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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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Creatures of Magesc

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Magesc
Captain

PostPosted: Fri Feb 08, 2013 2:01 pm
creatures of magesc


» basic information
All across Magesc are many unique and strange animals; some of these creatures were created from the excess magics of the creation of Magescians, others were born before the Magescians and some even before the Dragons. While some animals can only be found in one area, others have spread across the world to many different locations. There are some creatures more rare than others, some that are imbued like Dragons with natural magic. These creatures are by far the more rare and special of Magesc's animals.

Feel free to use these creatures in your role plays and battles. Should you ever get tired of battling dragons, take on a creature instead! Or you may try to tame one!

» elements
Same as the Dragon's. The creatures with an element will tend to be more rare and dangerous than a normal creature. They will often drop something of value. Usually a piece of their body, like a feather or a claw. These dropped items will be of use to both or just one of the Civilian or Battler paths. Some of the items will grant a small stat boost or damage reduction, while other items will have abilities that can be of use in an Adventure and others can be used in Enchanting and Alchemy.
Not all creatures have elements, and if they do, it often is only for RP purposes as element has no effect on how you battle them.

» sizes
These are sizes in comparison to RL creatures. Wide ranges yes, but it will help you get a sense on what they are shaped like.
xxxTiny: insect to mouse sized
xxxSmall: mouse to dog sized
xxxMedium: dog to human sized
xxxLarge: human to elephant
xxxHuge: elephant to dragon and beyond.

» battle information
If you are a Civilian, or a Battler who just wants to see and not fight a creature, you may do so. These creatures do not have to be fought! You can use them in RPs as much as you want without fighting! But if you do want to fight them, look at their battle section and see what stats they have and if they can be fought. Not all creatures are available to fight. This information is for those creatures that you may fight.

A civilian may rp a battle with one of them. This is fine, since they don't gain any exp, nor will they gain any of the loot drops. But you may still do write up a fight with a creature, just try and be realistic about it; a small little scholar is not going to be able to take on an Arrical!

They will be treated like dragons for the purpose of battle. Use the LUK system. If the creature says LUK > 5, then you need a LUK of 5 to even fight it.

If you have LUK 5 and are facing a creature that requires 5 LUK, you will need to roll a 100 sided die and get 91-100 needed to beat it; if you have LUK 6, then you need 81-100 and so on. If you have a LUK 30 and fight a LUK > 5 creature, you will need 6-100 to win. It will never go below this.

Should you roll a hundred, then you may pick any creature which requires up to 5 more LUK points than you have and beat them.

Please go to the Battlers Path and look at the Battling Dragons post for more information.

For LUK and LUK EXP:
If you win, you will gain 1 LUK point if they are within 10 LUK points of your score.
If you lose, you will gain 1 LUK EXP if they are within 10 LUK points of your score.
If you have more than 10 difference between your luck, than you gain only EXP (no LUK or LUK EXP) for a win or loss.

Example:
Notbjaovin: Level 30, LUK > 25
If you have a LUK of 35 than you may still gain LUK and LUK EXP when fighting. If you have a LUK of 36, than this battle will only give you EXP.
 
PostPosted: Fri Feb 08, 2013 2:10 pm
creature creation


Magesc is a large world, with many unexplored wilderness and undiscovered creatures. Many Magescians and Khehoras have gone out searching and exploring for the sake of seeing something new. Are you one of these brave souls? Do you ever wonder what lies beyond the horizon and what creatures live elsewhere? Then go forth and explore, brave soul! Search the world and see what mysteries and living treasures you can find! Also, report your findings to the authorities so that they can share your information with the world.

» creating a creature
Should you wish to create a creature for Magesc simply fill out the form below. We staff will review it, edit, send it back to you for approval, and then add it! We might not need to edit it, but if we do, we will let you know and ask if you mind us doing so. PM The Only Black Uke or the mule with your submission. We will also give you credit for the creation in the creature's bio.

If you do create a creature and wish your character to be the discoverer, please role play their discovery and we will include a link to its discovery in the creatures bio.

Please remember that we don't want regular animals, so no simple cats and dogs. Try to make them fun and odd. Reality is different here so a reptilian mammal is possible. If you wish to come up with a really strange creature and how it came to be (like a mad-scientist experiment) then feel free to include a history in your submission. We might modify it to fit, but we'd love to see what you come up with. We might end up linking some creatures into Meta's and Adventures, so you might want to consider how they can best be used in those.

You may make note if it is able to be tamed and domesticated should you wish it. If you do not want it to be tamed, please specify that! Also, if you want certain criteria for taming to occur, also specify that in the form.

Feel free to make a magical creature and include any magic spells/powers/abilities you want it to have. The spells may never get used, unless we turn it into a creature that you have to battle using the Battle System and not the dragon's LUK System. Please be aware of this and don't place too much emphasis on the magic spells and damage they do. Instead, make a mention of what the effect is so people can role play it in their encounter should they desire to do so.


Form

[u][b]Name[/b][/u] [i](pro-nun-see-a-shun)[/i] (reference pic, if any)
[b]Description:[/b] Here should be what it looks like, some behaviors, and perhaps any type of powers (magic or the like) that it is rumored to have (if it is an elemental creature). Try not to just give us regular animals. Please make them odd and different in some way from RL animals. Feel free to combine 2 animals together to make something awesome and new!
[b]History:[/b] Did your character stumble upon this creature? If so we will put a first seen by: XX here. And is there anything interesting about its creation you wish it to have? If it is to live in the Celestial Plane, please put how they got there since the Plane is not connected to the rest of the world.
[b]Location:[/b] Please put what type of environment and continent it lives in.
[b]Size:[/b] Tiny to huge, see above for specifics on sizes.
[b]Element:[/b] Optional: Include an element and please say why it should be that element.
[b]Battle:[/b] Include levels and LUK needed to fight. This is not required, only needed if you want people fighting it. Or you can leave this up to the staff.
[b]Taming Info[/b]: Do you want this creature to be tamed? If yes, please give a bit on info on some criteria or say that you leave it up to the staff to decide. If you don't want it tamed, please say why!
[


taming a creature


Many of these creatures are dangerous or shy and almost impossible to tame. But, should a determined person wish, they may attempt to tame a creature!

» Why should I try to tame a creature?
A good question. Taming a creature is a time consuming task that will take effort and many trials. So why should you? Well, other than bragging rights, and for a pet, there isn't a reason. There won't be any stat bonuses for taming; there won't be any benefits in battle for having a tamed creature; they are just for you to use in RPs and to play with.

» How to tame a creature
The taming adventure is how you tame animals. It doesn't involve any LUK or other stat. Just you and the dice! Click here to go to the adventure. The adventure contains all the information you will need to do it!

Here's a quick note on what it involves. There are 3 steps: Capture, Taming, Training. Each step will include rolling and will require a 300 word rp for it to count. Also, in the response, you must convince us that your character is actually taming it, give details, failures, processes, anything to convince the staff that you actually are taming it!

The chances for winning/taming a creature will be 80% for the first 3 tries, then 70% for the next 3 tries, then 60% for the next 3 tries and then a 50/50 chance for the rest of your tries. Unless you have tried to tame this creature before, then you get a +5% to your chance of success for each time you have tried. So if this is you 3rd time to tame a Bouken (doesn't matter if you have failed or succeed) then you'll get a +15% to your roll. PM robot kitten or quote her in the main thread f you have any questions!

» Restrictions
There are several restrictions with taming animals. Khehoras have a -5 to their roll for taming, they are seen as predators or rivals for resources by creatures so it is harder to tame them. Read each animals bio in the Adventure to see what other +/- they have.

Some animals may not be tamed until you reach a certain stage. And some animals will not be available till you have captured a and trained a certain amount of animals. There will be a post in the Taming Adventure that will keep track of what each person has tamed.

 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 08, 2013 2:17 pm
common creatures A to M

» important information
These creatures live on multiple continents, please look at each animal to get the specific locations. A mention of them will be placed in the specific continent post for all common creatures that live there.

» creatures

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: Soudul and Serenia Alkara Lvl 16, LUK ≥ 8 | Eowyn Alkara Lvl 25, LUK ≥ 15 | Aisko Alkara Lvl 55, LUK ≥ 35 | Ayr Alkara 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.

      Aisko Alkara:
          • 1 - 95: Drops nothing.
          • 96 - 100: Item grant Song of Ice - A beautiful, glimmering fragment of stone, large enough to fill a grown man’s palm and perpetually cool to the touch; it looks much like ice itself, but never melts. When sucked on, it provides a gradual trickle of fresh, drinkable water, though the stone itself never diminishes. Though it has no other apparent special properties on its own, its jagged edge on one side and faint ethereal glow seems to suggest it is born of magic, and might combine with something…
          Combine with Song of Stone 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.


      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: 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).


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

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

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

It was because of their ability to be tamed, however, that a small troupe of trained cubs were brought over more than a century ago by an enterprising dovaa with special love for exotic animals. They were eventually forced to leave the plane, though, after a disaster caused the frightened baowi to rampage beyond their owner's control. Now there are no living baowis in the Celestial Plane.
Created by 'The Only Black Uke'
Location: Baowis prefer temperate to arctic climates primarily. 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


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


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


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

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


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.


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, Soudul Eechibo: Lvl 15, LUK ≥ 7 | Ayr Eechibo: Lvl 26, LUK ≥ 19
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)
Note: To go after the Elkun, one needs at least LUK of 47 to join a group in attempting this fight.


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.


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

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

History: Created by ‘The Only Black Uke’
Location: Garghons prefer mountainous or forested areas, and as such can be found all throughout the Terra Expanse on Eowyn as well as the forests of both Soudul and Serenia.
Size: Medium. They stand about as tall as a grown Magescian.
Element: N/A
Battle: Level 24, LUK ≥ 13
Loot: Upon defeating one, roll one 100-sided die.
      • 1 - 25: Item grant: Garghon Feather x 1 - Used in tailoring patterns and enchanting.
      • 26 - 90: Item grant: Garghon feather x 3
      • 91 - 100: Item grant: Garghon feather x 10


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

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

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

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

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

History: Created by DraconicFeline
Location: Giogimar prefer forested or craggy areas, but are found wandering throughout magesc in search of draconic/Khehorian patrons (they can travel some short distances by swimming and are surprisingly agile in the water). But to cross the oceans, they sneak on board ships. Once they get older they tend to stick to a single area for life, leaving only if they have to (for food or competition reasons), unless they are attached to a dragon or a khehora.
Size: Small, near the bottom end of medium; about the size of a dog
Battle: Level 56 LUK 50
Loot: Drops: Roll a d100: What treasure did this Giogimar have on it?
      • 1 - 25: x 2 Gold
      • 26- 50: x 2 Amber
      • 51- 75: x2 Pearls
      • 76- 100: x2 Amber


Groda
User ImageGroda (grow-da)
Description: A vivid green this fairly large (for a frog) sized frog has a long sticky tongue that can reach up to 1 meter (~3 feet) in length.
Unique in that it is both plant and amphibian, the Groda has bright eye catching mushrooms growing off it's back, they have discovered that these mushrooms are highly toxic when consumed.
A Groda lives always lives near murky waters that do not have a strong current in them. You can often hear their deep croaking at any time of day and they'll eat anything that resembles and insect.
They do not lay eggs, instead, upon their death, the mushrooms take root into the earth or stomach of who ever ate the Groda and nourish the small egg held inside the mushroom cap. A baby Groda is very small and can survive highly acidic environments (aka stomachs) long enough to escape from them(use your imagination!). It takes them a year to start developing the mushrooms upon their backs, by then they are almost at adult size.

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



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



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.


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


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
Bitters drop: Tiny Tooth x1
Mother Magbits drop Magbit Fur Tuff x 1
Flocks, Packs and Clusters all drop: Magbit pelt x 1
 
PostPosted: Fri Feb 08, 2013 2:20 pm
common creatures N to Z


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.


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

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

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


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


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


Ordon
User ImageOrdon (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



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.
Serenia, of course, has a high concentration of them.
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.
Soldul also has a few, though most of it's are of the moonlight variety, which thrive in small pockets there, and especially around lake Korafiel.
Aisko has a few, though their columns tend to be more scattered and broad. They like snow, but not extremely cold days, and are not present just before major blizzards! They are especially common around broken or weak areas in the ice of lake Vonafiel.
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.
The Celestial Plane has a few that have made their way in there. As they are pretty and harmless, they have been deemed an excellent edition to the atmosphere of the plane and, on Abronaxus's orders, have been allowed to stay and remain undisturbed.

Size: Tiny
Element: Light and Astral
Battle: Lvl 5, LUK ≥ 1
Loot: x 1 Shimmering Shell



Sheron

Sheron (she-ron)
Description: Huge blocks of meat on four legs, Sherons are slow and heavy. With almost no neck and short stubby legs, they resemble a wall of moving muscle. There is a short tail with a long shock of hair that is used to keep off insects. They move very slowly except when charging or fleeing in terror. Despite their dangerous appearance, Sheron are actually quite docile and scare easily.
They live exclusively in farms on Soudul and Serenia, having been hunted out completely in the wild by Khehoras and Dragons. Any farm with a Sheron needs to be on the look out for dragons and Khehoras, as their meat is one of the tastiest! Sherons are breed as livestock, and the female's have large udders that are the main source of milk for magescians, though some people use Hastar or Leklan milk instead.
Location: On ranches/farms on Serenia and Soudul.
Size: Large
Battle: No wild ones exist! I don't think farmers would take kindly to you killing their livestock, but if you do : Level 10 LUK >1.


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!


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
Note: To go after the Tunneler, one needs at least LUK of 44 to join a group in attempting this fight. The Gorger requires 49 LUK.


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

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

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


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 Gain 2x Sharp Claws for a win
Tribe 7-15: Level: 15 LUK≥ 6 Gain 4x Sharp Claws for a win
Clan 16-22: Level: 23 LUK ≥ 12 Gain 8x Sharp Claws for a win
Colony 23-30: Level: 28 LUK ≥ 20 Gain 16x Sharp Claws for a win
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 08, 2013 2:23 pm
serenia

» important information
Common creatures that live on Serenia: Alkara, Baowi (in the northern parts), Bognotti, Boukens, Dalak, Dunkel, Elkun, Flowquette, Garghon, Growda, Hastars, Kengurha (rare, look in Eowyn for info), Leklan, Metal Weavers (mostly around the ruins and near cities), Notbjaovin (rare), Olboro, Olrawk, Ond, Rivakka (in swampy areas along rivers), Silx, Sheron, Uruu, Vlidean

Sea creatures that live off it's coastline: Triefen, Khalikri

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

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

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

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

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

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

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

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

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

Loot: Upon defeating an Alvhui, roll one 100-sided die:
      • 1 - 25: Pearly Scales x 1
      • 26 - 50: Pearly Scales x 3
      • 51 - 75: Pearly Scales x 5
      • 76 - 90: The creature seems to be clutching to an odd token - a golden, etched coin with a triangular hole in its center. Perhaps the trinket will bring you more fortune than it did the Alvhui? [Item grant: Etched Coin: + 5 INT - a player can only benefit from owning one of these items at once; the bonus does not stack.]
      • 91 - 100: The creature is wearing nothing but a glimmering pendant that looks like it must have belonged to someone else previously. [Item grant: Ornate Pendant: + 15 INT - a player can only benefit from owning one of these items at once; the bonus does not stack.]


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

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


Bouken
User ImageBouken (boo-ken-)
Description: Serenian Bouken tend to have a range of colors, from a reddish gold to a pale yellow. Their eyes are usually green or red.

Please refer to the "Common Creatures" post to read more about them.


Fekarat
User ImageFekarat (fe-ka-rat)
Description: A long slim feline, this critter is a tree dweller. Long and lean, it's claws and legs are designed for climbing and jumping, not running along the ground. It's about a meter long with a third of its length being the tail. A long thick prehensile tail aids the Fekarat in its climbing. It's coat can be anywhere from a pale orange-ish brown to a deep brown depending upon where its environment is located. They eat everything from nuts, insects, to small rodents. Its coloring can be anywhere from silver to deep blue. They can swim if they have too, but only in the most extreme situations cause they dislike the water.
Size: Small / Medium
Location: The forested areas around Serenia's lakes.
Element: Earth
Battle: Level 5, LUK ≥ 1
Loot: x2 Sharp Claws - An ingredient used in the production of alchemical and enchanting solutions.



Hastar
User ImageHastar (hau-st-are)
Description: These wild Hastars are usually greens and golds, with some dark blues mixed in. They are also opposite the Soudul Hastars in disposition; they tend to be meaner and harder to tame, though not as hard as the Aisko Hastars. They tend to be the fastest healers and the strongest fighters, making them the most common battle mount since an adult can be tamed while Aisko's adults cannot.
Please refer to the "Common Creatures" post to read more about them.
Size: Large
Location: Throughout the forested areas of Serenia.
Element: Astral
Battle: Level 18, LUK ≥ 12
Loot: N/A


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

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

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


Oralrik
User ImageOralrik (or-al-rik)
Description: This amphibious creature is a bulky and long scaled animal. An overlarge mouth with a long sticky tongue is used to catch smaller prey, it's needle sharp teeth and long finned claws are used for bigger prey. The face of this critter is flat and round, with only slits for a nose and not visible ears; its gills are located on a small thick neck. Its large bulbous eyes have 3 lids, one for on land, one for under water and one for blinking. A thick and powerful finned tail is often used to attack as well as swim. The Oralrik is at home under the water and on land. Though it hibernates during winter to avoid the cold. It prefers flesh to feed on, but will settle for plants if hungry. When spring arrives, the Oralriks are famished after their hibernation and will attack anything they can find. The same is true for autumn, they tend to eat more to last the long winter. Tastes like a combination of lobster and fish when fried, which is why many restaurants prize this meat.
Size: Medium
Location: The forested areas around the healing lakes of Serenia.
Element: Water
Battle: Level 20, LUK ≥ 15
Loot: x5 for a win | x1 for a loss :: Pearly Scales - An ingredient used in the production of alchemical and enchanting solutions.


Pesnicks
User ImagePesnicks (pea-sh-nick)
Description: A small feathered bird with a long lizard like tail and small forearms instead of wings, the Pesnicks are small and fast. They need to be since their bright colors call attention to them. The Darker purple variety are males while the blues are females. They have small nests hidden partially underground about the roots of shrubs and bushes in the grasslands. The speckles on their beaks and tail lead many to believe that they were poisonous as most bright colors indicate. But that turned out to be false; pesnicks are as harmless as they come.. though they do and will gouge peck people with their exceedingly sharp beaks.
The pesnick live in small family groups and take turns gathering food, watching the eggs, guarding nests and such. The Females are slightly larger than the males, though they are more docile. They are tasty animals and several farmers on Sodoul have been trying to transport them over and start a farm, but so far they haven't survived the trip over seas.
Location: the golden plains of Serenia.
Size: Small, about the size of a kiwi bird
Battle: Lvl 9, LUK ≥ 2 drops: Pesnicks head feathers

User Image
 
PostPosted: Fri Feb 08, 2013 2:24 pm
soudul

» important information
Common creatures that live on Soudul: Alkara, Arvathi, Baowi (in the northern parts), Bognotti, Boukens, Cah, Dalak, Dunkel, Eechibo, Elkun, Flowquette, Garghon, Groda, Hastar, Leklan, Metal Weavers(in cities and mines), Notbjaovin, Olboro, Olrawk, Ond, Rivakka (in swampy areas near lake and rivers), Silx, Sheron, Ukkobak, Vispirii (rare)

Sea creatures that live off its coastline: Arboa, Khalikri, Svartrin (almost always sighted near fishing boats) and Triefen.

» creatures
Arvathi
User ImageArvathi (are - vah - thee)
Description: Venomous and vicious, arvathis are known primarily for the ‘hypnotic’ stare of their six eyes — three on each side of their head — and the hallucinogenic nature of their toxin. They are large, vibrantly colored, snake-like reptiles which hatch stripless but fully self-sufficient.

Unlike most venomous creatures, arvathis are not immune to their own poison. Instead, their toxin accumulates in ever-greater quantities as they age and their bodies build reservoirs just beneath their skin to store the excess and keep it from poisoning the main functional parts of their bodies. These areas are marked by a change in skin and scale color — the ‘stripes’ of brighter color along their bodies — and can be used to tell how old an arvathi is. The older they are, the more stripes they develop. When they run from head to tail, an arvathi is almost certainly on its deathbed, because at that stage the excess poison will begin seeping into the main portions of their body, eating at their organs and driving them out of their mind.

Arvathis are quick to attack, and frequently go on the aggressive without provocation. They tend to stray away from civilization and lurk in the dank, swampier areas of Soudul's untamed areas. Though they spend the majority of their time on land, they can swim and have been known to attack from the water or even in the water if caught off guard.
History: Created by ‘The Only Black Uke’
Location: Soudul.
Size: Medium.
Element: Darkness.
Battle: Young Arvathi Lvl 28, LUK ≥ 17 | Adult Arvathi Lvl 49, LUK ≥ 36 | Arvathi Murklord Lvl 69, LUK ≥ 56
Note: To go after the Adult Arvathi, one needs at least LUK of 18 to join a group in attempting this fight. To go after the Arvathi Murklord, one needs at least LUK of 28 to join a group in attempting this fight.



Borlarn
User ImageBorlarn (bore-larn)
Description: A nocturnal creature of sharp edges and teeth, the Borlarn is a predator to its core. It is a fearsome creature that is extremely aggressive and will sometimes attack with little to no provocation. Once the Borlarn attacks, it often doesn't stop until it's victim is dead. A patient hunter, it can and will stalk a prey for hours before striking. Sleek and deadly, it strikes from the shadows silently, often the only warning it gives is the flash of light across its armored body as it pounces upon its prey. Covered in a hard yet flexible armor, armed with razor sharp teeth and claws, the Borlarn is a deadly foe, and accounts for quite a few deaths of young apprentices out looking for dragons. It's howl is a piercing wail that it screams after killing its prey. The Borlarn is a loner, seeking out others only to mate. The male does not stick around and help raise its young, but goes back to its original territory and bachelor life.

The Borlarn can only be tamed by magic or as a cub. Even then it is vicious and only some what follows the commands of its master. As long as the Master is deemed strong enough a Borlarn is extremely loyal. However, as soon as it sees that it's master has become weak, they are likely to attack even the hand that feeds it.
Size: Medium: its shoulder is equal to a Magescian adult's waist.
Location: The dark forests of Endeldarth.
Element: Dark
Battle: Level: 30, LUK ≥ 20
Loot: x2 Shattered Borlarn hide.


Bouken
User ImageBouken (boo-ken)
Description: Souldul Bouken are usually a dark color; mostly gray, purple, or a dark blue. Their fur tends to be more spiky than its cousins on other continents. Their eyes are either lavender or red.

Please refer to the "Common Creatures" post to read more about them.


Drouil
User ImageDrouil (dro-il)
Description: A strange creature that lives near the poisonous lake of Koralifel. A hard shell surrounds it, protecting its soft body. A long neck, legs, and tail emerge from holes in its shell. The legs are thick stumps that can move surprisingly fast. It's long neck is capped by a small round head with an enormous beak. Its tail, however, is by far the strangest. Long and thin, its whip like structure is capped by a small stinger. The poison in the stinger numbs the area where stung, and if injected in enough doese, can paralyze a creature. Healers prize this poison because it can numb a wounded limb for short periods of time. Its coloring is surprisingly bright for its homeland; with a red and black shell and gray skin with a red belly. The eyes are usually gray to black and its beak is bright orange. This creature usually meanders about, only bursting into a fast run when chasing prey or enemies.
Size: Medium
Location: Lake Koralifel
Battle: Level 30, LUK ≥ 23
Loot: x1 Poison Pouch - This item may be used in battle to numb an opponent and decrease their accuracy by 20 points for 3 rounds, but they gain 10 ENG each round because they can no longer feel as much pain or exhaustion.


Eechibo
User ImageEechibo (ee - CHEE - boe)
Description: Please refer to the "Common Creatures" post to read more about them.
History: 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.
Battle: Eechibo Littermate: Lvl 5, LUK ≥ 1 | Soudul 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…


Hastar
User ImageHastar (hau-st-are)
Description: The wild Hastars on Soudul tend to be grays, blacks, reds and blues. Their scales are usually a lighter color than their fur, and their eyes are almost always purple or red. Strangely enough, these Hastars have the gentlest disposition of all the Hastars. They can be counted on not to spook easily, to be quiet and careful and can be trusted with a child. They also eat more plants than meat.
Please refer to the "Common Creatures" post to read more about them.
Size: Large
Location: Forests of Endeldarth on Soudul.
Element: Astral
Battle: These are not fighters, but if threatened they will try to defend themselves.
Level 10, LUK ≥ 3
Loot: N/A


Riistäjä
User ImageRiistäjä (ree-stah-jah)
Description: The Riistäjä is a lone predator that dwells along the banks of Koralifel. Bulky but with long legs, the Riistäjä is a nocturnal hunter hunts in two ways: silently from the trees or silently from the grass. It prefers short chases, and can reach very high speeds over a short distance, but it does not do so well for long runs. A very good climber, the Riistäjä is equally at home in the tress or on the ground. The Riistäjä is usually a deep purple to black color with blue or green spikes running the length of its body down its spine. Its eyes are an eerily pale color, which glow when the moon light reflects off the eyes or after it has killed.
Size: Medium
Location: Near the Lake Koralifel. They can also be found near the Twilight's Pillar. Nocturnal, it will not venture out into the day unless driven from its home by something it cannot defeat.
Element: Dark
Battle: Level 20, LUK ≥15
Loot: x1 Nocturnal Fur - An ingredient used in the production of alchemical and enchanting solutions.
x2 Nocturnal Spikes - This blueish green spike is a spike from the Riistäjä's back, large and curved it is used in the production of alchemical and enchanting solutions.


Ukkobak
User ImageUkkobak (oo - KOE - back)
Description: Ukkobaks are large, vicious, serpentine monsters which dwell exclusively in the swamps and lake areas of Soudul. They are amphibious, capable of moving at least as fast in the water as on land, and completely carnivorous. While blind and eyeless, they hunt with a very specific, attuned gift given to them by their goddess: they ‘see’ only that which fears them. Should a hunter manage to perfectly tame their own fear, they could walk directly past an ukkobak entirely undetected. Mastering such a feat, however, is easier spoken of than accomplished in practice.

Ukkobaks have no physical venom, but legends of them whisper that simply stepping into their presence can physically drain at the souls of any non-Oblivionites, sapping their strength and magic and consuming it to empower themselves. They fight primarily with their teeth and massive bodies. If their powerful jaws and razor fangs are not enough to bring a victim to their knees, they’re generally capable of crushing bones in their serpentine grip.

Ukkobaks come with scales in dark shades of blood red and bruised purple, a ridge of bladed spikes on the top, forward half of their bodies, deadly sharp fangs, an extensive, thick tongue that generally matches the coloration of their scales, and — as stated — have no eyes.
History: Discovered by ‘The Only Black Uke’
Location: Soudul. Swamp regions, lakes, and rivers — essentially anywhere with a large fresh or brackish water source. They cannot live in pure seawater.
Size: Large. A grown ukkoback is usually the length of at least four or five adult Magescians laid end to end and weighs easily enough to crush one beneath its weight.
Element: Darkness.
Battle: Lvl 86, LUK ≥ 72
Note: To go after the Ukkobak, one needs at least LUK of 36 to join a group in attempting this fight.


Voraz
User Image Voraz (v-or-azz)
Description: The Voraz is a semi-sentient plant. It's limited intelligence makes it dangerous, but since it is rooted in place, they can be easily avoided. With its 6 eyes closed, the Voraz looks like a large beautiful flower hanging upside down. It's co,or is almost always a blue or purple, though rare red ones have been spotted. The Voraz eats anything it can catch. It puts out a sweet scent that draws unwary animals and insects to it. Once within range, the Voraz suddenly extends its flexible stem and bites down upon its prey. Voraz are found on Soudul and can grow parasite like from a large tree limb, or from the roof of a cave or building. It has been known for Voraz seeds to become stuck in the ceiling of a ruin or building. A Voraz lives and dies where its seed first settles. If uprooted, this plant will die within a few hours. Air is not good for its roots.
Size: Small/Medium
Location: In the Forest of Endeldarth, abandoned mines and ruins on Soudul.
Element: Plant/Dark
Battle: Level 25, LUK ≥ 15
Loot: x1 Strange Eye - An ingredient used in the production of alchemical and enchanting solutions.


Yvazhi
User ImageYvazhi (Yih - VAHZ - jee)

Description: The yvazhi are demonic, imp-like creatures. They are small — below the knee of most grown magescians — with bony, gaunt looking faces, black, angled eyes, long pointed ears, stubby pointed ‘feet’ (which look more like spikes than feet) and disproportionately large arms, much like some monkeys. They also sport a long, hairless tail with a straight barb at its tip, and bulbous, pebble-like protrusions all over their skin at random intervals.

They are genderless, asexual creatures that mysteriously multiply during the months of the blood moon due the rise in power of blood magic, though they can be seen all year round. Most of their offensive and defensive maneuvers are based in dark magic (for some, fire magic), and though they do not generally seek out battle, they frequently torment weary-looking travellers, and put up a sharp fight when attacked.

They speak in the ancient tongue of the Oblivionites, but have adapted some minor speech of the more modern language.

Rumors tell that the yvazhi’s connection to death, darkness, and the realm of spirits allows it special foresight, and that the creatures will begin to laugh maniacally, in cackling whoops should they run across a person fated for an early death.
History: The yvazhi have a number of ribald myths regarding their beginnings in this world. Some say that they are the mottled spawn of Soudana herself — deformed offspring that she cast away as failed experiments and left to die in the mortal plane, only to see them fester and multiply. Others even more crudely suggest that they were, in fact, born of a mortal oblivionite woman, too disfigured, weak and incapable to find a mate but desperate to bear children for the war effort: half-animal abominations, born of magic, creature, and woman.

A third, more likely story is that the yvazhi were spawned of mages — the result of accidental, dark magic, corrupting and distorting whatever it touched until it settled on this single, repeating form. Magescians as a whole, however, have yet to ascertain the truth of their beginnings, and any of the myths surrounding them are possible. Created by 'The Only Black Uke'
Location: Primarily Soudul, although some were accidentally migrated from the dark continent over to Eowyn approximately half a century ago, and they have since multiplied on the far northern shore there off the middle land, gradually boosting their numbers and inching southward.
Size: Small.
Element: Dark/Fire. Yvazhi are born of demonic origins, fire, brimstone, and darkness.
Battle: Yvazhi Impling: Lvl 12, LUK ≥ 5 | Yvazhi Trickster: Lvl 17, LUK ≥ 9 | Yvazhi Conjurer: Lvl 25, LUK ≥ 16

Loot: Upon defeating a yvazhi, roll one 100-sided die:
      • 1 - 25: Plain Cloth x 1
      • 26 - 50: Plain Cloth x 3
      • 51 - 75: Plain Cloth x 5
      • 76 - 90: The creature seems to be clutching to an odd token - a golden, etched coin with a triangular hole in its center. Perhaps the trinket will bring you more fortune than it did the yvazhi? [Item grant: Etched Coin: + 5 INT - a player can only benefit from owning one of these items at once; the bonus does not stack.]
      • 91 - 100: The creature is wearing nothing but a glimmering pendant that looks like it must have belonged to someone else before this grubby thing got its hands on it. [Item grant: Ornate Pendant: + 15 INT - a player can only benefit from owning one of these items at once; the bonus does not stack.]


User Image
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 08, 2013 2:26 pm
eowyn


» important information
Common creatures that live on Eowyn: Alkara, Argaoo, Baowi (in the Terra Expanse), Bognotti, Borgnah (in the Terra Expanse), Boukens, Cah, Dalak, Darvithri, Dunkels, Eechibo, Feuereches, Flowquette, Garghon, Hastar, Ittrit, Leklan, Lyru, Metal Weavers, Olboro, Olrawk (in the Terra Expanse) Ond, Ordon, Rhamidon, Silx, Urruu (in greener areas of the Terra Expanse), Urshund, Vispirii (in the Terra Expanse)

Sea creatures off the coastline: Kahlikri, Tiefeins (during the mating season)

» creatures
Arrical
User ImageArrical (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 imbedded 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. The eat almost anything, though prefer meat and fruit. During the long winter it hibernates and wakes up only if it smells food near by. 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.


Beral
User ImageBeral (bee-rall)
Description: This large insect is mean and territorial. They area 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. It's 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 adult hood as most birds dine upon the young Berals since the 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


Bouken
User ImageBouken (boo-ken)
Description: Eowyn Boukens are usually a mixture of browns. The closer they live to the Terra Expanse the darker brown they are. The closer to Kaiatasel, the more reddish brown and black they are. Their eyes are either blue or red. These Boukens are slightly smaller than all their cousins.

Please refer to the "Common Creatures" post for more information.


Eechibo
User ImageEechibo (ee - CHEE - boe)
Description: Please see Common Creatures post for more information.
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.
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…


Hastar
User ImageHastar (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


Kargoth
User ImageKargoth (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 tartle.
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
Note: To go after the Adult Kargoth, one needs at least LUK of 22 to join a group in attempting this fight.


Kugel
User ImageKugel (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 where ever 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


Lirkrept
User ImageLirkrept (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.



Rhamidon
User ImageRhamidon (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
Note: To go after the Rhamidon, one needs at least LUK of 22 to join a group in attempting this fight. A Rhamidon Loner 36 LUK.


User Image
 
PostPosted: Fri Feb 08, 2013 2:27 pm
ayr


» important information
Common creatures that live on Ayr: Alkara, Argaroo, Bongnotti, Borgnah, Boukens, Cah, Darvithri, Dunkels, Eechibo, Elkun (in the deep wooded and swampy valleys) Flowquette, Feuereches, Groda, Hastar, Ittrit, Leklan, Lyru, Metal Weavers, Notbjaovin, Olrawk, Ond, Ordon, Rajsha, Rivakka (in deep valleys with swamps), Silx, Urshund, Vispirii, Vlidean

Along the coasts: Kahlikri

» creatures
Argaroo
User ImageArgaroo (ar - guh - roo)
Description:See Common Creatures post for more information.
History: 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: Ayr Argaroo: Level 50, LUK ≥ 40
Note: To go after the Ayr Argaroo, one needs at least LUK of 20 to join a group in attempting this fight.
Loot: Upon defeating an argaroo in battle, roll one, 100-sided die:

Ayr Argaroo:


Bouken
User ImageBouken (boo-ken)
Description: Ayr Boukens are usually a mixture of grays and browns swirled together. Their fur is slightly spiky and they are the best climbers and jumpers among Boukens. Their eyes are always red.

Please refer to the "Common Creatures" post for more information.


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 thier 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, drops "Boushkin feathers"


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


Eechibo
User ImageEechibo (ee - CHEE - boe)
Description: Please read Common Creatures post for more information.
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.
Battle: Eechibo Littermate: Lvl 5, LUK ≥ 1 | Ayr Eechibo: Lvl 26, LUK ≥ 19
Loot: The eechibo themselves have nothing of real value on them except for their soft pelts (which you may choose to skin them for 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…


Hastar
User ImageHastar (hau-st-are)
Description: The wild Hastares here are loners, with the largest herd being five, usually one stallion, two breeding mares and two youngsters. They do not fight, but rather flee. More agile than others, they have been spotted bounding up cliff sides that should be incapable of climbing. They usually have grey or brown coats with dull scales in gray green to a rich brown. They tend to exist on more plant material than meat and have flighty dispositions.
Size: Large
Location: Upon the rocky grounds of Ayr.
Element: Astral
Battle: Will fight only if they are cornered and can't escape
Level 15, LUK ≥ 5
Loot: N/A


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


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
Note: To go after the Trask, one needs at least LUK of 26 to join a group in attempting this fight.

User Image
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri Feb 08, 2013 2:29 pm
aisko


» important information
Common creatures that live on Aisko: Alkara, Baowi, Boukens, Hastar, Leklan, Lyru, Notbjaovin, Silx

Sea creatures: Svartrin live off the coasts and in the deep waters all around Aisko.

» creatures
Bouken
User ImageBouken (boo-ken-)
Descriptions Aisko Bouken are usually a pale blue or white. Their fur is thick and fuzzy, often it can poof the Bouken up to twice its size. Their eyes are either a pale red or blue. These tend to live in burrows that they make in the ice.

Please refer to the "Common Creatures" post for more information.


Bykaldrta
Bykaldrta (bee-cal-dre-ta)
Description: A canine with a large bushy mane sprouting along it's head and shoulders. Their coats are thick and shaggy, mostly because they live in colder climates. The coat's patterns are usually pale and one color, though there are some with multiple splotches. They tend to have gold or blue eyes. These may come in all sizes, the larger they are, the more dangerous. They live in packs from 5 to 20 members, but there are some loners out there. Each pack only has three mating pairs, the lead male and his life mate, plus either the lead female's sisters or the lead males brothers. The loners are usually the biggest and strongest and are almost always male; these are wanderers, looking for a territory to call their own and a mate to start their own pack. Young males tend to stay in their home packs unless they grow stronger than the lead male, then they are chased off and become loners.
Size: Large: their shoulder stands at 6 feet.
Location: Aisko's snowy wastelands.
Element: Ice
Battle: Lone: Level 20, LUK ≥ 10.
Packs (5-10 members): Level 30, LUK ≥ 20.
Packs (11-20 members): Level 40, LUK ≥ 33.
Note: To go after a pack of 11-20 members, one needs at least LUK of 15 to join a group in attempting this fight.

Loot: Frosted Fur - An ingredient in the production of alchemical and enchanting solutions.
x2 for Lone | x10 for 5-10 Member Packs | x20 for 11-20 Member Packs


Cerlien
User Image
Cerlien (sir-lean)
Description: They are available only during December to February, except around Aisko where they are available all year long. See Seasonal Creatures post for more information.
Location: Oceans.


Hastar
User ImageHastar (hau-st-are)
Description: The Hastar here are usually pale blue and silver with thinker fur and longer manes. They tend to be much more vicious and as such, these are one of the few that will attack people. While they cannot be tamed as adults, they are prized as studs in breeding farms since they pass their aggressiveness on to their colts, an aggressiveness that can't be completely tamed but is desired in battle mounts.
Size: Large
Location: The snowy wastelands of Aisko.
Element: Astral/Ice
Battle: Lone Stallion: Level 28, LUK ≥ 18.
Herd: Level 32, LUK ≥ 23
A herd is anywhere from five to 20 Hastars.
Loot: N/A


Jabrvin
User ImageJabrvin (jah - brih - vin)
Description: Jabrivins are something like a cross between a wolverine and a tundra wolf in appearance with the the springing back legs of a snowshoe hare and the appetite of three mountain lions. They have a narrow, pointed snout, long fangs built for ripping flesh, a coat of pristine silver-white fur, a sturdy, almost ‘hunched’ back and a thick, heavily furred tail. Each of their four paws have long claws designed for getting a grip on almost anything from sleek icy surfaces to the soft bodies of their prey.

Jabrivin hunt in packs and live on an all meat diet. When desperate, they can resort to fishing but much prefer to hunt larger prey. Generally they live in the protective recesses of nooks and caves, protected from Aisko’s harsh winds and easily defended.

History: Created by 'The Only Black Uke'
Location: Aisko
Size: Large. Twice the size of a saber tooth tiger.
Element: Ice.
Battle: Jabrvin Runt Lvl 58, LUK ≥ 46 | Jabrvin Lvl 79, LUK ≥ 69 | Jabrvin Stalker Lvl 95, LUK ≥ 82
Note: To go after the Jabrvin Runt, one needs at least LUK of 23 to join a group in attempting this fight. Jabrrvin a LUK of 34, and the Stalker needs at least 41 LUK.


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

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

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

History: Created by ‘The Only Black Uke’
Location: Most kengurhas live on Aisko, though a few less heavily furred ones have been known to take up residence on Serenia. They dig snug burrows deep underground, too narrow for most any predator to follow, and hide the entrance well.
Size: Small. Very large rabbit to small/medium dog sized.
Element: Ice.
Battle: Serenia Kengurha Lvl 18, LUK ≥ 9 | Aisko Kengurha Lvl 28, LUK ≥ 18
Loot: Both types: Kengurha Pelt x 1

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


Aisko Kengurha - Intact Kengurha Horn x 2


Makka
User ImageMakka (mah - kah)
Description: Makkas are large snow beasts which look something like a cross between a bear and a rhinoceros: all the fur of a bear, but with extra horns. Omnivores by nature, makkas eat plant life in significantly greater quantities than their protruding canine teeth might suggest during the warmer months. Generally the largest meat source in a makka's diet during spring and summer is fish caught through holes in thin ice, but they also eat the meat of any predators they might kill in the process of defending themselves. Makkas travel in large herds, sleeping, fighting, and eating together, and often stampede unwary predators attempting to 'hunt' them.

Conversely, Makkas are also capable of hunting with great efficiency when plant life is scarce and often take to preying on whatever meat they can find during the winter months, becoming dangerous predators at that time due to necessity.

All grown makkas have two large horns that move back from their heads and grow in 'segments' as they age, curving up at the tip, as well as a single, much smaller horn near the front of their snout. They have a multi-colored tuft of hair along the ridge of their head that they can spring up like a fan to communicate their readiness during mating season. Just in front of their ears, makka also have long, striped tendrils coated in fur that are designed to give them extra sensory affinity, providing them information about minute changes in temperature and wind direction and helping them to anticipate coming dangers such as snowstorms or rock slides.

History: Created by 'The Only Black Uke'
Location: Aisko
Size: Large. A bit bigger than a grown bear.
Element: Ice
Battle: Tundra Makka Lvl 95, LUK ≥ 81 | Makka Caveguard Lvl 99, LUK ≥ 93
Note: To go after the Tundra Makka, one needs at least LUK of 40 to join a group in attempting this fight. The Caveguard needs 49 LUK.


Trolender
Trolender (troll-end-er)
Description: Trolenders are large heard beasts of Aisko. They are completely covered in long shaggy hair except for their legs, which are short and covered in soft fluffy fur instead. They are usually cream colored, though grey or light blue coats can be found as well. They have large thick skulls with a single jagged horn protruding from in between its eyes. They're soft large brown eyes show a gentle disposition that travelers and those who live here love. They are the main means of transportation on Aisko, especially since Aiskalan Hastars are so temperamental.
Size: Large
Location: Aisko, due to their thick shaggy coats, taking them anywhere not freezing will end up killing them with heat.
Element: Ice
Battle: Level 35, LUK ≥ 30.
Note: At most, you can face 3, otherwise you face an entire herd and they'll just stampede you, leaving only a bloody smear behind. And to go after the Trolnder, one needs at least LUK of 15 to join a group in attempting this fight.

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


Vinara
User Image Vinara (veen-are-ah)
Description: Vinara exist on Aisko year round, though it can and does appear on other places during Winter. See Seasonal Creatures for more information.


User Image
 
PostPosted: Fri Feb 08, 2013 2:37 pm
celestial plane


» important information
The only animals here are ones Abronaxus allowed to come over, have somehow managed to sneak in, or were brought over by Dovaa. The creatures here will usually have a blurb about how they made it to the plane.

Common creatures that live in the Celestial Plane: Bongnotti, Boukens, Hastar, Leklan, Lyru (on farms only, not wild), Meatal Weavers, Sheron, Olboro, Ond, Uruu

» creatures
Bognotti
User ImageBognotti (bow-g-not-e)
History: These were brought over by a curious Dovaa who loved to collect insects and spiders. Several escaped and they have been breeding and becoming a pest in the city ever since then.


Bouken
User ImageBouken (boo-ken)
Descrption: The Boukens can have anywhere from black to a pale gold, to a deep red or blue coats. They also tend to have more exotic patterns as there aren't as many predators here than other continents. They are also more tame and easier to catch than any of their cousins; as such, some of the Dovaa have managed to successfully tame some as house pets; whether they can keep and breed them is a different question.
History: Abronaxus thought they were adorable and let them into his little playground.


Hastar

User ImageHastar (hau-st-are)
History: Brought in fairly early on in the Dovaa's history, they were first breed here to get different color combinations. Hastars had been tamed and trained elsewhere, but it was here that the breeding for special traits first began in earnest. They tend to be very calm and much smaller than their cousins in the outside world.


Ibi
User ImageIbi (ee - bee)
Description: See common critter post for more information.
History: Abronaxus created ibis specifically for the Celestial Plane from the beginning, deeming that their playful and harmless nature added life and spirit to his safe haven for the Dovaa without posing any threat. Ibis have since become a frequently-tamed and domesticated creature on the Plane (though some do run wild and inhabit the Plane’s wooded areas), often being sold as pets to the Dovaa and very rarely as pets to the wealthy outside the Celestial Plane.

Created by ‘The Only Black Uke’
Location: Ibis prefer warm to temperate climates, generally populating anywhere with trees and a reliable water source. Most dwell in the Celestial Plane, their habitat of origin, but a large number have since managed to migrate out of the plane and into the forests of Serenia where they also live peaceably.


Metal Weaver
User ImageMetal Weavers (met-al | wee-ver)
History: Discovered by ladyumbra. Metal weavers were brought over to the celestial plane by an enterprising merchant who now breeds them on a farm and harvests their strong silk.


Nirrsebi
Nirrsebi (nur-seb-bee)
Description: The Nirrsebi is a shimmering, hovering serpentine creature found in the celestial plane. Their body is a flat snake like body with frilled fins running down its spins. It flies through the air like an eel swims through the ocean. Their bodies appear to be made of soft, sparkling opaque quartz or crystal, with no scales and no apparent difficulty in flexibility, rivaling Fuereches in agility. Their eyes are silvery, mirrored pools, that, at night, shimmer as if full of stars. They bear tiny, nubby white horns on their head, as well as twin streamers of fine, silky gossamer that trail behind them when they move and billow around them when they are still. These gossamer streamers come in many colors and have the iridescent quality of silk. The frilled spine is usually a pale pastel color that matches the colors of the opal scales.

They are intelligent and playful, and were created by Abronaxus as companions to his dovaa and comforts to himself. They are not able to speak a language others can understand, but make expressive chirps, cries, and squeaks and can understand dragon and even other spoken languages should they be exposed to it.
They are harmless: they have a docile, sweet demeanor and cannot bite with their weak jaws and small teeth, and do not have the strength in their bodies to crush anything. They are not edible – upon death they turn into shimmering, translucent sand that blows away in the breeze, much like dragons. They love to play and race, and have no concept of danger, so they can get their dovaa friends/owners in trouble at times, but they understand the concepts of 'hurt' and 'fault' and are apologetic when they know they've done something wrong. They rarely really learn from their mistakes.

They find mates through beautiful sky-dances and lay nests of up to 10 pearly eggs at a time. They are not overpopulating, though, because they are highly inquisitive and take risks they probably shouldn't, and also because they live for about 5 years or so.

History: Legend has it that Abronaxus, dishearted by his sisters fighting, made the Nirrsebi soon after he retreated. The playful little beasts kept him company and comforted him with their playfulness and sweetness and generally snuggly nature. Its said that they cheered him up enough for him to properly make the plane and, eventually, the Dovaa.
Whether this is true or not, they continue to be great comforts to the people of the plane.
Created by DraconicFeline
Location: The Celestial Plane, though they can be seen in the company of Dovaa travelling outside the Plane.
Size: Medium: about the size of a cat, though the older ones can reach the size of a large dog.
Element: Astral
Battle: On the Plane its illegal to harm them (who would want to harm such a sweet cute thing?!). But accidents do happen... And they will defend themselves if troubled too much. Lvl 9, LUK > 2


Olboro
User ImageOlboro (ole - bore - oh)
Description: See common critter post for more information.
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’


Ond
User ImageOnd (ah-n-d)
History: You cannot keep the Ond out! There seems to be no way to keep the magic eating pranksters away when there is a festival!


Uruu
User Image Uruu (oo - roo)
Description: See common creatures post for most information.
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'



User Image
 

Magesc
Captain


Magesc
Captain

PostPosted: Sun Jul 21, 2013 8:36 am
Sea Creatures


» important information
Creatures here will be available only in the sea! You may also find them located in certain continent bio's if they tend to stay near that continent's shoreline!

Arboa
User ImageArboa (ar - boe - uh)
Description: Arboas are surprisingly adaptable, migratory aquatic animals capable of making their habitats in either fresh, brackish, or saltwater. They are consistently dark with vibrantly colored spots, have slippery and scaleless skin similar to the texture of a wet frog, and sport bodies shaped something like a massively overgrown tadpole. They also have bulbous eyes, two large tusks on either side of their mouths and a ream of thin, bone-like spikes that follow the ridge of their spine and shoot upward.

Despite their arguably grotesque and horror-story-esque appearance, arboas are fairly docile creatures as a whole. They do not attack unless provoked and in fact tend to shy away from unfamiliar disturbances in the water. Their most dangerous aspect to magescians is their toxic skin — touching it can send a body into shock, twitching with convulsions, thus making drowning the most common way to die from an arboa encounter. Immediately after their death, however, the toxicity of the poison coating on their skin diminishes significantly, causing many to hypothesize that much of its potency is magically enhanced and dependant on the creature’s life force.

An arboa’s diet consists of both plant and animal life, as well as a scattering of things most creatures would find it difficult or impossible to ingest, including some small pieces of rusting metal, oils and various generally toxic pollutants, and sewage.

History: Created by ‘The Only Black Uke’
Location: Soudul. The lakes therein and the coastline and oceanic areas bordering the continent. They exist in greater numbers along the northern coast where the water is cooler.
Size: Medium. ~ 2 - 3 ft. long from nose to tip when laid end to end.
Element: Water, darkness.
Battle: Arboa Runt Lvl 13, LUK ≥ 4 | Arboa Lvl 22, LUK ≥ 13


Baikhal
User ImageBaikhal (buy - kal)
Description: Baikhal are large, deep sea predators. They generally come in dark, dingy shades of green and brown, sport a roughly spade-shaped, multi-spiked tail, rows of viciously sharp teeth, and two sharp horns that protrude from their foreheads.

Though powerful, baikhal tend to swim slowly a gross majority of the time, moving quickly only in sharp bursts to catch prey, and then returning to their plodding pace afterwards. Accustomed to the darkest, coldest parts of the open ocean, all baikhal are blind — what once might have been “eyes” are now empty sockets, much like oblivionites — but they do not need eyes to ‘see’ their prey. Baikhal base their attacks and sense of direction on everything from an acute sense of smell, to twitches of vibrations in the water, tidal changes, and temperature shifts.

Baikhal are rarely ever glimpsed by those who dwell above the surface, but — if sought out — one would certainly react violently to anything it perceived as either a threat or a potential food source. Interaction with Khehoras and magescians, however, are extremely limited due the remote nature of their natural habitat.

History: Because of the general inaccessibility of their primary habitat, very little concrete information is known about baikhal among magescians. What little information is available has been discerned mostly from the studies of curious researchers performed on the occasional body of a deceased baikhal washed ashore or located half-frozen on the coasts of Aisko.

Because of their eyeless sockets, mysterious nature, and preference for the dark and cold, many myths that they are the direct creation of Soudana herself have cropped up over the years. Violent legends that tell of them rising up from the depths and scouring the coastlines to feast on anything that dare step foot in the water have perpetuated travelers’ campfire tales and parents’ bedtime stories for many centuries.

Created by 'The Only Black Uke'
Location: Deep ocean, usually nearer to the northern and southern poles, though some do inhabit the deepest parts of the middle oceanic areas, primarily when migrating.
Size: Huge. Most baikhal are approximately the size of a whale.
Element: Water, darkness.
Battle: In order to fight a baikhal, you must first find a method and RP a trek down near to the ocean floor, likely requiring either substantial magical aid from a aryala and peisio dovaa (for breathable air and protection from the crushing weight of the deep sea) or a technological contraption of orderite invention. Feel free to get creative, but keep in mind that getting to these creatures is not easy, and once you get there, the battle will not be simple either.

Lvl 90, LUK ≥ 80
Note: To go after the Baikhal, one needs at least LUK of 40 to join a group in attempting this fight.

Loot:
      Baikhal Horn - A trophy. Useful for nothing but bragging rights on its own, but if you RP a visit to a jewelcrafter, you may have it fashioned into a Deepsea Slayer’s Pendant which grants + 10 ATK.
      • Item grant: Baikhal Saliva - Ingest for underwater breathing. Drinking it mixed with some other strongly-flavored liquid is recommended to reduce the chances of vomiting. While it does allow you to breathe underwater, it does not protect you from the high pressures of the deep ocean or magically teach you to swim. So it is wise not to venture too deep!

      You receive enough of this from one kill to last a lifetime. The effect lasts one hour before you need to drink more. (Unlimited uses.)


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

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

Erlkin react aggressively to swimmers — Khehora and magescian alike — but do not bother ships (though a large and hungry erlkin may attempt to capsize a small boat). Erlkin do swim near the coastlines and, particularly if their feeding supply is diminished, may well seek out unwary swimmers or fisherman as a potential food source. They will also attack regardless of everything else if they feel their territory is being threatened.
History: Created by ‘The Only Black Uke’
Location: Erlkin are saltwater fish, and thus live only in the ocean. They tend to prefer warmer water, dwelling mainly in the areas nearest the equator (along the coasts on the east and west sides of Eowyn and out in the open water that follows). Also because of their preference for warmth, they tend to inhabit water nearer to the surface, delving deep only if food runs scarce and staying only as long as absolutely necessary.
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.

Note: To go after the Erlkin Ancient, one needs at least LUK of 32 to join a group in attempting this fight.

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.


Kahlikri
User ImageKahlikri (kah - lee - kree)
Description: Kahlikris are large, seahorse-like sea creatures approximately the size of a pony. Atop their long, equestrian head rests the upper half of a skull, much like Nekkora. A kahlikri's skull armor is a born-in type of secondary exoskeleton which exists attached to their body in addition to their inner skull. In addition to this, kahlikris typically sport two spiked and scaled wing-like fins at their back and a long curving tail adorned with two similarly spiked fins on either side. Kahlikris come most often in shades of soft blues, pinks and pastel yellows.

Kahlikris are primarily carnivores and hunt other aquatic creatures near the surface of the ocean in addition to, on rarer occasions, any Magescians or Khehora unlucky enough to cross their path unprepared to defend themselves. Kahlikri most often travel and live together in pods for mating and safety purposes but do on occasion hunt alone. They are also adaptable and can be found in virtually all oceans across Magesc.

History: Created by 'The Only Black Uke'
Location: Oceans all over Magesc, especially near polar areas.
Size: Large - about the size of a pony.
Element: Water
Battle: Kahlikri Seaspinner Lvl 58, LUK ≥ 48 | Kahlikri Huntress Lvl 70, LUK ≥ 57 | Kahlikri Tribemaster Lvl 89, LUK ≥ 76
Note: To go after the Seaspinner, one needs at least LUK of 24 to join a group in attempting this fight. The Huntress, 28. The Tribemaster, 38.


Kokkolru
User ImageKokkolru (kok - kole - roo)
Description: Kokkolru are massive, typically slow moving, aquatic omnivores. Covered with sleek, florescent blue scales, their bodies begin with a wide head and gaping mouth only to trail gradually off to a fairly narrow tail fin. A flexible, rippling fin covers the top ridge of their backs and a number of smaller propeller fins adorn their sides.

Generally the only times kokkolrus move fast are when hunting - a surprise burst of speed used to catch up on unsuspecting prey and swallow them whole - or when pursuing a mate. Most kokkolru travel in small to medium sized groups, but a rare few live and hunt solo.

History: Created by 'The Only Black Uke'
Location: Deep ocean in winter; nearer to the surface in the warmer months.
Size: Large. About the size of a small whale.
Element: Water
Battle: Kokkolru Hatchling Lvl 49, LUK ≥ 37 | Kokkolru Schoolherder Lvl 77, LUK ≥ 64 | Kokkolru Lone-Hunter Lvl 88, LUK ≥ 78
Note: To go after the Hatchling, one needs at least LUK of 18 to join a group in attempting this fight. Schoolherder, 32, and Lone-Hunter 39 LUK.


Kraken

Kraken (Kray-kin)
Description: From the depths of the sea the Kraken emerges. No one knows why they surface since the food they eat dwells only in the depths. For many years the only thing people knew about it was that it had many long tentacles. It was only recently that a Piesio Merkien floated to shore, badly wounded but still alive after encountering a young Kraken in the deep.

The Kraken is indeed mostly tentacles, and the body is maybe half the size of it's tentacles. a total of 10 tentacles attach themselves to a hard arrow shaped body, with 4 eyes placed around the body. The eyes resemble that of a bug, many facets and it glows a pale sickly green. It's maw is at the center of the ring of tentacles, rimmed with many rows of sharp long teeth. A Kraken is mostly a blackish blue with green or brown highlights and spots.

People have seen Krakens attacking and eating dragons as well as ships. A sign that a Kraken is about to attack is often only the dark shadow beneath you before the tentacles wrap themselves with lightning speed about the large object they are attacking. They do not attack anything that is less than 2 meters (an adult Magescian) long so you are safe from them unless you are in a ship.

Location: They dwell mostly in the deep ocean depths, but can be found come spring and fall nearer the surfaces.
Size: Gargantuan! One tentacle alone is the size of a Diabi dragon, and the body is half that size.
Element:water
Battle: Level 110, LUK ≥ 100 and you must be out in the middle of the sea. They do not venture near the shore.
Note: If you have a group facing the Kraken, all participants must have a LUK of 50+! All others are too weak to face the Kraken.
Loot: They drop x1 Kraken Tooth upon death. A Kraken Tooth may be used to enhance a weapon, giving a +10 to ATK. You must RP the addition being added to your weapon. This could be just visiting a smith or you can visit Arick Skyeforge and he'll do it for you. It can be a Non imprinted weapon you use to bind this to!


Svartrin

User ImageSvartrin (see-var- tree-in)
Description: The Svartin are aquatic mammals who swim in small groups called pods. Some times people confuse them for Merkora, but they are not related at all! A Svartrin has a long and narrow head with a sharp bony plate that covers the top of the skull and bone plates that cover its neck as well. The Svartrin's face is all sharp angles, will long slim slits for eyes and a gaping maw edges with sharp teeth. It has a short neck that leads to a long slim body and a long flexible tail that is makes up half it's total length. It has three sets of limb like fins. The 'fins' are made up of three long spindly 'fingers' tipped with claws that have a thick membrane webbing between the 'fingers.' The tail ends in a dual fin that acts like a flipper. It is covered in scales much like a Khehoras and have a short frill along their spine. A svartrin's color is usually a dark shade of blue or green with pale ice blue undersides and frills. Their eyes are pale gold orbs with no pupils.

Svartirns are meat eaters. They hunt anything that moves in the sea and are known to follow ships around waiting for someone to fall in. Sometimes they'll leap out of the water and onto the deck to grab a tasty looking morsel as well. The fishing ships of Soudul are always on the look out for them, for Svartrins also like tipping boats over if they can. They are quiet intelligent and know what will lead them to food. Merkins must be careful of them, since they, and epically their young, are on the Svartrin's menu.

Location: They dwell in the waters around Aisko mostly, but are often near Soudul these days.
Size: Large (The size of a full grown Khehora)
Element: water
Battle: Level 70, LUK ≥ 60 You must be in deep water.
Note: To go after the Svartrin, one needs at least LUK of 30 to join a group in attempting this fight.
Loot: x3 Sharp Tooth. These can, after being given a safe spot to hold, be used like a dagger. (Adds no real bonus though, just a neat looking dagger)


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

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

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

Many have tried to capture and raise a Triefen, but they do not survive in captivity for more than a week. They need to be immersed in ocean water and its strong currents that push oxygen into its gills allowing it to breathe correctly. It can stand a few hours out of waters but then it will flee back to the water. While they can not keep them alive in captivity with out intensive care and complex large pools, the Triefen are considered delicacies and many fisherman make a living selling Triefen to restaurants and cafes.
Size: Medium
Location: Along coastal waters of Serenia and Soudul.
Element: Water
Battle: They will only attack you if you are in the water. Level 20, LUK ≥ 10
Loot: x2 Pearly Scales - An ingredient used in the production of alchemical and enchanting solutions.

 
PostPosted: Thu Oct 24, 2013 4:41 pm
seasonal creatures

Arranged by Availability. The Creatures available in both December and January bottom of the list.


Fae Dragon
User ImageFae Dragons (fay dra-gon-s)
Availability: As they were gram pets, your character can see them any time of the year. But they can only be gotten from the winter grams from 2013.

Description: Fae Dragons are very much like small dragons; though they have no forelegs. They have an innate curiosity and bright mind that can and does get them into trouble. While they do not have the intelligence of a Khehora or Magescian, they do have some intelligence. They are capable of problem solving, recognizing people, showing emotions and of being trained. They do not speak any recognizable language, but the Khehora and Dovaa think that they speak a strange and mutated dialect of Dragon. They have no culture, nor anything resembling a Khehoran or Dragon clan. They seem to view who ever raises them as 'family' though, much like a bird imprints. They are capable of fast and agile flight, and they can hop along the ground at a surprising speed if they wanted too. Fae Dragon's come in only a few colors, and do not seem to have magic like Khehora or Dragons do.

Lore : As the winter solstice approaches Kalyth has risen from the underwater cave where he has been slumbering recently. A strange urge has overtaken the celestial dragon. He wishes to create, to bring new life to the world just as the gods brought him to life and as their many other creations procreate and birth new beings into Magesc.
Surging up out of the waters and high into the sky Kalyth summons the wealth of magical power that he alone holds. He seeded the clouds with his power and let the winds carry them across Magesc. When it rains the magically infused water soaked into the ground and a small plant will grew. The leaves swiftly blossomed to reveal a strangely colored pearl, that when touched seems to pulse like a beating heart. Inside a life never before seen on Magesc grows within these plants and soon a new species hatched to walk upon Magesc.

Location: Everywhere!
Size: Small, the size of a house cat.
Battle/Taming:You cannot fight them. They flee should you threaten them. They may not be tamed through the Taming adventure either. They are gram pets and that is the only way to obtain one.


Flowquette
User ImageFlowquette (flow-ket)
Availability: During the Month of Love (February)
Description: The Flowquette is a very small little creature that seems to grow during the Season of Love. Every year, around February, thousands of Flowquette begin to grow and sprout out of the ground across all of Magesc, even the Celestial Plane. When fully grown, they will pop out and begin running slowly about, shedding off heart shaped petals. Once the petals are completely gone, the creature will die, a short lived life for such a happy creature. They last out of the ground normally a week or two, longer if they are given a bowl of water to stay in and enough sunlight. These creatures are often given as gifts to others for their meaning. The heart shaped petals symbolize love throughout all of Magesc. Many people give the Flowquette to their loved ones to show their affection and a token of their appreciation of the other person. Catch one and give it to your loved one, it will mean the world.
Size: Tiny
Location: Everywhere.
Element: Astral/Plant
Battle: This creature is too skittish to battle, plus, who would want to battle a little flower with a cute smile?


Animated Pumpkins
User ImageAnimated Pumpkins (anna-mated | pump-kins)
Availability: During the Months of Blood Moon (October/November)
Description: The Blood Moon has sent waves of dark and conjuration magic down into the farmlands of Magesc, animating the Pumpkins and creating a monster. The dark magics combined the squash and pumpkins together and gave the animated plants minimal intelligence and a voracious appetite for blood and other vegetables. Now Farmers must defend their farms from their own produce, and it is causing havoc out in the country lands.
Size: Medium
Location: The farmlands of Soudul and Serenia, along the coast lines of Ayr, and near settlements on Eowyn.
Element: Plant/Conjuration
Battle: Level 18 , LUK ≥ 12
Loot: x2 Pumpkin Guts - An ingredient used in the production of alchemical and enchanting solutions.


Draugur
User ImageDraugur (draw-goo-er)
Availability: During the Months of Blood Moon (October/November)
Description: On nights of the Blood Moon, the Draugur rise from within the dead trees where they've been sleeping. They dwell only in the swampy areas of Soudul, and many say that they are the avenging spirits of creatures hunted. A draugur resembles a shade of a bird, but its feathers are much longer and flow like cloth in the wind. They haunt the nights and their shrieks echo mournfully through out the forests. When they scent blood, the draugur flock to it to try and consume both the hunter and the prey. These are the rumors, in fact they are instead very much living creatures and not the dead. For the most part they lie hibernating in dark places that are filled with shadows. They do come out at night, but are never seen because they are shy and silent creatures. Until the Blood Moon rises, which is the signal for their mating season. Then they come out during the daytime, infused with enough dark power to resist the sunlight, and shriek to attract mates and challenge others. They are much more aggressive in this time, but need more blood to maintain their strength, which is why the scent of blood attracts them.
Size: Medium/Large
Location: Swamps and Forests of Soudul
Element: Dark/Blood/Wind
Battle: Level 40, LUK ≥ 30
Loot: N/A


Will-o-Wisps
User ImageWill-o-Wisps (will-o-wisp)
Availability: During Months of Blue and Blood Moon (March/April + October/November)
Description: A strange occurrence happens when the Blood and Blue Moon rises in the Autumn and Spring. Strange balls of blue or green fire with vague faces glowing from within them start to appear. They are most common about graveyards and battle fields, though they have been spotted frequently in the misty valleys of Ayr and swamplands on Serenia and Soudul. Anyplace where there has been a recent death or place where many have died in the past are haunted by these strange floating balls of fire. The only noise they make is a soft whisper; almost like they are trying to say something, but you can't understand what it is. Those who have listened to the whispers of the Will-o-wisps are driven mad and die soon after if they are lucky. Rumors say that that the Will-o-Wisps are souls of the dead returned to life briefly to remind the living of what has been lost. A will-o-wisp is a dangerous foe, when angered they unleash unearthly screams and their flames suddenly unleash heat. Ghost like, non magical weapons won't damage them, and imprinted weapons barely hurt them.
Size: Small/Medium
Location: Everywhere there has been death. They linger about graveyards and old battlefields, haunting swamps and forests where people have died. They can even be spotted about reefs.
Element: Blood/Fire/Light
Battle: Level 18, LUK ≥ 10
Loot: N/A


Cerlien
User Image
Cerlien (sir-lean)
Availability: They can be found in Aisko year round. During the winter months (December and January) they appear anywhere in the ocean there is freezing weather and storms.
Description: Cerliens are created by winter storms at sea; a mixture of wild magic, lightning, and ice. The stories say that they were one of Abaranox's creations that he tossed into the sea when it failed to be what he wanted. The Cerlien resembles a snake made from ice that is twice the size of an Aeduan dragon. It's translucent ice scales contains a strange mixture of roiling sea water and lightning. Its head is all mouth and teeth with slim slits for eyes that burn like lightning. Along it's spine is a sharp protrusion of white ice shards, and it has several fins that are made of ice.

A wild and temperamental as a storm, Cerliens love to attack things and break them. The signs that a Cerlien is following you is when you spot flashes of lightning in the sea below, or hear thunder when there is no storm. A Cerlein will live forever unless killed by a mixture of fire and earth, which is means that is is a good thing that they are very rare since it requires a magically charged winter storm over the deep sea to create one. Normally they only go for large creatures, unless you happen to be a Khehora or Dovaa who is a Firani or Gaili. These they hate and will pursue until you go inland.
Location: Oceans, preferable deep sea, but they do live along coast lines as well.
Size: Gargantuan; Twice the size of Peisio Dragon.
Element: Lighting/Ice
Battle: Level 95 LUK > 90
Note: To go after the Cerlien, one needs at least LUK of 45 to join a group in attempting this fight.
They drop a Shard of Lightning Ice :: A shard of ice the size of your hand that has lightning flickering inside of it. You can feel both heat and and cold emitting from it. Allows you access to any of the Kiandri or Aisko Spells (You must have the INT require y those spells to use them). May be used twice in battle. You must be an Expert to use.


Vinara
User Image Vinara (veen-are-ah)
Availability: They can be found in Aisko year round. During the winter months (December and January) they appear anywhere there is snow.
Description: The Vinara are icy fuzzy insects who hibernate all year until the first snow falls. Then they appear all over the Magescian world; small snowflake sized balls of pale blue fluff with 4 wings that resemble ice shards. When they fly, their wings beat quickly and emit a soft tinkling sound. They have two bubble eyes with many facets that are gold in color. During the night, their large golden eyes glow softly.

Vinara, during the winter, are constantly on the move; seeking mates and food. You will find them mostly around lakes, ponds, glades, and grooves of trees. They often congregate in great numbers, sometimes looking like a snow storm. When they do this, it sounds like a mixture of glass continuously shattering, small bells tinkling, and a low hum more felt than heard.
While the Vinara normally are docile, if one wanders into the middle of a large gathering of them, you will find out that their shard like wings are very sharp. If you kill one, the rest begin to swarm about you until you flee or create warmth to make them flee. A vinara begins to melt upon death.
Once spring comes, the Vinara go back into the ground, burrowing deep into the earth to sleep till winter comes again.
Location: Everywhere snow falls. They are available only during December and January except on Aisko where they are available all year long.
Size: tiny, the size of a large snowflake.
Element: Ice
Battle: Level 15 LUK > 1
 

Magesc
Captain


Magesc
Captain

PostPosted: Mon Nov 18, 2013 6:46 pm
The Mara


The Mara now are mostly on Eowyn. You can only encounter a group of 3 or less anywhere else! You cna encounter any of the one's listed below EXCEPT Crafter Mara's, they have all returned to Eowyn.
You will find most of them in the Dune sea about the Mara Stronghold. If you attempt to approach the Mara Stronghold, please Quote robot kitten as you will have a prompt to respond to!

Special: Mara do not grant LUK when fought! This is taken from the Mara Event and stays this way. However, you gain the total exp! Do not divide by a number if you are in a group.

Description:


  • King Mara :: Calls itself Ray de la Tierra (King of Earth). Highly intelligent and can use magic and create more Mara's. He looks like a very large floating statue made of marble with shiny gold gilded armor. On its stone head lies a a golden crown. Like the other Mara's, it has no legs, just a gall of swirling golden magic below the body of rock and metal.
    by Dia
    User Image


  • Rock Mara : Call themselves Roca de le Tirra.(Rock of Earth) The are like drones. They have limited intelligence and speak in guttural short sentences. They resemble floating rocks vaguely shaped like a person with primitive stone armor. A green ball of magic swirls about where the legs should be.
    by robo User Image


  • Metal Mara :: Call themselves Caballero de le Tierra (Knights of earth). These can talk and are intelligent, but can't use magic though they are slightly resistant to lightning, fire, and light since that's what the Mara's have faced off against. They look like floating armor with no legs. Inside the armor is a ball of glowing blue magic where a body should be.
    by robo User Image


  • Mage Mara :: Calls themselves Magia de le Tierra (magic of earth) . Very intelligent and wield earth/metal magic. These resemble slimmer figures of stone are a more refined version of a Rock Mara. with a mixture of metal and cloth 'clothing' instead of armor. They too have no legs and a ball of red magic swirls where the legs should be.
    [art coming soon]

  • Dark Mage Mara :: Called the Voz de la Tierra (voice of the earth). Intelligent and more powerful than the mage mara's, they wield a mixture of shadow, earth and metal magic. They speak in a deep whispering voice, one that resonates in your bones. Don't listen to what they say! For they can capture your mind and hypnotize you. They are carved from Arcanites, obsidian, and copper. They wear no armor nor cloth, but instead their very body is carved with symbols and signs to enhance their magic. They too have no legs and a ball of copper magic swirls where the legs should be.
    Geo info:Arcanite was first identified in 1845.The Latin name for Arcanite is Double Secret because this mineral is only found in hidden places.
    User Image


  • Crafter Mara :: Called Mano del Rey Tierra (hand of the earth king). Very intelligent and wield earth and metal magic.They are slim rock mara's wrapped in cloth and decked in rough metal and stone jewelry. They wield the tools of smiths and sculptures, though the size of said tools mean they can easily kill an maim a Magesscian. They are the forgers and helpers of the Mara King, and they can heal and fix any damage upon a Mara. They too have no legs and a ball of pale purple magic swirls where the legs should be.
    by tory bird
    User Image


  • Diamond Mara :: Calls themselves Hoja de la Tierra (blade of the earth). Carved from the huge deposits of diamonds found deep beneath the Mara Stronghold, the Diamond Mara appear to be slim figures that are translucent and beautifully polished diamond figures. When light hits them, the diamond body gathers it within and shines like a beacon, blinding those around them. They are carved so that all the edges are sharp, and they wield no weapon for their very bodies are weapons. They can channel and use Light and Earth magic. They too have no legs and a ball of pale gold magic swirls where the legs should be.
    [art coming soon]


Battle Information
  • Rock Mara:
      If you have a LUK less than 10 or are an Apprentice Civi: Win is a 71-100 EXP gained: 10
      If you have a LUK of 11 to 20 or are an Adept Civi: Win is a 51-100 EXP gained: 15
      If you have a LUK of 21 to 40 or are an Expert Civi: Win is a 31-100 EXP gained: 20
      Any Higher stages and LUK's just need a 11-100 and gain 25 EXP

  • Rock Mara's drop: x15 Moonstones or Shattered Granite
      Roll a d100 to see which:
      1-90: Shattered Granite
      91-100 Moonstone


  • Metal Mara:
      Apprentice Civi's and those with LUK less than 10 may not go for these ones.
      If you have a LUK of 10 or are an Adept Civi: Win is a 81-100 EXP gained: 15
      If you have a LUK of 11 to 30 or are an Expert Civi: Win is a 61-100 EXP gained: 20
      If you have a LUK of 31 to 40 or are an Master Civi: Win is a 41-100 EXP gained: 25
      Any Higher stages and LUK's just need a 21-100 and gain 30 EXP

  • Metal Mara's drop: x15 Bronze, Iron or Copper bars.
      Roll a d100 to see which:
      1-40: Copper
      41-81: Bronze
      82-100: Iron


  • Mage Mara:

      Apprentice Civi's and those with LUK less than 20 may not go for these ones.
      If you have a LUK of 20 or are an Adept Civi: Win is a 91-100 EXP gained: 20
      If you have a LUK of 11 to 30 or are an Expert Civi: Win is a 71-100 EXP gained: 25
      If you have a LUK of 31 to 40 or are an Master Civi: Win is a 51-100 EXP gained: 30
      Any Higher stages and LUK's just need a 31-100 and gain 35 EXP

  • Mage Mara's drop: x15 Iron bars and x 2 Plain Cloths.
  • Crafter Mara:

      Apprentice and Adept Civi's and those with LUK less than 30 may not go for these ones.
      If you have a LUK of 30 or are an Expert Civi: Win is a 91-100 EXP gained: 25
      If you have a LUK of 31 to 40 or are a Master Civi: Win is a 71-100 EXP gained: 30
      If you have a LUK of 41 to 50: Win is a 51-100 EXP gained: 35
      Any Higher stages and LUK's just need a 31-100 and gain 40 EXP

  • Crafter Mara's drop: x5 Moon stones, x5 Shattered Granites, Small Hammer (crafting tool)

  • Dark Mage Mara:

      Apprentice and Adept Civi's and those with LUK less than 40 may not go for these ones.
      If you have a LUK of 40 or are an Expert Civi: Win is a 91-100 EXP gained: 30
      If you have a LUK of 41 to 50 or are a Master Civi: Win is a 71-100 EXP gained: 35
      If you have a LUK of 51 to 60: Win is a 51-100 EXP gained: 40
      Any Higher stages and LUK's just need a 31-100 and gain 45 EXP

  • Dark Mage Mara's drop: x5 Arcanite Stones, x10 Obsidian, x 2 Copper Bars

  • Diamond Mara:

      Apprentice, Adept, and Expert Civi's and those with LUK less than 50 may not go for these ones.
      If you have a LUK of 50 or are a Master Civi: Win is a 91-100 EXP gained: 35
      If you have a LUK of 51 to 60: Win is a 71-100 EXP gained: 40
      If you have a LUK of 61 to 70: Win is a 51-100 EXP gained: 44
      Any Higher stages and LUK's just need a 31-100 and gain 50 EXP

  • Diamond Mara's drop: x5 Diamonds

 
PostPosted: Thu Jul 31, 2014 7:02 pm
credits


World of Magesc © Brolis
Creature Idea © robot kitten
Thread Content © robot kitten and Brolis
Map Concept © Brolis
Map Art © Sora Icefreeze

Creature's bio's © robot kitten
Any creature not made by robot kitten will be referenced in said creature's bio.

Any artwork that is made will be credited here:
Boukens, Drouil, Notbjaovin, Lirkrept © awendybird
Animated Pumpkins, Arrical, Bognotti, Drauger, Elkun, Fekerat, Groda, Metal Weavers, Ond, Trask © Diabolica-III
Riistäjä, Feuereches, Hästar © jayoku
Silx, Svartrin © robot kitten
Cerlian, Vinara © SnowQuill
Alkara, Arboa, Argaroo, Arvathi, Baikhal, Baowi, Boushkin, Cah, Dalak, Darvithri, Eechibo, Erlkin, Garghon, Ibi, Ittrit, Jabrvin, Kahlikri, Kargoth, Kengurha, Kokkolru, Lyru, Makka, Olboro, Olrawk, Ordon, Pesnicks, Rajsha, Rhamidon, Rivakka, Ukkobak, Urshund, Uruu, Vispirii, Yvazhi © The Only Black Uke
Babosa, Borlarn, Dunkel, Flowquette, Kugel, Triefen, Vlidean,Voraz © Yorugami
 

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