description: Selala are tiny insectoid creatures that feed off of light. There are three varieties, but they all share the same form: a flat, shining, scale-like teardrop-shaped body with a single 'eye' on each side, resembling a black hole. Along its sides it has a set of three small pale dragonfly wings that gleam and shimmer in the light letting off small rainbows. They float, much like plankton, in columns, flipping through the air like a piece of paper and soaking up the light. They can absorb light from reflections as well as directly, and their columns congregate where they can get said light. However, the groups dissipate and the columns move, so there are theories that their clusters have as much to do with wind, weather patterns, and magical convergence points as well as light.

When not feeding, their behavior is unknown. From studies of captive ones, they enter an inactive state, and like to cover themselves with things such as leaves. Wild behavior is mostly unknown, though with the mage’s researching them they are starting to unravel some of the secrets.
They are eaten by insectivores and, occasionally, by magescians, though their bodies and wings are more valuable as enchanting and potion ingredients.

Sun Selala: about the size of a person's palm. They have a golden sheen to them and red tints to their wings. They feed off of sunlight.

Moon selala: about half the size of sun selala. They are nocturnal and silvery colored with blue tints to their wings. They feed off of moonlight.

Artificial selala are the largest and newest variety. Created by a mage for his daughter who loved shiny objects, he changed the magic within so that it could feed off of any light source: including magical and non-natural. They are about the size of a fingernail, with a brownish/burnished sheen, and they feed in groups on artificially produced light, either by torch, flame, or magic. They are also the longest lived of their kind: the magic used to change them made them larger and longer lived, though it decreased their fertility so that they can only reproduce twice in their 10 year long life time.

History: Created by DraconicFeline
Location: Everywhere: if there is light, they are there. Serenia, of course, has a high concentration of them.

Size: Tiny
Element: Light and Astral
Battle: Lvl 5, LUK ≥ 1

Loot: x 1 Shimmering Shell


Sheron

Sheron (she-ron)
Description: Huge blocks of meat on four legs, sherons are slow and heavy. With almost no neck and short stubby legs, they resemble a wall of moving muscle. There is a short tail with a long shock of hair that is used to keep off insects. They move very slowly except when charging or fleeing in terror. Despite their dangerous appearance, Sheron are actually quite docile and scare easily.

They live exclusively in farms on soudul and Serenia, having been hunted out completely in the wild by khehoras and dragons. Any farm with a sheron needs to be on the look out for dragons and khehoras, as their meat is one of the tastiest! Sherons are breed as livestock, and the female's have large udders that are the main source of milk for magescians, though some people use hastar or leklan milk instead.
Location: On ranches/farms on Serenia and Soudul.
Size: Large
Battle: No wild ones exist! I don't think farmers would take kindly to you killing their livestock, but if you do : Level 10 LUK >1.

Loot: N/A


Silx
User ImageSilx (silk-s)
Description: This is a long thin rodent. Looks like a large smoke colored weasel, except it has small patches of scales on its face and appendages. It also has the heart of a magpie...
Size: Small
Locations: Serenia, Soudol, areas of Eowyn (usually where people are and oasis), and Ayr (in the deeper canyons away from the wind).
Element: Astral
Battle: Level 5, LUK ≥ 1'=

Loot: No items are gained from beating this creature, though you might want to search for a nest! Since they tend to collect shiny objects, there might be something worth your time there!


Triefen
User ImageTriefen (try-ef-in)
Description: An aquatic reptile, the triefen has no legs or hands, but instead has a finned tail and in place of its arms are wing like fins. Its thick skin is covered in tiny scales that are harder than they look and vary in color depending on where the triefen lives. The blue and purple triefen live in the costal waters around Soudul and the brighter red, orange, and pink triefen live around Serenia.

The triefen cruise around the coastal oceans eating crustaceans and small fish while it lives its solitary life. When summer hits around Eowyn, something in the waters summons all the triefen to it for breeding. Each year they migrate to lay their eggs along the beaches at the foot of the Terra Expanse where is hits the ocean before heading back to their homes. A triefen will travel this distance five times in its life before it comes to Eowyn to die.

The triefen can and do leap out of the waters to catch birds that fly to close to the waters edge as they migrate. This is the only time it will eat birds, something about the digested feathers improves the color change of their scales for mating displays.

Many have tried to capture and raise a triefen, but they do not survive in captivity for more than a week. They need to be immersed in ocean water and its strong currents that push oxygen into its gills allowing it to breathe correctly. It can stand a few hours out of waters but then it will flee back to the water. While they can not keep them alive in captivity with out intensive care and complex large pools, the triefen are considered delicacies and many fisherman make a living selling triefen to restaurants and cafes.
Size: Medium
Location: Along coastal waters of Serenia and Soudul.
Element: Water
Battle: They will only attack you if you are in the water. Level 20, LUK ≥ 10

Loot: x2 Pearly Scales - An ingredient used in the production of alchemical and enchanting solutions.
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 2:08 pm
u to x


Uruu
User ImageUruu (oo - roo)
Description: Uruus are small, exceedingly hairy herbivores. Almost as dangerous in combat as butterflies or cotton candy, an uruu’s primary defense mechanism when threatened is to puff up, appearing almost to “explode” into something nearly four times its previous size. This is all for show, however, and if their intimidation tactics do not seem effective, they will immediately curl up and attempt to roll to safety. If they are cornered without a visible escape route and fluffing up does not work to scare off a predator, an uruu may resort to latching on to and ‘gnawing’ on their attacker. Since they are toothless, with mouths designed only for softening and chewing up the softest of plant life, this is not a particularly effective attack maneuver, but at least they are enthusiastic about it.

Despite their mammalian appearance, uruus would — on Earth — be classified as flightless birds. Underneath their extensive fluffy exterior, tiny wings and tail feathers lurk, completely out of sight the majority of the time. When soaking wet, the true shape of an uruu is made visible, along with said wings and feathers, but uruus despise being wet and avoid it at all costs. Should you manage to tame one, good luck giving it a bath.

Because of their simple, cost-effective diet and docile nature, many uruus are born and raised on farms for meat — much like chickens — and used in many common dishes.
History: Due to their harmless nature and value as a food source, Abronaxus allowed a healthy population of uruu to dwell in the Celestial Plane. Created by ‘The Only Black Uke’
Location: The Celestial Plane, Serenia, and some of the greener portions in the mountains at the heart of the Terra Expanse.
Size: Small. Approximately the size of a chicken. When in a “puffed out” or defensive state, they may appear significantly larger than this, but their actual bodies are not particularly large.
Element: N/A
Battle: Wild Uruu Lvl 6, LUK ≥ 1

Loot: N/A


Vlidean
User ImageVlidean (v-lee-dee-in)
Description: These feathered mammals are about waist high on a full grown magescian man, but have an attitude about them that makes them seem so much larger. Arrogant and loud, the vlidean are nuisances in the Ashen city where they nest on the tops of the tall buildings. Common on Serenia, Ayr, and the Terra Expanse on Eowyn, these feathered beasts are vicious and will attack anything or anyone they want; dragons included. Their arrogance extends to their coloration as well; not content to be bland and camouflaged, they often have very bright and obnoxious color combos that make them stick out like a sore thumb. The brighter and more eye-watering, the better. And to go along with their bright colors and proud demeanor, they've got loud and noisy calls to match.

Their claws and sharp beak enable them to defend themselves against many intruders, that and the fact that they come in packs. If you kill or hurt one, the damaged vlidean's clan will harry you until you flee or die. They are magpies at heart and love to dive down and snatch shiny objects; especially if its from the head of a magescian and they can get a scream out of it. People have tried to tame the since they have the potential to being very good messengers and guardians, but taming them often involves the lose of fingers and then the tamed ones will run away if they catch the scent of a wild female or male in heat.

Location: Ayr, Soudul, and Serenia
Size: Medium
Element: Air
Battle: There will always be a minimum of 2 vlideans and can go up to 30 if you run into a colony of them.
Small group 2-6: Level: 10 LUK ≥ 3 Gain 2x sharp claws for a win
Tribe 7-15: Level: 15 LUK≥ 6 Gain 4x sharp claws for a win
Clan 16-22: Level: 23 LUK ≥ 12 Gain 8x sharp claws for a win
Colony 23-30: Level: 28 LUK ≥ 20 Gain 16x sharp claws for a win

Loot:
Small group 2-6: Gain 2x sharp claws for a win
Tribe 7-15: Gain 4x sharp claws for a win
Clan 16-22: Gain 8x sharp claws for a win
Colony 23-30: Gain 16x sharp claws for a win
 
PostPosted: Fri Feb 13, 2015 2:10 pm
y to z
 

Magesc
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Magesc
Captain

PostPosted: Fri Feb 13, 2015 2:10 pm
reserved
 
PostPosted: Fri Feb 13, 2015 2:11 pm
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Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 2:23 pm
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PostPosted: Fri Feb 13, 2015 2:24 pm
reserved
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 2:26 pm
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PostPosted: Fri Feb 13, 2015 2:28 pm
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Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 2:37 pm
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