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The Chronicles of Magesc

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A breedable/changing pet shop guild for role play. 

Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

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Magesc
Captain

PostPosted: Fri Feb 13, 2015 4:34 pm
User Image
 
PostPosted: Fri Feb 13, 2015 4:35 pm
a to d


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

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

Legend states that when an alkara is slain in battle, despite their private nature other alkarai will sense the death of one of their own on the wind, and a soft, mournful cry of birdsong will fill the air, sometimes lasting in echoes for hours afterwards. This is the only time alkarai ever sing.
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 65, LUK ≥ 40
special: the Ayr alkara requires any character attempting to fight it to have at least LUK of 20 to join a group in attempting this fight.

Loot: Only Aisko and Ayr alkarai drop loot. Upon defeating one, roll one, 100-sided die.

Ayr Alkara:
      • 1 - 95: Drops nothing.
      • 96 - 100: Item grant Song of Stone - A dark, marble-like fragment of stone, large enough to fill a grown man’s palm and perpetually warm to the touch; it looks as though it were cut from live volcano, though it does not burn. When rubbed, its heat fills a chilled body like a physical stream of energy, capable of nipping back even the fiercest of chills. Though it has no other apparent special properties on its own, its jagged edge on one side and dark ethereal shroud seem to suggest it is born of magic, and might combine with something…
      Combine with Song of Ice in a 300 word minimum RP to create The Skybreaker. The 2 stones then combine and vanish from your inventory to be replaced by the Skybreaker.


The Skybreaker - A legendary weapon, forged from the meeting of two mythic stones; the halves combine to create a sword with some unique properties. It retains all the power of its previous forms - the ability to conjure water and the ability to warm a chilled body, or room - as well as granting its owner new strengths. A single character may only benefit from the bonus of one of these at once, so getting duplicates of the weapon will not confer extra LUK or more uses of the spells.
      • + 10 LUK
      Use: Conjure a rock wall to negate 100% of the damage from one attack. (Usable once per battle.)
      Use: Summon jutting ice armor that gives you a +10 DEF for 3 rounds. A Fire or Electric attack gets rid of this spell deals double damage that round. (Usable once per battle.)
      .



Argaroo
User ImageArgaroo (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: Level 50, LUK ≥ 40

Loot: Upon defeating an argaroo in battle, roll one, 100-sided die:

Ayr Argaroo:


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

Loot: N/A


Borgnah
User ImageBorgnah (bow-arg-nah)
Description: A larger, meaner, nastier cousin of the bognotti, the boargnah lives mostly in the mountains and foothills of Eowyn and the valleys of Ayr. The size of a full gown magescian Adult, they hunt anything that moves, though they prefer khehoras to most animals. They live in tunnels that they dig and are the ultimate sneak attackers. Their webbing, while strong, is not very sticky, so they tend to make traps and strengthen their tunnel walls with tier webbing more than make webs. Fast and strong, the borg as it is sometimes called, make excellent predators and khehoras living near the Terra Expanse or on Ayr have learned to fly most places and not get caught napping out in the open., for a napping khehora is a free meal to the borg. The same goes for magescians, you to are considered a delicacy, so be wary when venturing into areas where they live.
Location: 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
User ImageBouken (boo-ken)
Description: These tiny creatures are found everywhere, but they differ from each continent, so they will have a short bio in each continent with the specifics to each place. Bouken fur color varies from place to place. Their fur is short and fuzzy. The size of an adult's curled fist, their tiny size makes them hard to catch and hold onto. The main prey of many predators they have a cautious outlook and tend to run at any sign of danger. With big ears and eyes, they can see and hear far more than a magescian. Their thin tails are useful only in helping them balance as they skitter around. They are equally at home on the ground or high up in a tree's boughs or on a cliff face. They prefer to nest in tree hollows or small rock caves. Children love to go out catching boukens and try to turn them into pets. Boukens, however, are master escape artists and often run free after only a few days.
Size: Tiny
Location: Everywhere
Element: Astral
Battle: They do not fight but will flee upon seeing anything threatening. If you are calm and quiet, you may be able to approach and pet one.

Loot: N/A


Boushkin
User ImageBoushkin (boo-sh-kin)
Description: A low to the ground mammal with a large feathered fan of feathers in stead of a tail, the boushkin is a nocturnal creature. Living on Ayr, it sleeps during the day buried in the ground with only it's tail feathers showing. It's tail feathers resemble a large fern that grows in the valleys of Ayr. During the night, they leave their mini burrow beds to dig for insects and rodents. Its stumpy legs and strong snout make it adept at digging but poor at moving very fast. It keeps to the night to keep away from most of the predators and is fairly intelligent. They have learned that fire means people, and people means easy to scavenge food, so many travelers on Ayr have their supplies raided at night, or find their tent and bags have a hole chewed through them as the boushkin tries to find things to eat.
Location: Ayr
Size: small: size of a badger
Battle: Lvl 15, LUK ≥ 5,

Loot: Boushkin feathers


Cah
User ImageCah (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


Dactyl
Dactyl (dack-till)
Description: Dactyl are reptilian creatures not dissimilar in size and shape to a bird of prey. Their wings are membraned and not feathered, much like a dragon's, and they have long muscular tails ending in several venomous barbs. Dactyl are omnivores and also creatures of opportunity, they will not hesitate to steal a kill from a fellow predator that they can bully away. Dactyl live in large flocks and nest in the cliff-sides. They are fiercely territorial and will even attack dragons if one flies too close especially during nesting season. Their venom is not strong enough to kill an adult dragon though a younger one can be paralyzed and pecked with their sharp beaks at until it succumbs to it's wounds. A single dactyl can cause small scale paralysis ( an arm, a leg etc) to a magescan or Khehora . Half a dozen dactyl must be present to inject enough venom for a kill.

Dactyl cannot be tamed if they were captured from the wild; however if eggs are recovered they can be raised by a strong willed individual. Tame dactyl make excellent guards and hunting companions, they will be fiercely territorial of their owner however so care must be taken when they are out in public.
History: Discovered by ladyumbra.
Size: Small/Medium (vulture or large eagle sized with most of their size being wingspan)
Location: Ayr
Element: Wind/Plant (Poison)
Battle:
1- 2 Dactyls: Level 2, LUK ≥ 1
3-9 Dactyls: Level 12, LUK ≥ 3
10-15 Dactyls: Level 18, LUK ≥ 5
16- 35 Dactyls: Level 24, LUK ≥ 10

Loot: N/A


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

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

Loot: dunkel wing - An ingredient used in the production of alchemical and enchanting solutions.
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 4:36 pm
e to h


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

Loot: N/A


Feuereches
User ImageFeuereches (fah-ew-ur-ee-chess)
Description: The feuereches is an odd creature; a long snake with large ears and wings, it spends the magority 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 bady 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. It's 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.


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

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

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

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

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

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

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


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

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

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

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

Loot: Toxic Groda Mushroom, useful as an ingredient.


Hastar

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

Their coloring is wide and varied, and while certain colors were once only located in some areas, do to the large scale breeding for use as beasts of burden and transport, you can find hastar in almost any color imaginable, though completely white or black hastar have yet to be breed, though they have shown up in Companions to the Master Oblivionite and Orderites.
The wild hastar vary due to each continent, and the specifics will be written in the hastar bio in each continents post.
Size: Large
Location: Everywhere
Element: Astral
Battle Will fight only if they are cornered and can't escape
Level 15, LUK ≥ 5

Loot: N/A
 
PostPosted: Fri Feb 13, 2015 4:38 pm
i to l


Ikri
User ImageIkri (ee - kree)
Description: Ikris are massive, larger-than-polar-bear sized canine beasts built to withstand frigid temperatures year-round if necessary. They sport thick coats which range from stark white to dark, grey-blues, have two pairs of horns, and four eyes: the top two for ranged and peripheral, and the bottom two for nocturnal hunting. They run in small packs with alphas (male or female) being the largest and hunters being smaller. Pups are aggressively protected due to their small size and vulnerability, but - if captured - can be trained up into fiercely loyal pets and mounts.

History: Created by The Only Black Uke
Location: Aisko, Ayr.
Size: Large (just smaller than an elephant).
Element: n/a
Battle: Ikri Alpha: Level 120, LUK ≥ 100, Ikri Hunter: Level 90, LUK ≥ 80, Ikri Pup: Level 10, LUK ≥ 5

Loot: (Alphas and hunters only.) Ikri
      • 1 - 99: You don’t manage to retrieve anything useful from this kill.
      • 100: Item grant: Ikri - 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.


Ittrit
User ImageIttrit (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


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


Lyru
User ImageLyru (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 their 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
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 4:38 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 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. Magbitscan grow out of thier 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 Magescian homesteads will actually reinforce the Homes, showing signs of limited intelligence. They aren't sentient, but can be trained to due many complicated tasks.

History: Created by SwordOfTheDarkOnes
Location: Serenia - Valley of Andrah, Forests of Aurinead, Kawyn Ruins
Soudul - Forests of Endeldarth (Magbits found here are more intimidating than the others)
Eowyn - Malro Desert, and rarely in the Terra Expanse
Ayr - The Great Rocks (these Magbits are really good jumpers here)
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
User ImageNotbjaovin (not-bee-jah-vin)
Description: This beast is odd looking: with long legs and a thick upper body, it looks like it could run forever. It's small but thick neck leads to a pointed face with large triangular ears; gives it a feral feline look. It's coat is a deep gray with littler gray spots. It's forward facing eyes are red and reflect the pale light of the moon. It has extraordinarily strong jaws, perfect for breaking bones. It is nocturnal and a lone predator.
Size: Medium
Location: Soudol, Ayr, rare on Serenia.
Element: Dark
Battle: Level 30, LUK ≥ 22

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


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

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

History: Created by ‘The Only Black Uke’
Location: Olrawks can be found virtually anywhere with trees. They populate the forested areas in the mountains of 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
User ImageOnd (ah-n-d)
Description: Ond is a beetle like creature. It has the same colorful look as many beetles; purples, greens, yellows, and reds all shining from a black body. Though Ond do not have to be black, they generally are. But these guys or girls, are special. Magic is everywhere, and these guys feed off of loose or extra magic floating around. They collect in large numbers most often when celebrations happen.

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

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

Loot: N/A
 
PostPosted: Fri Feb 13, 2015 4:39 pm
q to t


Rajsha
User ImageRajsha (Rahz - sha)
Description: Rajshas are feline, predatory mountain dwellers built with bodies similar to a large lion or saber-toothed tiger with long, goat-like horns that travel back from their heads, a sizable mane, and two prominent tusks. They travel in small prides of ten to fifteen members, raise their young to adulthood, and usually live on high, rocky plateaus or inside shallow caves. They are impressive climbers and capable of leaping incredible distances when need be both as an escape and as a predatory measure, as well as simply for ease of travel in the treacherous rocklands they call home.

Although curious and intelligent, rajshas are predators and instinctively wary of unfamiliar visitors to their hunting grounds. As such, they are generally territorial and vicious when reacting to Magescians or unfamiliar Khehoras. Much like cats large and small on earth, rajshas enjoy a game of hunt and chase, and have been known to toy with wounded prey for amusement.
History: Created by ‘The Only Black Uke’
Location: Ayr. Can be found all over the continent, but they usually make their homes at fairly high altitudes.
Size: Large. About the size of a saber-toothed tiger.
Element: N/A
Battle: Rajsha Cub Lvl 37, LUK ≥ 24 | Rajsha Adult Lvl 53, LUK ≥ 41 | Rajsha Pridemaster Lvl 75, LUK ≥ 62
Note: To go after the Rajsha Adult, one needs at least LUK of 20 to join a group in attempting this fight. A Pridemaster, 31 LUK.

Loot: An Adult and Pridemaster drop x 1 Rajsha Fang


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

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

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

History: Created by 'The Only Black Uke'
Location: The swampy, low-lying, or otherwise water-accessible areas of 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


Rivakka Matriarch or Patriarch


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

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

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

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

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

History: Created by DraconicFeline
Location: Everywhere: if there is light, they are there. Ayr's are more concentrated in the lower canyons, where the winds will not disturb them, but a few have been seen in the upper cliffs blown about by the wind.

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

Loot: x 1 Shimmering Shell


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

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


Sriliarn
Sriliarn (see-ill-re-li-arn)
Description: This feathered creatures is log and slim. Everything about it is narrow and spiked. From it's snout to the trail of horns that start between its eyes and trace along its spine to the end of its tail. Normally its spine of horns are flat against it, until it is threatened or is attempting to attract a mate, then the spines raise and the florescent flap of skin, or frill, between them is shown. Usually very bright and in exotic patterns, some of the frills actually sparkle. The Sriliarn has six legs, all thin and double jointed with a long bony clawed foot on each of them. This creature lives among the tall spires of Ayr, patrolling its territory daily. These creatures mate and stay together until the fledglings have grown and left the nest, then they may mate again or go their separate ways. The Siliarn's feathers are a light brown to deep gray with white markings. It's eyes are almost always golden. Both males and females have the brightly colored frills. They love the wind and heights, and are accomplished climbers.
Size: Medium
Location: Ayr, and usually with nests in the tall spires.
Element: Wind
Battle: Level 15, LUK ≥ 7

Loot: N/A


Trask
User ImageTrask
Description:The Trask, or more commonly Swamp Beast, appears to be a living gooey blob of swamp, often times with rocks and plants growing from it. It lives only in the deep canyon swamp areas of Ayr and is almost a myth due to the rarity of sightings. Many accuse hunters of being drunk when they claim they saw a Trask since what creature is a moving swamp? But the rumors persist about a creature who is a a piece of living swamp. While it prefers to melt into the swamps and hide rather than fight, the Trask is fully capable of holding it's own! While it usually moves slowly, in battle it can bite with lightning speed as well as use both Ysali and Peisio magics. A Trask is a type of reptile covered in a sticky slime. As it grows, the slime collects various pieces of plant life and rocks. Because it is the perfect camouflaged creature in a swamp, no one has gotten close enough to actually figure out what it is. And when it dies, the slimy coating evaporate, leaving the skeleton behind, much like a dragon disintegrates.
What it eats or anything else about it is a mystery as no one knows....

Location: RARE!!! You can find it in swamps hiding in the mists of Ayr.
Size: Medium
Element: Plant/Water
Battle:Roll a 1d100. If you get a 98-100, you may fight it, if not, you must face a different creature! Feel free to use the finding roll as your hunt roll for said different character. If you do roll a 98-100, you will need to roll again for the combat roll.
Level 64, LUK ≥ 53 drops: Living Mud

Loot: N/A
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 13, 2015 4:39 pm
u to x


Urshund
User ImageUrshund (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 travellers, 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


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

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

Location: Ayr, Soudul, and Serenia
Size: Medium
Element: Air
Battle: There will always be a minimum of 2 Vlideans and can go up to 30 if you run into a colony of them.
Small group 2-6: Level: 10 LUK ≥ 3
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


Vollox
User ImageVollox (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

Loot: Younglings - x3 pearly scales & x2 frosted fur | Adults - x6 pearly scales and x4 frosted fur
 
PostPosted: Fri Feb 13, 2015 4:41 pm
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Magesc
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PostPosted: Fri Feb 13, 2015 4:41 pm
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PostPosted: Fri Feb 13, 2015 4:43 pm
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PostPosted: Fri Feb 13, 2015 4:44 pm
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PostPosted: Fri Feb 13, 2015 4:45 pm
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