• Lore • Southern 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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Southern Gauthrel: Bestiary

Southern Gauthrel
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Southern Gauthrel, dominated by clan Nordhoff, is a region known for its tropical climate along the coast, its bountiful floodplains along its rivers, and its vast desert to the south. Near the coastline, this area is seen as one of the richest places to live in all of Western Idalos, with a climate dominated by that of summer and lush farmlands, as well as open fields proper for raising vast amounts of livestock. As a result, it is a fast growing region, though one filled with strife: it is dominated by a Lotharro oligarchy, with a little over 50% of the population of the region slaves without recognition or acknowledgment in the affairs of the cities and settlements. For this reason, it is unknown how many people actually live in Southern Gauthrel, and it's expected that the population could even nearly rival the East if the number of slaves were taken into account.

In terms of monsters, Southern Gauthrel is known for having few monsters (comparatively), but the ones they do have are characterized as being massive and exceptionally deadly. It is in Southern Gauthrel that Malgoth lives, one of the great beasts of Western Idalos, a living hive of semi-sentient tendrils that lives beneath the sand and causes spontaneous terror among the individuals it encounters. The desert has an infamy for having long, worm-like beasts, giving it the nickname "Kov Adal" by the Lothar of the other territories, or "bird food".

Monster-Killing Fame
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High-Exceptional: +10/-10
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Exceptional-Legendary: +50/-50
Legendary: +150/-150
word count: 295
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Southern Gauthrel: Bestiary

Nosgorn
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Developed by Fridgar

Danger Level: High
Details: Nosgorn are, in fact, aquatic mammals.The Nosgorn weigh in at a whopping 7000 lbs of raw muscle and spiky bones all over their bodies. They almost appear as a mixture of a hippopotamus and a rhino but with fins and flippers, a green-blue hued skin and jagged spikes that dot their bodies. They inhabit the salty waters of Argos and Uppsala and appear infrequently, perhaps seen twice a season if at all. These creatures have been known to cause catastrophic damage to smaller vessels with their powerful jaws as well as violently mauling those who try to jump ship during these attacks.

Lifespan and Development: These aquatic mammals take 240 - 250 trials to be born after conception and are usually born one at a time. Newborn Nosgorn are known to weigh around 200 lbs and are naturally proficient swimmers. They spend around 500 trials nursing from their mothers before leaving the safety of their parent to catch their own prey and find their own mates.

Nosgorn typically live 40-50 arcs and will breed with more than one mate in their lives, in all likeliness. The Male Nosgorn abandons the mother and child after birth but will remain fiercely protective of the pregnant female until that point. The female too, is hyper protective of her young until they leave for their own walks of life.

Diet: Carnivorous, though with exceptions. Nosgorn will typically seek out large prey and violently maul them to death or utilise their projectile spikes to shred their prey to death before quickly consuming the fallen animal in large chunks.

Though, they have been known to seek out ocean floor plant life after going a few trials without food, though they can only survive on a herbivore diet for so long and will eventually succumb to their malnutrition within the season.

Temperament: Docile, but protective. Should a ship pass through what the Nosgorn perceive to be their territory, they best hope that there are no pregnant females or young Nosgorn in the immediate area. Should the Nosgorn feel threatened by the presence of the ship or another predator, they will attack with brutal force and dangerous abilities, often sinking ships before they can make it to land, if not prepared. These creatures are otherwise docile and very tamable given the right amount of patience and skill.

Abilities: Nosgorn have very interesting abilities, they are able to launch the spikes that cover their bodies in states of high adrenaline and fear, it’s a last resort as the bones regenerate quickly and often leave the nosgorn exhausted and very hungry. They have a bite force of 3300 psi and easily tear through wood, flesh and bone with their massive, spiky jaws. Despite appearing large and overweight, this only aids them in the water as they manage speeds of 20mph without much struggle for long durations of time and short bursts of 60mph for bits at a time.

Weaknesses: High pitched noises, such as a gifted screaming woman (or man), have been known to stop Nosgorn in their tracks and even scare them off, provided they aren’t submerged at the time.
word count: 547
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Southern Gauthrel: Bestiary

Roh Vhelen
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Developed by Fridgar

Danger Level: Exceptional

Details: Roh Vhelen are colossal annelid appearing reptiles that live in the deserts of Southern Gauthrel. They have been reported to measure up to 320 feet in length and have been known to leap from the desert sands in enormous bounds of 600 feet. Unlike annelids, they have an endoskeleton due to their reptilian nature. This supports them on collision with the sand and sandstones of the Southern Gauthrel desert. They burrow for long periods of time under the sands and occasionally leap from deep below and instantly consume marked prey whole. They sense prey by feeling for vibrations through the sand, this can come in the form of footsteps and dragging and will immediately hone in on that location from 150 metres away. It is due to this that their burrowing is close to the surface and often leaves a large moving mound in the sand as well as the trembling of the preys surroundings.

Lifespan and Development: Not many people have come to see the growth of a Roh Vhelen, but it is widely believed that the full maturation of one of these creatures would take many arcs.

Diet: The Roh Vhelen have several rows of sharp teeth that line their esophagus that shred their prey after consuming them whole. For the prey that survive being swallowed and shredded whole, there is little chance of escape. The creature's insides are tough and durable, likely not to be broken by claws or teeth. That’s even if the consumed prey had the strength to fight back. They are carnivorous and rightly so, very few vegetables can be found in the desert.

Temperament: Unwaveringly aggressive. Roh Vhelen will seek out and consume anything that enters their range of feeling. Even with their slow metabolisms, they still need to consume lots of food to power their incredible body mass.

Abilities: Roh Vhelen can leap massive bounds across the desert for 600ft at a time with exceptional force, this is to say that colliding with a jumping Roh Vhelen would more than likely destroy anyone unfortunate enough to meet such a fate. They feel for vibrations in the sand, this can manifest in movement and sound and will hone in on anything of the sort within 150 meters of the beast.

Weaknesses: They are blind and cannot burrow through soil, only fine sands and occasional clumps of sandstone. It is to popular belief that standing still will make the Roh Vhelen blind to the presence of whoever is traversing the desert, though this has not been tested as most that feel the tremble of the earth will immediately flee and inevitably get killed.
word count: 464
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Southern Gauthrel: Bestiary

Orkund, "Spike Strider"
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Developed by Avrae Kyric


Danger Level: Moderate
Details: The Spike Strider is a peculiar creature. It is named for its many spikes: the spikes that line its back, its three spiked talons on its hind feet, and the two long spikes that make up its legs. Even its snout is a spike, its mouth being a tiny hole under that. The Spike Strider's two front spikes are narrow pointed, perfect for slicing into chainmail and other armors, and piercing through skin like needles. It has no eyes, and instead "sees" through vibrations in the ground. Often, it pushes its two front spikes deep into the dirt or sand, and sends out vibrations to feel where things are. A Spike Strider's front spikes are quite strong, and sought after for weapon and jewelry crafting. However, most times they're harvested from a dead Spike Strider, rather than hunted for, because of how dangerous a Spike Strider can be to an inexperienced fighter. They're typically found in the South or West of Gauthrel, enjoying humid, hot areas. As well as the fact they can put their spikes in the sand or wet, damp dirt in the south and west easier.

Lifespan and Development: The Spike Strider actually has a short lifespan, only living around fifteen arcs, if that, since having children usually ends their life. For the first three seasons, it lives in a small pouch on its father's belly- not it's mother. When they're born, the father kills the mother and she becomes the children's first meal. After they've ingested her blood, they can survive on other creatures their father hunts for them. There are typically three born to a single litter. Spike Striders grow fairly fast. By four seasons, they're able to hunt on their own. Usually their father is their first victim. Spike Striders are of average intelligent, and mostly run on instinct. They're able to mate and reproduce by the age of three arcs, and usually are pregnant for the duration of one arc. However, a Spike Strider's mating ritual sometimes ends up killing their mate, at which time the male then eats the dead female and moves on to find a new mate. They can go through upwards of five different females before one survives. Some take many arcs before successfully mating.

Diet: Spike Striders survive on blood. Like leeches, they leave the skin, meat, and bones. Instead, they spear their sharp spiked snouts into their prey- usually into a main artery, which they can feel out- and then proceed to suck their prey dry. It's a cruel way to kill, pinning their victim and literally draining the life out of them. There's little to no blood left when a Spike Strider is done eating, and they can survive for many seasons on one feeding of a big piece of prey. It's very easy to identify a Spike Strider's kill.

Temperament: Spike Striders typically have a very predator-prey attitude towards life. If they find a fleshy, easily fed off of prey that they believe they are stronger than, they will attack ruthlessly. They are only interested in the blood their prey will give them. But they're smart enough to stay clear of predators they know they can't fight. Even so, if a Spike Strider feels like they have no choice, and their life is in danger, they were fight with all they have. When not around food or being threatened, Spike Striders are very fun creatures. They play with each other, and have strong family bonds- despite murdering both their parents. They're very playful and clever, and will always have a curious side and a desire to show they're the best of their group. They tend to travel in packs of three- usually with their siblings before they get mates and children.

Abilities: A Spike Strider is a fast and tenacious fighter. They like to fight offensively. Some of their best moves include spiking their front legs into the ground and kicking their back legs out- spikes ready to spear anyone nearby. They're great with roundhouse kicks, and using their front legs to spin themselves around, or to run fast to get away. A Spike Strider is a hard beast to chase, and they leap as they run, putting even more distance. However, they can't swim, and aren't good climbers. The Spike Strider can also hunch over and have the spikes on its back shoot out- but they don't grow back, so losing the spikes are a last resort, as it puts them in a vulnerable state for the rest of their lives.

Weaknesses: As well as being blind, the Spike Strider has fairly soft skin that rips easy, and it has a terrible sense of balance, easily knocked over if you can get past its spikes and trip it. A pregnant female or baby-carrying male is also easier to take down, because they spend more time shielding their bellies than lashing out.
word count: 868
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Southern Gauthrel: Bestiary

Anunaki
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Developed by Incubus

Danger Level: Moderate-High
Details:
Lifespan and Development:
Diet:
Temperament:
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Weaknesses:
word count: 30
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Southern Gauthrel: Bestiary

Hakka
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Developed by Incubus

Danger Level: Moderate-High
Details:
Lifespan and Development:
Diet:
Temperament:
Abilities:
Weaknesses:

Note: The Hakka is a spirit, and thus cannot be made into a totem.
word count: 44
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Southern Gauthrel: Bestiary

Mongul
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Developed by Incubus

Danger Level: High
Details:
Lifespan and Development:
Diet:
Temperament:
Abilities:
Weaknesses:

Note: The Mongul is a spirit, and thus cannot be made into a totem.
word count: 43
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Southern Gauthrel: Bestiary

Malgoth
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Developed by Fridgar

Danger Level: Exceptional-Legendary

Details: A hive of sentient appendages that erupt all over Southern Gauthrel, Malgoth is a monster of incredible size and power, appearing as a spherical shell within which thousands of worm-like tendrils burrow and dwell. It is often mistaken for a Roh Vhelen at first glance, but will soon enough be found out to be something far worse. The appendages themselves are not always active and spend most of the time in hibernation with the main body of Malgoth. The monster itself is located at the heart of the desert and can and sense through the sands for promising meals as to not waste precious resources when deploying an appendage. Malgoth typically seeks out large or plentiful prey, such as a settlement in the sands or a nearby Roh Vhelen, outmaneuvering it via its exceptional senses.

Once it has found its desired meal, it will send out an appendage (appearing much as a large tendril) to eviscerate and consume the target. Those that claim to have touched one on the appendages insist that they are covered in a hard shell that cannot be easily broken through with blades. However, a particularly strong Lothar has claimed to pierce its shell in the past and sent the appendage fleeing.

Lifespan and Development: Malgoth has inhabited the desert longer than the Lotharro and was already present upon their arrival, though not much is known of it’s origins or how much longer it will continue to live on Idalos. It is believed to be the only one of its kind and it bears no offspring.

Diet: Omnivorous, though mostly meat. Malgoth will eat anything that can be eaten or within its range. A beast of it’s proportion cannot be picky when choosing sustenance. As such, people may find that their trees or live stock have gone missing in the night, never to be seen again.

Temperament: Ambivalent, Malgoth doesn’t seek violence, only food. If violence is what it takes to feed the hive, then so be it.

Abilities: The ability to appear anywhere it pleases in the desert. Malgoth is essentially omniscient of everything relatively nearby in the desert, including the whereabouts of anything that can be consumed, due to its kinetic sense across the sand. Its boundaries go no further than the desert, however, and ultimately no farther than five kilometers from its location. Its appendages are covered in a thick shell that cannot easily be broken.

Weaknesses: Sensitivity. Being able to sense all over the desert is a benefit, but ultimately leads to a hyper-vulnerability to negative sensations, as well. Malgoth will begin to waver at the first sting of pain in any of its appendages. While the shell cannot easily be broken through, it is possible for beasts and people of high strength to fend off the monster’s attack. No means of killing the beast has been discovered yet, however.
word count: 507
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Southern Gauthrel: Bestiary

The Trachadon (Mount)
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Developed by Avrae Kyric


Danger Level: High

Price: 3,000 GN, not found outside of Gauthrel

Details: The Trachadon is a very old creature that has lived in the Plains of Gauthrel for a very long time. A giant beast, it's got a bulky body and a thick neck and head. It has four large hooved feet with three toes- sort of- on each. The Trachadon has a long, skinny, spiked tail. Because of its large body, its tail doesn't have too much range, but anyone behind the Trachadon should watch out for it. The Trachadon is heavily armored with its hard, gray skin that is almost as tough as stone. However, it also has a very sharp, spiky visor-like piece of its head protruding backwards. On that forehead is some especially sharp spikes protruding right out of the area between the Trachadon's eyes. On the side of its face, on either of of its mouth, are four large tusks- two of which shoot straight out like giant spikes. The other two curve outwards, sort of like hooks.

The Trachadon's mouth is actually rather small, with two large incisors that protrude out at all times. The Trachadon's eyes are small and beady- it doesn't have very good sight. Finally, there's its trunk. Long and thick, it's spiked but has a soft tip. Because of their unique appearance, it's hard to mistake the Trachadon for another beast. However, it is important to note that the Trachadon have no gender nor genitalia. They're a unisex species who mate by connecting their trunks and sharing a liquid sample of their DNA- which has what they need to reproduce. Any Trachadon can be a mother or a father and carry a child. The Trachadon is primarily found in East Gauthrel.

Lifespan and Development: The Trachadon lives a long time- around fifty arcs. After a peculiar mating ceremony that involves the connection of the trunks- as Trachadon have no genitalia and are not defined by gender- either of the Trachadon involved can become pregnant. Sometimes, both. Trachadon can only carry one child at a time. They're pregnant for about an arc before giving birth- again, through their trunk, which expands to allow the child. Their anatomy is rather interesting, as there's a small, expandable tube that runs from their reproductive sacks that hold their unborn children, all the way up through their skull, to their trunks.

This tube allows for their DNA to be shared to reproduce, allows for air to be given to their children along with food and nutrients, and for their children to be born through their trunks. It's gross- but useful. Their skull sort of unhinges to allow the expansion needed to get the baby Trachadon through. It's a very delicate process, and Trachadon are vulnerable when giving birth. A Trachadon baby grows slowly, not reaching full size until their fifth arc. However, they can't mate themselves until their tenth arc. At that point they are a part of adulthood. Trachadon can only mate three times in their long lives, usually ten arcs between each child.

The Trachadon is typically around 16 feet tall and 30 feet long.

Diet: The Trachadon is actually a herbivore. It feasts on many of the more poisonous plants in Gauthrel, because it has a strong digestive system that can filter out the poison and make the flora in Gauthrel a nice diet. Especially because many other animals and beasts leave those same plants alone.

Temperament: Trachadons are usually quite calm, and peaceful... but they're extremely territorial and protective of their herd. If one is separated and feels threatened, they become enraged, and are very dangerous just due to their size and strength. They will also become enraged if they find another of their kind endangered. However, as long as you keep your distance, you should be okay. It should also be noted that extremely skilled animal handlers may be able to train a Trachadon and turn it into a mount. The spikes on its forehead make a good place to nestle a custom made saddle, and trained Trachadons follow commands well.

Abilities: The Trachadon doesn't have any special abilities- but it does have a massive amount of strength. These beasts can beat a grown men to a pulp with one stomp of their massive feet. Their trunks and horns also give them quite the amount of strength in swatting things or powering through stuff. The Trachadon likes to charge its enemies- head low to the ground, giving out a triumphant blowing of its horn as it races forward. The Trachadon isn't usually a fast creature, but when it puts its full weight into a charge, it can plow forward pretty fast and cause serious damage to anything it hits. It also uses its tail as a lethal weapon, as its long and spiked enough to impale the things it hits. Then of course, there are the massive tusks protruding from its face.

Weaknesses: Admittedly, because of their extremely tough skins and even tougher way of fighting, the Trachadon doesn't have many weaknesses. However, it should be noted that their chests are a weak point. There's often a large crease in the middle, like they'd been cut open for open heart surgery, and that's a weak point. Trachadons also have weak spots up their snouts and in their small, beady eyes- but those require exceptional aim.

Other: Trachadon tusks are very valuable on the market, as they make exceptional bone weapons. Wealthy clientele even like to have them as trophies to decorate their homes. Some even make jewelry out of them. Typically, a full tusk goes for 150 GN on the market. Since the Trachadon has its two main tusks, two side tusks, and one tusk on its forehead big enough to be valuable, that leads to someone being able to make approximately 750 GN per downed Trachadon. Those who truly which to use all of the Trachadon can even skin it to use its skin for leather- but this isn't very valuable on the market, only around 10 GN a yard of Trachadon leather.
word count: 1060
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Southern Gauthrel: Bestiary

Asharan Owls (Mount)
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Danger Level: Moderate

Details: The Asharan Owls, nearly non-existent outside of Iskara but plentiful within, are a transportation mount and carrier bird incredibly common to the middle and upper class of the Jarldom. Considered a standard for transportation, almost like a horse in other regions, they are considered necessary to maneuver around the mountainous society where so many people find themselves spread apart by height. Additionally, these Owls are often utilized for the purpose of war, typically considered as strong as the average Lotharen warrior and useful for mounted maneuvers.

Price: 750 GN in Iskara, unobtainable elsewhere

Lifespan and Development: The Asharan Owls have a nearly identical developmental process to owls, with wild ones typically dying at around six years of age, while domesticated Asharans tend to survive until about fifteen years old - or even double that, in rare circumstances. They reach adulthood at around one arc of age, and will remain fairly active until shortly before their death. The Asharan Owls tend to have a wingspan of about sixteen feet at full adulthood, with females slightly larger than males. They are typically around eight feet tall.

Diet: Asharan owls can eat insects, fish, reptiles, mammals and even other avians. However, the most common source of food for the Asharan is by and large fish for the domesticated ones, and insects among the wild. They tend to consume around double the amount of food of a typical human.

Temperament: The Asharan are fairly peaceful creatures, and will only attack those who are very threatening or if they feel their eggs are in danger. Asharan males tend to protect their young while the females hunt, and the males are considered much more hostile to outsiders than the females due to their role.

Abilities: Fast and very maneuverable, the Asharan are considered a standard where flying mounts are concerned. They are capable of carrying up to two riders if well fed and trained, and due to their strong bodies and high endurance can cargo a great deal of goods in one flight. These skills apply to combat as well - they are very quick and agile, with great durability. While most of their body is not strong, their beaks are sharp and highly lethal, capable of instantly killing an unarmored human if precise enough. They are also nocturnal, and have full night vision.

Weaknesses: No specific weaknesses.
word count: 412
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