[Uthaldria] Development and Requests Thread

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[Uthaldria] Development and Requests Thread

Scalv Ziemia
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Developed by Fridgar
Danger Level: High

Habitat: The Scalv Ziemia has made it's home in Northern Gauthrel, though they still cling to the underground and dark caves. They were brought to Uthaldria by an incompetent pirate, transporting valuable eggs. Little did he know the eggs were fertilised and very capable of swiftly killing him when they hatched. Since then, the Scalvs have been free to flourish with plenty of prey to fight and lots of land to make their own.

Details: The Scalv Ziemia originated in Scalvoris, once believed to be ordinary sized snakes that found their way to the vast quantities of Roipo and Permanently altered their genetics with generations of exposure to the magical nectar. This has only helped them survive the harsh conditions of Uthaldria. Where they were the Apex predators of the small Island of Scalvoris, they are now but little fish in a very big pond. On the other hand, The Scalv now has plenty of subjects to feed their enormous appetites.

Lifespan and Development: Scalv Ziemia hatch in groups of four to five in the nectar of Roipo pots. They're often 5-6 feet long as hatchlings and weigh roughly 110-140 lbs. Upon emerging from the eggshell, their scales are soft and very delicate, they break like paper, their scales are often white without any patterns at the age of 0. Thanks to the prolonged effects of constant absorption of Roipo Nectar over dozens of generations of Scalv Ziemia, they mature very quickly over the space of 30 trials.

At 10 trials old, the Scalv Ziemia has grown to 20-25 feet long, they weigh in at about 300-500lbs. Their scales have hardened up enough and can take a little more punishment than the skin on people and animals, their scales usually change pigment at this age to a grey or brown, depending on the stone native to the Scalv Ziemia's place of birth. Their fangs develop at this point too; Large, dagger sized points of super hard bone, some claim it to be harder than steel. This makes the young Scalv Ziemia very susceptible to poachers as their fangs sell for a pretty nel. They often leave the nest at this age, ready to take on most prey and predators alike. They hunt with stealth, striking at the very last second and crushing their prey in their coils at 90-95psi and swallowing them whole, often still alive.

Come the age of 20 trials, the Scalv Ziemia Is barely recognisable, stretching as far as 46-52 feet long and weighing in at roughly 1020-1150 lbs, they gain considerable thickness in their tails which add greatly to their previously mentioned crushing power. Their scales are harder than the stone itself at this age, they shrug off most attacks by humans and other animals alike, they are immune to bladed weapons including axes. Bludgeons do little unless the wielder is also an expert in strength. Their bones are harder than steel at this point and tear through plate armour like cardboard. The creature is very dangerous at this age. Their scales are now completely to their transition of either brown or grey and along their backs, dark patterns have formed in brilliant tapestry, stretching across their body, sometimes touching the under belly of the beast. The marks are often black but have been seen in deep shades of red, blue and green. Scalv Ziemia are notorious for feeding on farmer's livestock, their accelerated growth requires a lot of sustenance, five times its weight in meat.

Finally, at adulthood, the Scalv Ziemia has fully grown at the age of 30 trials. Their long bodies stretch from 60-74 feet long and weigh in between 1400 and 1950 lbs. Though the largest Scalv Ziemia ever recorded measured at a staggering 80 feet long and weighed 2160lbs. These creatures are monstrous in appearance, wielding fangs like short swords, stronger than most conventional metals. Their scales don't develop much at this age, having already achieved near enough to their peak of toughness at 20 trials old, except for spines that grow in pairs along their back, in the colour of their markings. Melee doesn't affect the Scalv Ziemia unless the wielder is at master strength or above, and even then, the Scalv Ziemia is ridiculously hard to break through, it is recommended that you wield a pickaxe should you be dull enough to fight this thing with a melee weapon at all. Explosives and cannons are often needed to dispose of these creatures. They have all but abandoned the crushing method for their prey and often swallow small and medium animals, sometimes large, whole without difficulty. it's rare that these behemoths emerge from their caves or underground nests however.

Scalv Ziemia live for up to 10 arcs and can settle down to start their own nests at any age after 30 trials, when their massive metabolisms slow down to half their body weight in food a week. Similar to the jacadons of Rynmere, the Scalv will turn to stone upon death. This process can take up to a break or finish almost instantly, depending on how abrupt the cause of death was. Colossal statues of packed stone stand in guard of what used to be their nests.

Diet: Carnivorous, during their younger days the Scalv Ziemia needs constant access to massive volumes of meat. Most Scalv Ziemia perish, due to lack of sustenance, to their enormous appetites and accelerated metabolisms.

Temperament: Aggressive before adulthood and will often go out of their way to kill and eat anything in its vicinity. Though calm significantly at the age of 28 trials. Scalv Ziemia often end up either underground or hardy workers for human races that tame them at the age of 30 trials. If the owner of the beast can provide massive amounts of food for the creature, they don't see much harm in lending a hand to the weaker animals. Should a master forget to feed their new companion, they best hope that their beloved pet doesn't turn on them for their next meal.

Abilities: Massive strength, tremendous weight and super thick, incredibly hard scales. The Scalv Ziemia are tanky, heavy and bulky serpentine monstrosities forged on an Island you'd least expect - Scalvoris. Their eyes are hyper sensitive to light , which gives them full night vision with light as little as the shining stars.

Weaknesses: Carnivorous, during their younger days the Scalv Ziemia needs constant access to massive volumes of meat. Most Scalv Ziemia perish due to lack of sustenance to their enormous appetites and accelerated metabolisms. They cannot go out in sunlight without eye protection in fear of going blind.
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Daliane Andaris
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[Uthaldria] Development and Requests Thread

Spurrsyte

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Developed by Daliane Andaris


Price:30GN in Uthaldria, 50GN anywhere else.

Habitat: Flocks of spurrsyte, being so tiny and light, are native to the land and can be found almost anywhere in the Fields of Gauthrel. They favor branches of withered trees or the carcass of large beast whom fell along time ago to live in/on. These creatures purposely make a home in plainsight to attract prey that underestimate their capability of fending for oneself, or in their case one’s group, and dare to attack.

Lifespan and Development: Living between ten to twelve arcs, the spurrsytes spend the first twenty-four trials developing in the pouch of their mother alongside their siblings (usually three to four others). After those first twenty-four trials, the little spurrsytes are born and are no bigger than a human thumb. Spurrsytes spend the first arc in their mother’s pouch before emerging and interacting with it’s own kind. A spurrsyte is still in it’s mother’s care until it is three arcs old which is when it is sexually mature. At this reproductive age, it will bond with another of it’s kind and mate forever with him/her.

Females tend to be a lot larger than males, being 5.9in long and 2-3lbs. Males are 4.7in and 1-2 lbs. The females may run bigger for the sake of the young they have yearly.

Diet: These creatures are omnivores, favoring sweet smelling plants to eat and whatever large beast that comes across them. Spurrsyte are animals that can eat basically anything without their health suffering. Some food sources which could be considered spoiled or rotten by other species and organisms are still edible for spurrsyte.

Temperament: It is the creature’s calm and peaceful demeanor that make them easy to tame. An encounter with spurrsyte for people is the same as coming across a squirrel or chipmunk. They’re not bothersome creatures but very quiet and easy to get along with. Do not underestimate spurrsytes though. These creatures are still somewhat dangerous if not domesticated, having abilities that should be feared and admired.

Abilities:There’s a lot spurrsyte lack, such as strength and the appropriate height to easily move around and do as they please. Lacking in these certain areas, spurrsyte make up for it in others. The adorable creatures are intelligent and if not properly trained, the spurrsyte are able to outsmart their handler. Spurrsyte are also very fast but also very lazy. They will not move at a fast pace unless it is called for. The only time deemed worthy is when being approached by one of the many beast of the land--beast they are willing to take on. Their speed paired with retractable claws used to climb, claw at and hang on to things as well as three tiny rows of sharp teeth are used to tear their prey to shreds.

One does not do as much damage as a group of spurrsyte though.

The greatest ability a spurrsyte possess is the ability to hear or smell out danger of beast two miles away. Usually when danger is detected a spurrsyte will sing a sweet song in order to warn their group or trainer.

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[Uthaldria] Development and Requests Thread

Daliane and Fridgar are approved!
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[Uthaldria] Development and Requests Thread

I just noticed the Trachadon was Tracha-done. Nice one, approved, Avrae.
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[Uthaldria] Development and Requests Thread

The Kinaba Tiger
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Developed by Aeon

Danger Level: Moderate-High (High-Exceptional to mages)
Details: The Kinaba are a subspecies of the common tiger only seen in Northern Gauthrel. Their origin is unknown but they are believed to be originating from one of the Immortals' pet tigers that mated with one of Idalos' regular tigers, but that is just a myth. Rarely found near any sort of sentient life, these tigers are solitary creatures that interact with their environment only to eat and drink. The differences between the Kinaba and the ordinary tiger are mostly the 2-4 giant horns that the Kinaba possess to better deal with bigger predators in the region. They also have quite larger manes than normal Idalosian tigers and are often larger, with some Kinaba reaching sizes similar to a horse's. The Kinaba are also often coloured in weird ways, such as grey with blue stripes, or black with red stripes, instead of the ordinary orange with black stripes. This is because they are, in some way unknown to mortals, connected to Emea. The Kinaba can be used as mounts, but only by the fiercest warriors, as these creatures will only obey commands by those that have bested them in a fair battle.
Lifespan and Development: The Kinaba tigers live for much longer periods than their everyday counterparts, some reaching seventy to eighty arcs of age. They are born blind and gain the ability to see at around 4 weeks of age. By their first arc of age, they can join their mother in hunting for food, and by the third arc, they are matured and leave their mother for a solitary lifestyle. At around the age of 5 is when the Kinaba typically seek out a mate and breed for the first time. The gestation period for Kinaba is around 110-120 trials, with the litter size being from 1-5, and the usual size being 2 or 3 cubs per litter. Wild Kinaba mate each Cylus, when the arc is darkest and coldest, so their cubs are usually born near the end of Ashan and beginning of Ymiden. Female Kinaba give birth each 3-5 arcs, depending on their age, and the older they are, the longer this period lasts.
Diet: Carnivorous.The Kinaba eat anything and everything that is smaller than them/that they can hunt alone, since they prefer a solitary lifestyle. They hunt similarly to normal tigers, and will usually sneak up on their prey and surprise them with a swift attack before dragging its body back to where the Kinaba thinks it is safe to eat.
Temperament: The Kinaba are extremely territorial and will attack even the largest of predators if they step into their territory. Otherwise, they are accepting of all species that do not threaten them and will not attack a Lothar or any other sentient if they are encountered outside their territory. The one thing Kinaba will attack outside a one's territory is a mage.
Abilities:They are extremely intelligent, to the point of near-sentience, and use that to their advantage for extremely advanced (for animals at least) hunting tactics in hopes of surprising their prey. They are bigger, faster, and stronger than normal tigers and would be capable of taking down the strongest of Lothar by themselves. They have evolved into solitary animals that know and are prepared to fight alone versus multiple foes, utilising both their claws and teeth as well as their long horns. Because of their strange connection to Emea, the Kinaba can spot out ether-using mortals in a crowd of non-mages. Their claws and fangs are also covered in some form of ether, allowing them to damage a mage in such a way that turns their magic against them, making it painful, potentially even destructive to use.
Weaknesses:Against more intelligent foes like most mortals, their sneak and surprise tactics are useless, and all it takes to beat them is a mounted archer that can outmanoeuvre the horned beast in a forest. Females are also extremely weakened during their gestation period, and finding one without a male protectorate means certain victory against it.
Note: Kinaba horns are sold for 200gn each at the market in Uthaldria, and fangs for 100gn each, while not being available anywhere else. Both of these have magical properties and can damage a mage badly if they are cut with one. Their skin is sold for decoration for 800gn per the Kinaba skinned. Kinaba mounts are not sold, but acquired through a natural quest which includes proving one's worth to the specific Kinaba
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Last edited by Aeon on Fri Apr 14, 2017 11:26 am, edited 2 times in total. word count: 772
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[Uthaldria] Development and Requests Thread

Hey Aeon,

I dig the Kinaba in general, but I do feel like their mage-hunting ability is strongly encroaching on the Tenok, as well as the Tenok's purpose in Uthaldria. With the Kinaba existing, there would be virtually no reason for the Tenok to be valued at all.

Furthermore, being nearly immune to ether-based attacks wouldn't be something I could see arriving in them merely because they're connected to Emea. I actually believe that Emea and magic interact sort of as adversaries, but neither would have an immunity to the other's effects.

And finally, I don't believe the Kinaba's description suits a "High" danger monster/animal. Creatures in Uthaldria and their danger levels are determined by the Lotharen Jegers, who judge them on very high standards. For example, the Lurkers might be considered Exceptional-Legendary to a Ne'haer footsoldier, but are only High-Exceptional at best to a Jeger.

I think Moderate-High is more appropriate for them. A typical tiger in the region would only be Low-Moderate, despite being considered quite dangerous elsewhere, due to the vast and drastic difference between Uthaldrian creatures and creatures outside of the region.

My recommendation is to give them a special ability that allows them to grievously harm mages if they can manage to utilize this ability on them, for example by sneaking up on them and biting, clawing or injecting something into them. They would possibly work alongside Tenok, then, instead of super-ceding them. I would recommend them not being able to actually track mages unless they're very close to them.
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[Uthaldria] Development and Requests Thread

With the edits, Aeon's Kinaba are now approved!
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Varthakh
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[Uthaldria] Development and Requests Thread

Mutanaxus
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Developed by Fridgar
Danger Level: Exceptional
Details: Mutanaxus Are the giga wyverns of Gauthrel. As a result of their origin, every Mutanaxus is roughly the same, nearly in every detail. They weigh in at 125,000-130,000kg and stand 25-30 feet tall and are 70-80 feet long total, 50-55 feet without their lengthy tails. Their scales range from white to pale to light grey, all very bright shades. Being wyverns, they have two legs and two wings, they are also blessed with a long tail.

Mutanaxus are often the butchers of free tribesmen, the only people exempt from their fury are the tribesmen that live atop Abanuxus' mountains and all to the south of the free tribes. They very scarcely wander too far from their creator. They are often referred to as 'the pale wings of death' in the native tongue for the certain doom that all who lay eyes upon them face.

Within their bodies is a gland that is always kept cool by circling little to no warm blood to the area. In this gland is where they store a large portion of their poison reserves in liquid form. This gland is no bigger that a fully grown adult male curled into the foetal position. It can take up to a dozen trials before the Mutanaxus refills this, depending on their diet.

They cannot be tamed, as proven by the hill tribes upon Abanaxus' back. Many great bonde have tried, but all face suffocation when they try. Lifespan and Development: Mutanaxus are shed from the mighty Abanaxus, they are his spawn. Every 200 years, Abanaxus will shed his skin. From his pores, rise the Mutanaxus. They do not have child forms, as far as history can tell. They raise from the dead sheddings as fully-grown adults. They bare no genders and cannot copulate with one another. They serve as Abanaxus' foot soldiers from the trial they are created until slain.

Not much is known of their development as they are born fully developed. Not many have seen the sheddings come to life, either. Perhaps only Thetros himself knows of the process, their weaknesses and origins. Diet: Anything and everything they have been seen feasting upon great fields cattle, but resort to the consumption of trees, foliage, rocks, whenever food is low. Temperament: Hyper territorial, these beasts do not meddle in the affairs of men unless hungry or threatened. They have been known to devour whole fields of livestock and occasionally resort to eating Lotharen and other humanoid races. For this reason, the free tribes all over the north focus on maintaining massive amounts of livestock. Abilities: The Mutanaxus have the unique bodily function of fully regulating their internal body heat, as such, they can work through the seasons of Saun and Cylus with little to no penalties, save for requiring more food to keep this ability active.

On top of that, they can administer a flow of hot blood to their poison gland, no hotter than room temperature and the poison will evaporate into gas form. The noxious gas is hyper concentrated and will be directed to the lungs of the Mutanaxus where it will dilute before being exhaled in a single elongated breath, filling up to a hundred square feet with noxious purple gas. The gas itself is extremely volatile, but not lethal in small doses. Its effects range from irritation of the eyes, nose, throat, skin to the corrosion of organic and non-organic matter for extended periods of time (five bits). The gas is believed to be extremely flammable, though only the raving mad can confirm this. People who have fought these beasts in massive platoons have returned on the brink of insanity after losing all their comrades, speaking tales of how the Mutanaxus wiped them all out by breathing massive amounts of noxious breath, only to ignite it by sparking its claws against its scales. No living man, other than Thetros and a few of the deranged can confirm this, however. The blast from igniting Muta poison is said to be so vicious that it stains the ground for a lifetime. Nothing will regrow in that spot until the black scar has been cleansed or fades.

With their raw weight and strength alone has been known to cause landslides and crush castle walls-mid construction with little effort. Weaknesses: Some believe that the Mutanaxus has no weaknesses. Some believe that the Abanaxus has hidden weaknesses. Some believe neither of those are true. No arrow or crossbow bolt has ever pierced the scales of Mutanaxus, neither has any blade. Though, catapults and massive blunt force impacts have been known to break its hollow bones but never break its skin.

For this reason, it is theorised by few that the secret to killing the colossal demon of pestilence is in the belly of the beast. Literally. None have tried to cut the inner walls of the Mutanaxus, and it has been known to swallow vast amounts of cattle whole. Maybe one trial, someone will have the guts to try?
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Alistair
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[Uthaldria] Development and Requests Thread

Shrine of Remission

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Developed by Alistair
A shrine of Ymiden, built by Alistair, in one of the valleys of Aedirn. The shrine is located within a small forested area designated as a natural reserve by the Jarl. Inside of the shrine is a small altar on which to kneel and pray, a statuette of Ymiden with the symbol of a sun coming above the horizon emblazoned on his chest, and a small basket for any tithes to the Immortal.
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Varthakh
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[Uthaldria] Development and Requests Thread

Llewnos (Mount)
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Developed by Fridgar

Danger Level: High

Price: 1200gn Untrained 2400gn Trained, not sold anywhere outside of Gauthrel.

Details: The Llewnos are very similar to the jaguar in many aspects, but not all. Like the panther, it's coat is usually black. Albino Llewnos do exist but are exceedingly rare and notably smaller and weaker than normal Llewnos, making them useless to the horde. Llewnos have a lean frame ad stand typically between five and six feet tall while on all fours and are ten to twelve feet long excluding their tails. Unlike their black coats, their eyes come in a vast variety of colours including yellow, green, blue, violet, amber and sometimes red. Their pupils are black on the canvas of their designated colour and will remain rounded when calm, but will grow slitted like a feline's when threatened or under the effects of adrenaline.

The Llewnos are notably heavy, weighing around one thousand two hundred pounds on average for the males and one thousand for the females. Despite this, they still walk around with grace and care, appearing nimble and dexterous, operating with great finesse. This is because of their strong core muscles and naturally strong bodies. They're notably very flexible and demonstrate great control of their beings.

It is for this reason that the Llewnos are a favourable mount to a growing number of Jeger. The Llewnos can travel at very fast speeds and do so very quietly. For a Llewnos to be so clumsy as to step on a twig is almost unheard of, laughable even. While useful for the single Lothar, the Llewnos can't carry more than one of the hulking men, sometimes failing to carry the bigger ones for extended periods of time. While being mounted, the Llewnos operate for quality, but can't make the long distance. While unhindered, the Llewnos has been known to travel great distances a lot faster than other land mounts.

They are nocturnal stealth predators that sleep in high hanging tree branches during the day. It is because they are comparably bad at head-on combat that they prefer to sneak up on their prey while the sleep or are caught alone before swiftly ending their lives with a single powerful bite. It isn't uncommon to find great beasts slain in the night to be mostly eaten by daylight.

Lifespan and Development: Llewnos typically birth a litter of twelve to sixteen cubs. Mated for life, the male will hunt and provide for the family while the mother imparts care and useful training to the cubs. Sadly, only two or three make it to adulthood and they're nearly always the strongest of the litter. For the first dozen trials of their lives, the Llewnos cubs will feed from their mothers. Removing a cub from their mother at this age will see the cub dead within twenty-four breaks unless returned to its mother.

At twelve trials of age, three or more cubs will have died to malnutrition. It's tragic, as this is the age that their teeth form and they begin to start eating solid foods like red meats that the father brings home. They live off their father as a life line for this period of their lives, spanning two seasons. By then, only seven to nine cubs remain, this is the period in their lives where their mother’s teachings are put to use and the cubs venture out into the wilderness to find their own prey to hunt and kill, If the Llewnos heed their mother’s warnings and hunt smaller game for themselves, they survive until adulthood. Llewnos reach full adulthood at one arc of age, at which point they may leave to start their own family or be unexpectedly captured by Lotharen.

But the foolish cubs that try to bite off more than they can chew or cower away, too afraid of their own potential, they die for one reason or another. Perhaps they manage to aggravate a larger predator and get themselves killed or they starve when they stick to eating rodents and scraps from carcasses. Either way, the journey to adulthood is a difficult one for the Llewnos, as well as any animal living in the fields of Gauthrel.

Diet: Carnivorous, they eat primarily red meats but appear to greatly enjoy the taste of fish.

Temperament: Careful, if the Llewnos is confronted by a superior predator, they will utilise their far superior mobility to either get away or out-manoeuvre them before delivering a killing blow to the jugular.

Abilities: The Llewnos have unparalleled balance and control over their bodies. This enables great feats of stealth and navigation. Llewnos climb trees with ease, often appearing to run up them. They're very agile and deftly avoid incoming attacks, but prefer not to fight. They possess greater hearing than a great majority of mammals. This feature paired with their night vision makes them great nocturnal predators, especially considering that their coats are pitch black and scarcely visible in the dark of night.

There have been cases reported of Llewnos dodging arrows spotted at the the last trill before impact. They're incredibly fast, almost faster than the eye can register. For this reason alone, the Lotharen are baffled as of why the Llewnos prefer not to fight, being more than capable of taking on multiple opponents and felling them all without taking a hit. They're also equipped with powerful jaws that have been known to fell predators several times their size in single well-aimed bites.

When riding a Llewnos, reduce mounted travel times by 25%, also hold on tight.

Weaknesses: It's just a cat at the end of the day, stab it proper and it's probably gonna die from either blood loss or infection. They also sleep in tree branches in daylight, making them very easy to capture or kill when they can't fight back.
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Last edited by Varthakh on Fri Jun 30, 2017 11:52 pm, edited 1 time in total. word count: 1011
Whenever one finds oneself inclined to bitterness, it is a sign of emotional failure.
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