Alkara (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. History: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
Arboa
Arboa(ar - boe - uh) Description: Arboas are surprisingly adaptable, migratory aquatic animals capable of making their habitats in either fresh, brackish, or saltwater. They are consistently dark with vibrantly colored spots, have slippery and scaleless skin similar to the texture of a wet frog, and sport bodies shaped something like a massively overgrown tadpole. They also have bulbous eyes, two large tusks on either side of their mouths and a ream of thin, bone-like spikes that follow the ridge of their spine and shoot upward.
Despite their arguably grotesque and horror-story-esque appearance, arboas are fairly docile creatures as a whole. They do not attack unless provoked and in fact tend to shy away from unfamiliar disturbances in the water. Their most dangerous aspect to magescians is their toxic skin — touching it can send a body into shock, twitching with convulsions, thus making drowning the most common way to die from an arboa encounter. Immediately after their death, however, the toxicity of the poison coating on their skin diminishes significantly, causing many to hypothesize that much of its potency is magically enhanced and dependant on the creature’s life force.
An arboa’s diet consists of both plant and animal life, as well as a scattering of things most creatures would find it difficult or impossible to ingest, including some small pieces of rusting metal, oils and various generally toxic pollutants, and sewage.
History:Created by ‘The Only Black Uke’ Location: Soudul. The lakes therein and the coastline and oceanic areas bordering the continent. They exist in greater numbers along the northern coast where the water is cooler. Size: Medium. ~ 2 - 3 ft. long from nose to tip when laid end to end. Element: Water, darkness. Battle:Arboa Runt Lvl 13, LUK ≥ 4 | Arboa Lvl 22, LUK ≥ 13
Loot: N/A
Arvathi
Arvathi(are - vah - thee) Description: Venomous and vicious, arvathis are known primarily for the ‘hypnotic’ stare of their six eyes — three on each side of their head — and the hallucinogenic nature of their toxin. They are large, vibrantly colored, snake-like reptiles which hatch stripless but fully self-sufficient.
Unlike most venomous creatures, arvathis are not immune to their own poison. Instead, their toxin accumulates in ever-greater quantities as they age and their bodies build reservoirs just beneath their skin to store the excess and keep it from poisoning the main functional parts of their bodies. These areas are marked by a change in skin and scale color — the ‘stripes’ of brighter color along their bodies — and can be used to tell how old an arvathi is. The older they are, the more stripes they develop. When they run from head to tail, an arvathi is almost certainly on its deathbed, because at that stage the excess poison will begin seeping into the main portions of their body, eating at their organs and driving them out of their mind.
Arvathis are quick to attack, and frequently go on the aggressive without provocation. They tend to stray away from civilization and lurk in the dank, swampier areas of Soudul's untamed areas. Though they spend the majority of their time on land, they can swim and have been known to attack from the water or even in the water if caught off guard. History:Created by ‘The Only Black Uke’ Location: Soudul. Size: Medium. Element: Darkness. Battle:Young Arvathi Lvl 28, LUK ≥ 17 | Adult Arvathi Lvl 49, LUK ≥ 36 | Arvathi Murklord Lvl 69, LUK ≥ 56
Loot: N/A
Baowi
Baowi(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 Soudul. 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
Bognotti(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 Soudul. They prefer tunnels and caves. Element: Earth Battle: Level 10, LUK ≥ 3
Loot: N/A
Borgnah
Borgnah(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 Soudul 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.
Borlarn
Borlarn(bore-larn) Description: A nocturnal creature of sharp edges and teeth, the Borlarn is a predator to its core. It is a fearsome creature that is extremely aggressive and will sometimes attack with little to no provocation. Once the borlarn attacks, it often doesn't stop until it's victim is dead. A patient hunter, it can and will stalk a prey for hours before striking. Sleek and deadly, it strikes from the shadows silently, often the only warning it gives is the flash of light across its armored body as it pounces upon its prey. Covered in a hard yet flexible armor, armed with razor sharp teeth and claws, the borlarn is a deadly foe, and accounts for quite a few deaths of young apprentices out looking for dragons. It's howl is a piercing wail that it screams after killing its prey. The borlarn is a loner, seeking out others only to mate. The male does not stick around and help raise its young, but goes back to its original territory and bachelor life.
The borlarn can only be tamed by magic or as a cub. Even then it is vicious and only some what follows the commands of its master. As long as the master is deemed strong enough a borlarn is extremely loyal. However, as soon as it sees that it's master has become weak, they are likely to attack even the hand that feeds it. Size: Medium: its shoulder is equal to a magescian adult's waist. Location: The dark forests of Endeldarth. Element: Dark Battle: Level: 30, LUK ≥ 20
Loot: x2 Shattered borlarn hide.
Bouken
Bouken(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
Cah
Cah(kah) Description: Cah are massive, three-headed scorpion-like predators which have - unfortunately for many - adapted themselves to some very diverse climates on Magesc. Though there are of course some specific adaptations for those that make their homes in the more extreme climates, all cah share in that they have six, spiked and insectoid legs - three on each side of their massive bodies - an incredibly durable, armor like exoskeleton, three eyeless 'heads' with a ream of fine, viciously sharp teeth, two huge pincers at the front of their bodies and, perhaps most notably of all, a curved and barb tipped tail which they keep looming above them, poised and ready to strike. They 'see' by detecting vibrations with the ever-quivering, thin spines just above each of their legs where they connect to the body.
The cah that inhabit Eowyn loom in the rocky stacks and canyons of the Malro Desert. Those on Ayr similarly prefer looming in the caverns between sheer rock cliffs, and Aisko cah often inhabit deep, yawning caves as well as frequenting the areas around massive glaciers. A notably smaller sub-species of cah can sometimes be found lurking among the fungal trees and swamps of Soudul. These and these alone are only slightly larger than a grown magescian, but fight with the ferocity of something twice their size.
Cah typically hunt alone or with a single mate unless they are with a nest of recently hatched young.
History:Created by 'The Only Black Uke' Location: Eowyn, Ayr, Aisko, Soudul. Size: Huge. A couple sizes larger than an elephant. (Soudul cah: Large. Just a bit larger than a grown magescian.) Element: n/a Battle:Soudul Cah Lvl 68, LUK ≥ 58 | Eowyn Cah Lvl 85, LUK ≥ 75 | Ayr Cah Lvl 95, LUK ≥ 85 | Aisko Cah Lvl 105, LUK ≥ 95 Note: To go after the Soudul Cah, one needs at least LUK of 29 to join a group in attempting this fight. The Eowyn requires a minimum of 37; the Ayr, 42, and the Aisko 47 LUK.
Loot: Each type drops x1 Cah Shell Piece
Dalak
Dalak(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
Drouil
Drouil(dro-il) Description: A strange creature that lives near the poisonous lake of Koralifel. A hard shell surrounds it, protecting its soft body. A long neck, legs, and tail emerge from holes in its shell. The legs are thick stumps that can move surprisingly fast. It's long neck is capped by a small round head with an enormous beak. Its tail, however, is by far the strangest. Long and thin, its whip like structure is capped by a small stinger. The poison in the stinger numbs the area where stung, and if injected in enough dose, can paralyze a creature. Healers prize this poison because it can numb a wounded limb for short periods of time. Its coloring is surprisingly bright for its homeland; with a red and black shell and gray skin with a red belly. The eyes are usually gray to black and its beak is bright orange. This creature usually meanders about, only bursting into a fast run when chasing prey or enemies. Size: Medium Location: Lake Koralifel Battle: Level 30, LUK ≥ 23
Loot: x1 Poison Pouch - This item may be used in battle to numb an opponent and decrease their accuracy by 20 points for 3 rounds, but they gain 10 ENG each round because they can no longer feel as much pain or exhaustion.
Dunkel
Dunkel(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
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Magesc Captain
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Posted: Fri Feb 13, 2015 2:45 pm
✦ e to h ✦
Eechibo
Eechibo(ee - CHEE - boe) (Fun Fact: Eechibo, like fish, are referred to by the same word no matter whether one or many are being mentioned. One eechibo or a burrow full of eechibo, it's still eechibo, not eechibos.) Description: Though not particularly large, eechibo are on the larger side of Magesc's "small" animals with the approximate body shape of a rabbit overgrown into the size of a fairly large dog. A grown eechibo stands somewhere between a grown magescian's knee and waist when it is upright on its hind legs. They sport a mouse-like face with wide, pure-black eyes designed primarily for life underground and proportionally huge, almost elephantine furred ears which they rely on to hunt properly above ground in the light. Though they are generally brown or tan, a few white, grey, black, or spotted eechibo exist. All eechibo sport a sharp, spiraled "unicorn" like horn on the top of their head, a curled, exoskeleton-encrusted scorpion-esque tail, and countless long, retractable claws on their forepaws.
Most all of an eechibo's weapons are retractable or hidden at rest: they keep their scorpion-like tail curled in on itself in a spiral behind them with the poisonous tip tucked out of sight, their front claws retract and hide in their long, soft fur, and the claws on their hind legs similarly hide. They use the innocuous, "prey" like appearance that this exhibits to their advantage, keeping their actual prey off guard and saving them the effort of having to compete with fellow, territorial predators when they come around.
When the eechibo's unsuspecting prey comes within range, it gives a single, great spring-board bound from its hind legs, attempting to gore its target with its head-horn. The serrated spiral that curves up it is embedded with poison glands which release on impact, the toxin capable of causing muscle locks and temporary blindness. Upon a successful gore, the eechibo will then uncurl and whip its tail up, jabbing the toxic tip into any flesh it can find, injecting a second poison to numb and sedate its prey. Once the prey is incapacitated, if the body is too heavy for the eechibo to drag off to its burrow in one go, it will use its claws and teeth to shred and gnaw off sections of the body and drag the kill off in chunks, storing the shredded pieces in piles.
Eechibo generally prefer to let their meat “age” (i.e. rot) some before consuming it, and feed the softest, most rotten chunks to their hungry young. Eechibo, even when looking ‘cute’ from a distance, always reek of partially rotted flesh.
History: This creature was originally discovered by an unfortunate magescian who died of gore wounds and dismemberment, never to be seen again. It has since been documented from afar, though few scholars have risked close contact for anything more than surface research. Created by 'The Only Black Uke' Location: Eechibo dig holes or make their homes in narrow, earthy caves. Most are found on Ayr and Eowyn, though some of the darker breeds - deep grey and black fur - inhabit areas in Soudul as well. Size: Small to Medium (Think a rabbit to the size of a golden retriever.) Element: Earth. They live underground, thus making the earth’s soil their home, literally, and blend in amongst rocks and dirt. Battle: Lvl 15, LUK ≥ 7
Loot: The eechibo themselves have nothing of real value on them except for their soft pelts (which you may choose to skin if you would like, upon slaying one; note, however, that the littermates are not large enough to provide a pelt of any usable size). Eechibo burrows, on the other hand, are just large enough for some magescians to squeeze into (should they dare), and a daring character willing to brave the stink of a hundred corpses may well scrounge up something of impressive value from one…
Elkun
Elkun(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 Soudul. 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
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.
Garghon
Garghon(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
Giogimar (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?
Groda(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 Soudul. Size: Small- about the size of a house cat. Element: water/plant Battle: Level 15, LUK ≥ 5
Hastar(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.
The wild Hastars on Soudul tend to be grays, blacks, reds and blues. Their scales are usually a lighter color than their fur, and their eyes are almost always purple or red. Strangely enough, these Hastars have the gentlest disposition of all the Hastars. They can be counted on not to spook easily, to be quiet and careful and can be trusted with a child. They also eat more plants than meat. Location: Forests of Endeldarth on Soudul. Size: Large Element: Astral Battle: Level 18, LUK ≥ 12
Loot: N/A
Posted: Fri Feb 13, 2015 2:46 pm
✦ i to l ✦
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
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Posted: Fri Feb 13, 2015 2:47 pm
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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 tuff 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 tuff 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: Soudul - Forests of Endeldarth (Magbits found here are more intimidating than the others)
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 tuff x 1 Flocks, packs and clusters all drop: magbit pelt x 1
Notbjaovin
Notbjaovin(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: All over Soudul. Element: Dark Battle: Level 30, LUK ≥ 22
Loot: x3 Nocturnal Fur - An ingredient used in the production of alchemical and enchanting solutions.
Olboro
Olboro(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
Olrawk(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
Ond(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
Posted: Fri Feb 13, 2015 2:48 pm
✦ q to t ✦
Riistäjä
Riistäjä(ree-stah-jah) Description: The riistäjä is a lone predator that dwells along the banks of Koralifel. Bulky but with long legs, the riistäjä is a nocturnal hunter hunts in two ways: silently from the trees or silently from the grass. It prefers short chases, and can reach very high speeds over a short distance, but it does not do so well for long runs. A very good climber, the riistäjä is equally at home in the tress or on the ground. The riistäjä is usually a deep purple to black color with blue or green spikes running the length of its body down its spine. Its eyes are an eerily pale color, which glow when the moon light reflects off the eyes or after it has killed. Size: Medium Location: Near the Lake Koralifel. They can also be found near the Twilight's Pillar. Nocturnal, it will not venture out into the day unless driven from its home by something it cannot defeat. Element: Dark Battle: Level 20, LUK ≥15
Loot: x1 Nocturnal fur - An ingredient used in the production of alchemical and enchanting solutions. x2 Nocturnal spikes - This blueish green spike is a spike from the riistäjä's back, large and curved it is used in the production of alchemical and enchanting solutions.
Rivakka
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 Soudul, Ayr, and 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
Selala (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. Soldul has a few, though most of it's are of the moonlight variety, which thrive in small pockets there, and especially around lake Korafiel.
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.
Silx
Silx(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!
Svartrin
Svartrin (see-var- tree-in) Description: The svartin are aquatic mammals who swim in small groups called pods. Some times people confuse them for merkora, but they are not related at all! A svartrin has a long and narrow head with a sharp bony plate that covers the top of the skull and bone plates that cover its neck as well. The svartrin's face is all sharp angles, will long slim slits for eyes and a gaping maw edges with sharp teeth. It has a short neck that leads to a long slim body and a long flexible tail that is makes up half it's total length. It has three sets of limb like fins. The 'fins' are made up of three long spindly 'fingers' tipped with claws that have a thick membrane webbing between the 'fingers.' The tail ends in a dual fin that acts like a flipper. It is covered in scales much like a khehoras and have a short frill along their spine. A svartrin's color is usually a dark shade of blue or green with pale ice blue undersides and frills. Their eyes are pale gold orbs with no pupils.
Svartirns are meat eaters. They hunt anything that moves in the sea and are known to follow ships around waiting for someone to fall in. Sometimes they'll leap out of the water and onto the deck to grab a tasty looking morsel as well. The fishing ships of Soudul are always on the look out for them, for Svartrins also like tipping boats over if they can. They are quiet intelligent and know what will lead them to food. merkins must be careful of them, since they, and especially their young, are on the svartrin's menu.
Location: They dwell in the waters around Aisko mostly, but are often near Soudul these days. Size: Large (The size of a full grown khehora) Element: water Battle: Level 70, LUK ≥ 60 You must be in deep water. Note: To go after the svartrin, one needs at least LUK of 30 to join a group in attempting this fight.
Loot: x3 Sharp Tooth. These can, after being given a safe spot to hold, be used like a dagger. (Adds no real bonus though, just a neat looking dagger)
Triefen
Triefen(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 riefen 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.
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Posted: Fri Feb 13, 2015 2:50 pm
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Ukkobak
Ukkobak(oo - KOE - back) Description: Ukkobaks are large, vicious, serpentine monsters which dwell exclusively in the swamps and lake areas of Soudul. They are amphibious, capable of moving at least as fast in the water as on land, and completely carnivorous. While blind and eyeless, they hunt with a very specific, attuned gift given to them by their goddess: they ‘see’ only that which fears them. Should a hunter manage to perfectly tame their own fear, they could walk directly past an ukkobak entirely undetected. Mastering such a feat, however, is easier spoken of than accomplished in practice.
Ukkobaks have no physical venom, but legends of them whisper that simply stepping into their presence can physically drain at the souls of any non-oblivionites, sapping their strength and magic and consuming it to empower themselves. They fight primarily with their teeth and massive bodies. If their powerful jaws and razor fangs are not enough to bring a victim to their knees, they’re generally capable of crushing bones in their serpentine grip.
Ukkobaks come with scales in dark shades of blood red and bruised purple, a ridge of bladed spikes on the top, forward half of their bodies, deadly sharp fangs, an extensive, thick tongue that generally matches the coloration of their scales, and — as stated — have no eyes. History:Discovered by ‘The Only Black Uke’ Location: Soudul. Swamp regions, lakes, and rivers — essentially anywhere with a large fresh or brackish water source. They cannot live in pure seawater. Size: Large. A grown ukkoback is usually the length of at least four or five adult Magescians laid end to end and weighs easily enough to crush one beneath its weight. Element: Darkness. Battle: Lvl 86, LUK ≥ 72
Loot: N/A
Vispirii
VispiriPlural: Vispirii(Vih - spee - ree) Description: Vispirii are large, insectile hoarders. They sport six twiggy legs, two antennae, countless rows of sharp, narrow, spine-like teeth, an elongated abdomen with a vicious toxic spike at its end, and two to four sleek, translucent wings. Their armour-like exoskeletons are incredibly damage resistant and dotted with vibrant fluorescent spots which have been known to change color in seconds, sometimes even flickering. Magescian scholars believe this color change can signify a number of things — changes in temperature, a search for a mate, a vispiri sensing danger and calling for help, etc. — but most agree that they are used as a primary form of communication between a vispiri and its hive mates.
Vispirii are not magical. They are, however, highly toxic and violent, carnivorous predators which will not hesitate to attack anything in their path, often even if said thing is posing no perceivable threat. They also have an obscure taste for objects that catch the light — irregardless of value otherwise — and hoard many such objects in their expansive hives, resulting in huge troves of everything from worthless shavings of copper and misshapen weapons to precious jewels and ornate pendants and artifacts.
Vispiri hives are most often massive, cavernous tunnels physically drilled or burrowed into steep cliff sides or mountain expanses. History:Created by ‘The Only Black Uke’ Location: Vispirii prefer steep sloping cliffs, rocky mountains, and otherwise dry, airy places of high altitude. They primarily populate the mountainous regions of Eowyn and Ayr, but some varieties can also be found in Soudul. Size: Large. A grown vispiri is about the size of a grown magescian, though its role in the hive plays a large factor into its overall size. Queens are massive, the largest of which approaching large dragon size, while some of the smaller worker vispiri are only about the size of a large dog. Element: N/A Battle:Vispiri Scout Lvl 11, LUK ≥ 2 | Vispiri Worker Drone Lvl 15, LUK ≥ 6 | Vispiri Driller Lvl 21, LUK ≥ 11 | Vispiri Hunter Lvl 33, LUK ≥ 21 | Vispiri Soldier Lvl 45, LUK ≥ 31 | Vispiri Swarm Lvl 57, LUK ≥ 43 | Vispiri Queen Lvl 63, LUK ≥ 50 [Note: A Queen will never fight without at least two soldiers at her side, making her a very tough kill and quite near impossible to solo for most magescians.] Note: To go after the Vispiri Soldier, one needs at least LUK of 15 to join a group in attempting this fight. The Queen requires a minimum of 25 LUK.
Loot: Upon defeating a vispiri, roll one 100-sided die.
Vispiri Scout and Worker Drone:
• 1 - 25: You don’t manage to retrieve anything useful from this kill. • 26 - 70: Item grant: Small Poison Gland x 1- When the toxin is applied to a weapon, it adds a poison effect which lasts for 1 Hunt or Battle - if these are creature or dragon battles, the effect is +1 LUK. If they are player battles, the poison does a ticking effect: on a successful attack, a poison is applied to the opponent, doing 5 extra damage per turn for three turns (effect is re-applied on every successful attack but does not stack). • 71 - 95: Item grant: Small Poison Gland x 2 • 96 - 100: Item grant: Small Poison Gland x 4
Vispiri Driller and Hunter:
• 1 - 25: You don’t manage to retrieve anything useful from this kill. • 26 - 70: Item grant: Medium Poison Gland x 1 - When the toxin is applied to a weapon, it adds a poison effect which lasts for 1 Battle or Hunt - if these are creature or dragon battles, the effect is +3 LUK. If they are player battles, the poison does a ticking effect: on a successful attack, a poison is applied to the opponent, doing 10 extra damage per turn for two turns (effect is re-applied on every successful attack but does not stack).
Req player lvl ≥ 10 before it can be used. • 71 - 95: Item grant: Medium Poison Gland x 2 • 96 - 100: Item grant: Medium Poison Gland x 4
Vispiri Soldier:
• 1 - 25: You don’t manage to retrieve anything useful from this kill. • 26 - 70: Item grant: Oozing Poison Gland x 1 - When the toxin is applied to a weapon, it adds a poison effect which lasts for 1 Hunt or Battle - if these are creature or dragon battles, the effect is +5 LUK. If they are player battles, the poison does a ticking effect: on a successful attack, a poison is applied to the opponent, doing 20 extra damage per turn for two turns (effect is re-applied on every successful attack but does not stack).
Req player lvl ≥ 20 before it can be used. • 71 - 95: Item grant: Oozing Poison Gland x 2 • 96 - 100: Item grant: Oozing Poison Gland x 4
Vispiri Swarm:
• 1 - 70: Item grant: Oozing Poison Gland x 3 - When the toxin is applied to a weapon, it adds a poison effect which lasts for 1 Hunt or Battle - if these are creature or dragon battles, the effect is +5 LUK. If they are player battles, the poison does a ticking effect: on a successful attack, a poison is applied to the opponent, doing 20 extra damage per turn for two turns (effect is re-applied on every successful attack but does not stack). • 71 - 95: Item grant: Oozing Poison Gland x 6 • 96 - 100: Item grant: Oozing Poison Gland x 12
Vispiri Queen:
• 1 - 25: You don’t manage to retrieve anything useful from this kill. • 26 - 100: Item grant: Royal Venom When applied to a weapon, this venom permanently grants + 10 LUK to the wielder as well as granting a poison effect on hit which deals 30 extra damage per turn for two turns (effect is re-applied on every successful attack but does not stack). Once applied to one weapon, the venom cannot be transferred to another, but it does not ever wear off. Only one of these items can be owned by a single player at once.
Req player lvl ≥ 25 before it can be used.
Vlidean
Vlidean(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 them 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 Tribe 7-15: Level: 15 LUK≥ 6 Clan 16-22: Level: 23 LUK ≥ 12 Colony 23-30: Level: 28 LUK ≥ 20
Loot: Small group 2-6: 2 Sharp Claws for a win Tribe 7-15: 4 Sharp Claws for a win Clan 16-22: 8 Sharp Claws for a win Colony 23-30: 16 Sharp Claws for a win
Voraz
Voraz(v-or-azz) Description: The voraz is a semi-sentient plant. It's limited intelligence makes it dangerous, but since it is rooted in place, they can be easily avoided. With its 6 eyes closed, the voraz looks like a large beautiful flower hanging upside down. It's color is almost always a blue or purple, though rare red ones have been spotted. The voraz eats anything it can catch. It puts out a sweet scent that draws unwary animals and insects to it. Once within range, the voraz suddenly extends its flexible stem and bites down upon its prey. Voraz are found on Soudul and can grow like a parasite from a large tree limb, or from the roof of a cave or building. It has been known for voraz seeds to become stuck in the ceiling of a ruin or building. A voraz lives and dies where its seed first settles. If uprooted, this plant will die within a few hours. Air is not good for its roots. Size: Small/Medium Location: In the Forest of Endeldarth, abandoned mines and ruins on Soudul. Element: Plant/Dark Battle: Level 25, LUK ≥ 15
Loot: x1 Strange Eye - An ingredient used in the production of alchemical and enchanting solutions.
Posted: Fri Feb 13, 2015 2:51 pm
✦ y to z ✦
Yvazhi
Yvazhi(Yih - VAHZ - jee)
Description: The yvazhi are demonic, imp-like creatures. They are small — below the knee of most grown magescians — with bony, gaunt looking faces, black, angled eyes, long pointed ears, stubby pointed ‘feet’ (which look more like spikes than feet) and disproportionately large arms, much like some monkeys. They also sport a long, hairless tail with a straight barb at its tip, and bulbous, pebble-like protrusions all over their skin at random intervals.
They are genderless, asexual creatures that mysteriously multiply during the months of the blood moon due the rise in power of blood magic, though they can be seen all year round. Most of their offensive and defensive maneuvers are based in dark magic (for some, fire magic), and though they do not generally seek out battle, they frequently torment weary-looking travellers, and put up a sharp fight when attacked.
They speak in the ancient tongue of the oblivionites, but have adapted some minor speech of the more modern language.
Rumors tell that the yvazhi’s connection to death, darkness, and the realm of spirits allows it special foresight, and that the creatures will begin to laugh maniacally, in cackling whoops should they run across a person fated for an early death. History: The yvazhi have a number of ribald myths regarding their beginnings in this world. Some say that they are the mottled spawn of Soudana herself — deformed offspring that she cast away as failed experiments and left to die in the mortal plane, only to see them fester and multiply. Others even more crudely suggest that they were, in fact, born of a mortal oblivionite woman, too disfigured, weak and incapable to find a mate but desperate to bear children for the war effort: half-animal abominations, born of magic, creature, and woman.
A third, more likely story is that the yvazhi were spawned of mages — the result of accidental, dark magic, corrupting and distorting whatever it touched until it settled on this single, repeating form. Magescians as a whole, however, have yet to ascertain the truth of their beginnings, and any of the myths surrounding them are possible. Created by 'The Only Black Uke' Location: Primarily Soudul, although some were accidentally migrated from the dark continent over to Eowyn approximately half a century ago, and they have since multiplied on the far northern shore there off the middle land, gradually boosting their numbers and inching southward. Size: Small. Element: Dark/Fire. Yvazhi are born of demonic origins, fire, brimstone, and darkness. Battle:Yvazhi Impling: Lvl 12, LUK ≥ 5 | Yvazhi Trickster: Lvl 17, LUK ≥ 9 | Yvazhi Conjurer: Lvl 25, LUK ≥ 16
Loot: Upon defeating a yvazhi, roll one 100-sided die:
• 1 - 25: Plain Cloth x 1 • 26 - 50: Plain Cloth x 3 • 51 - 75: Plain Cloth x 5 • 76 - 90: Plain Cloth x 7 • 91 - 100: The creature is wearing nothing but a glimmering pendant that looks like it must have belonged to someone else before this grubby thing got its hands on it. [Item grant: Ornate Pendant: + 15 INT - a player can only benefit from owning one of these items at once; the bonus does not stack.]