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 Jasconius' Creature Ideas and other Concepts

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Jasconius
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeFri Mar 04, 2011 12:44 pm

Oblek
Size: 22 to 30 feet in length
Threat: Low
Habitat: Chordoni River, Jadong Lake, Jewel River

Hailing from another world, obleks resemble oversized triops in appearance. Their exoskeletons tend to range from a faint green to a diluted teal, and their eyes, which their are six of them, are a bright violet in coloration. They are planktivorous, feeding on the vast amounts of plankton that are to be found in Felarya's waterways, and are of little threat to anything. Mostly social creatures, they form large schools that consist mainly of females and young. The less sociable males, meanwhile, will actively patrol sections of rivers and lakes that they view as their own and fight off any challengers to their territories. These "fights" consist of nothing more than one male attempting to flip the other over.

Obleks possess a very minor psionic prowess, with individuals within a pod being able to coordinate their movements telepathically. While they are not able to directly communicate with other species, they are able to "impose" feelings upon them, such as making a hungry exovole suddenly feel extremely mellow, or make a young mermaid become bored with skipping them across the water's surface. Besides this, obleks can also generate a jolt of electricity to sting, though it takes several hours to charge up and is only dangerous to smaller creatures.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeSun Mar 06, 2011 10:02 pm

Religions

Children of the Flower Goddess

Calyx is the goddess of flowers and their parts. Despite this relatively small role for a deity, especially when compared to those of other gods and goddesses to be found in Felarya, she still maintains a rather high amount of devote followers. These "Children of the Flower Goddess", though often referred to by less flattering names by outsiders, are primarily centered within the villages inside Kryromia fields and the surrounding regions, as well as a few small groups within Negav itself. In the former regions, this worship is apart of daily life amongst all community members and dictates their lives; within the latter, they are too small to have any significant sway on the populace and are viewed as "harmless" by the Ps'isol magiocrats, so much so that they don't even have people on the inside to keep tabs on them.

Followers of the religion hold a great respect for flowers of all sizes, colors, and kinds. They hold such a reverence of flowers that they often wear them in festive ways and, for those living in or near Kryromia fields, wear clothing formed from the parts of the giant flowers found there and smear the pollen they find so sacred all over their bodies. In terms of worship they practice "Capitagiuspicy", the art of discerning the will of the Flower Goddess from the bounty of her pollen. Led by a prime lectornus (the equivalent of a priest), the coloration, smell, and even texture of the pollen lets them know of many things, ranging from when it will rain, how well the crops will grow during the growing season, what one's destiny will be, and even if it is safe or not to leave one's village without fear of predators. While looked down upon by outsiders, the extremely high accuracy of these predictions has led some to believe that some deity is indeed guiding them.

The Children of the Flower Goddess have little to fear from what are otherwise dangerous plant life, especially from those that are to be found in Kryromia fields. Indeed a follower of this religion can walk right before a starving Kryromia and be safe from harm. Some believed that their was a scientific reason for this, such as the pollen that the worshippers smear all over themselves tricks the predatory plants somehow, though after several "tests" and test subjects later this was quickly disproved. To further convolute this, most of the flowers in the region seem to provide and even protect the followers of Calyx. While this has left the scientific types even more confused, for the followers, the reason is simple: the entire region is merely an extension of the goddess herself and it is by her will that they are kept safe. They serve her, and in return, she provides and protects them.


(optional)
They are on relatively good terms with the Arborian Laborlists, though arguments do erupt on whose goddess is the true embodiment of nature, and the relationship of the other one to her.


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Karbo
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeThu Mar 10, 2011 4:33 am

Great ideas here. I find the knucker one especially intriguing , with those strange telporting holes. This could almost be a zone in itself, like a sort of maze where you don't know where you will emerge out Razz
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Jasconius
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeTue Mar 15, 2011 5:51 pm

Wanted to go with a bit of an "Innsmouth" theme with the relationship between the people of the town of Draedus and the Rizzith. I hope it's not too Un-Felaryan.

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Edomnis Island
Danger: Normal
Inhabitants: humans, nekos, inus, harpies

Edomnis Island is a relatively small island located in the Shimmering Sea, situated near the much larger Iracial Island. The terrain is, for the most part, relatively flat saving for the numerous valleys and the occasional crystal formation that are to be found here. Scrubs and grasses dominate the land as anything taller is usually stripped of all its leaves and toppled over by the strong winds that regularly blow over the island. Those that do manage to survive these winds have typically found shelter beneath rocky overhangs or small valleys. They stand as living testaments against the harshness of this land. The wind is not the only hindrance for flora here; this island receives little rainfall and its soil is rather thin, not to mention the fact that its location within the Shimmering Sea exposes regularly exposes it to particularly cold weather.

This is not to say the island is devoid of life, far from it. While the island isn't particularly large enough to support a permanent population of large predators, it does support a diverse ecosystem of smaller organisms that are well adapted to a life akin to that of one on a tundra. There is also a small settlement on the island, the fishing town of Draedus that is located in a sheltered cove on its southeastern shore. This is not the only construction on the island, for near its center lies a series of carved crystals whose surfaces are engraved with unknown ruins.

The island is surrounded by a series of undersea spires that are known as “The Teeth” by the locals. Hidden beneath the waves, they have claimed countless ships whose wrecks now dot the seafloor around them. These artificial reefs are now slowly being reclaimed by the sea and have become havens for a plethora of marine life. Fishing businesses here have flourished because of this, but so too have wrecks from careless fishermen. Though this barrier can make passage to Edomnis Island rather treacherous for the unskilled, is does not make it entirely impossible. One can navigate their way through quite easily during the high tide when it is much safer to pass through. This doesn’t, however, make the barrier entirely navigable as larger sea creatures will find “The Teeth” rather troublesome to swim through, much to the relief of the islanders.


Crystal Ruins of Ugrath Den
Danger: Low
Inhabitants: none

Located near the center of Edomnis island, the “Crystal Ruins of Ugrath Den” is one of the islands great mysteries. Named after their discoverer, Sir Ugrath Den the Third of Negav, they are a source of archeological intrigue to those who visit the island. Their builders are unknown as they left little besides the crystals behind, including their names, and thus they are known simply by the title given them of “The Crystal Crafters”. They must have been truly skilled artisans to have carved the otherwise ordinary crystals common to the Shimmering Sea into such beautiful works of art ranging from towering spires to breathtaking arches. Their perfectly smooth surfaces are covered in intricate runes whose purpose remains unknown, though some believe they may represent a long dead language used by the sites constructors, while others think that they are possibly wards against evil spirits and demons – and perhaps even giant predators! – that the “Crystal Crafters” feared.

(Optional)
Interestingly, they are carved in such a way that when the wind blows through them they produce serene music akin to something produced by a wind instrument. While extremely enjoyable for humans and the like, larger beings have experienced headaches and thus tend to stay away. This has led some to believe that the ruins were devised as something similar to the Isolon Eye, albeit on a much more primitive level and using sounds (possibly to high/low for a smaller humanoid to hear) instead of magic to keep predators away.


Draedus
Danger: Very Low
Inhabitants: humans, nekos, inus

Found on the southeastern shore of Edomnis Island is the small town of Draedus. As the land provides little for crops or livestock, its inhabitants are totally dependant on the bounty of the sea in order to survive. It provides them with all they need to sustain themselves and more with a plethora of fish, crustaceans, and other sea life. So much that they seem to be able to trade much more than their fishermen should be able to catch to traders who visit their cove. Said traders often find themselves paid in rare crystals and their ships relatively safe in the surrounding waters, despite the fact that they should be teaming with mermaids and other large predators.

History
Despite their wealth and relative safety, the town has not always had good fortunes. Roughly a century the time of it’s founding, most of the town’s fishing ships were destroyed in a sudden storm, and their crews devoured by giant mermaids. This event left the town devastated, both economically and in terms of moral, for several years and with no end in sight. Trade with outsiders came to a near complete stop and fewer boats went out on the water. Then, seemingly overnight, the town became prosperous once more, with trade suddenly resuming and even surpassing that earlier years before the disaster, and fleets of brand new ships sailed the waters surrounding Edomnis Island without fear. After this change for the better, however, the town’s members had become rather reclusive, tending to keep primarily to themselves. They have become distrustful of outsiders, seemingly for the sole purpose of keeping the secret of their success for themselves alone.

--------------------------
(Race)

Rizzith

The rizzith are a rare race of psionic beings found only around Edomnis Island and who, in appearance, resemble large semi-translucent scale worms. They seem to produce a very faint, pale blue glow from deep within their bodies, a light source that makes them appear somewhat like ghostly apparitions while they swim underwater. They do not think like most other races and instead think along the entire span of their species existence, their psionic abilities granting them a form of genetic memory dating back to the first of their kind. Because of this, they are very calculative and methodical when it comes to planning; they think ahead in terms of centuries and rarely take actions that would result in only short-term gains. The rizzith tend to refer to themselves as a collective, lacking any sense of individuality. To them, an individual may perish, but the colony as a whole will survive.

In order to survive, they have made a deal with the townsmen of Draedus. In return for providing them with fish and rare crystals, as well as keeping them safe from mermaids and such, the townsfolk provide themselves as hosts for the larvae of the rizzith. For those that agree (as it has to be a mutual agreement), a foot-long larva will attach itself onto their back and merge with their nervous system, effectively making them one. The host remains in control, but the consciousness of both share its body. This comes with benefits, such as a telepathic bond with the rizzith and other hosts, as well as the ability to survive underwater as the larvae can act like a “gill” and provide oxygen for them. After about half a century, the larvae will mature and the host will begin to take on a more “crustaceous” appearance as his “parasite” spreads, until eventually they will resemble bipedal lobsters with mantid-like forearms. At this point, life on land becomes rather difficult for them and thus they will take to the sea where they will become fully one with the rizzith commune and live in their underwater city hidden within “The Teeth”.

The rizzith possess a queen, one who maintains the scale worm-like form throughout her life. She is far larger than the rest of her kin, being nearly fifty feet in length, and serves as both the sole breeder and as the central nexus for the hive mind. She not only maintains it but also directs it, and is the only rizzith capable of doing so. There is only one known queen, the first rizzith in Felarya who escaped a homeworld that, in their words, was destroyed by those who walk the plains. She was the one who originally made the deal with the leader of the townsfolk of Draedus.

The townsfolk keep the rizzith a secret primarily out of a combination of their own self-interests (they don’t want their trade taken by others who would use the rizzith) as well as to prevent them from being exploited by other communities in the Shimmering Sea.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeSun Mar 20, 2011 7:39 am

Balmung
Size: 12 to 18 feet in length
Threat: Moderate
Habitat: Imoreith Tundra

Balmungs are large, salamander-like creatures that make their homes along the bottoms of the few rivers and lakes that exist on the Imoreith tundra. Unlike most salamanders, however, they possess three pairs of limbs and have four ruby-like eyes, as well as a layer of short, silky white fur. Their eyesight is quite poor, so much so that their vision becomes based on movement for anything more than three feet in front of their heads. So instead of relying on sight to hunt prey, they rely on the vibrations they make. Should something come to the water's edge to drink, any balmung in the nearby area will know of it. Like a crocodile it will lunge, attempting to drag its prey beneath the water's surface where it can eat it at its leisure.

These creatures have a particularly nasty habit of not letting go once they have bitten onto, even after their own deaths, for at least three to four weeks. This can be quite troublesome (or just annoying) should a balmung latch onto something much bigger than itself. It takes a great effort to pry open the jaws of one of these beasts if one does not have the patience or time to wait for them to let go on their own. Interestingly, some giant races in the area, such as jotun, have found a use for them. Should one be suffering from a bad open wound and have no means to close it on their own, they will sometimes use small balmungs as emergency "stitches" until they can seek medical attention.

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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeMon Mar 21, 2011 2:14 pm

I added the Chrotinid. so please as always tell me if you agree with the disclaimer ^^

And this island is really intriguing. people turning into crustaceans ? that's interesting, especially so because there is advantages attached to it. It could seem monstrueous from an outside view, but natural for the people dwelling there as they are used to see it. That's pretty Felaryan from a certain point of view Razz
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeMon Mar 21, 2011 3:06 pm

I agree to the disclaimer, and thanks for the compliment Very Happy
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeFri Mar 25, 2011 9:25 am

Tjangara
Size: 10 to 15 feet in length, 8 to 10 feet tall
Threat: Low
Habitat: Chidokai Forest, Tolmeshal Forest

Tjangaras are bird-like bipedal reptiles that have received a rather infamous title amongst giant predators for being egg thieves. In appearance they resemble large oviraptors with prominent, grasping claws, a large head crest, and a sharp toothless beak. However, they also possess the coloration and feathers of cassowaries, making them a very colorful yet odd sight to encounter in Felarya. They are normally quite timid, even around humans, but can be quite dangerous if cornered due to their powerful kicks and vicious claws. The typical diet of these animals includes various small lizards and mammals, and they tend to hunt in pairs both to increase their chances of success as well as protection from predators.

As previously mentioned, however, tjangaras have another component to their diets that has earned them the ire of many predators, especially amongst expectant mothers. Tjangaras love to eat eggs, and will steal them from nests whenever they have the chance, such as when the mother temporarily leaves them in order to hunt. Instead of eating them then and there, these egg thieves are smart enough to abandon the nest as quickly as possible, in order to prevent an angry mother from stumbling upon them in the middle of the act. While the fate of the egg carried off is often grim, occasionally luck will be on its side and the tjangara will loose it, which often results in the survival, albeit orphanage, of the hatchling within.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeWed Mar 30, 2011 5:49 am

I added the doom duck Laughing
This one is just comedy gold ^^
as always please tell me if you agree with the disclaimer
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Jasconius
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeWed Mar 30, 2011 6:21 am

Of course I agree with the disclaimer.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeWed Mar 30, 2011 2:58 pm

I think the appropriate response to hearing the quack of a Doom Duck would be to soil your pants.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeSun Apr 03, 2011 10:07 pm

Stone Crab
Size: 6 to 8 inches across
Threat: Minimal
Habitat: Negav

Stone crabs are, as their name suggests, crabs that appear to be made of stone. They are amphibious, doing well on both land and water, and not being restricted to life in either. Despite their appearance, they are not silicon-based in nature, thus they are capable of feeding on a wide range of organic foods. These include young micrats, pterok eggs, mapet larvae, warp roaches, etc... but overall they tend to be scavengers, preferring to feast on the refuse found in the garbage strewn alleys of the lower levels of Negav. Because of their plentifulness, they tend to be treated as a relatively cheap source of protein by the poor and homeless who can't afford to buy anything else. While this does tend to keep their populations down, they still manage to have several populations booms every year. They breed in the sewers, and during these times many a chubby mapet, with satisfied looks on their faces, are to be seen.


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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeFri Apr 08, 2011 2:38 pm

Myliob
Size: 3 to 6 foot wingspan
Threat: Very Low
Habitat: Silverfell

Myliobs are aerial organisms found only in places as dimensionally unstable such as Silverfell. They resemble silver bat rays in appearance, and have bioluminescent markings on their bodies that glow red at night. Herbivorous, these flying rays feed exclusively on Planar Chorydium, grazing on these silvery fern-like plants and keeping their growth in check. Apparently immune to the dimensional instabilities and vortexes that plague the region, they are one of the few creatures that not only survive here, but thrive here as well. "Flocks" of myliobs are not entirely uncommon inside the hollows and will generally avoid contact with humans and such. If threatened, however, they are capable of launching the stingers at the end of their tails at them. While not fatal, the poison they possess seems to increase the chance of dimensional instabilities that can occur around the stung individual, an ability that seems to be able to be multiplied with every subsequent sting.


Planar Hydroid
Size: 20 to 40 feet tall
Threat: Moderate
Habitat: Silverfell

Planar hydroids are semi-transparent, silvery creatures that resemble freshwater hydras in appearance. Not only are they immune to the dimensional disturbances that are to be found here, they are able to even extend their tentacles through them in order to increase their already impressive range. Said tentacles, which can extend to nearly four to five times their own body length, are armed with nematocysts which contain potent paralytic toxins. Should something, such as a myliob, come into contact with it, the nematocysts fire and paralyze it, after which the prey is dragged back to the mouth to be swallowed whole and alive. Planar hydroids seem to be unable to survive outside of the Silverfell, and even there inside the hollow they are not a very common sight.

While normally stationary, they are capable of summersaulting in order to slowly make their way around the Silverfell.


Vortex Roach
Size: 5 to 6 inches long
Threat: Minimal
Habitat: Silverfell

Found only within the Silverfell, these loathsome vermin are cousins to the warp roaches found in the greater area of Miragia forest and populated settlements such as Negav. In appearance, they resemble hissing roaches with mantid-like forelegs, a rhinoceros beetle-like horn, and a bulging abdomens that glow with a silvery light. While their cousins warp whenever they are in immediate danger, vortex roaches only do so when they sense a dimensional anomaly or vortex. This allows them to avoid most of the dangers of the Silverfell, though not the dangers poised by predators. Not as omnivorous as warp roaches, this species of insect feeds on the Planar Chorydium, tearing apart the leaves with bulldog ant-like mandibles. They will also use these plants as nests, laying their eggs beneath the fronds and then abandoning them to their fate. Only a small percent of each clutch will survive, though the vortex roaches compensate by maturing quickly and breeding rapidly.

If one is lost in the highly dangerous Silverfell and is without food, these roaches can be used as a food source, though they have been described as tasting somewhat like burnt chicken.

- - -

Clypea
Size: 5 to 15 feet in diameter
Threat: Minimal
Habitat: Siren Sands

Clypeas, also known as "Mermaid Coins", are large sand dollar-like organisms known to commonly aggregate on the shores and in the shallows of Siren Sands. Harmless detritivores, they lazily slide along the sand on numerous tiny tube feet and feed on whatever minute particles they can find. If startled, however, they quickly bury themselves within seconds. In terms of coloration, they can range from snowy white and ebony black to almost every color in the rainbow. While relatively common, they don't tend to be eaten as they are considered very, very salty tasting, though this taste does tend to attract some animals such as duikers in a "relationship" similar to that between a deer and a salt lick. Some of the local giant races who visit the Siren Sands have developed a game involving these invertebrates: skipping them across the waters surface in order to see how far or how many skips one can get.


Shock Beetle
Size: .5 to 1 foot long
Threat: Low
Habitat: Teferis Forest, Negav

Rather large atlas beetles with pronounced horns and electric blue carapaces that inhabit the Teferis forest and other regions containing large amounts of actinite ore. Soaking in the background electricity, these beetles are capable of manipulating it with their trio of horns, causing arcs to form between them before they eventually launch it like a lightning bolt. This ability is used not only for shocking their predators, but also for stunning their prey, such as smaller insects and worms. The one downside is that it takes them awhile between jolts to recharge themselves, during which they are vulnerable to predators. Their primary predators, especially when they younger, are stormseekers and greater stormseeker fledgelings, both of which are able to not only resist their bolts of electricity, but feed on them as well.

Because of their abilities and neon-like coloration, they are considered novelty pets in places such as Negav. Great care is needed, as shock beetles will inevitably try to make their way towards power sources and machines, especially those that run on actinite. This can often lead to short circuiting and power drainage. Some of these insects have managed to escape their owners, and wild populations now exist in Negav.

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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeMon Apr 11, 2011 10:04 pm

Name for the Ótr based upon Ótr himself, a dwarf who often transformed into an otter.

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Ótr
Size: 8 to 12 feet long
Threat: Low
Habitat: Jadong Lake, Siren Sands

Large otters native to Jadong Lake, Ótrs have earned a rather infamous, though well-earned, reputation for being tricksters. Also known as Jadong otters, they are distinguishable by their three pairs of limbs, an anglerfish-like lure (complete with glowing bulb) growing out of the tops of their foreheads, a pair of small tusks similar to those of Jotun, and fur which is of a color similar to red gold. They feed primarily on fish, crustaceans, and mollusks. Because of the hard shells of the latter two constituents of their diet, however, they require the use of a hard tool to open them, such as the local ebony pearls. Quite social, they tend to be happiest when living in groups, not only for the social interaction, but also for safety as well from hungry toxotidas and large silver mycorpes.

Quite "playful" by nature, Ótrs are well known for the pranks and tricks they tend to play on humans and such. These can include simple things such as putting small piles of treasure near the shoreline and then spitting torrents of water at the faces of those who try to collect it, to more dangerous ones such as throwing slippery strands of algae onto Anko's bridge just before adventurers attempt to cross it, just to watch them slip, slide, and tumble over the side, typically into Anko's open mouth. Why they do this is not exactly known, though some believe they do it just for the fun of it. That and the fact that Anko herself has been a bad influence on them.



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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeWed Apr 13, 2011 7:38 pm

Chirop
Size: 6 to 10 feet tall
Threat: Low
Habitat: Evernight Forest

A rather bizarre, strange looking, yet generally harmless creature native to the Evernight forest. In terms of appearance, they resemble wingless, short-necked ostriches, but beyond that they share no more similarities with birds. Instead, they more resemble bats as they possess the head, large ears, and gray fur of them. As previously mentioned, they are, for the most part, completely harmless, choosing to flee rather than confront anything due to how relatively frail their bodies are. Despite this frailty, though, they are deadly hunters, at least of small animals and such. When they encounter one, they unleash a long ultrasonic squeal that, if it doesn't outright kill it, stuns the prey long enough for the chirop to gulp it down whole. They will also use this should they come under attack, causing disorientation and migraines in would be predators or unwary adventurers who may have startled them. One can tell when one of these is using their trademark silent (at least to human ears) screech as the chirop will position its ears in the direction of the target and, almost comically, its entire body will begin to vibrate rapidly, specifically its head.


Greater Chirop
Size: 22 to 28 feet tall
Threat: Medium
Habitat: Elifga Valley, Direwind Hills

Larger cousins of the chirops of Evernight forest, like them they resemble wingless, bipedal bats built like ostritches. Possessing white fur to blend in with their surroundings, they hunt down their prey via the sounds they make and locate them with their supersensitive ears. Like their smaller cousins, once they find said prey, they unleash a ultrasonic squeal that incapacitates them. Unlike their cousins, however, the greater chirops are far more daring and will even go after giant predators... as long as they are in a sizable group, of course. They will attack larger sapients not to eat them, though, but to knock them out long enough so that they can steal whatever food they might be carrying. They are still skittish, however, and will not take the risk of getting too close to something, even if it is unconscious, if their is even the slightest chance that they may be harmed. This can lead to some rather comedic scenarios where a group of greater chirops will refuse to get to close to an adventurer who has found a way around their ultrasonic attack - such as by blocking his/her ears - simply out of fear of being harmed.


Last edited by Jasconius on Wed Apr 13, 2011 7:49 pm; edited 1 time in total
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeWed Apr 13, 2011 7:45 pm

Jasconius wrote:
Chirop
Size: 6 to 10 feet tall
Threat: Low
Habitat: Evernight Forest

...One can tell when one of these is using their trademark silent (at least to human ears) screech as the chirop will position its ears in the direction of the target and, almost comically, its entire body will begin to vibrate rapidly, specifically its head...


Lol, there's a good chance the cause of many deaths won't be vore, it'll be laughter.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeFri Apr 15, 2011 8:49 am

Fire Scallop
Size: 1 to 2 inches
Threat: Minimal
Habitat: Jungle of Perils, Crimson Woods

Freshwater shellfish found within the Jungle of Perils, fire scallops get their name from the bright red coloration of their shells. Perfectly harmless and often considered good eating, their sole defense against predation, besides their shells, is to squirt water into the faces of those who take them out of the rivers and ponds they call home. This serves merely to startle their potential predator, and is enhanced by an irritant the fire scallop mixes with the water that is akin to itching powder. Like other scallops, these bivalves are capable of "swimming" by rapidly opening and closing their shells. While not the fastest way to get around, it can often get them out of harms way. They are occasionally kept in tanks as pets in such places as Negav.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeSat Apr 16, 2011 12:15 pm

Heres a myth idea I had, influenced by both Morlocks and C.H.U.D.s.

- - -

The Underworlders

Ur-Sagol, a once grand city nestled deep within Felarya. During the height of its prime, it was considered one of the greatest of all civilizations in Felarya rivaled only by those of the dridders and elves. It was a place of renowned for its arts, technology, and magical prowess, all until it was eventually devastated during a cataclysmic event, leaving it to be slowly reclaimed by the surrounding jungle it once defied. And so the city lay in ruins, all but abandoned save for giant predators and jungle life, as well as the seedier sorts of scum who ambush the occasional adventurer or caravan that passes through. No longer does the once proud Sagolians call this place home, for now they are nothing more than a faded memory of a people who were entirely destroyed for their expansionist goals by the Guardians themselves... or so it is believed.

According to the bandits and thieves that have made the ruined city their hideout, the underground sections of Ur-Sagol are said to be an extremely dangerous place - some even claiming that it's even more so than the surface itself! They speak of it as being inhabited by terrible humanoids that hunger for living flesh and thirst for human blood, beings that are neither man or beast but something in between. They refer to them by such names as the "underworlders", and describe them as pale human-like figures with sparse hair, slimy skin, glowing eyes, and a monstrous appearance supposedly stemming from untold centuries of evolution, deep underground, away from the world of the light.

These beings are said to hunt down and devour all who enter the "undercity" of Ur-Sagol, almost as if they were the guardians of this realm. They are said to lurk about the shadows, encircling and then swarming those they do encounter with an animalistic mindset and ferocity, but can be driven off by light, especially that produced by fire. It is also said that some, in at least a few tales, are capable of using magic, especially that which involves darkness and shadows.

What they are varies from story to story. Some claim they are protecting some ancient secret hidden deep beneath the ruins, and were created by the Sagolians in order to guard their most precious of secrets. Others say that they are actually all that is left of the Sagolians, the descendants of those who survived the disaster and were driven deep underground where they "degenerated" into savage monsters. Whatever the case, they are firmly relegated to the realm of myth by the Ps'isol Magiocrats who claim that they are merely stories told in order to deter children - of the various bandits and thieves who live in the ruins - from going underground. The story has merely expanded and spread with each telling, and that there is no "sub-humans" under Ur-Sagol... even if the disappearance rate of adventurers who go down there is rather high.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeMon Apr 18, 2011 11:39 am

More great ideas here ^^

I really liked the Myliob and shock beetles. They are original and really integrating well into their environment. I'd like to add them if you are ok with the disclaimer ^^
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Jasconius
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeMon Apr 18, 2011 12:13 pm

Sure, I agree to it.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeTue Apr 19, 2011 8:30 pm

Moving some ideas I had in the kensha diversifying thread here.

-----------------------------------


Frost Kensha Beast
Size: Males 36 feet, Females 34 feet
Threat: High
Habitat: Imoreith Tundra, Elifga Valley

With fur ranging from an icy grey to a snowy white, these wolf-like predators are one of many variants of the mainline Kensha Beasts. Like the Ice Kensha Beasts, they have adapted to a frozen region, though instead of taking to snow-covered mountainous peaks, they have chosen a lifestyle on the frozen plains of northern Felarya. Bulkier and more muscularly built than their cousins, they have more pronounced canine teeth for taking down prey and larger, flatter paws for better traction on the frozen tundra soil. Their claws are larger, but the poison associated with them is not as potent as that of their southern cousins. Packs are led by an alpha male and female, and the typical hunting strategy involves chasing down the targeted prey until it has tired itself out, encircle it, and then take turns striking till the unfortunate prey succumbs to exhaustion and blood loss.

Jotuns have managed the surprising task of taming these fearsome beasts and using them as hunting dogs. While the process involved isn't fully known, it suposedly involves a lot of punches to the nose. The results are obvious, though, as tamed Frost Kensha Beasts will serve and protect their Jotun masters as if they were the alpha of the pack.


Shadowclaw
Size: Males 22 feet, Females 20 feet
Threat: Moderate
Habitat: Evernight Forest

Hailing from the dark interior of the Evernight forest, shadowclaws are just another example of the great diversity amongst Kensha Beasts in Felarya. Smaller and more physically frail than the mainline species, they compensate with a much more potent venom in their razor-like claws. Their fur ranges from coal to pitch black in coloration, making them extremely hard to make out from within the darkness of their home. Because of said darkness, however, shadowclaws rely more on their sense of smell and hearing, and their eyes are extremely sensitive to bright light to the point where a sudden flash will cause them great pain. Pack organization is looser than in that of other Kensha Beasts, though still maintains the basic hierarchy. When hunting, they often tend to trick their prey with howls meant to scare them into the direction of other pack members lying in wait.


Direfang
Size: 65 feet
Threat: Very High (moderate to humans)
Habitat: Deeper Felarya

Direfangs are huge, bulky predators that almost resemble a cross between a large wolf and a bear that was then placed on steroids. They have a heavily muscular form, massive jaws, huge fangs, and thick paws ending in blade-like claws. They are close cousins of the Kensha Beasts, though unlike them they tend to be solitary predators and have much less potent, almost nonexistent, poison in their claws. They have no need for it, for a single swipe of a paw is often enough to end any hunt, so much so that one good swing will break a mumansi's neck or shatter a Kensha Beasts' spine with one blow. Despite this power, their main disadvantage is their lack of speed, being capable, at most, of only short bursts of speed; an organized Kensha Beast pack can often take down a lone direfang without losing a single pack member, though one or two casualties are not uncommon. Because of this, confrontations between the two species tends to be rare, with both respecting the territories of the other.

A direfang will often ignore humanoids because of the great size difference between the two, though they will go after large groups should they attract its attention.


Zerda
Size: Males 22 feet, Females 24 feet
Threat: Moderate
Habitat: Sandfall Maze, Akaptor Desert

Smaller and lankier looking than the mainline Kensha Beasts, these wolf-like predators make their home in more arid regions of Felarya. Shorthaired, tan fur covers their bodies and helps them to blend in with their surroundings, especially when they are hunting. Unlike the mainline species, they possess a shorter, more triangular face and huge ears akin to those of a fennec fox. While these ears are used for keeping them cool during the scorching hot days, they are also, as one would expect, extremely adept at picking up even the minutest of sounds. Some say they are so good that one could hear an adventurer sneeze from over a mile away and then pinpoint where they are with near perfect accuracy. While these ears are their biggest assets, they are also their main weakness as their sensitivity makes them vulnerable to loud noises, so much so that something like a loud bang going off near them can cause the zerda physical pain.

Pack structure is different from that of the mainline Kensha Beasts. Those of the zerda typically involve only a mated pair and their offspring. Working together, they can stalk their prey, with one member tricking it into heading into the direction of the rest of the “pack”. A rarer are solitary individuals, and they tend to consist of young zerdas that have yet to find a lifelong mate or older ones whose partner has been killed.


Latran
Size: Males 26 feet, Females 24 feet
Threat: Medium
Habitat: Great Rocky Fields

Smaller and not as muscularly built as the mainline Kensha Beasts, latrans have paler, shorter coats and overall bear a closer resemblance to coyotes than wolves in both appearance and habits. They inhabit the Great rocky fields, and are well adapted to living there. While not as quick as their cousins when it comes to running or chasing down prey, they are instead better built for endurance, being able to go for days without rest and letting their prey exhaust themselves. Usually encountered on their own or in loosely connected packs, they can be just as much a threat as centaurs for those living on or crossing the Great rocky fields. Their diet is by no means restricted to just small and large prey, though, as they will just as happily eat vegetables, fruit, and mushrooms should they come upon them. This generalist diet has allowed latrans to eke out an existence and not only survive, but thrive.
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeSat Apr 23, 2011 8:56 am

wow I was going to add the Okali a new creature I imagined a while ago. I went in to translate the name of the animal it was based on and it was.. otter

And suddenly I realize that all this time I thought the word "otter" reffered to "sea lions" ( as it is "otarie" in french ) o.o
You learn new things everyday I guess XD
This means it may look quite inspired by your Otrr ^^;
I added the schock beetle and Myliob besides that ^^
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeSat Apr 23, 2011 10:10 am

Very Happy

P.S. What do you think about diversifying the kensha beasts?
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeThu Apr 28, 2011 7:37 am

I think it's a nice idea and those are solid entries ^^
I especially liked the shadowclaw one Smile
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PostSubject: Re: Jasconius' Creature Ideas and other Concepts   Jasconius' Creature Ideas and other Concepts - Page 6 Icon_minitimeSat May 28, 2011 10:33 pm

Hippocampus
Size: Varies
Threat: Very Low - Low
Habitat: Shimmering Sea

Hippocampi, also known a merhorses and sea-mares, are a diverse group of "literal" sea horses native to the Shimmering and Topazial seas. The typical hippocampus, in terms of appearance, resembles a horse whose lower half has been replaced with that of a fish, like mermaids. They possess small fins on the back of their limbs, as well as (a) larger one(s) on their neck in place of a mane. Small fish-like scales cover the entirety of their bodies, and come in a wide range of colors depending on the species. These include striped lionfish-like hippocampi to silvery herring-like types, as well as, somewhat ironically, armored seahorse-like ones. Most of these are relatively social species, forming "herds" that stick together for protection from the various predators that inhabit the waters of Felarya. Any that do still threaten them, however, are often met with nasty bites, powerful kicks, and depending on the species, poisonous spines and flesh as well.

Hippocampi of all kinds are herbivorous, feeding on the the various seaweeds and algae that are to be found in the Shimmering sea.


Frost Slug
Size: 8 to 20 feet long
Threat: Low
Habitat: Elifga Valley, Imoreith Tundra

Frost slugs are giant gastropods that are native to the colder regions of Felarya, such as the Imoreith tundra. They almost appear to be composed of ice, giving off the sensation that one has encountered an ice sculpture (one of a slug, though) that has come to life. Gentle giants, they graze upon the mosses and lichens that dominate the landscape, though if provoked they will retaliate with a squirt of a special slime that they produce from glands hidden beneath their eyestalks. This slime is very watery and gets everywhere, causing considerable irritation in the process, yet this is not the end of it. Upon coming into contact with the cold air, the slime freezes within seconds, holding the predator in place and potentially causing severe frost burns or even death. Such as powerful defensive tool is necessary for the frost slugs, especially given how extremely slow they are. This is readily apparent to those that have seen them, as it is often said that the only thing a frost slug can outrun is a glacier, and even then only marginally.
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