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Post by Stage on Feb 25, 2018 7:00:43 GMT
Names: Rathage
Native home: Arken Mundus range: Found in large water bodies in No Man's Land and Farrago
Size range: 54 to 108 ft long Mass range: 2.4 to 7.4 tons
Description: Rathages are massive, bronze-scaled river serpents with flattened heads, reflective red eyes, and spade-shaped tails used for threat displays. The are very thick-bodied and have a bony casque, or helmet-like structure, that can resemble a crown in some individuals. Their unproportionally large, dorsoventrally compressed heads are more saurian than serpentine, leading some to theorize that are actually not closely related to snakes. It may be that they are a form of legless dragon.
Info: Rathages are rare in their home range because the danger they pose lends itself to systematic extermination.
Behavior: Rathages are extremely dangerous and do not stand for intrusions on their watery homes. Due to their enormous size means, they must occupy long stretches of river and consume huge amounts of prey to flourish. They are highly cannibalistic. When two adults encounter each other, there is a danger of predation even if one is only slightly smaller. There have been many cases of rathages found dead or killed, and necropsies revealing a second rathage within its stomach. Despite its foul temper, rathages show dedicated parental care. Both parents guard and warm the nest by shivering, the muscle action generating heat which is transferred to the encoiled eggs. Adult rathages will also not menace juveniles they recognize as their own by scent. Former mates are not so lucky. Female rathages are dramatically larger than males. Mating is driven by female choice, which is brutally enforced. Males that displease a female they are courting may be killed and consumed.
Abilities: - Armor: The round, shield-sized, overlapping scales of a rathage are highly resistant to blunt force trauma.
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Post by Stage on Feb 25, 2018 7:01:47 GMT
Names: Neraida kaelpie, siren otter Native home: Earth CP-2 Mundus range: Found off coasts in Migma and northern No Man's Land, as well as very occasionally inland within the same region Size range: 10 to 11 ft long Weight range: 105 to 115 lb Description: Its scientific name meaning "fairy kelpie," the siren otter is a species of giant, northern marine otter. Genetic analysis has found its closest living relative is the giant river otter of South America. It has been associated with, or perhaps even inspired, a number of mythological creatures since ancient times. Due to its large, intelligent, brown eyes and the strangely delicate facial features around its brow, it can be mistaken for a woman at a glance when it spy hops, leading some to connect it to mermaids and sea nymphs. Its full head is rather horse-like though, with a deeper skull and longer jaws than other otters as well as tall, sheering incisors used to cripple the tails of the large fish that make up the majority of its prey base, associating it with the kelpie. These connections together have lead his to an additional comparison to the siren: an aquatic creature that draws humans their death with a combination of its odd beauty and their own curiosity. Info: The siren otter is a mainly oceanic species, but it ventures inland when food is scarce. In Lemuria, it is also pushed inward when Croder is in the area. Behavior: It feeds mainly on large, pelagic fish such the Atlantic bluefin tuna. It ambushes and dispatches its prey by stripping away muscle from their powerful tails. It manages to wound its fast, powerful prey by either by chasing it down after a slow, nonthreatening approach or by hanging limp in the water column after defecating or regurgitating a small portion of its previous meal as bait. It is not unfamiliar with terrestrial prey though and aims to drown it when the opportunity or need arises. It has taken humans as prey before.
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Post by Stage on Feb 25, 2018 7:03:15 GMT
Names: Canis saltus, hesnic wolves, Lexian forest wovesf, man-eater wolves, tawny wolves Native home: Novorbis Mundus range: Southern Migma and very northern No Man's Land Size range: 3 to 3.2 ft tall Weight range: 220 to 350 lb Description: Its scientific name meaning “forest dog," the tawny wolf is a large, heavy-bodied canid. It has a dense orange-brown to gray-brown coat of fur with a paler mask around its eyes and snout that has been compared to tears staining its face. Info: While they are not the largest or most fearsome predator roaming the wilderness of Rusidus, the tawny wolf is believed to be responsible for the most human deaths. It is for this reason the tawny wolf is much reviled and often hunted in turn by villages it threatens with its proximity. This push back against the man-eater wolf has caused its range to become limited to the western and eastern portions of Lexia, the largest country in Rusidus, with almost no overlap into other nations. The north is too frigid and the more formidable boreal bear and czorol too of savage competitors. The south of Lexia and the nations below it are too warm for the tawny wolf and its thick wintering coat. Behavior: In contrast to the image of a wolf pack chasing down a hapless grazer, the tawny wolf is a mostly solitary hunter, though it can take down prey of the same weight class due to its heft and extremely powerful bite. It is also unique in that, unlike other wolves, which only attack humans on very rare occasion, it actively stalks and kills humans as a recognized food source. This is why it is known as the man-eater wolf. Despite being capable of taking down prey several magnitudes above its weight, it mostly consists off smaller creatures, eagerly takes carrion, and even includes a sizable portion of seeds and mast in its diet. Its powerful bite is not necessarily an adaptation to dispatch large prey, but perhaps mainly to allow it to strip down frozen carcasses.
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Post by Stage on Feb 25, 2018 7:05:03 GMT
Names: Golden tyrant, spotted tyrant, Tenacipressor fulvusNative home: Earth CP-2 Mundus range: Found in grasslands and forests from northern Farrago all the way to south Migma Size range: 10.6 to 11.9 ft long Weight range: 300 to 415 lb Description: Its Latin name meaning "tawny tenacious chaser,” T. fulvus is a mid-sized theropod descended from the famous tyrannosaurs of North America. Its striped neck and speckled underside are white while its spotted backside is pale tan to rich golden. It has a horny sheath on its snout and a low nasal crest that flares between its dark eyes, widening into a forked structure similar to the back of a claw hammer. Its small, winged arms are tipped with a single reduced claw apiece. Its tail has a wide range of horizontal movement, allowing it to twist and steer itself mid-stride, but almost no vertical movement, transferring that energy into its long, bouncy gait instead. It can run more than forty miles per hour, though at top speed it is poor at making sharp turns. Info: T. fulvus is found only on the Defluous Isles in the Tropical Eastern Pacific of Earth CP-2, where it is one of the most common large predators. Behavior: Spotted tyrants hunt in grasslands and shrub forests by running their prey to exhaustion in mob of six to thirteen individuals. It is able to crash unfazed through tall grass, thick shrubs, and small trees due to being protected by its helmet-like crest. When the chased animals collapses, it is held by the head or throat until suffocation. T. fulvus lives twenty to forty years, reaching sexually maturity between two to three years old. During its mating season, its dark sheath and crest flushes orange and turquoise. Tenacipressor sometimes shows cooperation with Pennatoraptor by herding elusive prey into the dense forests they inhabit to be outmaneuvered and downed by the more agile dromaeosaurs. Both theropods then mutually feed on the carcass. Only a very small percentage of a golden tyrant's time is spend hunting however. Most of the day, it basks in the sun or sleeps under light cover. Unlike Phobosaurus, it can can be tamed to be a hunting animals or even a pet, though fatalities are known to arise from the latter.
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Post by Stage on Feb 25, 2018 7:05:51 GMT
Name: Valjornn Native home: Noraage Mundus range: Found through Lemuria, with some coastal individuals making treks beyond the continent to places unknown Size range: 48 to 72 ft long Mass range: 1.1 to 4.8 tons Description: A valjornn is a giant dragon whose mosaic of rich brown, deeply grooved scales and gossamer, forest green fur makes it appear to be made of mossy bark. It is barrel-chested, long-necked, and has a gigantic pair of wings that stretch nearly seventy feet across when fully extended. Its powerful breast and wings carry it majestically through the air. On the ground, it supports itself with a powerful set of bird of prey-like talons and a long, thin tail. Its angular head has large, golden, forward-facing eyes set under raised crests that extend into low, curved horns that hug its skull. A stout nasal horn that resembles the head of an axe raises from between its gaping nostrils. Info: Apex predators where they comes from, valjornns are the only Noraage dragon capable of true flight. Behavior: Despite its incredible size, the valjornn prefers smaller game that can be easily handled. In its native range, it swoops down on deer, boar, livestock, and humans foolish enough to wander into the open when it is foraging. The only rival an adult valjornn naturally has is another adult valjornn. Males battle for territory and the right to mate in spectacular aerial displays that sees them lock talons and whirl about only feet above the ground. The male who wrestles off and hurls his foe to the ground is the victor. Female valjornn are even more massive than males. Large females have been known to single-handedly kill and consume mature niddrons. Though they do not take large prey often, being struck from above at speed by a valjornn's talons is quite lethal to most things.
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Post by Stage on Feb 25, 2018 7:06:26 GMT
Name: Varul Native home: Noraage Mundus range: Found almost exclusively in the Wolf Woods Size range: 7'6'' to 8'7'' Weight range: 220 to 500 lb Description: Varuls are huge, lupine bipeds. They have powerful upper bodies with broad chests and long arms that flare into large paws. Their paws have three fingers and an opposable thumbs, each with a formidable, dark-colored claw. The lower body of a varul is not as robust as its upper body. Their waists are notably thinner than their torsos and their digitigrade legs are actually somewhat lanky, though by no means weak. Their hind paws are narrower than their forepaws, though they are no less heavy. A varul has three toes and a small dewclaw, as well as a bushy tail that flicks and curls emotively. Their pelts comes in all shades of brown and their eyes can be yellow to bronze. Varuls often wear light armor such as gambesons or the occasional lamellar chestpiece. They are almost always made of leather or fabric however. It is extremely rare to find a varul in metal armor, though wandering groups of warlike varuls may wear helmets or caps. Male and female varuls do not vary in height, but females weigh significantly less. Info: Varuls are a hybrid race between menn, or humans, and vargar, enormous sapient wolves, from the flat world of Noraage. Behavior: Victims of discrimination on their homeworld, varuls stick closely to themselves. Whether they live in small, stationary settlements or as nomadic bands, they live together. Varuls enjoy a very particular way of life close to nature and filled with contests of strength. They hunt large game or fish socially and many of their important social interactions revolve around fights. Political alliances, friendships, even romances all tend to begin with brawls. Varuls often opt to fight with only their claws and teeth, but, when entering armed combat- usually against other races- they bring swords or axes. If not, they at least carry seax knives to pierce armor or deliver killing blows to foes whose blood they do not wish to dirty their paws with. Abilities: - Wolf blood: Varuls have the sharp senses of wolves, natural weapons in their teeth and claws, and strength that is just as huge as they are. The average varul can lift almost two tons.
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Post by Stage on Apr 26, 2018 19:26:18 GMT
Names: Vampire, vorvolakas, vourdoulakas, vrykolakas
Native home: Earth LS-3
Size range: 4.8 to 6 ft tall Weight range: 110 to 190 lb
Description: The animated corpses of humans, vrykolakas are pale and dirtied, livor mortis often obvious in their legs, hands, and feet, their wounds failing to close even long after infliction, and blood constantly seeping through where their skin has worn thinnest, most commonly the feet and hands. Their eyes are pitch black and emotionless. The rest of them is not so expressionless. Vrykolakas are perfectly capable of lifelike movement and proper speech, but they are decidedly not the person they were before. The force possessing them may imitate who the corpse they wear once was through muddled and often incomplete memories, but many do not bother.
Info: Though Dani is indeed possessed by a spirit, her form of habitation is exceedingly rare. Only an incredibly powerful spirit can forcibly inhabit and alter the body of a living being. Other cursed spirits in need of physical shelter tend to possess the dead, becoming 'zombies' if they are rather weak or, as in the case of vrykolakas, 'vampires' if their might is middling.
Behavior: Unable to force change in the bodies they inhabit like The Wolf, the mid-strength spirits that create vrykolakas must seek blood, the physical home of spirit, to replace what they lose from natural wear and tear to their corpse bodies. They cannot even create apparatuses to efficiently drain blood, clawing and biting at victims with unaltered fingernails and teeth. Vrykolakas tend to be communal and work together to mutually help each other, sometimes even forming 'families' that hunt and travel together.
Abilities: - Death grip: Unconcerned with damage made to their muscles as long as they are able to replenish themselves with blood, vrykolakas are approximately thrice as strong as humans. - Spirit eyes: Vrykolakas are able to freely access their spiritual sight, illuminating the eyes of their lifeless hosts with ethereal blue and allowing them to see other spirits.
Weaknesses: - Vrykolakas fare poorly in sunlight. Like The Wolf, they are cursed spirits, banished from the day. Direct exposure to daylight causes severe burns and forces the spirit to retreat, leaving the illuminated body parts temporarily paralyzed. - Silver inflicts especially heinous wounds which crackle and smoke like fire to vrykolakas, as well as causes the paralyzation effect described above.
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Post by Stage on May 2, 2018 6:16:56 GMT
Names: Daemon ferus, daemon, daimon, damon, demon, people of Daemos Native home: Weltevel Mundus range: Two main populations on the slopes of Erebus and on a mesa in northeast No Man's Land respectively Size range: 3.5 to 5.4 ft tall Weight range: 60 to 130 lb Description: Daemon ferus, or damons as they are commonly called on Lemuria, are bipedal primates with long, wiry arms and thick, muscular bodies like chimpanzees. There are two distinct forms of D. ferus in Lemuria. All damons are born pale-skinned and clear-haired, but those who live close to the interior of the continent have bluish gray skin from the consumption of a purple succulent plant and reddish fur dyed by the clay soil of the arid desert. Coastal D. ferus are red-tan due to eating the roots of a volcanic shrub and have hair stained almost black by soot. The distinct skin color of both groups is most concentrated around the eyes, forming a sort of mask, and the fur, regardless of its color, is thick across most of the body. Only their faces and strongly prehensile tails are fully naked. D. ferus have a formidable set of omnivorous teeth and thick nails that can act as claws when sharpened. The eyes of a damon are dark and bronzy, their scleras very close to black. Male D. ferus are generally larger while females sport moderately sized, human-like breasts, albeit covered by fur. Both sexes are quite muscular. Info: Just as humans, Homo sapiens, descended from great apes and are the sister taxa to chimpanzees, damons, Daemon ferus, descended from Old World monkeys and are sister to macaques. The culture of damons, which was already strained at home, split completely when they arrived on Lemuria. Some saw this forceful translocation as a sign of cosmic displeasure about the peace the current king, a small female damon known as Romy, had struck with the humans. Angered, these damons split away from Romy and elected their own king, an enormous male named Amal. This splinter group created a home for themselves atop a mesa they named Rotoben and allied themselves with Soomekh, who they now worship as a goddess. They are known as the Ruti, or the, "Red." Those who stayed loyal to Romy followed her to the east, where she founded the territory of Neuheimt at the foot of Erebus. These damons worship no one, as they always have, independent and fierce, but at least pay respect to the myth figure credited with creating their volcanic home: Amo Dae. They are known as the Schwerzi, or, "Black." The Ruti see the Schwerzi as narrow-mined and blind. The Schwerzi see the Ruti as weak-willed and feeble. Behavior: Despite being close relatives to humans, Daemon ferus have a radically different society, behaviors, and life history. For example, the average damon lives only half as long as the average human. Anywhere from thirty to forty years is a very typical ferus lifespan. Although they possess the tools for omnivory, damons are largely carnivores by practice, even engaging in ritual cannibalism in times of scarcity. Daisparch, the damon language, is genderless, which has lead to translation errors and misunderstandings, such as it being perfectly possible for a 'king' to be female. Damons do not practice a written version of their language, so all their history and knowledge is preserved anecdotally by a very select few who care. D. ferus have a naked and very sexually open culture. Clothes are only worn for ceremony by powerful individuals such as clan leaders. Only the king dresses each and every day, wearing 'wings' cast from leather. Bisexuality is nearly universal among ferus and public carnality is commonplace. No damon at any level of authority, not even the king, is discouraged from taking part in these open orgies due to their position. They are less forward-thinking when it comes to the justice system however. A ferus who has committed a crime defends themselves not with logic or facts, but with strength. The simplest form of testing strength sees the accuser and accused take turns striking one another until one gives in. It is quite literally might makes right. Damons mark their backs with scarring to denote information such as their birth clan, their age, and their hierarchical position. The king has their scars scorched over to show they hold no loyal to any one clan. Damons assign cruel nicknames drawn from weaknesses, deformities, or insecurities to each other, though only when they are equal to or below them in power. A clan leader may be given a nickname only by other clan leaders or the king. No damon is allowed to use a nickname for the king, though many do anyway. It is a popular game for bored clan leaders to say these forbidden nicknames as loudly as they dares when the king is present. Refusing to escalate or being caught constitutes defeat. To date, five clan leaders have been beaten to death by the king for the latter. Abilities: - Inhuman build: While even the largest of damons only begin to match the average human in height, they are up to twice as strong. They are also much sturdier. A ferus can endure standing what would snap a human in half. - Volcanic glasswork: In their homeland, the damon had no internally produced metalwork, as mining was not known to them, so, instead of metalworkers, they were spectacular stone carvers. They utilized volcanic glass or chert in almost all of of their weapons, and often to downright devastating effect. Using bone or wood as handles and shafts, they constructed clubs, daggers and knifes, and spears. The Schwerzi have continued this tradition, but the Ruti, now living far from any volcano, instead scavenge bone and scrap metal for their weaponry. Unlike the damon of Erebus, they also construct crude armor, inspired by their showy host. Bone is carved the same as chert, but metal is handled much more crudely, repeatedly heated then bent by hand until it is in the desired shape.
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Post by Stage on Jun 29, 2018 2:36:55 GMT
Names: Arieom, Doulotherium attnus, slaver beast Native home: Novorbis Mundus range: The interior of No Man's Land Size range: 7.8 to 16.2 ft long Weight range: 605 to 3,650 lb Description: The arieom is a large-bodied, huge-jawed, four-legged, terrestrial omnivore with hooves rather than claws. It often draws comparison to wolves or pigs, but its closest living relatives are actually whales. Its short, sandy fur, absent from its low-hanging belly and long, leathery jaws, has bold stripes on the forelegs and faint spots on the haunches. Invisible when its mouth is closed, it has a set of long, ivory tusks, and it can yawn its jaws open to an incredible degree to bear them. Its tail is covered in long, dark, bristly hair that often grazes the ground, making its tracks very distinctive. Info: Its genus name means “slave beast,” as it was named for its historic use by the nomadic Attni people of Novorbis to track escaped slaves. It has been similarly domesticated on Mundus, used by huacephali as beast of burden and war mounts. Behavior: Arieoms have traditionally been used by aggressive peoples, but they themselves are not aggressive unless trained to be so. Rather, they are mostly lethargic. They live in arid regions and cannot exert themselves much due to the risk of overheating. They will chase down and gore small prey when the chance presents itself, but otherwise they scavenge carrion and dig up roots. Arieoms adore water. They will lounge in ephemeral pools brought by rains until they dry up and bulls will fight to the death over oases. In areas where there are permanent rivers, they display a surprisingly strong ability to swim. Abilities: - Scent: The arieom has an inescapably strong sense of smell when it comes to tracking those trying to flee on foot. It has been known to travel eighteen miles in a straight line towards its quarry. Due to their semi-aquatic nature, rivers and pools do not deter them when tracking a target.
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Post by Stage on Jun 29, 2018 2:37:15 GMT
Names: Gargoyle, Gurgulio lapisNative home: Fawqunya Mundus range: Will inhabit any sort of stony, enclosed space, but the greatest concentration lies in Aadina Size range: 5 to 10 ft tall Weight range: 70 to 550 lb Description: Gargoyles are strange, hexapodal creatures with skin that appears to be made of stone. Despite this, they are flying creatures with broad, bat-like wings made for maneuvering in even tight quarters. The arms of a gargoyle are long and tipped by sharp claws meant to help them grasp perches. The legs of a gargoyle are rather short, but powerful. If a gargoyle seizes something, it uses its hindlimbs, which are surprisingly dexterous. Their feet can twist backwards. Gargoyles have long tails, but they are rather stiff and appear to be largely cartilage rather than muscle, used for steering instead of grasping or attacking. The body of a gargoyle typical hunches over, and they never quite seem capable of fully bipedal movement, crawling or hopping instead. The head of a gargoyle has spiked brows, a short, reptilian snout with a somewhat hooked tip full of short, stake-like teeth, and glowing red eyes that look as if they are covered with a colored lens. The largest gargoyles can grow to be twenty feet long and have a wingspan of thirty feet, but wingspans closer to fifteen feet are more typical. Rarely, a gargoyle can be found with gem- or metal-like skin. Info: No special relationship exists between gargoyles and huacephali on Fawqunya, neither allies or enemies to the hyenamen, but on Lemuria an alliance has formed. Because their appearance and aggression sees them harassed or driven out when they roost in other places, many gargoyles have agreed to serve in Aad's army in exchange for being welcomed into the underground portions of Aadina. Behavior: Gargoyles are curious creatures. They seem equal part natural predator and magical construct. They hunt in groups of up to sixteen, plunging down on prey in crude coordination, yet they hardly eat what they kill. This brings into question if they even need to eat. Though they are aggressive, threatening or attacking intruders to their roosts with great zeal, they are also quick to flee. Gargoyles are fascinated by shiny objects and often steal bits of metal and jewelry. Precious metal and gemstones have been found decorating their roosts, so they are sometimes raided by those desperate for wealth. Despite widely being thought of as animals, they are sapient and can speak, though they often chose not to. It takes great tenacity or charisma, but gargoyles can be reasoned with. It cannot be said they have ever been befriended though. Those rare gargoyles with lustrous skin seems more sociable than their kin, though they are so uncommon it has not been readily confirmed. Abilities: - Strength: Gargoyles are a fearsome breed. The largest can fly carrying over 1,000 pounds and even small gargoyles are as strong as a huacephali. - Dexterity: Despite their stony armor, gargoyles are swift. They can run on all fours at almost twenty miles per hour and fly faster- closer to thirty. - Constitution: Where gargoyles truly shine is their extreme endurance. It is absurdly difficult to kill a gargoyle. More than having stony skin, it seems they are made of unfeeling stone throughout due to all the punishment they can take. It is easier to drive a gargoyle into retreat than to finish it off. - Darkvision: Gargoyles are subterranean creatures and thus can see well in poor light conditions- up to 60 feet. - Natural armor: Gargoyles of all sizes are extremely tough-skinned and can shrug off blows from naked fists and light weapons. The largest gargoyles can even ignore small-caliber gunfire. - Freeze: Gargoyles can sit motionless indefinitely, making themselves resemble statures. This is useful camouflage in urban environments, but also begs a question: do gargoyles need air? - Natural weapons: Though their offense is not as impressive as their defense, gargoyles are capable of attack with their teeth, claws, and horns. They are most potent when dive bombing. Weaknesses: - Gargoyles are not especially smart. The most complex tactic one might conceive is dropping a grappled foe onto another. They are even less capable of countering tactics. - Any sort of magic energy or force attack is quick to break through gargoyles' stony skin. This suggests that they themselves are at least somewhat magical in composition.
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Post by Stage on Jun 29, 2018 2:37:36 GMT
Names: Dubua, Homo belbus, huacephalus, hyenaman Native home: Fawqunya Mundus range: Southern No Man's Land and northern Farrago, with the largest population by far in Aadina Size range: 7'0'' to 7'6'' ( Homo belbus) / 7'5'' to 7'11'' ( Homo belbus amplus) Weight range: 260 to 320 lb ( Homo belbus) / 320 to 390 lb ( Homo belbus amplus) Description: The huacephali are a theriocephalic race, meaning they are humanoids with the heads of animals. Unlike the varul, whose potential theriocephaly is ruined by a tail and digitigrade legs, huacephali are nearly identical to humans besides their size, fur, and heads. In fact, they are congeners to man, a fellow member of the genus Homo. Their scientific designation, Homo belbus, means, "hyena man." That being said, it would hard to mistake one for a human. The average huacephalus is between seven- and seven-and-a-half-feet tall and weights about 300 pounds. Its body is human-like aside from the obvious differences of height and a full, albeit short, fut coat, sandy to tan in color and covered in dark, wavy stripes. In one were to examine one closely (hopefully safely with its permission), they would also note they are proportioned slightly different, their arms longer and legs shorter as if in response. Huacephali are quite muscular, but their girth does not match their height, so they come across as lanky rather than stocky. This relatively lean muscle mass may be too much to fully support, because they tend to slouch. The head of a huacephali is where they truly deviate from the human form. Rather than a flat, simian face, they have the snouted head of a hyena with a dark muzzle and eyes, as well as large, pointed ears. This beastly head is armed with the fangs to match it, though it is rare for a huacephalus to bite an opponent. The neck and upper back of a hyenaman have a mane that raises when they are excited. Their ears are equally, or perhaps even more, expressive. Homo belbus amplus: Also known as greater hyenamen or megahuainas, literally "great hyenas," this subspecies of hyenaman is stronger, tougher, and faster than the rest of their kin, and it shows. Despite having a more muscular, bear-like build, megahuaina do not lean forward nearly as much as much as their lesser cousins. Additionally, their coats are darker in color, ranging from tawny to reddish, and in places of stripes, they have spots. Their ears too differ, shorter and rounder. Finally, their manes are shorter and not expressive. Altogether, they strike a more intimidating, stoic figure than the average hyenaman. Info: Huacephali are native to a world called Fawqunya where they inhabit the newly created country of Dabalad. This large nation, composed of temperate grasslands, hot shrublands, and arid badlands, was formed by connecting the numerous spice trading centres maintained by separate, often warring clans. These clans were united by a warlord named Aad. Many of the races on Fawqunya dislike or even hate the huacephali, but at least acknowledge their important to the world economy. They farm rare temperate spices and guard stalls and caravans moving through the harsh, dangerous terrain they inhabit. Huacephali lead very rapid lives. Though completely helpless for the first few weeks of their life, they are considered adults by age three and expected to work and fight. It is not until approximately age ten that they are are able to reproduce however. Hyenamen are lucky to live past thirty. It is not know of this is the natural limit of their lifespan or the result of their warlike lifestyle. Hyenamen speak their own language, Huacephalic, as well as a language identical to English. The latter seems to have been spread by Aad in an attempt to bring them into the modern world. Behavior: The huacephali are a race with numerous misconceptions surrounding them. For instance, there is the common, but mostly harmless, untruth that female hyenamen are shorter than males when, in actuality, the sexes are identical in both height and weight. It is difficult for a non-huacephalus to identify a female hyenaman until she speaks, unless of course she is pregnant or nursing. There are far more sinister rumors about the huacephali. One is that they are cannibals who eat their own dead. This has never been known to occur en mass. The probable explanation behind this notion is that they have an almost neurotic urge to collect trinkets, and those from fallen family and friends are the most valuable. Hyenamen place deep importance on bonds, whether they are by blood or not. Perhaps most unfairly of all, there is a frequently proposed image of the huacephali as a lazy race who take slaves at every opportunity, but this is decidedly untrue. They hyenamen historically have been spice farmers and traders and kept slaves less often than many of the races hostile to them. That is not to say that the hyenamen are a pleasant people however. Quite the opposite, they are extremely aggressive and often grating to other races. Hyenaman society is one of strength. For instance, a typical huacephalus will not ask for something when they can demand it instead. How huacephali display their dominance varies. Some are very blunt and physical about it. Others are more discrete and steal kleptomaniacally. Perhaps due to naturally obsessive tendencies such as repetitive behaviors and trophy collecting, aggressive reorganization of others' belongings is fairly common. They are also classist. Both female hyenamen and megahuaina are considered categorically superior to their counterparts. An adult male hyenaman has less social power than even an juvenile female. They often look down on other species as well. It is rare for a huacephalus to form relationships with those of separate species when there are other hyenaman around. Alone though, they can come to consider those unlike themselves like family, perhaps because they are innately social. Not all hyenamen are like this. Some groups are quite friendly and cooperative with outsiders, even living in integration with them. And although they are not cannibals, they have been known to eat the dead of other sapient creatures in times of scarcity. It is not know how many of these dead they themselves killed. On Fawqunya, huacephali are known for their subterranean towns and villages. Because their favored terrain is very hot, they carve their homes into hills and cliffsides to protect themselves from the sun. Because of their low-light vision, this also gives them an advantage over possible invaders still blinded by the harsh light outdoors. One might find it surprising, but the huacephali are a fairly religious race. Not all their worship is equal, certain sects throwing themselves fanatically into reverence for the divine while others merely put in the minimum required effort, but it is rare to find a hyenaman that does not believe in a goddess called Kaliilaaha. Depicted as an gigantic huacephalus with long, dark hair and feathered wings who wears a veil and carries a whip with four lashes, Kaliilaaha is a deity said to represent many things, some of them conflicting. She stands for death, but also birth and fecundity. She is merciless strength, but also love towards one’s family. She is equal parts destruction and creation. It is said that she controls the weather by blowing cold winds from her fingertips and throwing heatwaves from her lash. Abilities: - Strength: Even a basic hyenaman is far stronger than an ordinary human. The average huacephalus can lift over one-and-three-quarters tons. - Constitution: Despite their lanky appearance, huacephalus are quite tough. They can not only survive, but fight through, wounds that would be fatal to humans. - Darkvision: The dark, catlike eyes of hyenamen are exceptional even in low-light conditions. Even with only faint moonlight, they can see clearly sixty feet away. - Natural armor: The muscles of a huacephalus, though lean, are dense enough to act as a form of armor, augmented by their thick, taunt skin. - Weaponry: Despite their fearsome fangs and strong jaws, hyenamen who fight for a living (most of them) prefer to wield manufactured weapons. The following broad classifications of hyenaman soldiers exist: - Warriors, basic meleers who often wear leather armor and carry arming swords, battle axes, daggers, and heater shields. Rarer armor included banded mail and plate armor. Alternate weapons may be flails, halberds, khopeshes, glaives, and scimitars.
- Archers, the primary ranged section of Aad's army. Hyenaman archers typically wear leather armor or banded mail and use longbows. If they are riding an arieom, an archer will instead use a smaller, weaker, but more manageable short bow.
- Scouts, warriors who deal in stealth rather than open battle, hyenaman scouts wear leather armor and carry light arms such as crossbows, rapiers, short swords, and short bows.
- Magic: Fawqunya is a world where one does not have to be born with magic. Magic can be learned there. Most huacephalus do not pursue it, as disciplines of the mind are not as valued as physical ones among hyenamen, but magic-users are an important part of Aad's forces. The two major types of magic-users are outlined below: - Mages, the more offensively oriented of hyenaman magic-users. They attack from afar by launching arrows from their empty hands as if from bows, pelting enemies with small, invisible missiles of force from almost 200 feet away, hurling fist-sized balls of blue ice up to 45 feet, and summoning brief hailstorms over 350 feet away. Although they wear no armor, they can summon shields of force to protect them.
- Priests, holy warriors of Kaliilaaha who march into battle wearing plate armor with both magic and a weapon, usually a mace. They compliment their physical strength by causing fire to rain down up to over 500 feet away and increase their hardiness by temporarily wrapping themselves in a thin armor of force. They seem able to encourage fellow huacephali to ignore injuries and fight longer than they should.
Homo belbus amplus only: - Superiority: A megahuaina is psychically better equipped than its standard kin in every way. Megahuianas are more durable, better armored, and significantly stronger than other hyenamen. For instance, they can lift 535 pounds more on average.
- Dexterity: Although most hyenamen are about as nimble as a human, megahuanias are slightly faster on average, usually able to sprint up to eighteen miles per hour. Weaknesses: - Although Aad has pushed for universal education since coming to power, most older hyenamen are still unlearned. - Huacephali often make poor impressions on others due to their pushy nature and the harsh sounds of their language or voices.
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Post by Stage on Jun 30, 2018 7:06:16 GMT
Names: Homo exypnos, Vounorian, Vounoros dwarf Native home: Fawqunya Mundus range: East central Migma Size range: 3'9'' to 4'5" Weight range: 100 to 180 lb Description: Like all dwarves, the Vounorians are short, stout hominids with more muscular builds than humans. Their skin tone varies greatly, ranging from tan to very dark brown. Their hair is less variable. Hair color ranges all the way to platinum blonde across all dwarves, but the lightest color that can be seen on a Vounorian is a reddish brown. The image of dwarves as a hairy people is true of the Vounarians, but they groom their hair very well. Males spot long, curled locks and beards while females, who do usually have fuzzy lips and thick, dark body hair, shave everything besides their long hair and perhaps neatly trimmed sideburns. Ruining a Vounorian's hair is considered the highest insult. Vounorians prefer to wear simple, functional tunics and dresses, usually in earthen tones. Ceremonial clothing is almost always starch white. Vounoros dwarves are very long-lived. The oldest among them can reach over 550 years in age before expiring. Info: While the dwarves of Fawqunya are largely know for their love of combat and gold, the Vounorians prefer knowledge, embracing the sciences and arts over war. This is not to say they cannot fight or have no wealth. Far from it, they are masters of warfare and among the richest peoples on Fawqunya, but they see both as a means to the end of learning. When they do fight, it is usually against injustices around their island nation of Katoikos. Through trading and other cultural exchanges, they are responsible for much of the language of Fawqunya, including the name of the huacephali. Used to an idyllically mild, coastal climate, the move to the center of Migma was a harsh one, but their mastery of architecture and access to fire magic let them adapt relatively quickly. Behavior: In many ways, the Vounorians are very different from their kin on Fawqunya. They consider themselves artisans over warriors and only seek battle in order to achieve dokeousyno: "justice." Vounorian dokeousyno is one of the core tenants of their culture. It includes not only the right of all peoples to safety, defined as the ability to feel secure from both enemies and nature, but also knowledge. The Vounoros are the arc of art and science in Fawqunya, as it is mostly through their efforts that the regional standard of living as raised. Dwarves are famous for smithing, and Vounoros dwarves are fine metalworkers, but they have many other artisanal talents. Most of the artwork in Sund not produced by local artists has flowed down from their Lemurian capital of Neospiti. They are not entirely detached from their dwarven kin however. Like the typical dwarf, a Vounorian loves their alcohol, though they prefer wine to beer or mead. Abilities: - Constitution: Despite their short stature, Vounorians, like all dwarves, have greater stamina and durability than humans. Vounorians warriors take advantage of this innate tenacity to bear extremely heavy armor and weapons.
- Darkvision: Perhaps due to their species's history of mine work, Vounoros dwarves can see up to sixty feet in low-light conditions.
- Warrior class: Vounorian society has a parentally inherited noble class trained from birth at great monetary expense to be soldiers. These lifelong soldiers fulfill the following roles: - Foot soldiers, the bulk of the Vounorian military. These heavily, ornately armored dwarves march in tight formation with tower shields and fifteen-foot pikes raised. Smaller scouting units carry more manageable, five-foot spears instead. All units carry sword swords in case their defenses fall.
- Support troops, fewer, but no less important, these are the ranged warriors of the dwarven army. They may carry either short bows, javelins, or slings. All support troops carry short swords.
- Healing class: There is a second noble class among the Vounorians, though these dwarves do not train to kill. Rather, they train to heal. Just by laying their hands on inured creatures, they can seal and knit wounds. The oldest and strongest among them can bring back those on the brink of death. Though they prefer not to inflict harm, trying to maintain their disciplines of kindness and mercy, these healers can also turn their magic outwards, raining down twisters or rainstorms of fire up to 120 feet away. If they are asked to use these powers, they hope it is only to fight back the snow, not invaders. Like the huacephali, these abilities come from training, not birth.
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Post by Stage on Jul 2, 2018 10:32:19 GMT
Names: Boggin, grassman, greenman Native home: Arken Mundus range: Found in dense forests throughout Lemuria and its islands Size range: 6.6 to 7.2 ft tall Weight range: 150 to 300 lb Description: Boggins are large, mammalian bipeds. Standing upright on three-clawed feet, manipulating branches with enlarged radial sesamoid bones, or "pseudo-thumbs," and watching visitors to their forests with pale, flat, intelligent faces, they were originally thought to be hominids, but are now known to be related to a different group of mammal. Algae grows in their long, coarse hair, making them appear as if they are composed of foliage. This photosynthetic coating provides camouflage in their highly forested homes. Info: Boggins originate on a southern tropical continent on Arken, where they now live worldwide. They are the third most abundant large-bodied species on the planet. Behavior: Boggins are found in a wide range of climates, but only live in heavily vegetated areas, as they require vegetation for shelter and food. They act as wardens of these forests, overseeing and cultivating them for both themselves and other creatures. They strike an imposing figure, but are utterly gentle, and highly intelligent to boot. Their intelligence and behavior, which resembles what we hypothesis of our early ancestors in many regards, is why they were first thought to be closely related to humans. Abilities: - Earth magic: Though their inborn magic is actually quite modest, when magnified through the algae in their fur it becomes strong enough to restore destroyed or damaged wildernesses. They never attack with their magic, but may shelter or camouflage peaceful passersby from more hostile ones, particularly in they have been respectful to their homes. Disrespectful visitors have nothing to fear from boggins, but they may find hunting and foraging made more difficult by their will.
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Post by Stage on Jul 4, 2018 3:14:58 GMT
Name: Cabre Native home: Arken Mundus range: Throughout Farrago and southern No Man's Land Size range: 2.9 to 3.2 ft long Weight range: 15 to 45 lb Description: Cabre resemble emaciated, hairless, gray-brown dogs with oversized, skeletal heads topped by tall, thin crests of pale, almost colorless fur. Their black eyes bulge menacingly and glow in even very low light. The color varies from orange to yellow depending on the size of the cabre. The larger a cabre is, the paler its eye glow. Extremely large individuals may have eyes that glow white. Cabre have short, thin tails that curl and flick expressively like a cat's despite their size and a raised dorsal ridge. Info: Cabre are tenacious pests within their native Arken range, tormenting livestock and even making attempts to feed on resting farmers, but they are more well liked elsewhere, where their canine-like intelligence and surprising loyalty makes them popular pets. Magicians may even bring them into battle. Behavior: Blood-drinkers, they kill and completely drain smaller animals with their hollow, opaque canine teeth while dimming the wits of larger quarry with soothing earth magic and taking sips where they can. In the light of day though, they are quite cowardly and will flee at the sight of anything remotely as big as themselves, erasing their footprints with earth magic as they go. They are significantly bolder at night, where their large, bat-like, nocturnal eyes give them an edge. They whip their tails threateningly to try and ward off rivals. A trained cabre however is a loyal, friendly companion that will die for its master. This may be because cabre are innately social and live in large family groups. Abilities: - Earth magic: Cabre have only very weak magic, but they use it efficiently, pillowing the ground beneath already weary creatures to lull them asleep or altering or erasing their footprints to misdirect pursuers.
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Post by Stage on Jul 4, 2018 4:05:32 GMT
Names: Glass paddle, mrorgunn Native home: Noraage Mundus range: Coastal waters around Migma Size range: 10 to 18 ft Weight range: 270 to 660 lb Description: Mrorgunns resemble transparent, unornamented oarfish with visible, black organs and blood vessels pulsing within them. The rapid beats of their small, oblong hearts are particularly apparent. The only well developed part of a mrorgunn is the mouth, which has an underbite and numerous sharp, clear fangs. Scraps of their last meals often hang from their jaws in sinewy, waterlogged trains. Parades of small fish follow these rails of food unmolested. Info: Mrorgunns are actually the larval form of a titanic eel that lives in the deepest depths of Noraagean waters. No one has ever seen a living adult, and no one want to. It is unknown if any adults exist on Mundus. Behavior: Stalking shallow coastal water, broad river mouths, and large bodies of brackish water, mrorgunns are voracious, fast-growing predators seeking to fulfill the high energy requirements of their develop into unbelievably huge adults. Luckily, their relatively small heads and mouths means they cannot swallow large pieces of food. Unluckily, their teeth are sharp enough to sheer off more easily handled chunks of flesh. They are attracted to light, movement, and shiny objects and can make incredible leaps out of the water to investigate such things. They have been observed leaping at low-flying seabirds, well-polished weapons, and especially torches and beach campfires. They are too frantic to be accurate however. More injuries occur from impacts than bites. They also tend to trap themselves in boats or too far ashore to wriggle back. This is how it was discovered they are extremely tender and acceptable palatable. Steamed mrorgunn is a Noraagean delicacy.
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Post by Stage on Jul 4, 2018 4:07:17 GMT
Name: Tuelot
Native home: Arken Mundus range: Southeast Migma
Size range: 18 to 24 ft long Mass range: 1.8 to 3.1 tons
Description: The tuelot is a heavy, squat quadruped with a small head, a narrow snout that flares around the nostrils, powerful, clawed forelimbs used for digging, a voluminous body with raised dorsal notches, and a keeled tail with several clubs knotting the last fourth of its length. It is covered in thick, rocky armor, making it appears to be composed entirely of stone, though it is flesh and blood underneath. Its skin, composed of fine, emerald green scales, resembles moss growing in the cracks of a weather-worn boulder. A tuelot's eyes are small, dull, and lightless, and its eyesight is poor. Its nostrils, so large they require its muzzle to expand to accommodate them, are its main way to traverse its environment.
Info: Despite their large size, tuelots are actually fairly dense within their native home range and are common encountered by hikers, campers, and other outdoorsmen. They have even been known to intrude upon urban areas if there is greenery for them to excavate. They are not as purely hostile as many magical beasts, but attacks are very common. Sadly, this has lead to many revenge-fueled slaughters and government-sanctioned culls.
Behavior: While their diets consist of roots and grubs, tuelots are highly territorial and will attack other magical beasts on sight. They do not typically bother small intruders, but their poor eyesight means they often mistake groups of humans for large creatures. For this reason, attacks are frequent, though rarely fatal unless victims are very elderly or young. Tuelots do not aim to kill, just to drive away. They are ill-tempered and respond violently to even ineffective counterattacks though, perhaps because their near blindness makes them overly defensive towards unexpected stimuli, which is the main cause of deaths by tuelots. They are dimwitted and their attention can easily be diverted to one person. Some brave magicians take advantage of this to distract enraged tuelots and give others the time to flee.
Abilities: - Armor: A tuelot is heavily resistant to both blunt force trauma and magic. Its underside is less protected and piercing or slashing blows aimed at the gaps in its armor can easily draw blood.
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Post by Stage on Jul 4, 2018 5:20:00 GMT
Names: Mountain ghul, ogre, oni Native home: Arken Mundus range: Across Migma Size range: 7.5 to 8.5 ft tall Weight range: 300 to 430 lb Description: Mountain ghuls are, like all members of Arken's ghul clan, primate-like humanoids. While smaller than their subterranean relatives trolls, mountain ghuls are far more muscularly built and coated in bony knobs of armor. The skin beneath these tough nodes is thick and divided into plates like that of a rhino. Mountain ghuls are largely devoid of hair, only sporting it on the backs and sometimes the sides of their heads. This hair is usually a lighter color than the dark, armored skin of the ghul. Unlike other ghuls, who have long arms and stubby legs, mountain ghuls are proportioned very much like humans. There are two physically distinct groups of mountain ghuls: western and eastern. All mountain ghul have horizontal, keratinized ridges on their naked brows, but in eastern mountain ghuls, or oni, these ridges are extremely developed, resembling horns in some individuals. Western mountain ghuls, or ogres, do not have as exaggerated of brows. Mountain ghuls have simian faces predisposed for scowling and pale blue or gray eyes. While most ghuls display sexual dimorphism, male and female mountain ghuls are roughly the same size and weight. Info: It was said in Arken myth for centuries that ogres lived in clouds, but it was discovered only a hundred years ago that they are actually semi-arboreal, spending much of their time not used to forage in trees. A fascinating, if unfortunate, split in reputation can be observed on Arken. In the central east country Kroeli, they are demonized as brutish baby-eaters while Yion, a far eastern country, sees them as the messengers of storms, wind and thunder given flesh. These views greatly affected how each population of mountain ghuls were treated. Behavior: Unlike most ghuls, ogres tend to be quite social and often live in close family groups. They are powerful in both body and magic, making a duel between them an incredible sight to behold. A great deal of Yionan art is dedicated to depicting these clashes. While Kroeli demonized mountain ghuls and Yion deified them, neither belief is true. While they can be a danger to humans, they are not unreasonable and can be reasoned with when approached without aggression and, while powerful black sorcerers, they are perfectly mortal creatures. Though prideful and prone to taking offense, wayward mountain ghuls can be made into the allies of small, sustainable human settlements in exchange for food and shelter, as the mountain forests where they naturally live are being made rare by Lexian logging. As one might guess, mountain ghuls are highly intelligent. They understand human language and are sometimes found using local armor and weapons to augment their natural might. Abilities: - Armor: Even when not baring artificial armor, mountain ghuls have impressive natural armor in their leathery, plated skin and pebbly osteoderms. They can endure sword swings and most manner of smaller armaments, though heavier weapons like axes and piercing projectiles like arrows can surpass their defenses. - Might: Mountain ghuls are tremendously strong. The largest males can lift a whole two tons. - Magic: Mountain ghuls are natural magicians, innately able to use the black magicks of Arken as well as any basically trained casters. They can conjure wind and even launch lightning bolts, though not with nearly the same proficiency as Adra, a well trained caster.
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Post by Stage on Jul 4, 2018 5:37:28 GMT
Names: Skolex Native home: Arken Mundus range: Found in standing bodies of water throughout No Man's Land and very northern Farrago Size range: 11.2 to 16.8 ft long Weight range: 20 to 60 lb Description: An infamous pest in waterways across arid regions in northern Arken, the skolex was once believed to be a massive aquatic worm, but is now understood to be the naked, legless larvae of a giant diving beetle. The most obvious feature of its pale, segmented body is two giant pincers previously thought to be teeth or tendrils. The cryptic adult of the species, heavily armored and moving with water magic rather than limbs, is rarely much bigger than a person, but the larvae can grow more than double the height of an adult man and approach thrice as big. Older, slower, more obvious larvae may armor themselves by gluing stones and wood to themselves. Info: While it is reviled for its status as a pest and oft attempted man-eater, the skolex is also very valued for its lightweight but very tough hide and an oil it produces. The oil normally acts as a powerful adhesive skolex use to augment their elastic armor with rocks and logs dredged up from riverbeds, but it can also be stored in pots and used as a fiery projectile, as it is violently flammable. Its only major predator is the dentityrannus, which can swallow larvae whole due to the recurved spines that line its throat and crush adults with its strong beak. Behavior: In contrast to its adult form, which is shy and herbivorous, skolex larvae are voracious predators that burrow under irrigated farmlands and attacks humans from below. Thankfully, they are extremely simplistic and can be tricked into biting anything that moves above them. They then refuse to let go. This is how they are harvested, pulled off logs dragged through river mud or unused farmland specifically in search for them or incidentally off plows and other agricultural tools. Weakness: - Although they live in an arid region, skolex need water to survive. Without standing water, they quickly desiccate and die.
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Post by Stage on Jul 4, 2018 6:02:44 GMT
Names: Tanchi, water bison, water bull Native home: Arken Mundus range: Mountain pools and rivers through Lemuria Size range: 12.8 to 14.8 ft tall Weight range: 10.4 to 14.3 tons Description: Tanchi are huge, hairy beasts found predominantly in mountains lakes. They have extremely long, thick fur that hides much of their body, so their curled horns stand out predominately. While the dark hair of this aggressive lake beast glistens black when wet, it is actually a lovely tawny hue. Tanchi have a distinct white ruff around their thick necks. When not swimming using their short, paddled tails, they lumber slowly upon four, heavy legs. They are not extremely fast in either environment, but that does not stop them from pursuing intruders to their pools over long distances. Domestic tanchi are often trimmed to prevent urban garbage from getting tangled into their fur, revealing what they look like underneath, and it is not what most expected. Their heads are closer to that of a goat than a bull or bison and they have relatively long necks. Their bodies are just as heavy and muscular as largely imagined, but their legs are surprisingly gangly, albeit still quite dense. Info: Arken magicians who specialize in water magic or aquatic summons idealize the tanchi for its impressive size and domineering physicality, but it is a rare to find one in actual employ due to its aggression and difficulty to tame. On Lemuria, the Vounoros use tanchi as work animals. When not laboring, they lounge in snow-chilled pools. Behavior: Though solitary and irritable by nature, tanchi are reasonably intelligent and can be made into powerful beasts of burden if properly trained. Otherwise, they are wild and dangerous, rising from cold mountain pools like great leviathans and thundering towards those who have disturbed them. They are tenacious and prefer to crash through obstacles rather than giving up the chase. It is rare for them to actually catch smaller creatures, but the experience is frightening anyway. They take a very different approach when dealing with each other. Instead of the lethal brawls one might predict, they engage in slow, cautious, distance gesturing. Even if they charge one another, they do so falsely, pulling away well before colliding. Power: - Tough: A high concentration of internal magic toughens their bodies and allows them to shrug off blows of both a physical and magical nature easily, though they cannot cast like some magical beasts. Weakness: - Tanchi are quite slow both in water and on land.
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Post by Stage on Jul 4, 2018 6:26:45 GMT
Names: Cave ghul, troll Native home: Arken Mundus range: Mountainous regions in Migma and northern No Man's Land, as well as a small population in Aadina Size range: 7.4 to 9.5 ft tall Weight range: 315 to 875 lb Description: A member of the diverse and often hostile ghul clan, trolls are large-bodied, humanoid creatures who dwell in cool mountains. They are the largest of the ghuls, even bigger than mountain ghuls. They resemble hulking apes with matted hair, dark brown to velvet black in color, and human-like faces, though males have strange, bulbous noses and all trolls have tiny, dull eyes. Their huge arms end in strong, mole-like digging claws. Info: Trolls make poor partners due to their asocial nature, but they are intelligent enough to understand human speech and can be bargained with. A troll was once famously employed by a mine owner to find ore deposits in exchange for wards that would prevent its den from being found except by those who know its location. The troll was less than pleased when it discovered its benefactor could not keep his end of the deal and collapsed the entire mine before abandoning its den and vanishing into the mountains never to be seen by human eyes again. Aad has decided to take that risk though. While creatures who arrive to Lemuria in poorly matched environments often perish, unfortunate trolls were saved by the huacephali tyrant offering the depths of her underground city as shelter. In exchange, they assist with the expansion of the city. Behavior: While not actively aggressive, trolls are unfriendly and do not like to be bothered, preferring to hole up in the dens they bore into mountain faces. Like most ghul, they are omnivorous and eat a broad variety of food items. In the specific case of trolls, they eat mostly bark, mosses, and roots. They are the most herbivorous of the ghul and rarely eat meat, perhaps because that would mean interacting with another living being, even if just briefly. Trolls forage for food nocturnally, as sunlight stings their weak eyes. Abilities: - Earth magic: Trolls are moderately powerful white magicians. They of course specialize in earth magic, which they use to help them move earth and rock to make their warrens. Weaknesses: - Due to their thick hair, trolls fare poorly in hot weather. - Sunlight is damaging to the tiny, nocturnal eyes of trolls.
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