Abral(A - brul) Description: Abrals are massive, illusive creatures which stick to high altitudes and minimally-populated regions. They come in shades ranging from white-silver in the colder environments to soft blues and teals. They have feline bodies equipped with four legs and clawed paws capable of ripping into prey, as well as an impressive wingspan built to carry their great weight and the head of a bird with a short but sharp beak. From the back, they have dual 'tails' which are much like that of a cat's save for the great eyed 'feather' at the tip. These 'eyes' are sometimes used to intimidate other predators or other on-comers of various sorts so as to give the impression that they can see at all angles, though the feathered eye is purely decoration.
They are migratory, like birds, live in packs (or prides), like wolves (or lions), and tend to make their nests high in the peaks of mountains or rocky precipices. They give live birth and defend their young to the death. Built with the strength to carry off large prey in addition to their own weight, they would be capable of carrying a magescian - or even two - if tamed, though such a feat would be impressive indeed.
History:Created by The Only Black Uke
Location: Terra Expanse in winter. Size: Huge. Think smallish side of average dragon. Can carry off a hastar in its talons no problem. Element: n/a Battle: Level 100, LUK ≥ 95
Loot:Abral
• 1 - 99: You don’t manage to retrieve anything useful from this kill. • 100: Item grant: Abral - Should you manage to roll a 100 while fighting this creature, you may choose to treat it as though you have captured and tamed it. Doing so would prevent you from gaining experience for a 'kill' but gain you the creature. If you do not wish to take this option, treat it as a normal win.
Alkara
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 25, LUK ≥ 15
Loot: N/A
Argaroo
Argaroo(ar - guh - roo) Description: These medium to large creatures (most full-grown argaroo are about the size of a grown magescian) have long, fairly thin necks reminiscent to flamingos in our world — they have long beaks that curve down at the tip similar to, but shorter proportionally than, tucan beaks. Though fairly bird-like in appearance, their wings are mostly for show as their wide-bottomed bodies and large, lizard-like tail make them too heavy to fly anything more than short distances.
Males tend to be extremely colorful, much like peacocks in our world, and are similarly vain. Though not generally aggressive, the argaroo male will violently defend his feathers if he notices you touching one - even if it is a long-since shed feather. The reason being, argaroo males keep a growing collection of their shed scales and feathers as they grow, protecting it like a dragon protects its hoard, because when they become of mating age, this glossy, colorful collection of shiny protective scales and soft, downy feathers will serve as his ‘dowry’ of sorts when trying to find a mate. He will present his collection to her as an offering, and if she accepts, it will make up the bulk of their first nest.
History: Because these creatures are fairly common, especially in the rockier juts of land in Eowyn, whoever originally ‘discovered’ this creature has long since passed on and never made it into any history books. The argaroo have, however, long been hunted for their precious feathers and scales, the more common of which providing many simple and useful — if not particularly powerful — remedies or magical aids, while some very rare feathers are rumored to have incredible power. Created by 'The Only Black Uke' Location: Argaroo live in warm, dry climates and prefer rocky surfaces or the lower areas of mountainous regions. Most dwell in Eowyn proper, though a slightly plumper and more feather-heavy subspecies of them also inhabit the windy peaks of Ayr. Size: Medium Element: Earth Battle:Young Argaroo: Level 10, LUK ≥ 2 | Adolescent Argaroo: Level 20, LUK ≥ 7 | Adult Argaroo: Level 28, LUK ≥ 14 (When Battleing on Ayr, use the Special stats. Provided below in Ayr's post)
Loot: Upon defeating an argaroo (other than a young argaroo) in battle, roll one, 100-sided die: Young Argaroo: No loot table.
Adolescent Argaroo:
• 1 - 25: You don’t manage to retrieve anything useful from this kill. • 26 - 60: Item grant: Red Argaroo Feather: Upon use, adds + 5 damage to any magical or physical offensive move. (3 charges) • 61 - 85: Item grant: Green Argaroo Feather: Upon use, heals 10LP. Useable once per battle. (3 charges) • 86 - 100: Item grant: Yellow Argaroo Feather: + 10 to any dragon or creature die roll. (3 charges)
Adult Argaroo:
• 1 - 25: You don’t manage to retrieve anything useful from this kill. • 26 - 50: Item grant: Red Argaroo Feather: Upon use, adds + 5 damage to any magical or physical offensive move. (3 charges) • 51 - 75: Item grant: Green Argaroo Feather: Upon use, heals 10LP. Useable once per battle. (3 charges) • 76 - 85: Item grant: Yellow Argaroo Feather: + 10 to any dragon or creature die roll. (3 charges) • 86 - 94: Item grant: Blue Argaroo Feather: Upon use, heals 30LP. Useable once per battle. (3 charges) • 95 - 99: Item grant: Indigo Argaroo Feather: Upon use, restores one fallen party member (oneself included) to full health. Useable once per battle. (5 charges) • 100: Item grant: Violet Argaroo Feather: + 5 to ONE stat of your choice(including LUK).
Arrical
Arrical(are-ik-all) Description: The arrical is a large animal, 10 feet tall when it stands on its hind legs, it's heavy and muscled build makes it a dangerous foe. Covered in a thick fur coat with scaled patches showing through on its face and feet, the arrical also has three short but thick horns protruding from its fore head. The arrical has a silver, white, or gray coat and its scales are usually blue or purple. Its eyes are an angry red and embedded above each eye is a shiny silver stone: a moon stone.
The arrical dwells along mountain tops and only descends into the valleys when it can't get enough food. They eat almost anything, though prefer meat and fruit. During the long winter it hibernates and wakes up only if it smells food nearby. The arrical is normal a shy animal, keeping to itself and not causing in trouble; but if threatened or angered, it lets loose an earth shattering roar and charges. An angry arrical is a lethal whirlwind of fur and claws, stopping at nothing to kill the enemy in front of it. An arrical will not retreat, you must flee and hope you can out run it, or you must kill it. But be careful, if a body, or piece of a recently killed arrical is bathed in moon light, its wounds are healed and it lives again. Size: Large Location: In the Terra Expanse on Eowyn. Element: Earth Battle: Level 70, LUK ≥ 65 Note: To go after the Arrical, one needs at least LUK of 32 to join a group in attempting this fight.
Loot: x2 Moonstones - An item used in the smithing and engineering professions.
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, grays, 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. They populate a large region of Eowyn, mostly in the Terra Expanse up into the heart of the rocky peaks, with a few down along the northern side of the mountains where it meets the ocean. Some also inhabit the forested portions of Serenia and Soudul, though most are of the icy white variants that thrive in the frigid expanse of Aisko. 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
Beral
Beral(bee-rall) Description: This large insect is mean and territorial. They are about the size of an adults head this wasp-like creature has one of the deadliest poisons. With 4 long and narrow wings beating quickly, it zips about quite speedily. Its angry orange and vivid teal markings stand out brightly against any back ground. It relies mostly on speed and poison to keep enemies at bay. It has two small pincers about its mouth that it uses to cut up the foliage that it eats. It's long narrow abdomen ends in a cruel stinger. They live alone or with a mate and lay many eggs, of which only a few survive to adulthood as most birds dine upon the young berals since their poison only gets developed right before adulthood. Size: Small Location: In the Terra Expanse on Eowyn and near the volcano as well. Element: Plant (Poison) Battle: Level 40, LUK ≥ 33 Note: To go after the Beral, one needs at least LUK of 16 to join a group in attempting this fight.
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 is 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, Ayr, Soudul, and Eowyn. 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 too are considered a delicacy, so be wary when venturing into areas where they live. Location: Ary and near the Terra Expanse on Eowyn. They also pop up on Sodul and 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
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: Wild dalaks live almost exclusively in the Terra Expanse. 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 | Wild Dalak Lvl 23, LUK ≥ 12
Loot: N/A
Darvithri
Darvithri(dar - VEE - three) Description: Often simply called the "Darv", the darvithri are a tribe about which very little is known. They dwell primarily in the rocky cliffs and peaks of Ayr, though some are rumored to have been spotted deep in the mountains of the Terra Expanse also. How they wound up in two such remote locations is unknown, but they appear to have at least some system of customs and social interaction much like magescians and khehoras though, undoubtedly, not so advanced.
They look like enlarged humanoid rabbits with long, hairless ears a snout and buck teeth but a largely man-like body, arms and legs. They sport two-pronged toes and a long, flexible tail with a single tuft of hair at the end and typically adorn themselves in minimalist tribal garb with vicious, crude weapons. Though they seem to speak some form of language all their own, contact with them has been minimal enough that no one has yet to officially decipher it, and as a whole the race is brutally violent, reacting to magescians and khehoras alike with all the ferocity of any other roaming wild beasts.
A good number of darvithri have been seen making use of firani magic, but none of the other elements.
History:Created by 'The Only Black Uke' Location: Ayr, Terra Expanse on Eowyn Size: Medium. About the size of a seven to ten year old Magescian child. Element: Fire Battle:Darvithri Apprentice Lvl 25, LUK ≥ 14 | Darvithri Bladespinner Lvl 40, LUK ≥ 28 | Darvithri Firedancer Lvl 49, LUK ≥ 37 Note: To go after the Darvithri Firedancer, one needs at least LUK of 24 to join a group in attempting this fight.
Loot: Upon defeating one in battle, roll one 100-sided die:
Darvithri Apprentice and Bladespinner
• 1 - 25: Plain Cloth x 1 • 26 - 50: Plain Cloth x 3 • 51 - 75: Plain Cloth x 5 • 76 - 99: Plain Cloth x 7 • 100: Plain Cloth x 15
Darvithri Firedancer
• 1 - 25: Plain Cloth x 2 • 26 - 50: Plain Cloth x 4 • 51 - 75: Plain Cloth x 6 • 76 - 99: Plain Cloth x 10 • 100: Plain Cloth x 20
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 them 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 4:09 pm
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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:Eechibo Littermate: Lvl 5, LUK ≥ 1 | Eowyn Eechibo: 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 litter-mates 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…
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. 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.
Feuereches
Feuereches(fah-ew-ur-ee-chess) Description: The feuereches is an odd creature; a long snake with large ears and wings, it spends the majority of its time in the air, only coming down to land to nest or hunt. Its nests are always on the summit of the volcano on Eowyn, and every year in the fall there is a great migration from Ayr and all over Eowyn to the fire mountain to breed and lay eggs. It's colors are bright, usually red, oranges, and golds. Its long body and tail are strong, even though it looks frail. Its large ears enable it to hear the small sounds even when high in the air, coupled with sharp eyesight the feuereches is a superb hunter.
To hunt, it usually swoops down and throws itself at its prey, biting and wrapping its body around the animal as it beats its wings to fly off even though it is wrapped around the creature. A feuereches can carry twice its weight in food, so it has no problem picking up its main prey, boukens and silx. It normally only eats these, but it will eat an ond or flowquette if it can catch them. Its bite is poisonous, but not deadly. It causes the infected to get dizzy and feel hot and as if their veins are on fire, but it is not potent enough to kill. So while it may cause a small child to feel hot and feverish, they aren't in any danger. Location: Eowyn and Ayr Size: Small Element: Fire Battle: Level 16, LUK ≥ 8
Loot: x3 for win | x1 for loss :: Fire Feather - They glow continuously, spitting off false sparks that glitter as they fall. Can be used to illuminate dark areas or as an ingredient in the production of alchemical and enchanting solutions.
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: Roll a d100: What treasure did this Giogimar have on it?
Hastar(hau-st-are) Description: The wild desert hastars are different than their mountain cousins on Eowyn. The dune hastars tend to be colored with light browns, oranges and golds, while the mountain hastars are dark browns and greens and tend to be bigger and bulkier than other hastars. Both types however do not like strangers and will attack if pressed. The dune hastars have the greatest stamina of the hastar types, plus they have more scales and less fur than their counterparts. Size: Large Location: Throughout the dunes and planes of Eowyn. Element: Astral Battle:Lone Stallion: Level 24, LUK ≥ 12. Herd: Level 28, LUK ≥ 18 A herd is anywhere from five to 20 Hastars.
Loot: N/A
Posted: Fri Feb 13, 2015 4:12 pm
✦ i to l ✦
Ittrit
Ittrit(it - rit) Description: Ittrits are large, bloodsucking swarm insects. Their wings are comparatively small relative to their bodies, and thus, though they can fly perfectly well and do often, they spend at least as much time on the ground like spiders or ants. They use their wings most often for ‘hunting’ trips where they swarm en-masse and crowd cover a live body to feed on. Like mosquitoes, they live off of the nutrients in blood, but instead of one long sucker, each and every one of their six legs is capable of piercing flesh and drawing in liquid. They essentially latch onto their target with all six legs, and suck as a swarm, often until the targeted ‘prey’ either faints from exhaustion or dies of blood loss. When travelling in large enough swarms, a pack of ittrits can drain a body dry, and even leave whole herds of bloodless corpses in their wake, something like vampire locusts. History:Created by ‘The Only Black Uke’ Location: Ittrit dwell in dry climates. They can be found all over Eowyn and Ayr. Size: Small. About the size of a Magescian’s head. Element: N/A Battle:Ittrit Lvl 19, LUK ≥ 7 | Ittrit Swarm Lvl 32, LUK ≥ 25
Loot: N/A
Kargoth
Kargoth(car - guth) Description: Kargoths are mammoth-like creatures with elephantine trunks and tusks, three horns on the head, large, thin ears used primarily for shedding excess body heat, and long hair at the tip of their thick tail and four legs which act (in the case of the tail) as a method to sweep away unwelcome pests (mostly insects and small birds) and (in the case of the feet) to give some extra protection from the blistering sands and sun of their natural habitat.
Kargoths in the wild are migrating herd animals, much like horses, cattle, buffalo or elephants, and stampede when provoked or frightened. They are herbivores, their digestive systems incapable of properly digesting meat even in starvation situations, and their diet is composed of anything that dares grow in the desert - from fruits and nuts (rare treats) to shrubbery and even parts of small trees. They can even get sustenance out of bark, their bodies trained not to waste a single shred of potential nutritional value, and most of the time they conserve energy with very slow travel and spend substantial portions of the day (usually at the sun’s peak) sleeping. As such, they can survive on surprisingly little food and water compared to their size.
Natives to the Malro desert’s harsh environment have utilized the kargoth's as transports for huge loads and caravans. Though kargoths are generally too large and impractical - not to mention slow - to be used as single-person mounts, their largely docile nature (when trained) and massive strength make them prime candidates for carting around loads too heavy for much else. Domestic kargoths, born and raised in captivity with the sole purpose of being used later as transport mechanisms, usually run slightly smaller in size than those that run wild and tend to be far calmer and less likely to startle. History:Created by ‘The Only Black Uke’ Location: Eowyn. Kargoths have adapted themselves to the dry air, heat, rock, and sand of Eowyn’s great desert and barren expanses. Their bodies are designed to live there and they do not survive well anywhere else. Size: Huge. Kargoths are approximately the size of a woolly mammoth, though domestic ones are slightly smaller. Element: N/A Battle: Only wild kargoths may be fought, and it will be rare to find one meandering off on its own unless it is sick, wounded, or an over-curious youngling. Kargoth Youngling Lvl 22, LUK ≥ 12 | Wounded Kargoth Lvl 32, LUK ≥ 21 | Adult Kargoth Lvl 55, LUK ≥ 44
Loot: N/A
Kugel
Kugel(k-oo-gel) Description: The kugel is a tough critter, strong but slow. It meanders about the Terra Expanse and the surrounding desert during the heat of the day. It's thick padded feet protect it from the hot sands and it's tail, tipped with a ball made of solid bone, beats off many predators. An omnivore, it eats mostly small lizards, cacti and small desert shrubs while in the desert but in the mountain, it will eat trees, berries, grass, shrubs, small mammals!
The kugel has a slow pace normally, but when it runs, it can match a hastar for short distances! It can also turn quickly even while charging. If it weren't for its tendency to eat all the plants in sight, more farmers would use the kugel as beasts of burden. They tend to eat farmer's crops and are more trouble than their worth. Merchants also don't use wild kugels since they would probably eat up all the profits. Only those raised in captivity from birth are any good as beasts of burden. The wild kugels who have been tamed tend to ignore their new masters commands when they see tasty plants in from of them, and they will follow wherever their stomach leads. Though nowadays there is a small breeding farm on Eowyn where they raise kugels in captivity and sell them as beasts of burdens, these are gentler and easier to control. Though if one is threatened the kugel will defend itself!
In the wild, kugels travel in small herds of 3 to 6 members. Their calls are deep and rumbling, rather like soft thunder and it echos through the Terra Expanse most days at dawn and dusk. They sleep during the nights, as the chill makes them slow and vulnerable. When sand storms hit or when sleeping, the kugel will curl up into a ball; it resembles a large boulder when it does so. Size:Large: think rhino sized. Location: Wild ones that you can fight are on Eowyn, tamed ones can be found with caravans on other continents. Element: Earth Battle: Level 20, LUK ≥ 15
Loot: N/A
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
Lirkrept
Lirkrept(lur-crept) Description: A small draconic like bat, this scaled critter is an annoyance. Their shrill hissing voices sound like someone scratching a chalk board. Their scales are usually brown to pale orange with swirling grayish makings. They have no arms, just a clawed wing that can be used to handle only the most basic of tasks. Be careful of their bite, it is poisonous! This poison is not useful except in battle. Similar to a ysali's poison, it hurts and drains the target of energy. They nest among tall rocks... or walls and statues if they have made their nest in a town or city. Size: Small Location: Eowyn, though some have been transferred to the Celestial Plane. Element: Plant (Poison) Battle: level 10, LUK ≥ 5
Loot: x1 Poison Tooth - A small sharp tooth, it can be thrown at an enemy or stabbed into the enemy to cause the poison to begin circulating. May be used on a successful attack in battle. Deals 10 poison damage for 4 rounds and the target loses 5 ENG. If the target is a Ysali Dovaa or Khehora this has no effect.
Lyru
Lyru(lee - roo) Description: Lyru are modest sized, meaty birds with a healthy stock of feathers. A large portion of lyrus are domesticated and raised with clipped wings, flightless, for meat later on. This domesticated variety can be found on farms all over Magesc, as well as in the Celestial Plane.
Wild lyru habitually nest in large flocks in mountainous regions, usually with many nests clustered densely in a given area, all their eggs laid and watched over carefully at around the same time. This allows the otherwise fairly unimposing animals to pose more of a threat to potential predators. In these cases, all the lyrus in any given nesting zone will defend any and all nests that are put in danger as if it were their own. While one lyru may not look particularly dangerous, an entire flock is more often than not enough to discourage most potential egg thieves.
Lyrus typically come in shades of blue, green, and brown with long, pointed beaks and extensive tail feathers that trail behind them like a train. Their bodies are shaped much like earthly pheasants, and males sport delicate, decorative horns around their eyes which start out as a pale tan or white color as adolescents and darken to deep blues or black when they come of mating age. A lyru’s thick, downy ‘neck ruff’ helps it to retain heat even in the chilly expanses of the ice country, but they live amidst the peaks of most all mountain ranges on Magesc. History: Domesticated lyrus can be found in the Celestial Plane where they are raised on farms, but otherwise they do not live there naturally. Created by ‘The Only Black Uke’ Location: Wild lyrus can be found in Terra Expanse on Eowyn as well as on Ayr and Aisko. Size: Small. About the size of a pheasant. Element: N/A Battle:Domesticated Lyru Lvl 9, LUK ≥ 1 | Wild Lyru Lvl 15, LUK ≥ 5 | Lyru Flock Lvl 33, LUK ≥ 23
Loot: N/A
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Posted: Fri Feb 13, 2015 4:12 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 do, 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 being 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 magescian homesteads will actually reinforce the homes, showing signs of limited intelligence. They aren't sentient, but can be trained to do many complicated tasks.
History: Created by SwordOfTheDarkOnes Location: Malro Desert, and rarely in the Terra Expanse 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
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 the Terra Expanse on Eowyn, as well as the forests of both Soudul and Serenia. A rarer few have also been seen nesting on the tallest peaks on Ayr. 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 grumps! 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
Ordon
Ordon(ore - don) Description: Ordons are essentially tribal, humanoid reptilian lizard warriors. They hunt in groups across the Malro Desert and through the climbing peaks of Ayr, terrorizing unwary travelers and looting the spoils as they see fit. If they have a language, it is unrecognizable to magescians as their primary sounds come out in the form of hisses, snarls, and garbled screeches. They walk on two legs and fight with primal weapons, dressing themselves in a way that suggests they have a culture of their own, but whatever it is, they want nothing to do with outsiders from other races. When they clash over territory with the darvithri, the bloodshed is usually massive, sometimes virtually wiping out both opposing tribes before it ends.
Ordons have a very open ended palette and have been known to eat magescian and khehora meat when they can get it alongside whatever other creatures might cross their path. They are not picky, and will attack nearly anything that moves unprovoked. Many ordons have been seen making use of gaili magic with - on rare occasions - at least as much skill as a practiced gaili dovaa or khehora. They do not seem capable of tapping into any of the other elements, however.
History:Created by 'The Only Black Uke' Location: Malro Desert on Eowyn, Ayr. Size: Medium. About the size of an adult Magescian. Element: Earth. Battle:Ordon Apprentice Lvl 35, LUK ≥ 24 | Ordon Spearmaster Lvl 50, LUK ≥ 38 | Ordon Earthshaker Lvl 59, LUK ≥ 47 Note: To go after the Ordon Spearmaster, one needs at least LUK of 19 to join a group in attempting this fight. The Earthshaker, a LUK of 23.
Loot: Upon defeating one in battle, roll one 100-sided die:
Ordon Apprentice and Spearmaster
• 1 - 25: Plain Cloth x 2 • 26 - 50: Plain Cloth x 4 • 51 - 75: Plain Cloth x 6 • 76 - 99: Plain Cloth x 10 • 100: Plain Cloth x 20
Ordon Earthshaker
• 1 - 25: Plain Cloth x 3 • 26 - 50: Plain Cloth x 6 • 51 - 75: Plain Cloth x 9 • 76 - 99: Plain Cloth x 15 • 100: Plain Cloth x 30
Posted: Fri Feb 13, 2015 4:25 pm
✦ q to t ✦
Rhamidon
Rhamidon(rah - mih - don) Description: Rhamidons are voracious and bloodthirsty desert carnivores which generally hunt either alone or in small packs, loners tending to be the largest and most vicious. Their favorite catch is an unwary kargoth, alone and unprotected by their herd, but rhamidons do occasionally work in large groups to intentionally provoke kargoth herds with the intent of preying on those that get left behind in a stampede. In addition to kargoths, a rhamidon will hunt and consume any meat source ill-fated enough to wander within range of their sense of smell. They are a frequent terror on merchants trying to transport goods through the heart of the Malro Desert.
A rhamidon’s body is incredibly efficient when it comes to retaining liquids, and they get most of their ‘water’ source from the blood and moisture in the meat they consume, though they do need to drink properly on occasion. They have one prominent nasal horn near the front of their snout, a tri-pronged “triceratops”-esque formation of horns nearer to the back of their head, sharp teeth, claws, an armor-plated belly and thick hide of rough scales as well as a long, lizard-like tail ridged with spikes along its top and a bladed ‘fin’ in the back which is reasonably thin and flat but sharp along its edges and used as an attack mechanism. History:Created by ‘The Only Black Uke’ Location: Eowyn, concentrated almost exclusively in the Malro Desert. Size: Huge. Just a bit smaller than an elephant. Element: N/A Battle:Rhamidon Youngling Lvl 35, LUK ≥ 24 | Rhamidon Lvl 55, LUK ≥ 44 | Rhamidon Loner Lvl 87, LUK ≥ 73
Loot: N/A
Selala
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. Eowyn has quite a few as well, though they like to be near water so the ones in the desert tend to be within a few miles of an oasis. Size: Tiny Element: Light and Astral Battle: Lvl 5, LUK ≥ 1
Loot: x 1 Shimmering Shell
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!
Magesc Captain
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Posted: Fri Feb 13, 2015 4:25 pm
✦ u to x ✦
Urshund
Urshund(ur - shund) Description: Nearly blind, subterranean carnivores, urshunds are something like super sized centipedes with teeth — and lots of them. They sport six ‘eyes’ — three on each side of their head — only the largest two capable of any real sight. The smaller four exist solely to help urshunds discern light from dark, and the larger two provide them with blurry images that focus most on the general shape of the world around them rather than specific details.
Urshunds prefer the dry, earthy climates of Ayr and Eowyn where they spend the vast majority of their time deep underground, digging their own tunnels with their mouths and sometimes, when large enough, leaving behind massive, encrusted caves. The saliva-like residue that seeps from between the segments of their multi-plated exoskeleton will, under the right circumstances, dry and harden the walls of the tunnels left behind a burrowing urshund. Such tunnels have been used on multiple occasions by unwitting travelers hoping to escape a sand or dust storm on the harsh continents where urshunds make their home, only to find themselves deep in the territory of something arguably far worse.
Urshunds, when hungry, have been known to burrow up from beneath bands of travelers, even attacking full caravans from time to time and devouring everything that lacks the power to defend itself.
History:Created by 'The Only Black Uke' Location: Eowyn and Ayr. Size: Huge. A grown urshund can be the length of eight to ten grown magescians laid end to end. Element: Earth. Battle:Urshund Tunneler Lvl 95, LUK ≥ 89 | Urshund Gorger Lvl 110, LUK ≥ 99
Loot: N/A
Uruu
Uruu(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
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 armor-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:
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.
Vollox
Vollox(voe - locks) Description: The vollox are long, furry beasts with eight legs. Those that live on Aisko and higher up in the mountains of the Terra Expanse and Ayr have long, thick fur. Those that live towards the base of the Terra Expanse and the rest of Ayr tend to have shorter, lighter fur. They have scales that run from under their chin, down their belly and on both the bottom and top of their tails. When threatened, the vollox like to roll up, using their long tail to cover their body and use the scales as protection.
They have extremely sharp teeth and like to roll to attack their enemies. Because of their eight legs, they are a very fast creature and can easily escape your attacks if you aren't paying attention. The vollox found on Ayr and Aisko have white fur and pearly white scales. While those found in the Terra Expanse have white to beige colored fur (depending on how high up they are found in the TE) and still have the pearly white scales.
History:Created by Tangled Puppet Location: Terra Expanse, Ayr & Aisko Size: Small to medium Element: N/A Battle:Vollox younglings: Level 5, LUK ≥ 1 | Vollox adults: Level 20, LUK ≥ 15