• Information • [Scalvoris] Fauna

Herein is kept all the repositories of information for players. Repositories include: flora, fauna, NPCs and materials, for example, along with Scalvoris' Lore Thread and all the information you need on what makes Scalvoris Unique!

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[Scalvoris] Fauna

Manatee ("Stargazers")
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Developed by Pegasus

This creature is uncommon in the water around Scalvoris
Price: Not applicable

Habitat: The waters around Scalvoris ~ they prefer deep water during the day but at night they come to the surface.

Lifespan and Development: Born individually, they live approximately 18 - 22 arcs. For the first two arcs, they stay with their parents, then they swim out alone. When Manatee mate, they mate for life and each couple will have two or three children.

Appearance: Ranging in size from having a body equivalent to a small pony all the way to a large horse, these large creatures are most odd looking. They appear almost sad in their facial expressions and they swim by a strange undulating of their body. At night, however, when they come to the surface of the water, they float on their back and their underside / stomach glows with literally thousands of tiny pinprick-sized lights, rather like they are reflecting the stars they seem to be watching.

Diet: Small fish.

Temperament: They don't bother anyone, no one bothers them. They float along on their backs at night and starlight shines out of their tummy. Yet they look sad. Really, they don't hurt anyone, they don't attack. But other than that, they keep to themselves.

Abilities: Their stomach sparkles and glows under starlight only.

Weaknesses: Their non-aggressive nature means that they are relatively easy to kill.
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[Scalvoris] Fauna

Scalvuffy
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Developed by Pegasus

This creature is common in all areas of Scalvoris. They are considered a nuisance
Price: Not applicable

Habitat: These creatures originated, it is believed, in the Scaltoth Jungle. They prefer warmer weather and so start to be seen around the middle of Ashan, growing in size and numbers until Saun when they are at their peak. Numbers then start to decrease and they are not seen during the cold of Zi'da or Cylus when they are hibernating.

Lifespan and Development: They live for approximately 9 arcs. Saun is mating season for these strange creatures, with the female then laying eggs in Zi'da which she then hibernates on top of. Come Ashan when she awakes, the mother cracks open the eggs with her "backfork" (see below) and babies emerge. On average, the mother lays between 5 and 7 eggs. They grow quickly and are fully mature within 15 trials.

Appearance: A mature Scalvuffy is about 10 inches long in body, but appears longer because of the strange mixture of feathers and antennae which sweep past it's back. It has two large legs and four smaller ones. With four pairs of eyes, it has excellent sight.

The Scalvuffy is a long, thin creature which flies by the rapid beating of lots of very small wings along it's sides. This results in a high pitched and unnerving humming sound. It has two means of defence: a stinger which delivers an unpleasant but harmless sting and the "backfork" which is a much more unpleasant experience. The backfork is a thick limb which stretches down its back and ends with a three pronged protrubrance. Both the "backfork" prongs and the stinger deliver a mild but unpleasant poison which causes the stung area to swell and fill with pus. It clears up after about ten trials, but can leave unpleasant pit-like scars without medical treatment.

Diet: The Scalvuffy are carrion eaters and thus eat either dead flesh or they vomit a strange acid-like substance on to most anything, which rots it very quickly, thus making it edible.

Temperament: They are always hungry, often angry pests. The people of Scalvoris don't like them and the feeling seems to be entirely mutual.

Abilities: Sting, backfork delivering a topical poison, vomit induces rotting. They fly and emit a really irritating sound when they do.

Weaknesses: They are easy to kill with a swatter.
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[Scalvoris] Fauna

Dragon Weed
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Developed by Nightshade
These critters are often considered to be rare.
Price: Tier 7

Habitat: Typically they live in the shallow waters around Scalvoris. They usually live in small numbers and are hard to find.

Lifespan and Development: The Dragon Weed, named for it's appearance bordering on a dragon made out of seaweed, are small and rare creatures. Varying in color and pattern they are rare and beautiful, often sought after as pets but rarely found. The Dragon Weed starts its life like a baby sea horse would, hatching from eggs in its father's pouch. The first thing a Dragon Weed learns to do is hide, blending in with its surrounds. A Dragon Weed will change in color depending on exactly where it lives so it can better blend in. This is done by the body replicating the pigmentation of the seaweed that it eats, this ability to change color though often leaves the skin weak and easily broken, making the Dragon Weed fragile. A Dragon Weed will stay with it's father learning how to feet and camouflage until it is roughly three arcs (years) old. A Dragon Weed will never meet with its mother.

Once it reaches age three the Dragon Weed will go off to live on its own or with a small group of other Dragon Weeds who recently left home. Dragon Weeds when not mating or raising young will often stay in small group of the same age and gender. These group are usually any size from 3-5. When a Dragon Weed reaches 5 arcs of age it will finally be old enough to breed. On the 100th of Ashan, Dragon Weeds from all over gather together together to pick mates. This is one of the only chances that people get to catch wild Dragon Weeds, most pet Dragon Weeds being bred in captivity. Even then it is rare to be able to catch a dragon weed because their size, speed, and ability to quickly camouflage makes the use of nets hard.

Once a Dragon Weed pair has bred they will stay together until the beginning of Ymiden. At that point the mother will lay her eggs in the father's pouch and leave. The father will take care of the eggs until they hatch at the start of Saun. From there the father will take care of his children for 3 arcs before going off to breed again. Female Dragon Weeds only stay fertile until the age of 12, at which point they can no longer breed. Male Dragon Weeds however always have the ability to breed as well as carry young. Sometimes if a female loses her mate a Dragon Weed who was unable to get a mate might carry the eggs for the female. Dragon Weeds usually live for 20 arc, the oldest recorded Dragon Weed had lived up to 25 arcs in captivity. That Dragon Weed was a male who continued to breed and carry eggs until his death. It is sometimes dangerous for older Male Dragon Weeds to breed as they might die while still caring for their young, in which case if the young isn't old enough and another male or group isn't willing to take them they will die.

Diet: The diet of a Dragon Weed typically consists of seaweed and any creatures that are smaller than them such as plankton. Since the Dragon Weed is very tiny they often become prey for bigger fish if they aren't careful. Depending on what the Dragon Weed eats their bodies can change pigment to better hide in their environment. Some variations of Dragon weed have been known to eat things like coral, though this is rare and usually only an urban myth. In captivity sometimes exotic plants and materials will be crushed up for the supplemental consumption of Dragon Weeds to give them extra luster and color. A Dragon Weed seems almost to have a cast iron stomach, meaning if they can force it down their throat their bodies consider it edible. Whether they still get nutrition from it or just pigmentation is up for debate.

Temperament: The Dragon Weed is often considered to be a very calm and kind creature, making beautiful additions to any aquarium as long as nothing in there will eat them. Dragon Weeds have never been known to show the slightest signs of aggression. Quite the opposite in fact, they flee at even the slightest inkling of danger.

Abilities: The ability to change pigment based on what they take into their bodies, leading to superior camouflage abilities. Great agility. A special stomach acid that allows them to break apart just about anything and use it's pigmentation. This stomach acid also burns away anything that could be potentially dangerous. Caution while feeding strange objects is still advised
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[Scalvoris] Fauna

Siren Lights
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Developed by Nightshade
Details: The Siren Light is a monster named for obvious reasons. They live out in the water, often coming towards beaches during the night time. If they happen to come across someone they will begin to glow, lighting up various luminescent patches on their body. They use the pattern of their lights glowing in combination with their swimming to try and hypnotize their targets. Once their target has been thoroughly hypnotized they drag their targets out to sea and drown them. They feed on the corpse of whatever they were able to drag into the ocean. They are long and thin creatures with lots of sinewy muscles.

Lifespan and Development: Most Siren Lights live in groups, working together almost like a wolf pack to hypnotize people into entering the water and drowning them. A Siren Light will spend its entire life in a group, to lose it's group is almost certain death. It is possible for a Siren Light to find a new group but it is rare. When Siren Lights come across other group they will often trade members so they the genetics of a group don't get too muddled. Siren Lights often live in groups where most of the members are siblings and the leaders are usually the parents. When trading members sometimes a new pair will take over the group as the breeding pair and other times a pair will go off to make their own group.

Siren Lights are born into the world live. When they are born the entire group will care for them. When Siren Lights are first born they stay in little sand ditches on the ocean floor as they don't posses the strength to swim yet. One or two members of the family will be with them at all times. When the family makes a kill it will drag the corpse back for the children as well as the members not present to make the kill. If the kill is a small one the children will always eat first. As Siren Lights get older they start to get the strength to swim, however they still have no control over their luminescence. This is the most dangerous time in the life of a Siren Light, as their lights go haywire and they have the potential to attract predators. To prevent this parents will find mud like substances to smear over the glowing spots of the child.

Once the child has begun to glow and swim they are old enough to go out on hunts, even if their own lights are too faulty and weak to attract prey. They will observe their parents and family members and mimic them in an attempt to help. At 2 arcs a Siren Light will be full grown and able to properly use their lights to help the family hunt for prey.

Diet: The diet of a Siren Light mostly consists of anything that they can attract from the shore line and convince to go into the water. Sometimes a Siren Light pack desperate for food will attack boats, trying to get sailors to jump off and even attempting to tip smaller boats that only have a person or two in them.

Temperament: Siren Lights are often considered to be mischievous in nature. When they aren't hungry they might even take to tease people by dragging them into the water where they stop glowing to break the trance. They derive some kind of joy from watching people panic. When hungry the become far more aggressive, targeting anyone and going as shallow as they possibly can. Some Siren Lights have even been found dead, washed up on the shore because they were desperate for food. Dead Siren Lights are usually something to be celebrated.

Abilities: Glowing bodies that hypnotize creatures on shore. Shocking strength for drowning their prey.

Weaknesses: The easiest way to avoid a Siren Light attack is to just not look at the Siren Lights. There is a 10 trill period of time before someone goes into the trance. If they can look away in time then they can get away. High Meditation or Discipline skills can also provide safety.
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[Scalvoris] Fauna

Drowners
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Developed by Nightshade
Details: Drowners are often considered to be a plague on sailors, especially those just starting out who don't know any better. Drowners focus on human prey, tricking someone into grabbing the "hand" that extends from their head and pulling them under. Once a Drowner has effectively caught it's prey in the water they often enjoy messing around, making the death slow and agonizing by either crushing all the bones in the body with their powerful teeth and jaws, or slowly letting their victims die to their poisons while they try desperately to escape back to their boat or land. A Drowner can came in many sizes, though the hand is always the same. Some larger Drowners have been known to cut to the chase and tip a boat that gets to close. Drowners are often hunted with an almost religious fervor for the threat they pose to sailors as well as those that are actually drowning.

Lifespan and Development: A Drowner is born live after an entire arc of being carried by it's mother. During this time the mother will try and gather as much food as possible to care from the growing child. This usually means a mother will start to take risks she usually wouldn't. These include but are not limited to, stealing the prey of other Drowners, trying to hunt dangerous humans such as hunters or experienced sailors, coming close to land to try and attack animals, killing anything within her radius, and much more. When the new Drowner is born the mother will burrow into the sea or lake floor (they come in both ocean and fresh water variants) and she stays there anywhere from 30-100 trials feeding herself and her child with the food she has begun to stock pile. The mother is usually able to inject nutrition into her child the same way one might inject poison, however since some poison also goes along with it a mother will only give small doses until the child builds up a resistance. This is why most if not all Drowners can survive powerful and lethal doses of many toxins.

A child will stay with its mother up to 20 arcs just learning how hunt and survive on its own. Once the child has been sufficiently trained it disappears in the middle of the night, never to be seen by the mother again. Most Drowners (besides pregnant females) will die in their first 3 arcs of living on their own, often getting snagged by hunters or larger aquatic predators. If they survive these 3 arcs then most Drowners will survive to their maximum life span as Drowners don't usually attack each other unless there's prey stealing going on.

A Drowner can live anywhere from 100-200 arcs, often breeding at 70 arc of age. With a life span like that one might believe the population would be high, however a Drowner will only ever breed once in their life and only 30% of all offspring survive, easily putting the Drowners on the list of endangered animals.

Diet: Drowners eat humans, Biqaj, Sev'ryn and the mortal races, although typically they prefer to eat humans and eat whenever they can catch one. Drowners have extremely efficient bodily energy use, allowing them to store more energy then the average creature. This comes in handy because the can go anywhere from trials to seasons without feeding depending on how bad things get. If the situation truly gets out of hand they will start to attack other aquatic creatures, rely on what strength they have to survive a fight. Some might even try to crawl up onto land. Both these endeavors usually don't end well.

Temperament: All Drowners are of a sour and highly aggressive temperament. They don't necessarily have territories, but they won't tolerate others stealing their prey. Meaning that Drowners do not get along with Siren Lights. If a Drowner comes across a pack of Siren Lights their first response is to try and kill them, their second response is to try and steal whatever prey they have, their third response is to eat the Siren Lights themselves simply out of spite. Any other creatures found eating humans will often suffer the wrath of the Drowner. However if a creature does kill the Drowner, they'll often die themselves thanks to the toxins the Drowner's body produces.

Abilities: Highly venomous, highly poison resistant, powerful teeth and jaws, deception.

Weaknesses: Like Siren Lights knowing to ignore them is a good way to avoid these beasts. Besides that they have terrible eye sight, making them easier to avoid if you do get in a fight with one. An easy way to tell if it's a Drowner is to look and see if the hand is moving or not. If it isn't then it's most likely a Drowner trying to lure you in. However some Drowners have learned to wave the hand back and fourth, meaning you should usually check to see if any other hands or body parts come up. Drowners also have large, squishy, fatty bodies which are good for storing energy but are terrible for combat. Whack it with a sharp metal stick enough and it won't last for long. Though you might not either.
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[Scalvoris] Fauna

Scalv Ziemia (Boulder Snake by the locals)
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Developed by Fridgar
Price: Tier 9 minimum for a corpse.

Habitat: Underground and in dark caves, they build their nests around Roipo pots. (Scalvoris Mainland)

Lifespan and Development: Scalv Ziemia hatch in groups of four to five in the nectar of Roipo pots. They're often 5-6 feet long as hatchlings and weigh roughly 90-120 lbs. Upon emerging from the eggshell, their scales are soft and very delicate, they break like paper, their scales are often white without any patterns at the age of 0. Thanks to the prolonged effects of constant absorption of Roipo Nectar over dozens of generations of Scalv Ziemia, they mature very quickly over the space of 30 trials.

At 10 trials old, the Scalv Ziemia has grown to 20-25 feet long, they weigh in at about 300-400lbs. Their scales have hardened up enough and can take a little more punishment than the skin on people and animals, their scales usually change pigment at this age to a grey or brown, depending on the stone native to the Scalv Ziemia's place of birth. Their fangs develop at this point too; large, dagger sized points of super hard bone, some claim it to be harder than steel. This makes the young Scalv Ziemia very susceptible to poachers as their fangs sell for a pretty nel. They often leave the nest at this age, ready to take on most prey and predators alike. They hunt with stealth, striking at the very last second and crushing their prey in their coils at 90-95psi and swallowing them whole, often still alive.

Come the age of 20 trials, the Scalv Ziemia Is barely recognisable, stretching as far as 46-52 feet long and weighing in at roughly 820-950 lbs, they gain considerable thickness in their tails which add greatly to their previously mentioned crushing power. Their scales are harder than the stone itself at this age, they shrug off most attacks by humans and other animals alike, they are immune to bladed weapons including axes. Bludgeons do little unless the wielder is also an expert in strength. Their bones are harder than steel at this point and tear through plate armour like cardboard. The creature is very dangerous at this age. Their scales are now completely to their transition of either brown or grey and along their backs, dark patterns have formed in brilliant tapestry, stretching across their body, sometimes touching the under belly of the beast. The marks are often black but have been seen in deep shades of red, blue and green. Scalv Ziemia are notorious for feeding on farmer's livestock, their accelerated growth requires a lot of sustenance, five times its weight in meat.

Finally, at adulthood, the Scalv Ziemia has fully grown at the age of 30 trials. Their long bodies stretch from 60-74 feet long and weigh in between 1000 and 1450 lbs. Though the largest Scalv Ziemia ever recorded measured at a staggering 80 feet long and weighed 1560lbs. These creatures are monstrous in appearance, wielding fangs like short swords, stronger than most conventional metals. Their scales don't develop much at this age, having already achieved near enough to their peak of toughness at 20 trials old, except for spines that grow in pairs along their back, in the colour of their markings. Melee doesn't affect the Scalv Ziemia unless the wielder is at master strength or above, and even then, the Scalv Ziemia is ridiculously hard to break through, it is recommended that you wield a pickaxe should you be foolish enough to fight this thing with a melee weapon at all. Mages, alchemists and other sorts of "heavy duty damage" are often needed to dispose of these creatures. They have all but abandoned the crushing method for their prey and often swallow small and medium animals, sometimes large ones, whole without difficulty. it's rare that these behemoths emerge from their caves or underground nests however.

Scalv Ziemia live for up to 10 arcs and can settle down to start their own nests at any age after 30 trials, when their massive metabolisms slow down to half their body weight in food a week.

Diet: Carnivorous, during their younger days the Scalv Ziemia needs constant access to massive volumes of meat. Most Scalv Ziemia perish due to lack of sustenance to their enormous appetites and accelerated metabolisms.

Temperament: Aggressive before adulthood and will often go out of their way to kill and eat anything in its vicinity. Though calm significantly at the age of 28 trials. Scalv Ziemia often live their lives underground. There are legends of them being hardy workers for those brave souls that tame them at the age of 30 trials although that might be nothing more than an urban legend. If the owner of the beast can provide massive amounts of food for the creature, they don't see much harm in lending a hand to the weaker animals. Should a master forget to feed their new companion, they best hope that their beloved pet doesn't turn on them for their next meal.

Abilities: Massive strength, weight, super thick scales harder than stone.

Weaknesses: Scalv Ziemia cannot function in the cold, often lock up unable to operate due to their cold-blooded reptilian nature. That and they always need massive amounts of food, starvation and extinction is a huge peril for these creatures if they can't find a way to control their growing numbers. Their fangs too, while not venomous, they can pierce their ridiculously hard skin much easier than most other metals and weapons. Alongside this, the Scalv Ziemia can only function in almost complete darkness, as arcs of living underground has left them incredibly sensitive to light.
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[Scalvoris] Fauna

Mergantis
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Developed by Amaris
Price: N/A
Habitat: The waters around Scalvoris

Lifespan and Development: Mergantis are seen as part fish, part habitat. They tend to differ depending on location, though it is most common to see the coral variations. In the first 100 trials of life, they appear as any other fish. The variation of aquatic habitat ( for example, coral or sea anemone ) does not appear on their tails until after this period, where they are considered guppies. Mergantis are said to be constantly growing, though incrementally. Their only constraint in the number of others of their kind that live in the waters with them. The largest is said to be about 20 ft across and 15 feet long. Smaller fish make their homes in their tails. This has a tendency to attract large predators, though they are evaded by the Mergantis burrowing into the sea floor or hiding among rocks.

They are said to be able to reproduce asexually, though it is more likely that they mate once or twice within their lifespan. The eggs per reproduction period tend to range from 100-150. It is likely that a third of these eggs are eaten by predators or slip from the aquatic plants they are lain on. From the point of the eggs being laid, the Mergantis will move on to avoid drawing further attention to their spawn. The average Mergantis is said to live for 20-35 arcs. It is more common for them to die due to predation, if they die of old age it is said that the fish part of their body solidifies and they are left to fall to the ocean floor.

Diet: Microorganisms within the water, algae

Temperament: Docile creatures, Mergantis are not known for being aggressive.

Abilities: Growth of aquatic habitats on their tails.
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[Scalvoris] Fauna

Constellion
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Developed by Amaris
Price: Pelt -- Tier 8. Not freely available.
Habitat: Scaltoth Jungle

Lifespan and Development: Constellions are not much larger than regular lions. The only distinguishing features are the pale colorings of both their pelt and hair, as well as the faint constellation like markings on them. These markings do not appear until maturity, which is achieved after two arcs. The species is said to live anywhere from 15 to 45 arcs. As pack animals, they maintain the same family dynamics as their brother species of lions. Each group is headed by an alpha male that will chase off all competing males, or if defeated will leave the pack and search for a new one.

Constellions maintain the same mating pair for all of their life, and are said to reproduce once every five arcs. Their young remain with them, mostly the females, until they reach maturity and find their place in the pack dynamics. Male offspring are left on the fringes until their first challenge for dominance. Should they lose, they are promptly chased off and left to find another pack to integrate themselves into. These challenges are most often done in Ymiden or Saun, and can take up to 10 arcs before the first attempt is made.

Upon death, Constellions are said to produce a soft glow until their body fully decays. Afterwards, the imprint of their markings are noted to be left behind in the ground, glowing every night as a beacon for several cycles. The pack will remain around the spot until it fades and move on to another territory if the deceased were the patriarch or matriarch.

Diet: Carnivores

Temperament: Despite solemn appearances, Constellions are playful and sociable. They, however, are not gentle and as such are considered dangerous. They would not hesitate to treat a stray explorer as a chew toy, though it would seem more like friendly play to them. Serious threats are treated with equal amounts of hostility. Should one of their pack be downed, the surviving members will go as far as hunting down the perpetrator outside the reaches of the Scaltoth Jungles.

Abilities: Constellions glow at night, reflecting constellations into the night. This is used as beacon to direct members of the pack to them, but is also a beautiful sight.
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[Scalvoris] Fauna

Flunny
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Developed by Amaris
Price: Tier 4 (available around the island. Sold as pets and food.)
Habitat: Immortals' Tongue

Lifespan and Development: Flunnies are, plainly speaking, flying bunnies. They appear to be no different from other rabbits, other than the fact that their ears also function as wings. Feathers line the outer ear, large and strong enough to carry the creatures, which tend to be no more than five pounds, into the air. Several more feathers line their legs to aid in flight. They tend to be brightly colored, making them quite easy to spot.

Their development for most of their bodies follows the same patterns as regular rabbits. They are capable of flight around 100 trials, though they will prefer land until they 250 to 300 trials old. At this point, they may easily leave the mating pair they were born to. Some Flunny have been known to migrate back to their parents every two arcs, or at least once in the 7 arcs they are known to live.

Diet: Plants and some insects

Temperament: Playful, finicky. Good luck catching one without enjoying yourself.

Abilities: Flight
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[Scalvoris] Fauna

The Ishkahl
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Developed by Tio Silver
Details: It was around Zi'da 712 that reports first came in of strange happenings around the Scalvoris Mountains. The remains of prey started to pop up with wounds suggesting that they'd been attacked by a Videnese Aurora Glider, however unlike normal the size of the wounds suggested that the Glider that'd attacked them had been way larger than normal. More shockingly though was that a lot of these remains were usually only half eaten, suggesting that these kills had not been made for survival but for the sheer sport of it. Though trackers were sent out to find this creature none were successful, and so the Elements were grudgingly forced to ignore the problem.

It was only an arc later that they finally found out what was really happening. After the Land Troop launched a successful raid on an illegal animal smuggling operation in Almund they found records that in 712 an unnamed poisoner had contacted them in order to purchase animals for testing an experimental poison with mutagenic properties, and among the list of animal subjects was an illegally captured Aurora Glider smuggled to Almund. The smaller animals that'd been experimented on before it had all died in the tests, however the Aurora Glider apparently survived the experiments and escaped soon after. It was around then that trackers finally spotted an enormous black winged creature flying around the mountains at night that from a distance resembled a monstrous bird.

Sadly one of these trackers was also a keen painter, and when he returned to Scalvoris Town he created a painting of a nightmarish creature called the Ishkahl based on what he'd seen. When news of the creature went public the painting fueled people's imaginations into believing that the real creature, now also named the Ishkahl, was exactly the same as the painting portrayed it, and since then the many rumors surrounding it have made it impossible to tell what the Ishkahl is truly capable of. In all the rumors though one thing remains the same; that the Ishkahl is evil incarnate, and will kill everything it sees.

Lifespan and Development: Due to being illegally captured there are no records on how old the Aurora Glider that was experiment on was, and therefor no way to know the age of the Ishkahl. What is known from the wounds of its prey however is that since the experiment the Ishkahl has grown to triple its natural size, and has yet to show any signs of stopping. It has an estimated 50 foot wingspan, and witnesses have reported it to be a blackish-grey colour, however none have ever gotten close enough to give details on what it actually looks like.

Diet: It seems that the Ishkahl eats anything made of meat; wolves, horses, and even Scal Sohr Kahl. So far there have been two reported human deaths that it is thought to be responsible for, however they seem to have been killed for sport rather than food and so whether or not it actually eats humans is unknown.

Temperament: The Ishkahl is incredibly aggressive, as evidenced by the large number of creatures it has attacked, and is generally believed to attack whatever it sees. Despite this however it seems incredibly intelligent, is able to hunt down its prey with ruthless cunning and recognise and avoid human traps. Scholars at Viden Academy speculate that the transformation has put the poor creature in a constant state of pain, which in turn may have driven it mad and would explain its aggressive behavior.

Abilities: The Ishkahl is larger, stronger and faster than a regular Aurora Glider, which already makes it deserving of its fearsome reputation and extremely high danger level. So far it has only ever been spotted at night, which means that the mutagenic must have made it nocturnal and given it a method to hunt in the dark, but what that method is exactly is still unknown.

Weaknesses:Presumably damage to its wings or tail will hinder the Ishkahl's ability to properly fly, however whether this is true or not is still unclear.
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