Development Thread and Wishlist

Where you submit your ideas for new features in Yaralon's Lore

This is a place for old season calendars, rosters, and other retired pieces of lore.
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Jonathan Burr
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Carpetgrass
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Name: Carpetgrass
Quick Facts: As the name implies this grass takes advantage of the tiny spaces between larger species. It uses the other grasses as a sort of shield, as herbivores will often clip off the tender shoots of taller-growing plants and leave carpetgrass be. It is incredibly toxic, and a favorite of amphibians during the wet season to augment their natural defenses. Eating this grass will produce severe boughts of diarrhea and vomiting, and heavy sweating. Its disturbingly sweet flavor makes it a favorite of poisoners, who are happy to use it in lieu of sugar in teas and baking. Its deceptive nature and clever survival tactics make it a beautiful and dangerous addition to the grasslands.
Height:1-2" at maturity.
Credit: Moulder
 ! Message from: Wanderlust
1. Is it a very common plant?
2. Can it kill someone if they are given enough of it?
3. Is there an antidote?
4. Please host the image for this plant on Standing Trials.
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Jonathan Burr
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Targegrass
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Name: Targegrass
Quick Facts: Named for its uses in Abrogation, even the most experienced herbalist might become frustrated attempting to harvest this grayish, thick-leaved grass species. It is rare on the savannah, and is a skilled water conserver that bloats it’s spiny, broad, triangular leaves with watery gel. This grass is as tough as the best leather, can turn away an iron blade, and is the bane of many a drought-stricken herbivore. There is a secret to harvesting this plant without destroying it, and that lies in the tender base of the stems that can be easily severed with a knife. Good luck getting to it; abrograss leaves are protected by tiny serrated edges that slice through skin like butter. This grass aids Abrogators in creating sturdier shields, albeit for a shorter amount of time. To get this affect one has to cut open the thick leaves, remove the gel, and spread it on the object or person one wishes to protect. Alchemists have had moderate success with mixing the gel with water and dumping it on larger surfaces, though the affect is diluted.
Height:10-20" at maturity.
Credit: Moulder
 ! Message from: Wanderlust
1. Is there a particular trick to getting past the serrated edges?
2. Please host the image of this on Standing Trials.
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Jonathan Burr
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Shiftgrass
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Name: Shiftgrass
Quick Facts: Growing only near major fractures, this grass has adapted itself to absorb ether in lieu of water. While this makes it a determined, wispily blue little grass bunch, it has defenses of its own. Useful in Becoming, this grass is incredibly frustrating both to find and to harvest. It has the unusual ability to change its beautifully teal plumage and grow teeth, claws, and in some older plants snapping mouths. Some of these plants disguise themselves as more common species of grasses, or grow so thick a mage can’t get to the entrance of a Fracture without a good fight. A Becomer who burns this grass will gain a small boost to existing mutations, and find his or her flesh becomes more easily changed. However, this grass needs ether to thrive and cannot grow away from Fractures.
Height:30" at maturity.
Credit: Moulder
 ! Message from: Wanderlust
1. What is it about burning the plant that boosts mutations?
2. Is it ether being released, or is something in the smoke?
3. Why is it only useful for Becoming?
4. Please host this image on Standing Trials.
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Jonathan Burr
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Wolfmice


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Name: Wolfmice
Fauna Type: General Fauna
Mod Status: (Mod will fill this in)
Quick Facts: Small pack hunting marsupials. They have large, powerful hind limbs, a sloped back angling down to clawed front limbs, and long, oblong skulls. Their jaws are long and labyrinthodontic, giving them a cutting edge attacking prey much larger than themselves. They hunt in large groups, up to fifty and are capable of taking down a fully grown elk. Their strategies are simple; a death by a thousand tiny bites. Determined and equipped with large eyes and sensitive noses, they happily pursue prey deep into the savannah. Only when a prey item is too exhausted to stand do they cluster together and attack en masse. When their prey shows signs of struggle they fall back...and follow. They are rather cheekily unafraid of man, and aren’t afraid to tear open a cheek or hand if they find one sleeping on the ground. Wolfmice are somewhat common, and if properly dissuaded, not a major threat. Since they are roughly the size of a pullet, deadly force is recommended to prevent the rest of the pack from eventually swarming
Height: 6"
Width: 3"
Length: 8-9"
Weight: 450g
Meta-Location Found: Grasslands

History: This creature is held in cautious regard by the locals of Yaralon. In a way, it has shaped the way Yaralon locals camp and hunt. A skilled hunter born and bred in the region would never leave a kill on the ground for any length of time but rather sprint to recover it and get it into a tree as fast as possible. Camping on the ground and sleeping on the ground is seen as tantamount to insanity when out on the open plains. Locals will take the time to either find a tree in which to sleep, or build a small wall with rocks around their tents to prevent curious wolfmice from sneaking in.

Appearance: Wolfmice are stoutly built, with large hind legs that aid them in leaping up and snatching bites at their prey. Their smaller front limbs are more for ripping and tearing prey that is already dead, as their long snouts can be a hindrance in small areas (such as the body cavity of a deer). They have short triangular tails that help balance out their top-heavy anatomy and keep them from slamming their long, heavy skulls into the ground or pitching forward headlong. Their feet are small, hairless, and have dextrous fingers that help them grab the smallest shreds of meat from a kill. Tipped with tiny sharp claws, they seem unimpressive until one is bleeding from a thousand scratches inflicted by them. Their ears are rodentlike, and perched high on their heads, breaking up the smooth sloping structure. They rely mainly on their sensitive, doglike noses and large eyes to find prey, and their ears are more attuned to the squeaking cries of their own kind.

Habitat: Wolfmice are found exclusively on open grasslands. Their large packs can easily be hidden in tall grasses, and it allows them to build strategy without having to worry about their prey running up the nearest tree. During the dry season they stay closer to rivers or streams, and pack size can be reduced by up to half from predatory birds picking them off in open country. The wet season is when they are more dangerous, as they are accomplished swimmers and do not mind wading through mud or inches of rainfall to chase prey.

Lifespan and Development: Wolfmice are run by an alpha male and female. This mated pair will stay together for life, and develop golden coloring around their muzzles to distinguish them from their peers. The rest of the pack (up to 50 individuals) consists of their children, grandchildren, great grandchildren, siblings, and nephews/nieces. The alpha male mates exclusively with his female, and bachelor males usually trail behind a healthy pack to take advantage of lone females. In this way, genetics stay diverse and there is little risk of incest.

Females go into estrus when the snows melt at the beginning of Ashan. This cycle coincides with a spike of aggression towards males. Lone females may wander off for a day or more to bully males into mating with her. She will kill and eat males too weak from Cylus frosts to accommodate her, and will mate with several dozen males before she is satisfied returning home to her group. Likewise, the alpha female will bully her mate into mating several times over the course of a day. If her mate is weak from the snows he may risk starvation or his female eating him. If he dies, she will self-abort any litters from him and go out seeking a new alpha.

Gravid females return to the main group to have their young. They gestate for 60 days, the last 20 days of which are a period of rest for the pack. Gravid females separate from the group and make their nests of dried grasses, mud, and carcasses. They will have up to 35 pinkies, all of which are naked, helpless, and blind at birth. Around 10% of these will survive other wolfmice, snakes, eagles, mustelids, cold, disease, or starvation. They grow alarmingly fast, doubling their weight and feeding constantly on the mother's milk. At 10 days old she will begin to regurgitate meat for them, and at 15 days they can walk and keep up with the rest of the group.

Kits will not hunt until Ymiden, and are usually watched over by older males, nonreproducing females, and young females who missed their chance to mate. Their mothers will bring back injured prey for them to practice on, usually crippling fledgling birds or tearing the legs from large beetles. Rumors abound in Yaralon that the largest wolfmice packs will cripple small children by tearing into their knees and elbows, and dragging them back for their young to rip into.

Wolfmice rarely live beyond three years, though old males exceeding five years of age with white muzzles have been seen taking care of new crops of pups. This suggests that while weak males are often killed, a male can escape this fate by making himself a useful babysitter.

Diet: Wolfmice are ravenous carnivores. They will eat anything they can kill, and the list is long. A lone wolfmouse will tackle other rodents, lizards, snakes, birds, beetles, worms, and termites. The pack will swarm prey as large as an elk.

Temperament: Wolfmice are clever and patient, and their minds are always on food. Scouts will often approach adventurers, imitating harmless rodents like Uru in order to evaluate their prey. After playing the cute little hamster for a few trills, they will often leave to inform their pack members. What comes next is a war of attrition. Wolfmice will swarm their chosen prey item, tearing and biting into soft exposed parts and causing as much damage as possible. When the prey fights back, they fall back to a safe distance and watch. They often taunt their prey with a chorus of musical little peeps. The prey will eventually run, and the cycle begins again. Wolfmice do not let their prey stop to eat, relieve themselves, drink, or sleep. After breaks or even trials of the animal stumbling along, it will succumb to exhaustion. Wolfmice often don't bother killing their prey at this point, and simply eat it alive as it weakly struggles to shove them off.

Abilities: Night vision, safety in numbers, relentless pack hunters, clever thinking

Credit: Moulder

 ! Message from: Wanderlust
1. This image needs to be hosted on our website.
2. Where do thee wolfmice sleep at night? Do they burrow like Uru or does the whole colony live in nests in the grass?
4. The 'days' need to be changed to 'trials'.
3. If someone else would like to flesh out this submission please message myself or a Yaralon mod!
Uru/Prophets
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Name: Uru
Quick Facts: These small, brown, fat and unassuming rodents have primitive kidneys that give them a distinct disadvantage in the dry season. When the wet season ends and their supplies of nuts and roots dries up, they line their dens in dry grasses and hibernate. Their affectionate nickname, prophets, comes from their strange ability to predict the coming rains. Doubtless when you see an uru peeking up at the sky during a dry season, you’ll be certain it will end soon.
Height: 2"
Width: 5"
Length: 5"
Weight: 400-600g
Meta-Location found: Savannah, Forests, Meadows

Appearance: Uru are built like fatty blobs with feet. Their tails are so tiny they barely peek out from their short ruddy fur, and their toes are large and spade-like for digging. Their ears are round and mouse-like, though furred. They appear like an uncomfortably obese cross between a rabbit, rat, and hamster. Males are often more heavily-furred due to mating in the middle of the winter, and females grow larger in order to prepare themselves for their young. Their weighty, stocky bones are perfect for underground living, and an indication they take life a little easier than most rodents.

Habitat: Uru prefer the edges of the grassland, often picking areas between boulders or tree trunks to make their holes. They are occasionally found in the forests, picking grassy meadows in order to build their homes. Unfortunately, due to their proclivities to choose distinct edges this means their holes dot streets and nature trails. It can be frustrating for an adventurer to walk around a road he believes is safe only to have his leg disappear down a 3 foot hole...and be confronted with an angry squeaking rodent.

Lifespan and Development: Uru have a strange mating strategy. In Vhalar and Zi'da, uru are focused on their larders. They will endlessly gather, and females will close their homes up with rocks or mud in order to hibernate through the remainder of Zi'da and Cylus. Deep underground, their body heat will warm the chamber and keep them alive. Uru practic cyclical hibernation, sleeping for 14-20 trials at a time and waking in order to eat a little from their larders before sleeping again. Males wake for longer periods, and wander out of their homes in order to find a female's den. They identify her by special hormones in her saliva, usually used in constructing the plug for her home. He digs it out, mates with her while she sleeps, and seals the burrow on his way out.

Females usually give birth in their sleep to 5-10 kits, and their young will practice the same cyclical hibernation. Oftentimes they don't leave her nipple, and will simply latch on, drink, and sleep their way through the cold cycle. When the weather warms the young will stretch their legs by finding her latrine chamber to relieve themselves, detecting and learning about the different rooms by scent. By the time the uru wakes for the rainy season, the kits are old enough to follow her and learn how an uru stores food. A few weeks later, they will trundle off to make their own homes.

Uru females can live up to 10 years, while males typically only live for 2-4.

Diet: Uru build large larders in their underground homes. They grab all types of seeds, nuts, grasses, berries, roots and fungi. An uru will try everything once, with a cautious nibble. Finding it appetizing they will store large amounts in specialized chambers underground. Some uru will grab mouthfuls of mud during the dry season and cultivate mushrooms in their larders. They will also grab shed antlers and bones for calcium, especially if gravid.

Temperament: Uru are trundling and slow animals. They keep to themselves, sleep to conserve energy, and will eat in large bursts in the middle of the day. An uru will eat, nap, eat, nap, eat, nap, and when they aren't doing that they're constructing massive underground homes to keep themselves content. They have an alarmingly low sense of caution if it isn't an established threat (a wolfmouse, eagle or large predator) and will often dumbly trundle over explorers' belongings to get to where they need to go. They are, in a word, lazy and industrious all at once.

Abilities: Fat storage, element detection, hibernation

Credit: Moulder
 ! Message from: Wanderlust
Honestly these are cute as hell, I want one, and as far as I'm concerned this submission looks good and may be approved... after the image is hosted on our site.
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Jonathan Burr
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Koowoo


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Name: Koowoo
Fauna Type: General Fauna
Mod Status: (Mod will fill this in)
Quick Facts: Named for their light, musical calls, these little gryphons can fit in the palm of a hand. Flighty, nervous, and living life at a breakneck pace, they ferret around the grasslands seeking worms, nuts, tender grass shoots, and small rodents. Uru pinkies are a favorite treat, and koowoos will often fight over an area known to have thick concentrations of these rodents. Koowoos do not fly very high. In fact , their wings evolved only for short bursts of flight. One can often see them “spy hopping”, wherein they leap up in the air, fluttering their wings to hover for a few seconds before falling to the savannah floor. Koowoos have only one or two small kits a year, and usually hide them in thick, round burrows made by weaving grasses through other, growing grass stalks. They aren’t particularly bright animals, and are a favorite snack for many predators.
Height: 5"
Width: 4"
Wingspan: 12"
Length: 10-12"
Weight: 350g
Meta-Location Found: Grasslands

History: Koowoos are easily domesticated from very small kits, though they refuse to breed in captivity due to their strict conditions. They are often given to children as a first pet due to their ease of feeding, their fastidious cleanliness, and attractive appearance. Yaralon gardeners prize them for their inability to fly over high fences and their knack for removing pests from gardens. Blister beetles, aphids, earwigs and other bugs are easily banished from produce with one or two koowoos patrolling the area. Koowoos, likewise, take easily to captivity if they are captured from nests before three weeks of age. If captured after, their stress levels will skyrocket to a point where they will easily die off. Yaralon treats these as useful little curiosities, and livestock traders might have one or two kits for sale, but they are largely ignored.

Appearance: Koowoos are compact little creatures with small, triangular beaks. While their faces are unmistakably avian their ears, legs and tail are cat-like. Their front feet consist of delicate little grasping claws covered in grey scales that can reach into the thickest underbrush for a juicy slug or beetle. Their back legs are wide paws with unretractable claws for traction, and covered in a soft brown-red fur. Their tails are long and tipped with a straw-colored fringe, with their uppertail coverts, undertail coverts, and tail feathers arranged neatly around the tail. It's suspected that the tail is used for communication and balance, while the tail feathers are used to help them in their little spy-hop flights. They tend to hop along the ground, much like a rabbit or bounding rat, instead of pacing like one would imagine a housecat doing. Females are streaked with browns, greys, blacks, and reds. Males can develop a gorget of bright red-orange iridescent feathers upon maturity.

Habitat: Koowoos are solitary creatures that enjoy thick grassland. The thicker the better. They are uncomfortable in open areas and become stressed if they are forced to be in such a place for too long.

Lifespan and Development: Koowoos mature at roughly one arc of age. Males will begin to carve out their territories by engaging in fights with other males to establish dominance. The fights are amusing to see, as they involve the pair facing one another, leaping high into the air, hovering and pecking, scratching or kicking one another. Their fights are maintained only as long as they can maintain flight, and then they crash to the ground. If one male refuses to give ground, they leap up and begin all over again. Once a male has driven out all others and successfully harassed away predators such as wolfmice, he begins to make his nest.

Males will seek out strings of bright color from nearby settlements. This includes things like horsehair (leading to paddocked horses enduring a good season of harassment during Ashan), bowstring, hair ribbons, tapestry cloth, print cloth, etc. They will choose a study outcropping of grass with thick stalks, and weave their treasures into it in a semicircular fashion. What results is a cornucopia-shaped nest, lined with bits of fur, fluff from cattails, or wool. When a male completes his masterpiece he leaps up onto it and begins calling. Females will approach him, inspect his nest, and if they are sufficiently impressed they will mate with him.

The females gestate for a period of 30 trials, then give birth to 1-3 live kits deep in the cornucopia. The kits are ravenous and loud, and will constantly peep for both parents to get them food. Koowoo parents work endlessly for the six seasons their young are dependent on them, with one parent keeping the young warm while the other hunts for food. This becomes increasingly difficult as the kits age, as natural curiosity takes over and they begin to wander around outside the nest and practice their new fledgling wings. Once they are fledged in Saun, they fly off to carve territories of their own.

Diet: Worms, grubs, grass shoots, beetles, slugs, larvae, small lizards, mice, uru pinkies, wolfmouse pinkies, and snakes.

Temperament: Koowoo are, in a word, stupid. They aren't the cleverest of beasts and have been known to crash into the underside of caravans spy-hopping out of the thick brush. Though fiercely protective of their young they will not give their lives for them, and if pressed will abandon their nests entirely. Domesticated Koowoo can be affectionate, even if they are known for running into windows.

Abilities: N/a

Credit: Moulder

 ! Message from: Wanderlust
1. There are some grammar errors that need adjusted.
2. The picture needs to be hosted on our website.
3. If someone would like to make these changes please let myself or a Yaralon mod know!
4. Other than that I consider this approved. And I change my mind I don’t want an Uru I want one of these.
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Jonathan Burr
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Orcwaul


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Name: Orcwaul
Fauna Type: General Fauna
Mod Status: (Mod will fill this in)
Quick Facts: A large, heavyset herd animal in the savannah. They roam in large herds, delicately clipping the grasses down to the soil. They are large, muscular, foul tempered and protective. Males fight to accumulate large harems of females, with the largest and oldest fighters gaining twenty or more cows. Rut occurs at the end of Saun, with calves born in the following Ymiden cycle. While their meat is dense and nutritious, they are an incredibly dangerous animal that kill more caravans than most predators. Often, adventurers and traders will simply not see an attack coming, as a single alarmed moo from a males cow will send him barreling into the nearest living threat.
Height: 6.5' at the shoulder
Width: 4'
Length: 9.0'
Weight: 2000lbs+
Meta-Location Found: Grasslands

History: Orcwaul are symbols of strength and the hunt. Due to their foul temper they are undomesticatable though many a fool has tried. Their inch-thick hides, shaggy fur, and sharp horns are valuable to leathercrafters. Their meat is so dark red it appears black when cooked, and has a gamey, beef flavor. Their tongues are a great delicacy, as once the rough taste buds are skinned off by butcherers, it is the leanest cut of meat on the animal. Everything from their bones (charcoal) to their genitalia (dog food, canes, and sinew) is used by Yaralon hunters. After all, they are such a pain in the rear end to bring down it would be madness not to find uses for all of it.

Appearance: The Orcwaul has a massive appearance. Its gigantic head is supported by a short thick neck, a muscular hump over its shoulders, stout legs, and a mane of thick black fur extending from its face to just past the shoulders. Their broad faces are equipped with sensitive nostrils and small ears, and while their piggy eyes have terrible eyesight they are unmatched in scent tracking. Males and females alike grow horns, though males grow much larger sets for competition with other males. Their rears are lighter built though not by much, with shorter fur and splashes of white or grey across the rump. Their hooves are large, flat and broad. Though they don't look capable of it due to their bulk, they can run more than
fifty kilometers an hour across open territory and can perform standing leaps of over three feet.

Habitat: Orcwaul are nomadic, with bulls shifting cows from territory to territory. They seek large amounts of grasses, lichens, herbs and tubers to eat, and will camp for days in a spot they deem worthy enough. Very little can move them from their chosen eating ground, and doing so is rather suicidal.

Lifespan and Development: Bulls without a herd start to seek their cows in Cylus. At this point in time cows are vulnerable, cowering down in the snow to preserve heat or digging for their meals through thick snowfall. Their bulls are focused on survival and may not notice a few of their females being stolen away by opportunistic males. This behavior doesn't truly begin to explode until Ashan, when bulls become more aggressive. They will often charge cows to chase them away from their herdmates. Vicious bites to their rears, tails, shoulders or ears have been witnessed. More extreme or frustrated bulls may shove cows over onto their sides and beat them relentlessly until they rise, or kill their calves to force them back into estrus.

All of this bullying doesn't come without a price. Herdmates will protect cows that are the target of bachelor bulls, charging him, biting or kicking. The lead bull will deal with the bachelor directly. What follows is one of the nastiest fights on Idalos. Bulls will fight to the death over herds of cows. Eyes are gouged out, ears ripped to shreds, and disemboweling by an accidental horn thrust is common. The fights don't stop because one male backs down. The other will pursue him to the edge of the territory, and if he dares stumble or fall he will be trampled. The grasslands are often splattered in blood from orcwaul mating fights in Ashan and Ymiden. It is quite easy to identify sexes, as males will have eyes, noses, tongues, and teeth missing in addition to sporting horrific scars and badly healed leg-breaks.

Once his herd is established an orcwaul will set to the task of impregnating the females within it. Calves take an astounding 120 trials to birth, and orcwaul mothers will separate herself from the group in order to give birth and bond with her calf. When she returns a few trials later, most herd members will come up and investigate the brightly colored, streaked little addition wobbling around on new legs. The calf is encouraged to bond with each herd sister, and lead bulls are often seen in late Saun cuddling with and playing with their new additions. Each herdmate takes the raising of calves seriously, and will engage in any threat in order to protect them. Due to poor eyesight, this can include things like stumps. Groups of female orcwaul have been seen pummeling a boulder into gravel to extinguish a "threat" to their calves.

Once calves wean and survive various mating seasons, the bull will begin separating them out. Male calves are quickly thrust into independence the second they begin showing signs of being able to survive on their own. Females stay with the group for life, or until they are stolen by a rival bull.

Orcwaul can live up to 35 years, with females living far longer than males.

Diet: Grasses, roots.

Temperament: Orcwaul do not tolerate anything they deem as a threat. They are aggressive, and prefer to strike first and strike hard. Their threat displays are unmistakable; they will slam their foreheads into the ground as hard as they possibly can, making a thunderous booming noise. After the animal shakes dust out of its eyes, a charge and subsequent trampling is soon to follow. Travelers best give this beast a wide berth.

Abilities: N/a

Credit: Moulder

 ! Message from: Wanderlust
1. The image needs to be hosted on our site.
2. Once that is done I consider this approved.
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Jonathan Burr
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Sanger Antelope


Image
Name: Sanger antelope
Fauna Type: General Fauna
Mod Status: (Mod will fill this in)
Quick Facts: Named for Avama Sanger, who discovered this strange creature outside of Yaralon. Attractively spotted and with impressive spiked horns, Sanger antelope are a jealously guarded game animal in Yaralon. They are the primary prey of the grasslands, growing into herds of several hundred individuals. Their numbers can grow to destructive heights, though they are easily controlled and maintained by the native predators.
Height: 4.0' at the shoulder
Width: 1'
Length: 5.5'
Weight: 145-180lbs
Meta-Location Found: Grasslands

History: The horns of the Sanger antelope are readily snapped up by trophy hunters in Idalos. The herds are strictly managed by the people of Yaralon as a whole, and overhunting is not tolerated. The meat, hides, and bones of these creatures fetch a decent price in Yaralon, but are higher everywhere else. The liver of the Sanger antelope is a particular delicacy due to its taste for Dragontongue grass.

Appearance: A dark brown, slightly-built antelope with large tan spots enrobing its shoulders, back and rear. A creamy, shaggy mane grows on the underside of the throat, as well as tiny streaks of white under the eyes. These antelope have striking patterns and every single individual has his or her own. These patterns break up the outline of the animal and in heavy herds, can make it nearly impossible for a predator to tell where one begins and the other ends. Adding to the confusion are their thick, horselike tails which whip to and fro constantly to ward off flies and may false-flag movement signals to predators. The most striking feature of a sanger antelope is the horns both sexes grow. Females grow smaller, quarter-circle horns with only minimal thorns. Males grow large, spiralling structures with thorns longer than an arrow-shaft. This essentially creates a crown of thorns that turns the entire head into a weapon.

Habitat: Grass and scrubland.

Lifespan and Development: Sanger antelope does mass in large crowds of several hundred individuals. These herds can carpet an area of grassland, and provides a unique form of protection in numbers for them. Their paler, helpless calves are protected by the forest of brown legs and spiky horns around them, and predators are easily confused by the brown mass of patterns and colors. Males will follow the herd. Immature males for their own protection, and mature males to figure out which females are in season. This is usually detected through hormones in the urine. Females, however, are choosy ladies. They prefer males with the largest headgear and will drive away smaller or weaker males in order to find one she finds appealing. Often, a male chosen by several females will show off. He will rear, flash his headgear in the sun, or simply tilt his nose toward the sky to let them take in the full effect of his crown.

Females take 1-2 seasons to birth, giving birth by the end of Saun or beginning of Vhalar. Calves are entirely dependent on their mother's milk to survive through Cylus, and wean off the following Saun. By then, females will have formed close bonds with the other does in their group while males will separate. Often, bachelor groups will split off in twos and threes for protection, forming 'bachelor herds'. Males will take another few seasons to mature, and in this time will usually form pecking orders amongst themselves through ritual combat. Unfortunately, it is common to find the corpses of sanger males who became locked and couldn't extricate their headgear from one another, and starved to death.

Diet: Grasses.

Temperament: Sanger antelope are generally cautious creatures. They are calm, and will keep an eye on a stimulus they don't know. The second something moves quickly, or an animal/human enters their flight zone, they will flee. Even males rarely come after predators unless they have no choice. It's been proposed that sanger antelope calves might be able to be domesticated as mounts for lighter-built men or women, but this so far hasn't been demonstrated.

Abilities: N/a

Credit: Moulder

 ! Message from: Wanderlust
1. Image needs to be hosted on our site.
2. Need more detail in the habitat section. Give me something to work with other than grassland.
3. If someone would like to make these changes please let myself or a Yaralon mod know!
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Jonathan Burr
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Development Thread and Wishlist

Pacha


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Name: Pacha
Fauna Type: General Fauna
Mod Status: (Mod will fill this in)
Quick Facts: About the size of a small dog, this equine makes its living wading through grasses. Surprisingly, it tolerates carpetgrass, and it’s fur becomes coated with a thick and irritating layer. This unique form of defense makes the pacha avoided by predators, and it is allowed to carry on its shy and solitary existence. Their hooves are bifurcated, meaning they have four distinct toes ending in thick nails much like a goat. Their tracks can easily be mistaken for a dog’s, and in this manner they avoid being found by larger animals. Pachas’ singular horns are incredibly useful in Transmutation, though only the males possess them.
Height: 1.5' at the shoulder
Width: 8"
Length: 3.5'
Weight: 15-20lbs
Meta-Location Found: Grasslands

History: Pacha are elusive animals that have gained a reputation for being slippery to catch. Yaralon prizes them for their toxic coats, which are known for staying poisonous even after the tanning process. The horns of a pacha help channel ether into objects a Transmuter wishes to change, and are quite valuable on the market. Their meat is toxic, and other parts are either too delicate or too poisonous to use. A skilled assassin may want them, as their toxic bones can be cooked down to a flavorless broth that causes pulmonary edema, internal bleeding and death.

Appearance: Pacha appear to be small horses, though they carry none of the intimidating presence equines normally do. Instead they are low to the ground with short, stout legs, a short tufted tail, and a roached mane that extends halfway down their backs. The horns on their head are spiralled but blunt, and mainly exist as a defense mechanism against predators. If that doesn't work, their oily, toxic coat will certainly do the trick. Touching the coat will cause the skin to bubble and burn. Consuming any part of the animal results in internal bleeding. This is due to the pacha's diet of carpetgrass. Instead of being poisoned by the grass, it can utilize the toxin and digest the nutritious portions easily. Being an unassuming, streaked brown color with four-toed feet leads the majority of trackers to mistake their passing for that of a dog. It takes an Expert tracker to correctly identify a pacha's tracks the first time.

Habitat: Grassland.

Lifespan and Development: Pacha mate for life. Since they are so solitary, males will try their best to impress a female if they find her. They will dance, bring her to resources such as grass or water, and become more aggressive toward other males. Once a female has chosen her mate, the pair of them will stay together for the rest of the hot cycle. They will mate several times, share knowledge of common areas to eat and safe places to sleep, and not leave the other's side. Once the hot cycle begins to cool and the male has confirmed his female is gravid, he will leave her to survive on his own through the colder cycles. By this time the female pacha has given birth to a single foal (twins are rare).

Foals are as toxic as their parents from birth, transmitted through the mother's womb. They can walk in as little as an hour after birth, and can successfully flee a predator within the day. They are reliant on their mother's milk for up to three seasons, and will stay with her until her mate returns at the beginning of Ashan. During this time the young learn valuable lessons, such as locations of carpetgrass, areas to avoid, avoiding humans, and where to find water and sleep for the night. Once the young leave their mother, she will typically never see them again.

Pacha have relatively long, undisturbed lifespans due to their toxicity, They can live up to twenty years or more. However if one half of the mated pair are killed whether through accident, predation or old age, the other will refuse to leave the side of the corpse. Pachas have been found, weak and starving, still attempting to get the dessicated remains of their mates on their feet.

Diet: Carpetgrass, almost exclusively.

Temperament: Pacha are shy. They do not like being seen, and will go out of their way to keep areas of tall and thick grass between any stimulus they are not aware of. They are the first creatures to bolt when a startling noise happens. Tracking them is very difficult, and often an exercise in frustration. Pacha will double back, head through water, crawl on their bellies, and squeeze between rocky crags to avoid hunters tracking them.

Abilities: Toxic skin, toxic flesh, toxic sweat and saliva.

Credit: Moulder

 ! Message from: Wanderlust
1. Hours need to be changed to breaks, years need to be changed to arcs.
2. Image needs to be hosted on our site.
4. How does the horn actually utilize Transmutation? Are the pacha able to somehow use this ability themselves? How did they get this trait?
3. If someone would like to make these changes please let myself or a Yaralon mod know!
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Cervantez
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Joined: Tue Jul 03, 2018 8:59 am
Race: Lotharro
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Re: Development Thread and Wishlist

Mariatte Lahvayeau

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“Change is coming to Idolas. Many fear change and some will fight it with every fiber of their being. But sometimes, change is what they need the most. Sometimes, change is what sets them free. Sometimes it comes in the form of a nudge, other times we are given a well-deserved push.”


Name: Mariatte Lahvayeau,
Race: Human
Age: Her age is under speculation, but she appears be a vibrant 19-21 arc old. (Is 35 arcs old)
Title: Researcher, Assassin, Mercenary
Moderation Type: Moderator Only (May be self-moderated for initiations and learning new spells with permission)
Able/Willing to Mentor?: Yes
Skills able/willing to Mentor in:

Necromancy: Master
Attunement: Expert
Defiance (Air): Novice
Research: Expert
Blades - Rapier: Competent
Throwing Knives: Novice

Other Information: Not much is known about the woman’s overall background. Most of it is shrouded in mystery and superstition. What is know, however, is that from Mariatte's own admittance she is an isolationist; enjoying her own company rather than that of a group. It explains her reasoning for not taking on too many proteges in magic. Because of the lack of interaction brought on by this lifestyle, Mariatte has extremely poor social skills and tends to be overly sarcastic in conversation, and often seems uncaring towards the needs of whom she finds uninteresting. To those that have the fortune, or misfortune, of meeting her, they quickly realize that Mariatte does not get along well with others—especially non-mages. She is an extremely dangerous woman, having spent most of her life being molded the unforgiving climate of Yaralon. As a mage of many talents her demeanor towards most, regardless of their status, is often seen to contrast with what is culturally acceptable in Yaralon. She does not hide the fact that she values power and magic over most anything else and is not averse to using any means necessary to gain what she desires; hiding her intent behind quaint and polite mannerisms when she must.

Credit: Cervantez
 ! Message from: Wanderlust
Approved!
Last edited by Cervantez on Tue Oct 23, 2018 2:17 am, edited 12 times in total. word count: 339
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Cervantez
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Re: Development Thread and Wishlist

Kata's Doll


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Disease gets a bad rap, don't you think? For being filthy. Chaotic. Uh, but, really, that just describes people who get sick. Disease itself... very...pure...single-minded. Bacteria have one purpose --divide and conquer. That's why, in the end...It always wins.

Name: Kata's Doll, Harbinger of Pestilence, Lisirra's Pet
Fauna Type: {Named Beast}
Mod Status: (Mod will fill this in)
Quick Facts: Childlike, malleable, detrimental to the touch
Height: N/A can shift form
Width: N/A can shift form
Length: N/A can shift form
Weight: N/A can shift form
Meta-Location Found: Maiden's Refuge

History: There are many speculations as to how this creature came to be. Some believe that it was formed from the tears of Kata, falling into the swamps of the area and gave birth to the creature. Many think that the doll is, in fact, the love child of Mastes & Lisirra. Some think that the insane immortal created the creature as a means to keep herself company in the region during her time of turmoil over the death of the original Anox. What is known however is that the creature has been within Maiden's refuge for as long as many Yari can remember. It is said that encounters with this beast are that of nightmares, tales of which have frightened some of the Eternal Empire from traversing the area. Another thing about this particular creature is its childlike and demented demeanor, taking delight and joy in tormenting its prey ruthlessly before killing them. All in all Kata's Doll is seen as an abomination of disease and the embodiment of rot and filth.

Appearance: Due to is malleable body it is able to shift and change its form to fit its need, specifically into four distinct forms. In its first form, the doll resembles a tadpole or salamander type amphibian. In its second form, it resembled a more quadrupedal reptile like a lizard. Its third form is like a flying stingray, and its final form takes on a humanoid shape. In all of the dolls forms, they share multiple common characteristics - all have green, kelp-like surfaces and large, grey eyes with red irises. These eyes are positioned so that they blink sideways.

Habitat: Found in areas rich in toxicity and disease, but hasn't been seen outside Maiden's Refuge unless it has taken a particular interest in someone or something that has passed through the area which would cause it to follow.

Lifespan and Development: Many don't know the exact age of the creature, but it could be no more than 100, maybe 110 arcs old.

Diet: Dead bodies are its normal food choice, but it loves to break down and erode organic material for sustenance as well. {Basically will eat anything}

Temperament: Having a childlike mindset, one would attribute the temperament of the doll to that of a child no older than 4 -6 arcs old. When prey evades it the doll goes into a toxic tantrum when it is intrigued it follows and watches the target with playful eyes.

Abilities:
- Sickening Aura: The creature can project an aura or pressure that induces the feeling of nausea and sickness, including delirium and discomfort. The effect may be caused by purely being in the presence of the beast.

- Infectious Breath: The creature is able to emit a breath like fog that infects victims with a psycho-hallucinogenic toxin. This toxin acts on the victims greatest fear or regret and forces them to see it in reality. To some effect, this can be strong enough to cause the victim to spiral into madness.

- Filth Absorption: The doll can integrate any matter that is rotten or filthy (grime, dirtiness, stains, grunge, etc.), ranging from pus/ichor, mucus, slime (mucous secretions of animals), earwax, sweat, and saliva, to dead and decomposed matter. Kata's Doll can also ingest and regurgitate moldy and mildewed matter, spoiled, rancid food, fetid water, polluted air, urine, vomit, and feces. Anything that can induce or further stimulate filth and disease can be integrated into the Doll, making it very detrimental to the touch.

- Malleable Form: The doll can modify the physiological features of itself including its face, body, or size (to a limited degree). This allows the creature to become extremely malleable and elastic, allowing them to stretch, flatten, deform, expand, and contract their whole body, including limbs, torso, neck, etc. It can control how elastic/flexible it or parts of itself is, allowing it to change its body into various tools or other forms. Because of this, the doll is extremely hard to wound or hurt due to its body reflexively absorbing damage by stretching with attacks, but may still feel pain. Only by decreasing the temperature of the creature to drastically low degrees can any true damage be done without it simply reforming the part that has been destroyed.

Credit: Cervantez
 ! Message from: Wanderlust
1. The image needs to be hosted on our site.
2. There are some grammar and mainly punctuation issues that need corrected.

Once you’ve made these changes just let myself or a Yaralon mod know and we’ll take another look at this! Thank you for the submission!
Last edited by Cervantez on Tue Oct 23, 2018 2:20 am, edited 5 times in total. word count: 877
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