• Information • [Desnind] Fauna

This forum contains the Lore thread and the repositories for flora, fauna, npcs, etc.
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[Desnind] Fauna

INDEX

Below are animals and monsters which are unique to Desnind. For ease, I've split them into type. Please feel free to add your own creations to our Development Forum!

Land

NameTypeDescriptionCredit
Ẹtojẹrẹ Land It's a... Well it's... You'd better just see for yourself. Returner
Motsin Land A dark, smoke-like spirit. Returner
Kudi’Eltu Land A horrifying little goblin. Eew. Rakvald
Yarofko Land A giant, mountable boar. Rakvald
Dubäẹbọ Land A calculating wolf with sharp spines. Ini'ra
Sonipa Okun Uwär Land A territorial reptile with a venomous bite! Ti'niva
Tree Guard Land A guardian of the deep forest and the creatures that live there. Nightshade Eld
Tainted Tree Guard Land An aggressive monster, no longer capable of care. Nightshade Eld
Mäsällã'kọ'pọnọ Land A loveable and docile rodent, often befriended by children.Chevnoavi
Jagu'jagu'shawa Land Nocturnal mammels with good fur. Very cute.Chevnoavi

Sky

NameTypeDescriptionCredit
Iyo Sky A glowing butterfly. Nymph
Aidọgba Eairo Sky A black panther that prowls the Southern region. Ti'niva
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Ẹtojẹrẹ

Ẹtojẹrẹ
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Name: Ẹtojẹrẹ

Description: Ẹtojẹrẹ is a combination of two words - ẹto and jẹrẹ - which together can be roughly translated as Vanishing Promise.

Location: Anywhere in Makubwa Lori. But sightings are usually reported near open spaces such as meadows, before the creature dashes for cover in some of the densest parts of the forest.

History: Ẹtojẹrẹ has been in the forest for as long as anyone can remember. It is believed that they are many things - carriers of deceased spirits, magical creatures that can fulfil wishes if captured, guides to hidden treasures. As such, some people would leave ‘offerings’ to these animals in hopes they would win their favour. It is also said that perhaps instead of pursuing an Ẹtojẹrẹ it is better to simply make your wish upon seeing one.

One thing is for sure, however. Since many have tried to capture these beasts in the past and those who were captured were mistreated mainly by non-Sev’ryn races. Ẹtojẹrẹ have grown shy and wary. Yet, they seem to be able to recognize the race of a who is approaching them. They would still run away but they will linger around only a trill longer if they sense a Sevir in their vicinity.

Appearance:

Height: 120cm - 200cm
Length: 180cm - 260cm

Slender long body with fur underneath the chin, running from the top of the head and down the neck, covering the whole tail or just end tail and it is also present on the back of the joints on each leg. This fur seems to cover a base layer of soft scales since the older an Ẹtojẹrẹ gets, the fur seems to fall away as if petted of by a palm of a hand, revealing the scales beneath. Usually the scales are of a much radiant shade than the fur itself. For example, fur may be dirty white colored, but scales are of brilliant white. In fact, the colors of the fur are all within the natural color spectrum - from blacks and whites, to greens, browns and even some blues. There has never been a report of pinks, purples and other color that would make it impossible for the animal to camouflage in the forest.

It is extremely rare to see an Ẹtojẹrẹ with antlers but there are rumours of sightings. Usually observed on very old members who are more scale than fur. The presence of these antlers seems to alleviate the status of an Ẹtojẹrẹ into that of nobility.

They also possess fierce looking claws on all 4 of their feet that would be able to tear through flesh like knife through butter. Despite possessing a fearsome set of claws on the front and back legs, they never use them. Almost as if they didn’t know how! The only time an Ẹtojẹrẹ would bear those murder weapons is only if an offspring is in danger. At that point you do not want to be in the mother’s way for she will cut you down even if she were to lose her life over it. They quite frankly...go berserk.

Lifespan and Development: Ẹtojẹrẹ generally live as per the following - males are loners and only socialise during mating season. Female always stay with their child. If the offspring is female, it will stay with its mother until the mating season when a male would approach at which point the mother and daughter will separate. If it is a male, he will leave the mother during the first mating season he will experience after maturing.

During the mating season, it is not uncommon that a strange ceremony of passing over can be observed. It is when the male would present himself, making guttural noises resembling that of soft, and gentle growling or bubbling as he would bend his front legs to bow to the pair of females. In this way, he can display the flow of his coat, the litheness of his body. The mother would then walk around the male as if assessing if he was a fit enough match for her daughter. If the mother is satisfied the daughter is allowed to approach and the mother usually walks off at that point. If a female is alone, the male still does the same presentation and the lone female walks around him and makes a decision then. If happy with what she sees, she will stay, if not she will walk away. The male can choose to chase and try as many times as it takes before the female gets irritated and displays minor signs of aggression, or the male decides to find his luck elsewhere.

It is reported that this creature can live for hundreds of arcs but usually falls prey to either a predator in the wild or a clever hunter who can track them through the forest quietly enough and release a silent shot for an instant kill. Despite the drive for survival, Ẹtojẹrẹ matures at 17 arcs by which time both genders would have grown to their full size. The gestation period is rather short however, since lone mothers are an easier prey. It lasts only 3 seasons where the offspring when born is usually mere meter long.

Diet: When it comes to the eating habits of this creature, they are herbivores. They despise meat to the point that if they find a carcass in the forest, they will attempt to cover it in dirt (which is the only other time when they would use their claws).

Temperament: As mentioned above, Ẹtojẹrẹ is an extremely skittish. Having been hunted for its fur, meat, and supposed abilities or even to be simply domesticated, the animal has learnt how to spot anomalies in the forest. With an extremely well developed hearing, it is rumoured that it can hear the grass grow. It is also said to possess a sixth sense for intent. Hence, it will dash for cover at the first hint of an approach by a hostile. But it may linger around if it senses a neutral or a kind creature in its vicinity. The area its sense cover has not yet been determined.

Amongst their own, they are playful and cheeky.

Abilities:
Extremely sensitive hearing - Able to hear and distinguish sounds throughout the forest at what appears to be great distances.

Character judgement - Almost like sixth sense, they know when someone is good or bad and will act accordingly.

Murderous claws - Used rarely, but when baren and in attack, Ẹtojẹrẹ will use its agility to its advantage.

Agility, stealth and speed - Able to move through the forest at incredible speeds quietly. Dodging and dashing, weaving through the trees and all, it appears they know the Lori by hear, know the location of each plant precise
ly.

Note: Imagine the Chinese Qi'lin but more hairy and you got it pretty much spot on.

Credit: Returner
word count: 1158
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Re: [Desnid] Fauna

Motsin
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Name: Motsin
Description: Often seen as a thick smoke-like substance, walking in the forest usually close to the border with the Bad lands. It seems to blend with the darkness and shadows so no one can see it coming. It’s a ghost, it’s a predator. It attacks on sight but it seems to pick its prey based on some yet to be fully explored criteria.

Location: Along the border with Bad Lands

History: No one knows where this creature came from, but everybody knows it has been in the forest for as long as anyone can remember. Some say, it just appeared right after Moseke put up the wards and from that people believe that Motsins are the souls of the deceased, of those trapped behind the wards. And so these Motsins are looking for a way to the beyond but are bound to Idalos with their extreme hate towards the plague and anything impure or corrupted. Be that the land itself, or people.

Appearance: There are many ways to describe the Motsin for they seem to be as individual as people themselves. But one overarching trait is that they appear as this sort of mirage, a ghost, an apparition.

They can vary in height from 3’11” to 6’2”. But its size doesn’t seem to impact its strength.

Motsin will often appear out of nowhere, thanks to the fluid shadows that cover its main body. The shadows form a smoke-like outer layer of the Motsin creating the main component of their camouflage.

However, rumours have it that if one looks well enough and deep enough, they may be able to catch a glimpse of a humanoid shape within the smokes. But as of to-trial, there are no solid accounts of that observation as no one has yet dared or survived an encounter with the Motsin.

Lifespan and Development: No one knows how the Motsin are born. They come and go as they like, when they like and there is not that many of them it is said. Any tracking proves almost impossible, even harder than tracking animals like Etojere.

There is a theory of how they may be birthed. After a Motsin has fed on a human and the Motsin considers the human impure enough, the dead body will receive a fraction of Motsin's own flesh so that it undergoes a transformation and becomes a Motsin. But that's all it is. Just a theory.

It is also unknown whether the Motsin grow in size if they're small, or how they age. But many a locals would tell you that the same Motsins have been roaming the Lori for hundreds of arcs.

The death of a Motsin is but a hope for any hunter. So far, no Motsin has been caught and examined. Neither have any hunters who claim to have escaped a Motsin shown proof of their victory.

Diet: Motsin seem to only hunt people as they ignore any other animal. Some say they feed on people's souls. Others say they feed on the bodies where they also plant a part of themselves to birth new Motsin. However, a Motsin may seize a group of people, but will start feeding only on the worst one of them all. The most corrupt and impure in spirit.

There is but a few accounts of that theory speaking of those exiled from Desnind who have been followed. When a Motsin appeared, without a hesitation it locked the criminal in place and commenced its feast. The accounts describe the scene as that of a nightmare. Motsin's shadow layer would flair up and out, turning sinister hues of blue like pulsating veins. It would approach its prey which by that point lost control of its body and cannot move. Some accounts call it the 'Motsin Grasp'. Then the moment the shadows touch the prey, a shriek spreads through the area. A mix of animal and human scream that speaks of pains and hurts beyond that of the physical. Accounts call this the 'Cleansing'. The Motsin then envelops its prey in the shadows, disappearing it away from sight. The accounts end there as whoever has observed was too frightened to risk their own life for the knowledge.

Then there is the corruption in the bad land which they seem to feed on too. Motsin seems to be the only creature able to absorb the disease from the Bad land and purify the ground in the process. It would arrive at the border and step in just a few paces. Its shadow layer flairs up and turns sinister hues of blue like pulsating veins and touches everything around itself. So far, there are only a few accounts of sightings and only by the pure Aik who have not yet stepped into the Bad lands. One account speaks of an Aik within the Bad land that the Motsin grasped but released. That Aik, is still in coma to-trial, almost thirty arcs after the incident.

So why don’t they only survive on the corruption from the land and leave people alone? No one knows, but some think it may have to do either with nutrients or reproduction.

Temperament: Unpredictable at best, focused at worst. Motsin don’t seem to have a territory they guard or take for their own. Hence you could be walking over an area free of this creature but suddenly it might pop up and decide you’re its dinner.

It is said that nothing can help you once a Motsin locks you in place. That’s when they are focused. That’s when they’ve caught their prey to feast and their shadows flair up.

Despite all of this, however, the Motsin is not an aggressive apex predator, but remains on top of the food chain for its abilities which makes it hard to kill.

Abilities:

Camouflage - its form blends extremely well into its surroundings and shadows, hiding its movements.

Silent step - like a cat walking around, the Motsin almost seems to float through the Lori.

Motsin's Grasp - a form of paralysis induced either through something the Motsin secretes into the air, or by locking your eyes with its gaze. Either way once you feel you are losing control over your limbs, the effect of paralysis are taking place and no one has yet escaped that.

Cleansing - absorbing corruption and replacing it with purity.

Credit: Returner

Notes: This animal needs to be further observed to reach conclusions. If you’d like to do so message a mod to reveal a secret for you.
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Kudi'Eltu

Kudi’Eltu
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Name: Kudi’Eltu
Description: A horid little goblin creature
Location: Desnid
History: A hairless cousin of the common baboon that has been altered through generations upon generations of Lisirran manipulation and experimentation. Quasi intelligent, they are capable of taking up the tools of mortals, but not advanced enough to reproduce these implements.

The Serga Mavranu developed the Kudi’Eltu from the base of a common jungle baboon, in hopes that it would be a superior vector of disease, that would bring ruin to the creations of Moseke. In trying to create a super vector of disease, they produced a race of creatures that while able to proliferate extremely fast, were entirely immune to disease and unable to carry disease within their bodies.

Once they discovered their failure, the cultists of Lisirra drove the Kudi’Eltu out, hunting them down to the last. Unknown to them, few escaped, and were able to reproduce in the Western Jungles of Desnind. There they thrived. And though they are common fodder for jungle predators, through a combination of ability to use tools of travelers who are unfortunate enough to run afoul of them, and their prolific birthrate and fertility, were able to carve out a niche in the undergrowth of the jungle, often making their lairs in burrows beneath thick brambles and roots.

To both Desninders and Lisirran Cultists, they are considered pests of little value or intelligence, a constant scourge that offers little apparent benefit to any ecosystem they exist in.

They’ve been known to poach great amounts of game and livestock from nearby hunting grounds and ranches.

Appearance: These bipeds stand at roughly 2’ - 4’ and are slight of build. Their skin is olive green, and their eyes resemble that of other mortals, with a variety of colors. They are noted for their chittering laugh, which is their warcry as they descend upon unwary prey or travellers.

Lifespan and Development: Gestation of new Kudi’Eltu takes less than half a Cycle, generally. Once born, they reach maturity and fertility within two cycles. They tend to die due to predation long before they reach their full measure, but if left alone they can reach ages as old as 3-4 arcs.

Diet: They are omnivorous, and voracious creatures. Areas where they can be found are often devoid of fruit and game.

Temperament: Extremely stupid, other than an ability to use simple tools and weapons that they snatch from travellers, whether by stealth or by overcoming them and looting their belongings.

They can range from cowardly, to aggressive. There have been some reports where a friendly one has been encountered, but these reports are apocryphal at best.

Abilities: Immunity to natural diseases and poisons. They tend to be as fearless as they are stupid. They can use simple tools/weapons and create burrows where they dwell beneath thickets of sharp brambles. They are also capable of rudimentary communication with each other. So far, attempts at communication from mortals has been fruitless.

Credit: Rakvald
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Yarofko

Yarofko
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Name: Yarofko (Painted Wilderhog)
Type of Mount: Ground
Mount Speed: Standard Ground Mount travel
Rarity: Uncommon
Typical Size: Large.
Diet: Omnivorous, they prefer foraging vegetation, but they can eat meat and recently fallen carrion as well.
Trainable: Yes at Expert Animal Training
Pack Mount: They can carry immense loads of baggage, as well as their rider over a moderate distance before needing rest.
Native to: Desnind
Locations: Southern Idalos

Appearance: It’s long, shaggy coat of thick fibrous hairs both insulate and regulate body temperature. Every Yarofko has it’s own signature markings, that differentiate itself from every other specimen. They have a set of four, foot-long tusks protruding from their large mouth. Their feet are cloven hooves. Their fur colors range from milky white to charcoal black. Their special markings are always a bright color such as green, red, blue, or yellow.

Habitat: It can thrive in all forms of climate, barring perhaps a dry desert. It will have difficulty surviving travel without a ready supply of water.

Lifespan and Development: 0-140 trials for piglet stage, 140 trials - 2 arc for the juvenile stage, achieving maturation at the age of 2 arcs, roughly. It grows the first small tusks at juvenile stage, and has a fully grown coat with an elaborate pattern of blue or red fur somewhere on its hide. It reaches old age at about 15 arcs.

Uses: It’s good for carrying extremely heavy loads and riders. It has a proclivity for bursts of speed, for cavalry charges and the like, but doesn’t sustain that speed over distances longer than about a mile.

Temperament: It’s friendly toward its bonded trainer or rider. Highly intelligent, it will retain its disposition toward individuals, recalling them by scent.

Abilities/Tricks: Super fast charging speed, with a great deal of momentum on their side. Their tusks are deadly.

Information: Very tidy animals, all things considered. It will rarely defecate where it eats, and requires lots of fresh air and exercise to keep it happy.

Credit: Rakvald
word count: 341
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Re: [Desnind] Fauna

Dubäẹbọ
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Developed by Ini'ra

Tall and broad, this nocturnal animal stands just above an average man's waist, usually ranging anywhere between 125 -175lbs. Its fur is a deep ebony, making it ideal for camouflaging itself in the shadows. Other than its massive size, its milky eyes glow in the darkness. Long dark quills stand from its back, often rising when the Dubäẹbọ is faced with a threat or simply overly stimulated.

Price: The pelt of this creature can fetch a nice price at market for the sheer size, and the quills have been used in making pens and needles for both scribes, tattooists, and seamstress' alike due to their durability and range in sizes.The chances of finding one of these creatures being sold alive is unlikely, and would likely fetch a minimum of 5wp.

Habitat: The Dubäẹbọ, or Shadow Knife, can be located in some of the thickest forests in Idalos, but have been also been found inhabiting dark caves, especially for the first year of rearing their young. This is because, unlike other wolves, they prefer solitude to a pack and have been known to grow blind as they age.

Lifespan and Development: The Shadow Knife has a lifespan of about 20 to 25 arcs in the wild. Very few have ever been domesticated, so there is little research of it in captivity. It is unlikely one would ever truly be able to tame one of these animals without having vast experience with handling difficult creatures, but if done, the Shadow Knife can make a fearless hunting companion.

Diet: The Dubäẹbọ is primarily carnivorous, often feeding on meat where it can find it. This includes small rodents, deer, elk, as well as the occasional humanoid that is unfortunate enough to cross its path.

Temperament: Suspicious creatures, they are careful and calculating. The Dubäẹbọ are bold and stubborn, willing to fight savagely if they feel they, or their young, are threatened.

Abilities: Despite its later blindness, this creature is a force to be reckoned with. As a result of their failing eyesight, Dubäẹbọ have adapted different methods of hunting down their prey, relying on their enhanced hearing and sense of smell. The long quill like appendages that protrude from the animal's shoulders, as well as the specialized pads of this wolf's feet are also used to pick up vibrations from both the earth and air, allowing for this beast to target movement from their prey. This makes it very difficult to escape its detection, as the Dubäẹbọ is a ruthless hunter when crossed.

The quills also serve a secondary purpose, excreting an oily and black, ink like substance that this animal will rub on its surroundings and caves in order to attract mates throughout the seasons. Getting this secretion on you is ill advised without preparation, as it raises your chances of attracting other Dubäẹbọ exponentially.
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Iyo

Iyo
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Name: Iyo
Fauna Type: Insect
Mod Status: Self
Height: 1-1.5 feet
Wingspan: 2-3 feet
Length: 0.5-1 foot
Weight: Caterpillar: 2-4 kg/4-8 lbs; Butterfly: 1-2 kg/2-4 lbs
Native to: Southern Idalos
Locations: Makubwa Lori, Desnind (Captive)

Appearance: The Iyọ are born as round, translucent, glowing eggs just before the new arc begins (Cylus). They are about the size of a nectarine at this stage, able to fit within the palm of any human hand. The color of the egg’s glow is highly suggestive of the adult Iyọ color. Once the eggs hatch, fat and fuzzy caterpillar emerges with stripes of the glow color they will carry throughout their life. These “glow bugs” start off small, about the size of an average adult human’s palm. Over the course of the next year, they get progressively bigger until they weight about 4-8 pounds and have a length of approximately 1 foot. At this point, they are mostly fat. They have spent all of their life storing energy for the final transformation, which starts at the beginning of Cylus.

For some reason, all these “glow bugs” form a cocoon starting the 1st Trial of Cylus. The cocoon is thick enough to prevent any light from escaping and all wild caterpillars are very difficult to find at this time. They spend the next 21 to 22 trials within the cocoon. Once they have incubated, cocoon splits to reveal a large butterfly with their wings glowing the color they were born with. Captive butterflies are expected to mate with their lamp mate within a day or two before the release on the Trial 23 of Cylus.

Iyọ have been highly sought after mostly for their glowing nature. They come in three colors: yellow, green, and blue. The larger the caterpillar gets, the more light they emit. This has become extremely beneficial for people using them as lamps as they tend to produce the most light later in an arc.

Lifespan and Development: Iyọ live for one full arc, being born on the 23rd of Cylus and generally dying at the end of Cylus the following arc. They spend the majority of their life living as caterpillars, eating and growing fat for the final metamorphosis. The cocoon portion of their life lasts 21-22 days, based on gender. Males tend to emerge from the cocoon first and the females follow a day later. The mating process is uneventful, as they produce similar to fish. The eggs are laid by the female and then fertilized by the male.

For the next 24-36 hours, the eggs will move from opaque to translucent before finally glowing the color that they will maintain for the rest of their lives. If an egg remains opaque, it is generally removed as it is unfertilized. Captive Iyọ clutches will be manipulated so eggs of the same glow color are housed in the same glass lamp for the rest of the year. At the end of the year, the Sev'ryn hope that the pair includes a male and a female. If there are two males or two females in a lamp, this pair will not produce a clutch. Since there is about 8-10 eggs in a clutch and about 50% are fertilized, there are enough Iyọ to fill lamps that did not have a mated pair.

The eggs hatch by the end of Cylus, around the time the adults die. The young caterpillars will glow from hatching and immediately start feasting on the forage the lamp owner provides. They will grow slowly over the next arc until the cycle starts over again.

Diet: The caterpillars have a voracious appetite for anything green, be it grass or leaves to tough vines or water plants. Anything that lives and grows is food for these small eating machines. They do not need a source of water as the plants they ingest are generally high in water content; however, this means that dried plant material is not a nutritious food source. The adults eat a similar diet of plants, but will also suck nectar from night flowers that bloom during Cylus.

Temperament: These animals are not known to have a temperament. They are known for glowing and eating. Beyond that, they have no real 'personality'.

Abilities: Glowing Stripes/Wings - Green, Yellow, or Blue

Credit: Nymph
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Re: [Desnind] Fauna

Aidọgba eairo
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Developed by Ti'niva

Appearance: The Aidọgba eairo are a species of large black cat that look very much like a panther. The greatest difference between the Aidọgba eairo and a panther are the large wings that protrude from its back. These wings are made up of dark skin that is stretched over a thin and relatively strong bones. The rest of the creature is that of a panther a large black cat with vicious claws and fangs. It is rare and uncommon, however, they may sometimes appear fully white.
Height: 80-90 cm male. 60-80 cm female (at the shoulder).
Width: 30-40 cm male. 20-30 cm female (shoulder to shoulder).
Length: 160-170 cm male. 140-160 cm female (nose to end of tail).
Weight: 90-110 kg male. 70-80 kg female.
Wing Span: 210-260 cm male. 190-230 cm female.

Price: This species is rather rare and therefore any useful part of the creature can be sold for a higher price than that from many other creatures. The useful items and their prices from the Aidọgba eairo are as Follows:
Fangs: 1WP per fang
Wing bones (per 2 bones): 1WP
Wing Skin (Undamaged): 1WP per square foot
Claws: 1WP per paw
Fur: 2WP full coat

Habitat: The Aidọgba eairo lives within the Makubwa Lori, however, they spend much of their life in the sky or high in the trees lounging on branches. This is part of the reasons for the rarity of their sightings along with the low population of the solitary creatures that only breed every 8 Arcs.
Location and Native location: The Aidọgba eairo are native to the Makubwa Lori, however, due to their ability to fly there have been reported sightings of the Aidọgba eairo near Augiery and on the mainlands of southern most parts of Central Idalos around Athart.
Lifespan and Development: The Aidọgba eairo live for around 60 arcs if not hunted or killed by other causes. The Aidọgba eairo matures after only an Arc upon maturity the creature will split from its mother and leave to live its solitary life.
Diet: The Aidọgba eairo are carnivorous and will eat any creature smaller than itself. Its predominant prey is birds which it catches as it flies through the sky; one of the main aerial predators in the area.
Temperament: The Aidọgba eairo is relatively calm unless approached in which case it may become defensive and violent. There is a legend that speaks of one of these Aidọgba eairo being tamed and used as a mount, but there is no proof of this available just the stories.
Abilities: The The Aidọgba eairo has no particularly impressive abilities besides of course the ability to fly. It also has a great amount of skill on all fours and is a formidable foe when both flying and on the ground. The Aidọgba eairo may also buffet its opponents with its large wings.
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Re: [Desnind] Fauna

Sonipa okun uwär
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Sonipa okun uwär information

Details: These creatures are native to the Makubwa Lori and have a small population the creatures are solitary and very territorial. They tend to come in shades of green and brown as well as the occasional blue however, this is rare. The creatures have thick skin which is incredibly difficult to pierce and therefore are not commonly hunted. Due to the rarity of their useful parts (teeth, skin, claws and poison) there are no set prices and cost is up to the individual retailer. These creatures are incredibly dangerous and many will keep as far away from them as possible. The only real reasons these creatures would be hunted would be due to them coming too close to the city and threatening its citizens or if somebody required the specific items and could afford to supply hunters to hunt one.
Height: 160-200 cm male. 120-140 cm female (at the head).
Width: 90-160 cm male. 80-100 cm female (shoulder to shoulder).
Length: 300-410 cm male. 300-380 cm female (nose to the base of the tail).
Weight: 2 tonnes and greater male. 1.8 tonnes and greater female.


Lifespan and Development: The Sonipa okun uwär can live up to 140 arcs (approximately). The creature takes 40 arcs to reach full size. At around 20 arcs the creature will have also gained the ability to spit poison and by 30 arcs the creature's claws also excrete poison.
Diet: The Sonipa okun uwär is omnivorous, it will eat plants when necessary but it prefers to eat meat. The creature will attack and hunt nearly all other creatures with few being bigger than it in the forest. Another reason it will hunt anything is its thick skin is difficult to pierce harder than any leather and therefore most creatures fail to pierce this thick outer layer.
Temperament: Aggressive and territorial. The Sonipa okun uwär is very protective of its territory, each Sonipa okun uwär in the forest has their own specific area and many of them will make sure not to invade another's as a battle between two of these creatures is severely dangerous for both participants
Abilities: Poison bite: The bite of the Sonipa okun uwär is incredibly dangerous to anyone who experiences it. The poison that is produced is a neurotoxin which acts quickly to numb the entire area of the bite and spreads from that point, if not treated the Neurotoxin will eventually cause a shutdown of all the nervous system. This complete shutdown can take a few trials it varies based on size but all results if not treated are death.
Poison spit: The creature can spit poison at it prey or attacker and cause blindness if it goes in the eyes. The effects of the poison act differently from when input directly into the bloodstream and will not result in complete nervous system failure.
Poison claws: The effects of this are directly the same as that of the poison bite except there is an 8% chance that the poison will not make its way into the bloodstream.
Weaknesses: Weaker in the cold seasons. The Sonipa okun uwär hibernate during the last 33 trials of Zi'da and throughout Cylus and early Ashan, during this time they can easily be ambushed when hibernating. Heated weapons (meaning they are glowing from the heat) have a higher chance of piercing the thick skin.
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Bumblebee
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Re: [Desnind] Fauna

Tree Guard
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Developed by Nightshade
Price: Tree Guards cannot be bought.

Habitat: A Tree Guard will live in any forest where they're needed. Typically though they just wander as they please, looking after forests and trying to help maintain the balance. They usually prefer the deeper parts of the forest where human-like creatures don't often wander, that however isn't always an option when their homes are under attack.

Lifespan and Development: A Tree Guard is usually born from a seed that is planted in the earth. Over a span of 40 arcs the tree guard will get larger and larger. When they first start to grow they look like any other young sapling, save for the fact their bark and leaves are a strange color. Depending on the soil the Tree Guard's seed was planted in it will have a different color of hue from blue, to pink, to even mixes. There is no definitive factor for what causes the coloration, often Tree Guards living in the same area will have different colors! As the tree grows it splits into five points where it connects into these points, as it grows these branching points become the arms and the legs. Once the Tree Guard has hit its 40 arcs it will begin to draw in its roots, those roots becoming much shorter fingers and toes on the ends of hands and feet. This was something the Tree Guards evolved to do so that they had better mobility, and therefore could better protect their forests.

Once a Tree Guard has reached 50 arcs of age it will officially be free from the earth and able to wander how it pleases, however at night time the tree guard still must find a place to inject its roots into the earth and gather nutrients (or nu-tree-ents if you prefer). If a Tree Guard goes too long without rooting itself it will wither and die. However, if the Tree Guard has access to a source of water they can go quite some time surviving off the energy provided from their leaves alone.

After a Tree Guard has reached 50 arcs of age they can breed at any time. All they have to do is get together with another Tree Guard and pollinate a flower. Often only one flower will be pollinated at a time. The process is as simple as pressing two flowers together during the flowering season. Each flower will be pollinated and two new Tree Guards will have their seeds created, one by each parent.

In times of stress, a Tree Guard may extend their roots deep into the earth, a process that takes a good trial to do and then even longer to revert. Tree Guards only usually do this when they're about to undergo massive growth and need the strength, or they sense danger coming such as a natural or mortal caused disaster.

There is no maximum age or size for Tree Guards. However, most are known to be killed by various factors long before they get very large. Those that reach truly massive sizes usually become silent and still, going into a kind of dormancy until they are needed by those they protect. Massive Tree Guards are rare and are even harder to find thanks to this dormancy.

Diet: Tree Guards usually get everything they need through a combination of photosynthesis, and drawing resources from the earth whenever they take to root. How long a Tree Guard can go before rooting usually depends on the size of the Tree Guard as well as the season. The longer the Tree Guard, the more leaves, the sunnier the season, the more a Tree Guard can draw strength from the sunlight, and the longer a Tree guard can go as long as they have a water source.

Temperament: Tree Guards are typically rather docile creatures. As long as you don't mess with them they'll avoid messing with you. Tree Guards can even understand the need to cut down trees for resources, as long as you remember to replant them. If you start causing massive destruction to the forest a Tree Guard lives in, such as burning it or deforestation, then a Tree Guard will attack you on site. If you anger the Tree Guards enough then you might very well wake up a Massive or an Elder Tree Guard, in which case it's usually easier to flee the forest.

Abilities: Powerful regenerative abilities. Tree Guards can twine their roots with other trees in order to gather resources and information, the trees have ears after all. It will take a Tree Guard a while to untangle their roots, which leaves them vulnerable, but it is often worth it all things considered. Tree Guards don't actually have to eat living things to survive, allowing them to better protect and sustain both the plant and animals of the forest.
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