• Lore • Northern Gauthrel: Bestiary

The Gauthrel Plains reach from the coasts of western Idalos to the very edge of Ne'haer before meeting the forests surrounding Hiladrith. The Fields of Gauthrel can be a dangerous place, one that is home to the most deadliest of creatures. It holds many secrets in the history of the land and may offer rewards to those who choose to journey out into the wild plains. It is best not to wander out alone in these fields. Even caravans have been known to go missing.

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Northern Gauthrel: Bestiary

Northern Gauthrel
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Northern Gauthrel is a land populated by mountains, hills, grasslands and valleys, and it is here where the division between the Fields of Gauthrel and the Heart of the World begins. The area is known to be the least densely populated region in Gauthrel, with a large array of nomadic Lotharen tribes spread throughout the fields. Permanent settlements are difficult to create in this area, as it is impossible to keep the creatures of the North at bay with walls alone: they are nearly all avian or other flying creatures, capable of sweeping into towns and slaughtering civilians at any given moment. As a result, the Lothar who live here are constantly on the move, and there are virtually no people of any other race present in this region due to the exceptional endurance required to migrate at the rate of the Free Tribes.

It is in Northern Gauthrel where one of the most ancient and powerful creatures in Idalos dwells: Abanaxus, a dragon that acts as a mobile mountain range. He is considered a holy figure by the tribes of this region, and it is known that the only permanent settlement in Northern Gauthrel is a cave city carved into his back by Lotharen who have tamed and lived among the Albion and Sohr Khal.

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Northern Gauthrel: Bestiary

Drexion (Mount)
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Danger Level: Moderate
Details: The Drexion are a large avian-like creature renowned for their high speed, durability and the strength of their skulls and jaws. They are known, as well, for the constant clicking noise they make - they do not have eyes, and thus rely on echolocation to sense their surroundings. While this sense of theirs is exceptionally keen, it is also typically seen as their weakness, which is why they're considered to be only of "moderate" danger despite having one of the most powerful bites of any medium sized monster.

They are one of the most numerous creatures in Gauthrel, possessing a high rate of birth due to their short reproduction cycles. Their babies begin in eggs but hatch and grow fairly quickly, and their constant population growth leads to a high level of aggression among them, particularly with other species and Lotharro in the area.

Lifespan and Development: The Drexion live for around thirty years, and reach full adulthood at around a year of age.

Diet: They are omnivores, typically consuming large amounts of grass and other vegetation. However, they are known to prefer meats and other organic parts, and will quickly begin to gang up on targets for food if they see any vulnerability.

Temperament: The Drexion are typically very crude. Their reliance on echolocation generally makes them quite unnerved, considering they cannot see their surroundings, only hear them. As a result, they're naturally reactive, and a friendly pet on the shoulder can often result in a hand being bitten clean off, followed by the rest of the body. Well-trained Drexion, however - or those raised in captivity - are generally loyal animals, especially once they've learned of their master's temperament, mannerisms, and "sound profile".

Price: 600 GN in Uthaldria, 900 GN anywhere else

Abilities: The Drexion are a heavy creature, around 1,400 lbs for your average adult male, and 1,100 lbs for your average adult female. Their bite is exceptionally powerful - they are known to be capable of snapping other animals and humanoid species in half with a single bite. In fact, out of all of the animals and monsters in Western Idalos, their bite is the strongest compared to their ratio of weight, and their headbutts are known to be lethal due to their extremely thick skulls. Their abilities lie greatly in their durability and mobility, which are exceptional.

Weaknesses: The glaring weakness of the Drexion, and the reason they are not classified as "Moderate-High" danger is the fact that they are vulnerable to silent foes. They rely on echolocation completely, and do not "click" while sleeping, so they are almost doomed to die if anyone is either silent or discovers them in their sleep. They usually will gather into packs and have "patrol" Drexion for this reason, but a lone Drexion is quite literally incapable of surviving in the wild due to its inability to protect itself while sleeping. Furthermore, if a hunter can kill them from afar (such as with a bow and arrow), there is virtually no ability for them to defend themselves, as their echolocation generally doesn't work on enemies far off who are making minimal noise. Drexion are thus regarded as easy prey for moments of starvation among Lothar, or other monster species.
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Northern Gauthrel: Bestiary

Kattegath
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Danger Level: Moderate
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Northern Gauthrel: Bestiary

Sohr Khal (Mount)
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Danger Level: Moderate-High
Details: The Sohr Khal are a type of avian drake prominently found in Northern Gauthrel. A powerful all-round predator, their talents lie in their speed and their ability to adapt to a situation. Out of all of the monsters of Gauthrel, the Sohr Khal are probably the most internationally famous, called the "Saint of the Skies" by others around Idalos. This is due to their habit of watching their targets from a long distance away before striking, standing tall and praying solemnly with their human-like talons before they close in. In reality, this is how they estimate the exact duration of time it will require for them to descend upon their target, standing quietly and calculating before making their move. Nevertheless, they are a resolute predator, and their feathers and hide sell for a pretty penny in the Uthaldrian markets.

Lifespan and Development: Living until around twenty five, the Sohr Khal are a fairly long lived avian species, and one with a fairly rapid development phase. While they do not appear to repopulate as quickly as many other species in Uthaldria, they grow to full adulthood within a year of life, and remain in their prime until their death. At full size, the Sohr Khal is quite large, with a twenty-five foot wingspan and a body large and strong enough to serve as a mount for two full sized Lothar without tiring.

Diet: They generally eat grasslands animals such as wolves, felines, buffalo, etc., as well as some other monsters if necessary.

Temperament: The Sohr Khal, due to their intelligence, have the ability to be domesticated. If they believe that domestication would lead to a better life (such as in the case of them incapable of sustaining themselves in the wilds) or if they find themselves condemned to certain death, they will often relent to Lothar hunters and allow themselves to be captured and trained. They are generally not a wrathful or territorial creature, but rather a precise and calculating beast. It is for this reason that many say the Sohr Khal cannot be trusted, as they choose their own safety above anyone else. This is often true, but loyalty can be found within their flock, especially to those who provide them with the sustenance they demand.

Price: 1000 GN in Uthaldria, 1250 in Scalvoris

Note: The Sohr Khal mounts are one of the fastest methods of travel in Idalos, and cut flying time by half.

Abilities: While they do not have any special abilities, the Sohr Khal are spectacular in that they are incredibly fast. They are one of the fastest flying creatures in Idalos in short bursts, some of them capable of flying even faster than a peregrine falcon (with no riders, and for a short duration). Much of their lethality comes with their ability to rapidly zoom into their target, and due to their intellect and human-like hands, they are capable of grabbing their prey and dropping them from hundreds of feet in the air, something they can generally do with ease due to their strength. Some have even been fabled to twist the necks of targets as they pass, though many Lothar dismiss this as hogwash, considering the precision that would be needed to do so at the speeds the Sohr Khal exhibit.

Their tails, while also posing as a weakness due to their length, are quick and thick. They can lash out at targets and cause massive blunt damage, and as such it is recommended not to attack their rear.

Weaknesses: Exceptionally lengthy tails, can be grabbed to control the mobility of the Sohr Khal. If their wingspans are too damaged, they can't fly, which severely hampers their ability to fight. Generally, temporarily damaging the wingspan of a Sohr Khal is how they are captured.
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Northern Gauthrel: Bestiary

Dehl Kator
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Danger Level: Low
Details: The Dehl Kator, or "hideous vulture", is a variant of your typical corpse stalking avian in that it cannot fly. Rather, Dehl Kator use their strange wings to dig into the dirt before a confrontation and bury themselves save for their nostrils and beak. When a fight is over, their nostrils will smell the blood, and they will dig themselves out to pluck the remains of the corpses. They are seen as one of the least dangerous beasts in Uthaldria, as they will almost never get into direct confrontation with another creature.

Lifespan and Development: The Dehl Kator only live for about three arcs, and can begin to breed within three months of their inception. They fully mature at around five months, becoming about twice as large as a vulture.

Diet: Typical large avian diet.

Temperament: They're very cautious and generally docile, saving their attentions for corpses. Considering the amount of death that occurs on a regular basis in Gauthrel, of both sentient races and monsters, they have no need to engage in direct confrontation. They will usually pick up the scraps of larger predators.

Abilities: Nothing. They aren't much stronger than your typical vulture, and they're even less mobile. Thus, they hide.

Weaknesses: They have many weaknesses, in particular their low mobility and un-confrontational nature. If you can get the jump on their beak, rising from the dirt, you can easily kill them before they can manage to dig out from the ground.
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Northern Gauthrel: Bestiary

Abanaxus
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Danger Level: Legendary
Details: Abanaxus, the Heart of the Mountain, is a dragon that acts doubly as a mobile mountain range. The creature, when hibernating, melds deep into the ground and from that perspective cannot be seen any differently than any other chain of mountains. He is often called the gatekeeper to the Heart of the World, preventing Uthaldrians from easy land travel to Sirothelle, and vice versa, as he tends to be found around the borders of the Fields of Gauthrel.

His origins are unknown, though the inhabitants of Western Idalos claim that he has been there from the very beginning. Even so, despite the length of time Abanaxus has traveled through Gauthrel, he is only said to have spoken once, and these words were for Thetros alone. When the Immortal took refuge atop his back at the height of the war between man and their God-like creators, Abanaxus spoke to the Immortal and informed him that his body was not a refuge. To which Thetros replied, "I've made it one".

It is said by many Uthaldrians that Abanaxus is their final foe. If they were ever to kill or conquer this drake, it would be a sign: that beasts do not pose any further challenge to the Lothar, and that they must look elsewhere to fulfill their desire to hunt and expand - the other cities of Idalos. However, considering the sheer power of Abanaxus, it is unlikely that this goal will ever be accomplished.

Lifespan and Development: Unknown.

Diet: He has never been seen eating.

Temperament: Abanaxus tends to be very calm and stoic, usually moving about and ignoring things occurring around him. The sole exception is if someone is attempting to block his way, such as with magic or an attempted barricade or fortification. In this case, he will decimate anything in front of him, quickly going from calm to wrathful in a moment's time.

Abilities: Abanaxus' abilities are unknown. He is one of the largest and heaviest creatures in Idalos, as well as likely the most durable monster there is. However, the depth of his abilities outside of that are unclear. The only specific ability known to him is his ability to exhale an unfathomable amount of corrosive dust. Rather than flames like one might expect of a dragon, Abanaxus breathes something similar in appearance to corroded sand that can melt your typical mortal's body in an instant. There are few times he has ever been witnessed performing this - all of these times related to someone getting in his way intentionally, or generally being a nuisance.

Weaknesses: Unknown. Doubtful that there are any significant weaknesses.
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Northern Gauthrel: Bestiary

Albion (Legendary Mount)
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Danger Level: High-Exceptional

Details: The Albion are a flying beast native to Northern Gauthrel. Considered to be one of the greatest domesticated mounts on Idalos, they are renowned for their incredible capability as a mobile mount and living artillery weapon. More than any other of the domesticated creatures tamed by the Lotharen, the Albion possesses the most killing potential and can litter a battlefield with dead by the hundreds if utilized correctly and protected. It is from the Albion that Lotharro acquire their weapon-grade zirconium, considering the beast regenerates the material rapidly to be utilized as a survival mechanism.

The creature first appeared in Gauthrel in the late 400s, said to have arrived from the far north beyond the coast. Where it came from originally is a thing of mystery, with a mythical island called Alberastrahd suspected to be the birthplace of these creatures.

Lifespan and Development: The Albion are born in massive eggs, and are protected and looked after by their male parent for the first two arcs of their life, while the female hunts for prey. They begin nearly blind and deaf, and only acquire sight and real awareness six months into their life. At the age of two, where their father typically leaves the flock to expand his territory, the Albion gain flight and learn to utilize their biological shard-manufacturing capabilities.

At the age of eight, Albion fully mature, and remain in their prime until around forty years of age. At full size, the males are around 15,000 pounds, 18 feet tall, 30 feet long (50 including the tail) and with a wingspan of about sixty feet. They can typically hold up to twelve riders, though few will ever do so. The females are around 10-20% smaller, typically, though possess an almost identically sized wingspan.

The Albion's horns begin to grow in around an arc and a half, and continue to grow throughout their lives, becoming incredibly large by their death at the age of 50 or so.

Diet: The Albion are omnivores, and typically devour one Sohr Khal across a ten trial period, though usually they divide one between their flock. They can eat fruits and vegetables, but will usually refuse them.

Temperament: The Albion are incredibly vicious and territorial. While they can be domesticated, this is usually as a result of divine magic or some incredible feat, usually involving Albion chicks amid their youths (pre-2 years). Otherwise, they tend to claim pieces of land in Northern Gauthrel and will fight anything that encroaches upon their territory. They are one of the few creatures that will even attempt to kill the Sakarum who enter their claimed area.

Abilities: The Albion construct biologically developed shards within them that can be refined, worked and melted into steel to turn it into weapon-grade zirconium. Otherwise, these jagged shiv-like shards can be launched indiscriminately from certain regions of their body to attack foes. For example, they can begin to loose these shards from their torso while flying above a group, and the group will be bombarded with a rain of shards capable of impaling them viciously.

These shards regenerate within a minute, and can be launched fairly consistently. It is possible for mature or skilled Albion to launch shards from a specific area within a region of their body, and even to set up a tempo and pattern for the launching of their shards. Many, however, will simply rain down on a foe without thought.

In addition to the rest of their body, the Albion's tail may launch an incredible amount of shards at a foe. They will typically aim their tail at the enemy, the pointed end facing them, before unleashing a barrage from their feathered tails. Their tails possess more glands than the rest of their body in reproducing shards. When fighting a foe on the ground, they will often sweep their tail whilst splintering shards outwards, causing a deadly outward volley that can rip through armor and mangle nearby foes.

Other than this, the Albion are very fast and incredible flyers. They possess armored legs with exceptionally dangerous talons.

Weaknesses: Other than their legs, the Albion are one of the least durable creatures in Uthaldria's bestiary at the level of high and above. Their bodies are not much thicker than the hide of a typical cow, and can be impaled or destroyed with considerable ease by many warriors or ranged combatants. Considering the shards are a medium ranged projectile tool (inaccurate from a long distance), the Albion need to hover within fifty feet of their opponents to accurately utilize their biological weaponry. As a result, they can be shot down, impaled with spears and annihilated by siege weaponry due to their close proximity. They must be protected in order to operate as proper artillery mounts, and due to their unfocused strikes, can often rain down on and kill allies.

Albions are usually used to clear the back-line of a group if utilized in combat, and some were introduced - to devastating effect - in the original Lotharen Horde conquests, destroying siege weapons and archers in their wake.

Note: The Albion, to be tamed or made into a totem, require moderated approval from Incubus and an appropriate story - such as a thread for tracking the beast and a thread defeating it and turning it into a totem, or taming it.
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Northern Gauthrel: Bestiary

Sakarum (Legendary Mount)
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Danger Level: High-Exceptional

Details: The Sakarum is a powerful beast located on the border of Northern Gauthrel, prowling the grassy plains and picking off creatures fleeing from avian predators. It is classified as a monster reigning in both Northern and Eastern Gauthrel, but due to their clash for dominance with the Elderan, they typically prefer the North. The Sakarum is classified as a magical beast, like the Elderan and Jor Thalla, due to its ability to utilize a strange kinetic force to deal massive damage to other targets and structures. It is known as the battering ram of Gauthrel, for its ability to tear down even the most fortified of structures and creatures -- the Sakarum are even capable of ripping through the city walls of Uthaldria, known to be the most well fortified city structure in Idalos.

The Sakarum are typically used by Jeger Packmasters, especially in missions concerning fortified monsters. The Packmaster will typically wield a Shellshatter Harpoon whilst mounted on the Sakarum, plunging it into the creature while the Sakarum obliterates their shell.

Lifespan and Development: The Sakarum grow very rapidly. They are born quite small - little larger than a typical puppy. After only a cycle, they reach their teenage years, growing to be larger than a horse carriage. Two cycles later, they reach adulthood and hit their full size, weighing over 20 tons (40,000 lbs) with an exceptionally fortified shell covering their body. The males typically are around 15% larger than the females, and generally do not have long tails, but rather nubs. The Sakarum live to around 45 years, typically.

In terms of dimensions, the males tend to be about 25 feet tall and 50 feet long. The females are often less tall, but longer due to their tail length.

Diet: The Sakarum must consume a large amount of food to maintain peak condition. Generally they prey on the rapidly reproducing Stekir, consuming eight to ten a day. There are very few Sakarum in the wild, which enables them to devour a large sum of other beasts and animals without pushing them to extinction.

Temperament: The Sakarum are territorial, but are possible to domesticate. They are not pointlessly violent or aggressive, and can be taken in during their youthful period (before adulthood) via kind gestures, such as the offering of large amounts of food. However, due to their protective nature around their young, such methodology is often considered suicidal. Sakarum are generally bred within the Jeger compound, rather than domesticated from the wilds.

Abilities: The Sakarum have a unique physiology that allows them to curl into a rolling ball, like an Armadillo. Additionally, with their incredible strength and their dexterous arms, they are capable of rapidly burrowing into the ground and clearing it out using their head almost as a bulldozer. This allows them to enter the ground and spring up somewhere else, capable of bypassing fortifications.

In their rolling state, the Sakarum can pick up an incredible amount of momentum, and bash through great defenses with incredible ease and minimal damage to their exterior armor. They are also capable of safely holding up to two riders in their rolling state, due to a sleeve near their neck they can enter (usually for their cubs) that the Sakarum can lock once their riders or cubs have safely crawled in. Due to this, they are the de facto city wall breakers of the Horde.

Aside from this ability, the Sakarum are naturally incredibly strong, and durable. While not typically fast, they can reach high speeds with momentum (in a charge), and can slaughter foes with a singular bash. The Sakarum can easily attack foes with their front and back legs, though they (their legs) are quite short, allowing for an agile foe to avoid their kicks.

Weaknesses: Like other fortified beasts, they are weak to weapons such as the Shellshatter Harpoon or the Submission Chain. They are also weaker to fire than one would expect, the heat searing their outer armor and dramatically reducing the defenses of that area. Furthermore, after a dash (with momentum), they generally have a difficult time re-focusing. If they miss their target during their dash, they are vulnerable for a moment before they turn around and attack again. However, these creatures can be trained (by their owners) to exceed this weakness, with conditioning, reminding them to be perceptive before and after their dashes.

The Sakarum are weaker on their stomachs (explaining to some why they curl up and roll) and are not incredibly quick while not curled into a ball and rolling.

Note: The Sakarum, to be tamed or made into a totem, require moderated approval from Incubus and an appropriate story - such as a thread for tracking the beast and a thread defeating it and turning it into a totem, or taming it.
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Northern Gauthrel: Bestiary

Lenora
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Danger Level: Low-Moderate
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Cervani
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Danger Level: Moderate
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