• 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

Naekarr the Rotten
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Developed by Tio Silver
Details: All manner of strange and dangerous creature can be found in Sweetwine Woods, yet all of them flee in terror at the arrival of the oldest, strangest, and undeniable most malevolent monster to haunt those woods; Naekarr the Rotten. A vile undead monster created by ancient necromancy, Naekarr is an amalgamation of the bones of many humans fused and twisted together into a shape designed solely for combat, and although time has stolen any last remnants of flesh or muscle and dulled the once sharp edges of its old bones its strength, speed, durability and alarmingly powerful regeneration ability have made it more than a match for any of the heroes that have tried to destroy the creature over the years.

To use proper necromantic terminology Naekarr is a giant class stitchborn (and something of a work of art to any necromancers that behold it, though nobody else can see this supposed beauty) embedded with a rare Obstimyte well deep within its armored chest which has sustained it over the arcs and grants it its impressive physical power and regenerative ability. As it has no master, and no necromancer to date has been able to assume control over it, Naekarr is commanded solely by its own unending hunger for life, and so unendingly hunts down and attacks any living creature that it comes across, man or beast.

Lifespan and Development: Naekarr was created somewhere around Arc 500, back before the Pirate Lords arrived and the island was home to only a few small residents. Due to how remote it was and how much life was around to use for materials an unnamed necromancer, fleeing persecution from his home country, chose Scalvoris as the place to set up his new laboratory and built a home for himself in the area now known as Sweetwine woods. Here he secluded himself from the rest of the world and focused on his experiments, hunting down local animals and kidnapping the unsuspecting locals in order to research the techniques for creating stitchborns. When the locals discovered what he was doing they rallied together to hunt him down, and in order to defend himself the necromancer created Naekarr to guard his territory.

However when the necromancer had come into possession of the Obstimyte he hadn't known what it was, and severely underestimated the power it would bestow onto his newest creation. Upon its awakening Naekarr overpowered and devoured the necromancer, destroyed his home and the rest of his creations, and has been terrorizing Sweetwine Woods ever since.

Diet: Naekarr devours any living thing it can catch, however does not physically need to eat.

Temperament: Extremely hostile.

Abilities: Naekarr is twice the size of an average human man, though has the strength, speed and durability of a rhino. Most frightening though is its immensely powerful regeneration abilities, which allow it to recover from practically any damage with remarkable speed.

Weaknesses: Fortunately for the people of Scalvoris the creature has a protocol embedded within it that prevents it from taking even a single step outside of the cover of the trees, and so as long as you remain outside of the woods it cannot hurt you. Nor is the creature very intelligent, possessing nothing more than wild fighting instincts and a ravenous hunger, and has no senses other than a very poor sense of sight, so distracting, hiding from or otherwise tricking the creature is fairly easy. Additionally removing the Obstimyte at its core will destroy it, though none have yet managed to pull off this feat.
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[Scalvoris] Fauna

"Oh" (Deer)
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Developed by Pegasus
Price: Tier 6 (meat)

Details: A strange creature known to make their home in Sweetwine Woods. The "Oh-Deer" is a member of the deer family, but they have slight differences in their physical form. Their hooves are wider than normal, they are slightly more squat than 'normal' deer and they tend towards looking stockier. These are minor differences, however, and it is not until the Oh-Deer attack that they change dramatically from their docile cousins. When entering attack mode, an Oh-Deer has vampire-like lower fangs which elongate and it's eyes start to glow red. Also, they emit a snarling hissing noise which provokes a fear response.

The meat of an Oh Deer is sought after as a very wonderful delicacy. There are a number of reasons for this. First, it gets better the longer it is kept (20+ trials seems to be the maximum time needed for taste enhancing) and the meat does not go off, even after a full season or more. No one knows the longest an Oh-Deer has been kept, but certainly they are an excellent source of fresh meat on long travels. This, of course, they share with the Hafrein but unlike that beast, the meat from an Oh-Deer is succulent and easy to cook with. It is a tasty delicacy.

The leather of an Oh Deer is called Blooded Leather and is equally sought after as the meat.

Lifespan and Development: Oh-Deer live for approximately 25 arcs, some of the longest lived members of the deer family. Their gestation period is approximately 150 days and they have seasonal mating four times an arc. They are able to walk as soon as they are born, but they stay with their parents for approximately 3 arcs. Both parents raise the Oh-Deer as the animals seem to mate for life.


Diet: Herbivores.
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Temperament: Extremely hostile. Oh Deer have a tendency to attack on sight and do not share the tendency of the rest of their species to be easily scared.

Abilities: Oh Deer are unnaturally strong and fast. Their antlers are very sharp and they can be carved into all sorts of things. This requires a good carpentry skill as they act like wood. Their hide is very thick and acts like armour, tending to deflect arrows and so on. Once killed, the hide reverts to a "normal", if thick, deer hide. This has led to some people speculating that there is something specific about their blood but, as yet, this is pure speculation.

Weaknesses: Throat, eyes etc are weaknesses. Also, Oh-Deer's tendency to charging in is something of a weakness in itself, as they will attack, no matter how outnumbered they are.
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[Scalvoris] Fauna

Thwarthog
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Developed by Tio Silver
Habitat: All of Scalvoris
Lifespan and Development: Reaches maturity at 4, and can live for around 15 years.
Diet: Herbivore
Temperament: Generally passive and friendly when not provoked, but becomes very aggressive when threatened. Also noted to be strangely stubborn, and will rarely choose to flee from a fight instead of fight.
Abilities: A thwarthog has no unique abilities to distinguish it from a regular warthog save one: its heightened intelligence. Thwarthogs are smart enough to spot normal hunting traps and understand human body language to a degree, and so are not only very good at evading hunters but sometimes taunt them or trick them into falling into their own traps. Many a man has been made a fool of after pissing off these pigs, although usually suffers no more than a few bruises and a badly damaged ego from the pig's pranks unless they actually managed to harm them.
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[Scalvoris] Fauna

Northern Sea Wolf
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Developed by Pash Vy’Ryn
Price: Not for sale.

Habitat: Deep, frigid waters are their hunting grounds, though once every two arcs, they migrate to areas with pebbled shores and ice flows in order to breed.

Lifespan and Development: Northern sea wolves live between 40-80 arcs, though these are approximate ages. While they are born small, pale-furred pups, they begin to mature around the age of 10 arcs, though most do not begin to reproduce until between 15-20 arcs of age. Males tend to be larger than females, and their sizes range from 6 to 8 meters (20 to 26 ft) long and weigh in excess of 6 tonnes (6.6 short tons) for males and 5 to 7 meters (16 to 23 ft) and weighing about 3 to 4 tonnes (4.4 short tons) for females. The sea wolf more or less possesses a physiology similar to a seal, with weight-bearing forelimbs that are flippers and a powerful tail for swimming, but their head and jaws are even more canine-like with bony ridges sweeping over the eyes and over minimal earflaps to almost look like horns. These ridges are longer and more prominent in males, who use them when sparring for alpha position. Their mouths are noticeably larger than a seal’s and their teeth regrow on a regular basis much like a shark’s. Sea wolves travel in packs of 10-12 individuals with a definite but as-yet unstudied hierarchy, with an alpha male and female usually being the only breeding pair.

Diet: Strict carnivores, sea wolves eat any and all marine life they can catch, including whales and fishermen if they can capsize and destroy their boat through their hunting strategies.

Temperament: Calculating, intelligent, aggressive, hierarchical.

Abilities: They are known for being agile swimmers and terrifying hunters that can take on much larger prey than a single animal. Attempts have been made to tame pups, but they are always far too aggressive once they reach maturity. They have excellent vision and hearing, make a variety of vocalizations to communicate with each other and defend their territory from barks, clicks, and deep howls that can travel for fathoms in the cold, dark waters of the north. They can come on land as well as swim, requiring a rocky beach or packed ice during their every other arc breeding cycle. They have been known to ambush seals and other creatures on land, bursting out of the water and dragging prey short distances back in to the sea. They enjoy playing with their food and often maim and wound and toss their prey around before consuming it.

They are edible, but the younger the sea wolf, the better. Both pup pelts and adult pelts have unique properties and are very valuable. Sea wolf pup pelts are some of the softest pelts in all Idalos, ranging in color from pure white to cream to a light grey with occasional spots—the less blemished, the more valuable. These pelts are more soft than they are warm, luxurious and valued by nobles everywhere. Adult pelts are much more coarse but smooth, and the hide is thick enough to be amazingly warm.

Scalvoris folklore, especially around Halvardr, says that wearing the skin of a sea wolf or possessing pieces of its body is believed to grant the owner supernatural fishing abilities.
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[Scalvoris] Fauna

Skullgull
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Developed by Tio Silver
Habitat: Only found around Port Diablo
Lifespan and Development: Reaches maturity at around age 2, and live for approximately 10 to 15 years.
Diet: Carnivorous. Mainly feed off fish, rodents and whatever food they can scavenge.
Temperament: Hostile but cowardly. They usually squawk threateningly if approached, but flee instantly if that doesn't work.
Abilities: Other than their deathly appearance these freakish birds are not so different from regular seagulls, except that they tend to be far more efficient carriers for diseases. At around the age of thirteen their bodies begin to decay in places despite not being dead, and so a large number of them can be seen missing limbs, eyes and other body parts. Despite how disgusting they are (or maybe perhaps because of it) these birds are the unofficial mascots of Port Diablo, as it is the only environment they seem capable of surviving in.
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[Scalvoris] Fauna

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Shelleton
Developed by Noth
Quick Facts: Skeletal, Underwater, Covered in Shells
Height, Width, Length, and Weight: Average Mortal Sizes
Native to: Scalvoris Coastal Waters
Locations: Entirely in the Scalvoris Coastal Waters

Appearance:
Shelletons are essentially skeletal mortals, usually completely lacking in flesh, though occasionally a newer Shelleton may still possess some minor scraps and pieces. What gives Shelletons apart and sets their name is the presence of large colonies of mollusk-like creatures around their bodies, with odd vine-like tentacles wrapping around their limbs and acting almost as joints. These tiny mollusks seldom move, and will almost completely cover the body of a Shelleton, bursting from bones like growths, or simply latching on where they can.

Habitat:
Shelletons being quite reminiscent of undead marrows require absolutely no rest, nor protection from the elements, and therefore do not particularly bother with creating habitats or homes for themselves. That said, they are known to gather in large clusters on the ocean floor, where they will stare directly upwards, and wait for a passing ship to awaken them from their slumber.

Lifespan and Development:
When a Mommy Sailor and a Daddy Shelleton like each other very much, the Daddy Shelleton pulls the Mommy Sailor off of her boat, and then drowns her under the ocean. The mollusks on the bodies of the Shelletons promptly feed on their flesh, wiping them almost completely clean in a matter of a trial or two, and proceed to lay new eggs in the empty skeleton. The skeleton then acts as a ‘shell’ and a home for the newborn mollusks, who promptly spread over its body and begin the cycle anew.

These mollusks are entirely the reason why the skeleton is capable of movement. They recognize boats and ships as methods of reproduction, and are entirely bestial in their desire to drown sailors, consume them, and then reproduce in their skeleton. The mollusks accomplish locomotion through a distinct and complex network of tendrils which snake throughout the body, typically forming a mass at the center of the Shelleton where a ‘heart’ might have been present. Mollusks zap gentle electrical signals through these tendrils and into the heart wherein it is transferred to other mollusks. Fascinating enough, these mollusks typically follow a somewhat ‘democratic’ structure wherein the requests of the majority are followed through by the remainder of mollusks. It is for this reason that the mollusks are rather slow in their movements, because it takes a couple of moments to properly determine movement.

Diet: Technically, a Shelleton being ‘Undead’ doesn’t require anything to eat. That said, the mollusks upon their bodies are scavengers, and will only consume dead matter, though they do not mind if it is recently dead, or long-dead. If these mollusks do not eat for several trials, they will begin to cannibalize themselves, and will effectively render the Shelleton unable to properly move large portions of its body.

Temperament:
Shelletons could probably be defined as aggressively territorial. It is a rare instance where a Shelleton hive decides to actually leave from its fellows, and most prefer simply to wait for another passing boat to jar them into motion. Once a boat is spotted, however, they stir into action, swimming up towards the surface of the boat wherein they will attempt to yank down unsuspecting sailors into the sea so that they may drown them. Shelletons are not very talented at actual combat, and will almost always prefer simply to shove and push and pull on a person to get them in the water where they have the advantage.

Abilities:
1. Ability to live underwater without air.
2. Ability to sense the passing of ships without use of eyes, likely some form of electromagnetic sensation from the mollusks.
3. Ability to be surprisingly resilient as the only way to properly ‘kill’ a Shelleton is to remove the mollusks covering its body, and the mollusks are legion. Removing an area of mollusks will disable it from use, however.
4. Ability to swim surprisingly well for being essentially a shell covered in strange parasites.

Credit: Noth
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[Scalvoris] Fauna

Temple Monkey
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Developed by Tio Silver
Price: Tier 7

Habitat: Sweetwine Woods

Lifespan and Development: A typical Temple Monkey reaches maturity at two years of age, and lives for between 14 - 18 years.

Diet: Entirely herbivorous, focusing mainly on leaves and fruit.

Temperament: Normally passive and quick to flee, but become violent if another of their species is harmed or captured.

Abilities: It was once believed that Temple Monkeys were beloved by Ziell, for this strange kind of monkey has always seemed to sense the coming of danger far before it arrived and was able to flee, as if they knew the future before it arrived. Because this made them hard to capture, and because the first settlers on Scalvoris believed them to be sacred, these creatures required a lot of effort to study, and so most researchers deemed it a waste of effort to try and figure out their secret. Since the founding of the Scalvoris University however many of the new researchers on the island have turned their attention to these creatures, and from the few subjects they've been able to study have begun to develop a rather startling theory: that these monkeys have a natural, instinctive ability to use the magic of attunement. This explains both the monkey's ability to avoid danger and why they are often seen moving around with their eyes closed, as if in prayer, which is how they got their names.

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[Scalvoris] Fauna

Bumble Bear
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Developed by Qit'ria
Name: Bumble Bear
Quick Facts: The Bumble Bear is very much like a grizzly bear in size and appearance. But it has three significant differences. The first is that it displays a higher intelligence than other bears, seemingly on par with sentient races. The second is they form a single, massive family that lives around the Golden Cliffs with duties and a basic societal structure. The third is that they are able to levitate as adults.
Height: 5 ft shoulder height
Width: 3 ft shoulder width
Length: 8 ft length
Weight: Females (500-600 lbs) Males (700-900 lbs)
Native to: Sweetwine Woods, Scalvoris
Locations: Sweetwine Woods, Scalvoris


Appearance: A massive bear, ranging in hues from blonde to brown to nearly black, is an imposing figure. Large, muscular, with loose fur and flesh, massive claws and teeth.

Habitat: These bears prefer temperate forests, and are only found in and around the Sweetwine Woods, particularly around the Golden Cliffs.

Lifespan and Development: Mothers give birth to 1-4 cubs every couple of years. They mate during, and have a gestation period of 180-250 days based on when they were impregnated. They delay the gestation in order to give birth during hibernation in the seasons. The mothers will raise the cubs for up to two years, being fiercely protective of them, able to fend off larger predators. She does not mate while raising her cubs. The cubs reach mating age after 5 years.

Diet: These bears are omnivorous, eating nearly anything they can find from small game, to roots, berries, mushrooms. But their preferred food is the honey from the hives, and the honey sweetened fish of the Golden Cliffs Lake.

Temperament: The bears are very protective and defensive of their territory, chasing off or killing any infiltrators. When with cubs, the mothers isolate themselves from the males, running them off if they come around. There are few things more aggressive and dangerous as a mother bear. The females will allow other females to spend time with them and their young, and often allow cubs to play with one another.

Abilities: The bears have incredibly tough skin, particularly strong against punctures and pierces, a natural defense against the Grizzly Bees they protect. Their hides also do not hold scent, even when forcibly thrust upon them. It does not neutralize scent, rather no scent can cling to it. This is believed to help make the bears deemed a non-threat to the bees. Upon maturity they are able to levitate a couple feet from the ground. They older they get, the higher they can float. The eldest bears can reach the caves entirely without climbing, and it is rumored some even live in there permanently. As with other bears, they maintain massive biting teeth, huge swiping claws, incredible strength, and surprising sprinting speeds. They also have the ability to organize themselves into a loose society with roles such as defensive patrols, food gathering, child rearing.
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[Scalvoris] Fauna

Grizzly Bees
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Developed by Qit'ria
Name: Grizzly Bee
Quick Facts: The Grizzly Bee is much like any other bee with two major differences. The first is that if not killed by disease or injury, they will live indefinitely. The second, because of their aging, is that they can grow much, much larger than normal bees. They live in a single, massive hive in Sweetwine Woods, and the closer one gets to the hive, the more aggressive they become.
Height: Outside of Sweetwine: .5 inch. Inside Sweetwine: 1-3in. Around the lake: 4-5in. And within the hives: 9-12in.
Width: Outside of Sweetwine: .5 inch. Inside Sweetwine: 1-3in. Around the lake: 4-5in. And within the hives: 9-12in.
Length: Outside of Sweetwine: 1-2 inches in length. Inside Sweetwine: 6 inches in 9 inches in length. Around the lake: 2 feet in length. And within the hives: 5-6 feet in length.
Weight: A few ounces to a few pounds
Native to: Sweetwine Woods, Scalvoris
Locations: Sweetwine Woods, Scalvoris


Appearance: A standard, fuzzy bee, often fat in appearance. They range in size based on distance they are found from the hive, with the smallest being furthest out, and largest being close to home. They are yellow and black, with loose stripes and translucent wings.

Habitat: Temperate and tropical climates, though this particular type of bee is only found naturally on Scalvoris. But it is theorized that if a queen were transplanted elsewhere, a new hive could be formed in a climate with enough flowering plants.

Lifespan and Development: Queens mate with drones and produce eggs on a nearly constant basis. However, a queen will not reproduce with a drone from her own brood, but rather from a different queen's brood within the hive. Despite queens being massive due to their longevity and safe lifespan, they always produce the same sized eggs, tiny, of a standard bee. The older queens simply produce more of them than younger ones. Depending on the type of bee within the egg, hatching can take from 3-5 days. Larva stage is typically 6-8 days. Pupa stage is typically an additional 6-8 days after which they are mature. New queens are fertile by day 25 or so, with drones taking an additional 10-15 days.

Diet: Pollen, from all flowering sources on Scalvoris. They are responsible for 99% of the islands pollination.

Temperament: The bees are incredibly protective of their hive and will attack any intruders, with the exception of Bumble Bears. Away from the hive they are fairly docile unless provoked.

Abilities: Indefinite lifespan unless injured or diseased. This also allows for them to reach incredible sizes as they age.
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[Scalvoris] Fauna

Gasping Skitterer
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Name: Gasping Skitterer
Quick Facts: Poisonous Spines, Fast moving, Fast Swimmer, Aggressive
Height: 1-3 ft (from base of shell to tip of tallest spine)
Width: .5-1.5 ft (using base of shell)
Length: 2-4 ft (using base of shell)
Weight: 40-50 lbs
Native to: Ol' Tuck's Run, Scalvoris
Locations: Ol' Tuck's Run
Resources: Gasping Poison, Spikes from shell
Developed by Qit'ria


Appearance: The Gasping Skitterer is an imposing figure, primarily to the spines that cover its entire body. Its shell has several long spikes up the center that connect to its spine, and several smaller ones jutting from both its shell and skin. It is of medium/small size, the size of a cat or small dog typically. It comes in a wide variety of earthy tones, often with a reddish sheen. Typically the spikes start off lighter in color and transition into darker. The females have eyes in various crimsons, whereas the males' eyes are more indigo and lighter purples.

Habitat: The Gasping Skitterer is a turtle, so much of its time is spent in and around Ol' Tuck's Run. It can often be seen swimming in the clear waters or burrowing itself in the mud along the banks. Occasionally it will be found in the woods near the river, usually while hunting. When winter comes and the river freezes, these creatures tend to migrate east toward the coast. They are able to survive in salt water as well as fresh, so they are just as comfortable there.

Lifespan and Development: The Gasping Skitterer has one of the shortest lifespans for the unique species found here. They tend to live about 6-8 arcs at most, and usually die from wounds sustained while hunting. Skitterers are able to mate at about 2 arcs of age. The eggs, once lain, will take about 90 trials to hatch. Skitterers grow very rapidly, and they do not care for their young. Once born, the skitterers are on their own, and able to hunt smaller prey.

Diet: The Gasping Skitter is both a carnivore and a carrion eater. It will often hunt fish, rodents, birds, and any other creature about the same size as it or smaller. It uses its speed to surprise attack and overtake its prey. If they prey fights back, all it takes is a couple punctures from the poison filled spines to end up as a meal for the skitterer. It also has a tendency to go after other creature's kills, willing to take an easy meal. If attacked by a larger predator, or a creature it stole its meal from, often times the poisoned spines get the best of the creature, providing food for several days to the turtle.

Temperament: The Gasping Skitterer is a hyper aggressive creature. It will attack and chase any creature that moves around it. With its mediocre eyesight and other senses, it really only chases that which moves. They are not intelligent creatures either, and are nearly impossible to train or make docile. The aggression also extends to their own kind, and the only reason they don't kill their kind off is due to the immunity they have to their own poison.

Abilities: The Gasping Poison is stored in the Skitterer's spines. The poison causes the victims lungs to slowly fill with liquid until they suffocate to death. However, it takes a fair bit of this to kill creatures larger than the Skitterer. Typically a full grown Skitterer would need to puncture a full grown man 5-6 times to inject enough poison to kill him. The smaller the skitterer, the more punctures it would require. The poison is stored in a bladder that is roughly a third of the skitterer's body mass (not counting the shell), kept right along the spine. The spines quickly loose their poisonous nature if removed from the skitterer, or if it is dead.

This turtle is also able to run and swim at incredibly shocking speeds, but only over short distances. It is a sprinter, and relies on surprise more often than not.

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