• Lore • Eastern 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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Eastern Gauthrel: Bestiary

Eastern Gauthrel
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Eastern Gauthrel, the region typically associated with Uthaldria, is the most densely populated area of Gauthrel. Known for its bountiful grasslands and farmlands, as well as a large array of less threatening (and more domestic) creatures and animals mixed in with the more dangerous predators, it is this region that allows the most suitable conditions for life - especially among non-Lothar. Eastern Gauthrel is seen as the homeland of all Lothar, and it is the customs of the people in this region that are seen internationally as the culture of the Lothar people.

Technologically and culturally, this region is the most developed among all of them, and unlike most of the other regions - where Lothar appear stagnant or entirely losing their ground - Eastern Gauthrel has an exceptional rate of growth in both economical and population development. More and more towns and settlements are being developed by the three leading tribes of the region (Stahlmark, Mac Teagan and Alfweyr) every arc, and a large array of foreigners have begun to migrate to this region to secure a prosperous future in the rapidly developing region.

In terms of the sorts of monsters one will encounter, Eastern Gauthrel is very varied, and monsters from all over Idalos can be found here in smaller groups. The native creatures (listed below) tend to be associated with being nocturnal, which is another reason the region is considered mostly safe: if one stays within settlements at nighttime, they are generally not going to run into risk. However, for those unlucky enough to encounter the most dangerous creatures of Eastern Gauthrel (few and sporadic as they are), they are known to be some of the most horrific, morbid and sadistic beasts found in Western Idalos. Not only is it due to their nature as lone, nocturnal predators, but external factors as well: Eastern Gauthrel is renowned for its wraiths, spirits and other supernatural entities, creatures that effect the psychology of animals and creatures alike.

Monster-Killing Fame
Low: +1/-1
Low-Moderate: +2/-2
Moderate: +3/-3
Moderate-High: +4/-4
High: +6/-6
High-Exceptional: +10/-10
Exceptional: +15/-15
Exceptional-Legendary: +50/-50
Legendary: +150/-150
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Eastern Gauthrel: Bestiary

Soraanar
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Danger Level: Exceptional
Details: The Soraanar, or Duskwraiths, few in number yet ancient and dangerous, are an isolated phenomena of demented spirits that have haunted the Fields of Gauthrel from the rise of Lothar civilization. Recognized by their goat-horn headresses and their tattered black cloaks, they are - above all other beasts of Gauthrel - the source of the most fear and superstition for their habit of visiting settlements in the dark of night and leaving them empty and bloodied by the morning, taking the bodies of the Lothar before their rebirth to add them to their ranks. Or at least, that is what is told.

Lifespan and Development: Unknown. The Soraanar are said to be ageless and immortal, and none have ever been seen with a physique other than that of a tall, adult male.

Mythos: It has been said by the Lotharro of old, and repeated by their reincarnations cycles into the future, that the Soraanar are what occurs when a Lothar is left isolated and afraid within the open fields of Gauthrel. If a corpse were to be left behind to be bloodily reborn, yet not eaten by predators or recovered by their brethren, plenty of possibilities could occur. They could die very quickly upon taking their first breath, which is the most likely outcome. Or they could find luck and survive, and they could prey only on corpses, like vultures until their coming of age. They could grow to be stronger than any other Lothar, due to their reliance on their own capability since the beginning of their life. If such a thing were possible, surely this child would grow to eclipse all others of his kind. But what else would occur, deep within a Lothar's spirit?

The Lotharen, desperate for socialization to engage in their passions and need for kinship, stick to flocks; they congregate into clans, tribes, Paths, villages, organizations . . . they are perhaps an even more social creature than a human, and yet some are capable of finding themselves isolated from their own kind for so very long. The Fields of Gauthrel are large, and the settlements of Lothar are few and far between, often with hordes of monsters on the outskirts of their farms and villages. So some men, if separated from their tribe, may find an inability to ever return.

And these men, lonely and afraid, can experience a change in themselves. In place of passion for others, their passion finds itself in the only thing they have ever known: a desperate need for the hunt, for blood, for combat. For the decimation of one's foe. They begin to twist, internally and externally, into a creature not worthy of dawn's light. The sanctuary of their mind destroyed, they hunt and hunt alone, seeking the greatest predators and their one true want in the life before their corruption: the Lothar. These men, shifted by their isolation and malice, become the greatest beast of all. One that cannot die. One that can barely even be recalled, as absent to their people in death as they were in life.

Diet: Unknown. It is assumed that they don't eat, as corpses have never been bitten or chewed in their wake, nor food stores ravaged.

Temperament: Senselessly brutal. The remains left behind by the Soraanar tend to be mangled, ravaged, thoroughly dismembered and often crafted into morbid entities. They also have a tendency of defacing religious symbols (such as Thetros' symbol) and leaving them laying against the corpses of fallen warriors.

Abilities: None have ever been seen before nighttime. As a result, many believe they are capable of disappearing or possessing others in the day. Allegedly, sightings of these creatures can be predicted if six goats are discovered still and isolated in the fields outside of town. Due to this belief, which has been accepted as fact by the establishment of Uthaldria and the other tribal cities of Gauthrel, it is likely that they have some ability to manipulate the psychological state of animals, particularly goats. The purpose of this ability is unknown.

Weaknesses: Unknown.

Note: This creature is a spirit, and therefore cannot be made into a totem.
word count: 713
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Eastern Gauthrel: Bestiary

Stekir
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Danger Level: Low-Moderate

Details: The Stekir are a medium-sized race of felines, with a fish-like back, running down to their tail, as well as a mixture of lungs and gills. For this reason, they can operate equally on land and underwater, and are known as the Gauthrien Catfish outside of the region. Stekir meat is incredibly easy to come by as well as nutritious, serving as the majority of meat consumed by Lotharro. It is due to the Stekir that they are capable of sustaining a society of bodybuilders, and due to them - inversely - that many of the monsters of Gauthrel can feed with so few prey animals about.

Lifespan and Development: The Stekir are considered to have some of the most unique reproduction cycles of any mammal. The mother typically births nearly four dozen Stekir at once, her babes reaching adulthood within a matter of a season or so. The Stekir are typically considered pests due to their rapid reproduction and their preying on agriculture, and are the most commonly faced creature by any leaving the city. The Stekir reproduce more rapidly than any other mammal on the continent, and quite literally feed the majority of the predators of Eastern and even Northern Gauthrel. Considering one pack of Stekir can produce over five hundred children in a matter of weeks, they are quite the food source.

Diet: Stekir don't need to eat much at all, and can survive weeks without food. When they do eat, they are typically carnivores, though they're omnivorous.

Temperament: Hyper-aggressive and fiercely territorial, the Stekir quite literally piss on everything and confuse other Stekir's piss for their territory. They will attack anyone and everyone at virtually any moment, in any increment, and can be predicted by their screeching 'reeeeeeeeee' noise. However, they can be tamed as pets if fed foods that act as natural narcotics - these please the Stekir and will bond them to an individual.

Abilities: The Stekir are typically as dangerous as a medium to large sized dog. Their killing potential is lower than a dog due to their poorer agility, however their backs are very durable due to their second layer of natural armor, manifesting as their fish-like upper body. Usually, the Stekir will fight in large groups and attempt to latch onto foes, weighing them with several Stekir and gnawing into them like a horde of rodents.

Weaknesses: They're incredibly mediocre in virtually every way.
word count: 431
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Eastern Gauthrel: Bestiary

Feron
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Danger Level: High to High-Exceptional (Alpha Feron)
Details: The Feron is, essentially, a nightmare apparition released by Emea upon the Immortals' conflict within Gauthrel. As a result, it did not begin as a fully biological creature, and has evolved over time to possess biological properties. It now exists in a state of half-monster, half-spectral entity, classified as a "magical beast".

Lifespan and Development: Completely unknown - they do not appear to reproduce. Feron generally seem to exist as remnants of before, and thus they are dwindling in number, though they have seemingly become more adept in hunting and stalking foes the lesser in number they've become. That, or people have generally forgotten how to combat them.

Diet: The Feron do not eat out of necessity, but for pleasure. They possess voracious habits for no reason, and unleash virtually all food they consume, quite quickly. As a result, any scene of a Feron's slaughter is astoundingly bloody and vicious, with brutalized foes and mangled parts ejected from the Feron shortly after being consumed.

Temperament: Violent, and malevolent. They are known to smile, laugh and jeer at foes while battling them.

Abilities: The Feron are large, with exceptionally lethal claws and fangs. They are absurdly quick for their size and weight, nearly defying the boundaries of Idalosian physics, largely due to their ethereal nature. They also possess the ability to fade into a spectral appearance, almost becoming entirely invisible. Some Feron, considered Alpha by the Jeger, can become entirely invisible atop their extended size, strength and speed.

Weaknesses: Magic is the weakness of the Feron, who seem to be repelled by it. Magic does significantly more damage to them than to other creatures. Even merely utilizing Becoming and fighting them as usual will yield exceptional results. For this reason, the creation of the Wild - the Becomers' cult - is generally seen as the end of the Feron's dominance in Eastern Gauthrel.

Note: The Feron is a magical creature, and thus cannot be made into a totem.
word count: 356
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Eastern Gauthrel: Bestiary

Haggen
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Danger Level: Moderate-High
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Note: This creature is a spirit, and therefore cannot be made into a totem.
word count: 41
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Eastern Gauthrel: Bestiary

Haggen-Fohl
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Danger Level: Moderate
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word count: 30
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Eastern Gauthrel: Bestiary

Tenok (Mount)
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Danger Level: High
Details: The Tenok, meaning "Crying Buffalo", is regarded as one of the most abnormal creatures in Gauthrel. From its abilities to its temperament, the creature appears to be an emotional and unstable wreck, explaining the name. Not only is it two to three times larger than a typical yak (which is the actual species most closely resembling it), it also possesses a strangely human face. In fact, it is so human in appearance that there has been art drawn of Lothar standing beside a Tenok with whom they share almost the same exact face. Furthermore, the Tenok are one of the few non-humanoid species in Idalos to cry, and they seem to engage in these tearful moments entirely at random.

In truth, rather than being emotional wrecks, the Tenok have a peculiar and powerful ability that denotes their altogether worth as a species. They have the ability to sense and detect ether around them, discovering mages with exceptional ease, especially the more powerful ones. Whenever this sense is engaged, tears will begin to flow from their eyes, as circuits of their own energy flow throughout their body and trigger a reaction from their tear glands.

Truthfully, the Tenok are in general a very calm and compassionate creature. It is only when exposed to far too much magic that their emotional state begins to wane, and as a result, it is highly recommended that no mage befriend a Tenok for their own safety.

Lifespan and Development: The Tenok have a similar development cycle as domestic yaks, reaching maturity at around four years, peak physical development at around six, and generally dying at around the age of twenty-five or thirty. They develop to be exceptionally large, up to 3,500 lbs for males, and 2,800 lbs for females. They are renowned for their strength, as well as their ability to charge targets in a tight spot. This is due to their powerful legs, head and horns, which develop more prominently as they grow.

Diet: They are herbivores, one of the few dedicated herbivores in the entirety of Gauthrel. As for [how much] they eat, expect a very high volume of grass, vegetables, fruits and hay in order to properly feed a Tenok.

Temperament: Unless threatened, the Tenok are one of the most peaceful creatures in Gauthrel, and will sometimes even allow strangers to pet them. While they're difficult to domesticate, you would hardly be able to tell the difference between a domesticated and wild Tenok, as they generally interact fairly well with humans. The only significant difference is that wild Tenok dislike being mounted and generally seem more reluctant to interaction with other species. They are very difficult to train and garner trust with, and few are ever ridden outside of the city's mage-hunter organization, the Lokmorah.

Price: Not sold.

Abilities: Aside from being very sturdy and physically strong, the Tenok have a rare and peculiar ability: they can sense ether around them, even in mages not currently using magic. This sense can extend for kilometers around them, though it is only clear who a mage might be when they have drawn very near to the etheric hotspot. Considering this talent, they are renowned for being capable of seeking and pursuing a mage across vast distances, and are sought by magic hunters from across Western Idalos.

Weaknesses: Too much exposure to magic and magical ether in a short period of time can lead to disorientation, fear and anxiety in the Tenok. As a result, they are better for hunting lone mages rather than larger groups, unless these groups can be quickly dealt with.

Note: The Tenok is a magical creature, and thus cannot be made into a totem.
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Eastern Gauthrel: Bestiary

Lurkers of the Plains
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Danger Level: High-Exceptional
Details: The Lurkers of the Cliffs, often merely called the Cliffwalkers, Lurkers or Dwellers, are an extremely dangerous race of monsters that are native to Ne'haer and found throughout Western Idalos. Many of their variant brethren - the Walkers of the Plains - can be found in the Fields of Gauthrel near Uthaldria, and each variant of this species is one that is highly feared and greatly avoided. Lurkers are known to be nearly sapient, with basic understanding of their surroundings surpassing that of general animals. They are intelligent enough to craft weapons for themselves, and sometimes even armor, and considering their massive size this advantage of equipment is especially damning.

The Lurkers are fabled to have been created by Kata, the Immortal of Insanity, Injustice and Ruin who dwells within the Western Region. It is thus claimed - by these theories - that the exceptionally cruel, sadistic and megalomaniacal nature of the Lurkers is justified as a result of Kata's creation of them. For centuries this species has been a blight on the wellbeing of many across Ne'haer and its surrounding towns, and there are many special precautions that have been developed for the sole purpose of dealing with one of these entities.

Lurkers are described in the Codex of Ne'haer and Uthaldria as being of "Cataclysmic Danger," and even a hunting party of a dozen warriors is recommended to "stay absolutely clear of them". Interestingly there are actually rumors of Necromancers hunting them for the sake of reanimation, which - to some - explains their sparse 'visits' to towns compared to that of even a few decades ago.

Habitat: The Lurkers can survive in nearly any basic environment. They are commonly found in Savannah, Plains, Forests, Woods and Hills. They are sensitive to the cold and thus prefer to avoid cold areas and places with tundra, and due to their nature as carnivores and certainly apex predators they prefer to live in areas with a lot of human or animal inhabitants. It is this reason - some say - that they flock to the bustling city of Ne'haer and its forests that host a wild variety of creatures.

The Lurkers tend to remove a species from their native habitat and take over. They are capable of building encampments and some have even been claimed to have lived in their own shabby homes. In reality their preferred habitat is one that they have pushed others out of. They are known for their invasive and harsh behavior, and they would much rather eliminate other species - whether indigenous or common - than further their own.

Lifespan and Development: The Lurkers have very long lifespans. They are estimated to live to an age of about three hundred, though this was recorded only by the one Lurker that was actually kept in captivity. It was taken from a cave as a child and researched by the early mages within Ne'haer, and for three hundred years - through the lens of many different overlooking organizations - they watched its development and decline. However they imagine that even though this creature lived to three hundred, it is more than likely that ones dwelling in the wild could live to four hundred or more due to more mobility and mental health. While animals in captivity tend to live longer than in the wild, the Lurkers are apex predators and so captivity is likely to - presumably - decrease their health, mentally and physically.

The species tends to mature fully at around twelve years old, though even at the age of two they are capable of slaughtering men with ease. They are estimated at over five tons in weight, and can grow up to thirty feet in height.

Diet: They are carnivores, solely. While one would expect these humanoid giants to be omnivores, they refuse to touch vegetation and instead prefer meat from the recently deceased. The Lurkers can consume up to seven hundred pounds of pure meat in a day, and some have even been known to forcefully regurgitate their meals to consume more. They are highly voracious, and food is estimated to be one of their greatest motivations for their violent behavior. However, it is unsure if they even have to eat very much meat to survive. The Lurker held in captivity by the Seekers of Ne'haer only consumed a few pounds of meat a day for over a month and seemed relatively healthy, if more temperamental and deranged. It is generally theorized that they barely need to eat, but simply want to, and the lack of consistent food makes them even more aggressive than normal.

Temperament: The Lurkers are astoundingly violent. This cannot be emphasized further. They are very cruel. When they eat humans and other races of sapient Idalosians - as they often do - they are the type to crunch, crew and gnaw on their food viciously. Seeing prey from even a thousand meters away won't be a deterrent for them, and they can be seen chasing innocent travelers from a huge disadvantage of range. Due to their exceptionally volatile and aggressive nature, they have been hunted for generations by groups of expert warriors as well as mages. In the wild, their population has been reduced to a mere fifty. However, whenever they do triumph over the foes sent to hunt them, flayed bodies and gnawed bones can be found sprawled all around their encampment. To put it into the words of Elia Faelysia, a woman subjected to the cruelty of a Lurker in the 600s,

"I wanted to die far more than the Dweller wanted me to; he wanted me to live for a long time, for each of my severed appendages to nourish him for a time, and for my whimpers to ring like music in his ears. I will never forget the gaze given back to me as I screamed and begged the Immortals to save me - to guide me to the afterlife. He lowered his head and stared with perplexed eyes, then cracked a grin that could split mountains into shattered fragments. He knew I was begging to the Immortals . . . and that was as if humor to him. He was my God now, not them."

Abilities: They have no special abilities, but are extremely massive, strong and fast, and with high endurance. They can outrun horses in a sprint; there are more than a few stories of the Lurkers quite literally plucking a horse's rider from its back and devouring them. In terms of sheer physical ability, the Lurkers are considerably more dangerous than almost any known species on Idalos.

Weaknesses: Unknown; considered typical human weaknesses. They are known to be incredibly light for their size, allowing for agility and some degree of nimbleness - however, this also dually manifests as a weakness; their flesh is not incredibly difficult to damage, rupture and destroy, and though they have high endurance whittling them down doesn't require much.

Note: The Lurker, 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.
word count: 1219
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Eastern Gauthrel: Bestiary

Jor Thalla (Legendary Mount)
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Danger Level: High-Exceptional
Details: Jor Thalla, in Haltunga, means "free spirit". That name, given to this creature near the conception of the Lotharro, perfectly describes this entity as it has both served and hindered the people of Uthaldria... all by its own free will, independent from merely instinct or need to survive. An animal created by Thetros with his own ideals, the Jor Thalla is renowned across Western Idalos for its power over sanctuary in particular: the ability to create and maintain what appears to be magical or divine defenses at will.

If divine, which is likely the case, it is evidenced by the fact that each Jor Thalla in the Fields of Gauthrel bears a symbol resembling the Mark of Thetros (Ab'elah) at their forehead. Such an inherent connection to Thetros would explain their potent control of defensive force, as well as their apparently natural ability to bring ease to others around them.

In terms of history, the Jor Thalla have dwelled in the Fields of Gauthrel for about as long as the Lotharen, and originally many of these creatures were given to the leaders of the first Lothar clans. They served as protection from the other creatures of the fields for centuries, before many of their descendants determined their human-like brethren safe and migrated to the East to begin a life free of burden. Since then, they have engaged - like the other creatures of Uthaldria - in predatory functions, which often comes into conflict with the Lothar's eastern settlements. Nevertheless, the few that do befriend mortals are considered to be the greatest of all beasts to ride with, and their bond with mortals is deeply tied into the upper echelon of the Path of the Defender.

Lifespan and Development: Living for as long as the Lothar (100 years), any bond formed with a Jor Thalla is seen as a permanent commitment. From conception to adulthood, the Jor Thalla grow in size and in ability. By the age of four, they begin to develop their control over "Sanctuary", the mark of Ab'elah being scrawled into the center of their foreheads. At the age of eight, they are considered fully mature, and experience a temperamental swing around this time that will ultimately effect their personality throughout their lives.

In terms of size, the Jor Thalla develop to be around three times as large as your average lion. The males grow to weigh around 2,000 lbs, on average, while the females find themselves of lesser size at around 1,600 lbs. They are extremely strong, in terms of physical strength, and in their development they grow extremely thick muscle and hide that is incredibly difficult to puncture or damage by any means.

Diet: They generally eat similarly to lions and other large feline predators, except in much larger amounts.

Temperament: Interestingly enough, all Jor Thalla primarily develop socially. This means that if raised in a particular way, they will act a particular way, regardless of their biology. If raised in captivity, a Jor Thalla could be trained to act exactly like a dog, and it would. The same goes for any other species, including a more violent and predatorial animal. The only exception is if compelled to act a different way by Thetros himself, or one strongly favored by him. Considering they are beasts of passion, one able to control passion can greatly shift their priorities, thus explaining their unquestioned loyalty to the Lotharro nomads before the settling of Uthaldria.

As a result of these factors, there is no strict temperament. Most are generally hesitant to near or bond with others, and many are hostile to outside influence, especially if in the wilds. They are extremely difficult to domesticate, as they value their freedom, and generally only those of exceptional station in the Path of the Defenders or given high regard by Thetros are ever seen accompanying a Jor Thalla openly.

Abilities: The Jor Thalla, aside from merely being incredibly fast (around 70 mph running speeds in short bursts) and strong (several times stronger than a tiger, the strongest natural feline), are also capable of a particular and extraordinary ability: "Sanctuary", or the manipulation of kinetic force to defend themselves and their allies. The Jor Thalla are capable of condensing matter (quite literally) around them to form force fields or shields of energy. While these shields are difficult to fracture by any means, these shields serve exceptionally well against magic, which is typically seen as the trump card to any physical combatant. Even the Lotharro, some of the greatest fighters among mortals, are usually incapable of standing head to head with a powerful mage. With the Jor Thalla at their side, the balance shifts drastically.

Additionally, the Jor Thalla appear naturally capable of soothing others around them. They have been known to help overly-passionate Lothar calm and ground themselves, and interestingly enough, early psychological clinics within Uthaldria have been known to utilize young Jor Thalla to calm and soothe the mental state of Lothar and other mortals alike.

Weaknesses: The most significant weakness of the Jor Thalla comes with abuse of "Sanctuary". While marks generally impose a limit to use on their abilities, the Jor Thalla aren't truly marked by Thetros, but rather given his blessing; Sanctuary is a natural part of their biological function, and they can abuse it to the point of over-exertion. If Sanctuary is overused (which can occur in a long day of battling), a variety of dangerous side-effects can be inflicted upon the creature, ranging from a sore throat to blood from the eyes. Few have ever died from overuse, but those few remain a reminder that it is indeed possible.

Note: The Jor Thalla is a magical creature, and thus cannot be made into a totem.
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Haggen-Skrii
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Danger Level: Moderate-High
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word count: 31
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