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Thread: [ANW] Maps and Flora/Fauna/Humanoids Repository

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default [ANW] Maps and Flora/Fauna/Humanoids Repository

    Right, so since Dan finished the world maps last night and we've got some ideas rolling, might be a good idea to have an archive thread to store information on the state of our world, its races and civilizations so we don't clutter up the main thread. So here it is! Y'all can post your own creations since I've pinned them (if I didn't already pin your stuff on Discord, let me know and I'll fix that) and if you post it yourselves you can edit your posts later down the road, ofc

    Blank world map

    Continental map


    Continents yet to be named:
    -That large island chain in the southeast where Chesser's Iwatoans are
    -Large island between Muataria/Midija and Hyperaustralis

    Pre-Bronze Age-killing 'Great Cooling' map - praise be to Dan


    KEY:
    Green - Temperate forest
    Orange - Mediterranean scrub/chapparal
    Light green - Tropical grassland
    Beige - Desert
    Dark green - Tropical rainforest

    Post-'Global Cooling' map - credit to Dan again


    KEY:
    Light gray - Tundra
    Teal - Taiga
    Blue - Temperate Rainforest (like PNW)
    Green: Temperate forest
    Yellow: Temperate grassland
    Beige: Desert
    Orange: Mediterranean scrub/chaparral
    Light green: Tropical grassland/Savannah

    Currents map (credit to Xion)


    This is the updated version with the wind currents completed in a initial form.


    Purple Lines : Polar Jet Stream. Northern one is wetter than the Southern one, should produce more rain but as iirc storms are low pressure, perhaps the southern one creates severe storms to allow for monsoons.
    Green Line : Intertropical Convergence Zone, where the Tradewinds of the north and south meet. Should be usually warmer climates where it is wet, and temperate/warm where dry.
    Beige Lines : Horse Latitudes for Earth's air currents, but for ours perhaps they are another jet stream.


    Winds :
    Blue in the Poles : Polar Easterlies. Cold and Wet in the North, Cold and Dry in the south.
    Light Blue : Westerlies. Vary depending on the area.
    Gold : Tradewinds, should be warm and wet unless if near a desert, then likely warm and dry.

    Gyres map (also credited to Xion)


    Muataric Bay Gyre (orange): Compared to the currents of the main oceanic gyres, the bay/sea's gyre consists of mild water(a mixture of colder and saltier deep ocean water brought to the surface and merged with the warmer water on the surface) brought into the bay from the south by an offshoot of the Western Southern Sea gyre at a slow moving pace due to the water coming from a eastern boundary current, then circling around the bay, with some leaving back the way it came, or merging with the eastern boundary current of the Altanic Sea gyre. The storms created here tend to be relatively mild and short lasting due to tradewinds being the predominant form of wind present overhead, but this also means the storms will likely be fast moving and full of moisture.

    Muataric Strait Gyre (pink): A quick moving current of warming water from the Hyperborean sea gyre circling the island, mixing with the Muataria Bay gyre's western currents as they travel south, then cools as it merges back into the Hyperborean Sea gyre, providing some of the moisture for the not-jet stream section of it. A weaker current continues to circle the island to where it merges with the water going into the bay.

    Storm Gyre (purple): Could be referred as the 'Storm' gyre for it's slower moving eastern currents that allow for Antarctic air to build moisture into powerful monsoons to strike at the islands and southern parts of Muataria in it's path, before it's warmer than average tradewinds and westerlies carry some moisture southwards and merge with the polar easterlies off Antarctica to begin the cycle anew. The western currents are fast moving and usually colder than the average ocean around it due to deep ocean water.

    Hyperborean Sea Gyre (blue): The currents of the Hyperborean sea are evenly divided between warm and cold, with the Western Muataric current carrying cold air and large amounts of moisture to Muataria, followed by the second current of the gyre merging with some of the deep water brought up by the exiting waters of the Muataria bay currents as it travels south, then turns westward, merging with warmer waters of the (red) gyre along with gathering moisture. The Altanic current could be compared to the Gulf Steam of Earth until it reaches Hyperborea, where, having depositied much of it's moisture, deposits the last bit by the volcano of Hyperborea before merging with the cold winds to gather more on it's journey towards the Muataric Bay.

    Leviathan's Gyre and Eastern Borealic Gyre (gray): It circles back around, but some water with moisture carried over travels eastward and cools, then merges with water from the northern Altanic Sea gyre and circles back, with more moisture that the winds carry to the plains.

    Ometic Gyre (dark green): Mostly warm, besides the current going up against the not-Hispania section of Muataria, that will be cold and dry due to deep ocean water brought up where the three gyres meet. The other two will be warm and wet, with weaker monsoons than the light green or the powerful ones of the "storm gyre"/purple.

    Midijan Gyre (light olive-green): Cold and dry for it's southern part, but warm and wet in the north as it picks up the leftover moisture from the purple one along with gathering moisture on it's way north to bring rains and monsoons to southern not-India. These will be medium-strength monsoons at best, with the occasional strong one if the purple gyre's storms are rather powerful that year and bring a surplus of moisture over to the light green gyre.

    N. Altanic Sea Gyre (yellow): Beginning in the west of the continent of the Altanic people in the north near Hyperborea, where a bit of it's warm waters seep eastward with some moisture to merge with the Gulf Stream near the center of Hyperborea, but the majority of the moisture is dumped on the northern part of the Altanic continent as it passes, with the water warming as it travels south, gathering more moisture as it turns towards the eastern coast of Muataria. The two currents that pass through Muataria are quite similar to the currents of the Purple Gyre, slower moving and have the potential for frequent major storms in the southern part.

    S. Altanic Sea Gyre (dark red): Besides where it's currents meet those of the Purple gyre, the Southern Altanic sea's currents could be said to be the calmest of all the oceans. The eastern edge of the gyre brings additional moisture to the already moisture-filled purple gyre, although the storms caused by the S.Altanic gyre generally tend to be large rainstorms over typhoons, but the rare typhoons that do form have historically been reported to be the worst encountered by humans. The rest of the gyre is dry and calm, although the currents are quite quick moving.

    Australo-Altanic Gyre (gold): A peaceful and calm doldrum, whose calmest periods lack any wind whatsoever and can potentially strand ships for days or weeks.

    Hyperaustralic Sea Gyre (red): Starting off the western coast of Hyperaustralis, the cold winds and water generally warm up as they move northward, gathering moisture as they do, then the current splits into two, one heading to be the Muataric Bay gyre, the other continuing westward, stirring up some Deep Ocean water as it goes along that cools the water of it and the southern edge of the Hyperborean gyre. The gathered moisture is dropped on the southern coast of the Altanic continent, then the waters go back to Antarctica.

    Magical/otherworldly minerals map


    Orange: Meteor mineral. ('meteoric iron')
    Dark Red: Dangerous Not-Lyrium
    Blue: Not Lyrium.

    Note: All minerals still need to be named.
    Last edited by Barry Goldwater; June 18, 2017 at 09:58 PM.

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: [ANW] Maps and Flora/Fauna/Humanoids Repository

    I will use this post to record my own creations, editing it as I put more stuff to paper (well, text on a chat server, but I digress lol).

    Feathered dragon
    A northern feathered dragon (temperate rainforest/forest/grassland, taiga)

    A southern feathered dragon (tropical grassland/rainforest)

    "I advise you to think twice before you pursue the beast, great master. Slaying a dragon is no easy feat. And even if you should prevail, devouring the heart of that monster brings both a blessing and a curse. You will gain its strength beyond doubt, but the gods will not look kindly on your butchery of such a magnificent and noble creation of theirs for your own benefit."
    -Yulug, wise man of the Elman tribe of Yahg

    The feathered dragon truly lives up to its name. The average adult specimen measures at 16 to 18 meters from head to tail, stands around 7 m at full height and weighs 9-11 tons, and of course its reptilian form is covered in the feathery coat of variable colors & patterns (though males’ coats feature brighter plumage than the females, no doubt to improve their odds at attracting a mate) that give it its name. Size is the least of its weapons, however: its 1.6-1.8 m skull, though heavy and thickset, is pneumatized, making its bones lighter and more flexible without detracting from its usefulness as a battering ram and a weight to secure a 15,000-pound bite. That bite is in turn inflicted with serrated, sword-like teeth that exceed 12 inches in length on average. Suffice it to say that the dragon can slay animals as large as elephants quite handily, and swallow humans whole…not that they do the latter often, for reasons elaborated on further below.

    Aside from its formidable teeth, the feathered dragon has further weapons in the form of its arms and feet. Its long feathered arms end in three wickedly clawed fingers, well-suited for grasping and slashing, and (like the rest of its body) are covered in feathers, thereby resembling an eagle's wings. Its feet end in three toes with even bigger claws capable of quickly tearing another feathered dragon’s foot off, and are attached to powerful legs capable of reaching a top speed of 20 kilometers per hour. All this said, the dragon’s tail is notably NOT used as a weapon, even though it could plausibly serve as a powerful whip: instead, it seems to have served as a balancer when the creature is moving at full speed or trying to rise after awakening.

    The feathered dragon is often thought of as a noble creature with human-like intelligence: challenging each other to honorable single combat to resolve disputes, going after mature and healthy prey instead of the elderly or sick or very young, and ignoring much smaller animals (humans included) unless either absolutely starving or directly threatened - say, by a crew of human hunters with more guts than sense. The truth is more complex. The dragon’s apparent chivalric code of conduct defies usual animal logic (especially in hunting), and modern science has concluded that it is driven more by bloodlust than any human-esque sense of honor: much like how dolphins will murder porpoises or their own young for laughs, feathered dragons appear to go after strong prey and engage in ritualistic duels for the thrill of it, while disregarding much smaller creatures as essentially beneath their attention and completely unfulfilling challenges.

    Speaking of ritualistic duels: that’s how these creatures resolve disputes, whether it is another of their kind trespassing on their marked turf or two males who find that they’ve been pursuing the same female. Almost all recorded combats of this type have begun with the challenger slamming its tail to the ground two or three times, baring its teeth and roaring at the challenged party, and follow the same standards: there is always an equal number of combatants on both sides (usually these duels are one-on-one, but there have been cases where a pair or trio of dragons will wait for their opponent to summon enough friends to even the odds before engaging, and in those cases where one side cannot match the other in numbers some of the more numerous team will sit out the fight instead), and the fight goes on until one side is either dead or retreats with its head bowed in shame. In a rare recorded case where two younger dragons attempted to gang up on a lone veteran, the older feathered dragon appeared to have gone into a rage and tore apart the corpse of one of its foes with its clawed feet after driving the other away, then stalked off as if considering the vanquished to be unworthy even of consumption (that, or it was just wasn’t hungry at the time).

    Feathered dragons live in family units consisting of a father, mother and children. The father and mother share a strictly monogamous relationship, with the father chasing off any other males sniffing around his mate and the mother doing the same to any other females eying hers. Typically the father hunts for prey while the slightly larger mother stays behind to guard their nest. Males leave the family upon reaching adolescence and wander the world, getting into fights with other males and hunting on their own, until they woo a female and settle down to start their own family: thus, they’re often referred to as ‘errants’, as in ‘knights-errant’. Draconic courtship involves a bit of violence, as well: once an errant male has found a nest with an adolescent female to court and she responds positively to his advances, he must fight her father (or mother, if her father is already dead) in a duel until the latter stands down and lets him leave with their daughter, presumably considering him a worthy protector. The male must not actually kill his intended mate’s parent though, since that at best means she and her siblings will unite to drive him out of their nest, at worst (and more often) they’ll consider him dinner.

    Scaleback
    A scaleback father and mother with juvenile

    "Behold the scaleback! Truly an inspiration to we, the downtrodden. It does not seek battle, but when the feathered dragon comes to menace it and its young, it will give the tyrant the fight of its life, just as we should!"
    -Lenh Mo, a leader of rebellious peasants in Fơng lands

    A monster as large as the feathered dragon needs to eat a lot of large creatures to survive, but prefers creatures that can put up a satisfying fight – and the scaleback fulfills both needs. This herbivorous reptile is roughly as large as the feathered dragon: a fully grown bull specimen on average measures at 14-15 m from snout to tail, stands at around 6 m when in a bipedal posture (meaning it can almost stare a feathered dragon in the eye) and weighs 8-9 tons. To sustain itself, the scaleback consumes huge quantities of plants: conifer needles, twigs, seeds, softer ferns, anything it can chew up with its beak and hundred-strong batteries of cheek-teeth.

    But size is far from its only defense. In order to counter the menace of raptors and feathered dragons, scalebacks have developed multiple defensive measures. Firstly, as one might guess from its name, its back is covered in hundreds of osteoderms, on average the size of a child’s hand, which give it a bony shield against the claws and teeth of its most infamous foes on top of the fact that its skin was already 3 inches thick. Secondly, the scaleback has a massive tail that makes up half of its body length and is stiffened by a network of tough tendons, which could be used to balance itself while getting up on its hind legs and running or as a bone-cracking club. And thirdly, its thumbs are tipped with sharp, stout claw-like spikes, which it uses to break into seeds and tough fruits when it isn’t trying to put out a feathered dragon’s eyes or stab its opponent in the jugular. Its size and bulk mean that it is also quite capable of wrestling even a feathered dragon in close combat.

    Scalebacks live in herds of dozens, even hundreds of animals, and are a deforestation concern for obvious reasons. Within each herd, bulls maintain a nuclear family with a spouse and children: to become the herd’s ‘alpha’ or supreme leader, these individual bulls will compete with each other in what appear to be wrestling competitions. When under threat, a herd’s adults will form a defensive circle around their young, and hope that their numbers & sheer bulk will suffice to put the threat to flight before they have to risk themselves in personal combat.

    Scalebacks are no threat to humans – save indirectly, by eating up all the vegetation in the area, or in a rather more direct fashion should their children be threatened. Feathered dragons usually begin their attack on a scaleback family by targeting the juveniles: not even to kill them, but just to provoke their parents into a ‘worthy’ battle. In one famously recorded instance, a feathered dragon was spotted harassing a pair of scaleback juveniles to start a fight with their father, who managed to kill it by stabbing it in the brain through its eyes before expiring due to wounds inflicted on its own neck and gut by the dragon’s maw and claws.

    Leviathan
    Sketch of a Leviathan by an observer

    "I thought we were all goners, caught going in the wrong direction in a storm like that. But something beneath the waves turned us around and forced us back towards land. While the crew were celebrating our turn in fortune, I saw it: a great whale, larger than any I've seen before, with a skull-like helmet over its head...and a scar running across its tail, so hard to spot in the darkness, but I know what I saw when the lightning flashed above us. It looked exactly like the wound on a calf I freed from my father's harpoon out of pity on my first ever hunting trip - twenty years ago."
    -Hortar, a Venskár whaler

    The Leviathan is a massive whale found in cold and warm seas alike. At 30-35 meters in length and weighing nearly 200 tons, it can lay claim to the title of 'largest creature alive'. Its physical structure is visually not all that dissimilar from that of a normal sperm whale, with a block-shaped head and a mouth filled with 40+ cm-long teeth, but unlike the ordinary sperm whale the Leviathan's upper jaw is also lined with teeth. Most distinctively, the Leviathan's head is also armored in bone, giving it the impression of wearing a second skull as a helmet. As with sperm whales, the sexual dimorphism between male & female Leviathans is quite significant, with some males being as much as 50% larger than their female counterparts.

    The whale's massive skull houses a massive brain in turn, the largest known to any creature in fact. This means that the Leviathan possesses great intelligence, perhaps approaching parity with humans, and it shows. Obviously, the Leviathan displays significant tactical flexibility in hunting or combat with the other great predators of the deep: it can use its head as a battering ram, bite with its mouth full of teeth, or focus its sonar (normally used for tracking prey) into a 'beam' to stun and disorient a foe as it deems necessary. More famously the creature has an excellent memory, to the point of being able to recall what humans have done to them. Leviathans have been known to save those who had previously done a good deed for them or their kin by steering them out of storms or bringing them back to shore before they drown at the risk of beaching themselves (and singing a mourning song, as it would for another Leviathan member of its family, should it fail in saving the human), and to conversely mercilessly hunt down those who wounded them in failed hunts the instant they see that person's ship at sea - even if the incidents that won these whales' favor or wrath happened decades ago.

    Female and juvenile Leviathans live in pods, while bull males live alone until it's mating season. These giants of the deep generally consume squids, sharks, schools of small fish and lesser whales to survive, but will fight even the deadly Ferox when sufficiently provoked or starved. Their main disadvantage when compared to the Ferox or large sharks is that, like any other whale, they still need to occasionally surface to breathe - and that is especially true of females giving birth, which is why birthing females are usually protected by their pods.

    Leaping Parrot
    A Leaping Parrot standing in the tropical rain

    "For a moment there, I thought our goose was cooked. Turned out the thing we thought was one of those feathered fiends that could sound just like us, was no more dangerous than your average pet parrot."
    -Ras'el bet-Hayon, 'Illamite explorer

    The Leaping Parrot is a creature much closer to the bottom of the food chain than the giants of the grasslands or the sea. It is a small feathered being, measuring only a maximum of 2 m and weighing about 20-22 kg. It has very little in the way of natural defenses, save its natural agility and speed; while a little slower than the average Mimic Raptor, the Parrot is more agile, capable of turning more quickly & leaping from branch to branch safely. To that end, its slender arms and legs end in extremities suited for climbing trees quickly, and its coat of feathers - usually brown and green - function as natural camouflage to further conceal it from predators. When confronted by a Mimic Raptor or worse, the Leaping Parrot typically just tries to flee up the nearest tree. The Parrot does share one trait with its most infamous adversary, however, which gives it its name: the ability to mimic sounds made by other animals, which it will use to try to throw predators off its tail (for example, by mimicking the call of a Raptor to fool the latter into thinking it's one of their kind).

    The Parrot subsists on fruit, acorns and leaves, which it shears and crushes as necessary with its parrot-like beak. It prefers softer vegetation, which is why it also typically feeds in the upper levels of a tree.

    Lightbringer
    A lightbringer buzzes through the sky

    "I proposed to my wife under a night sky lit up not only by the white stars in the heavens, but a million dancing stars of a million colors dancing rather more closely to the earth. Truly, the Lord Above is kind for letting us both witness such a miracle of light before our passing."
    -Erabenibel ben Aiham el-Melaf, oasis-dwelling Munu'mat of the 'Ilmi tribe

    The lightbringer is a giant dragonfly, a natural evolution of the older Meganeura and one of (if not the) largest insects to walk...well, fly through the world today. The average lightbringer has a wingspan of up to 26-27.5 inches, between its Meganeura ancestor and the even larger extinct Meganeuropsis, and measures 15-16 inches from its head to tail. Unlike older giant dragonfly species, the lightbringer has an advanced respiratory system that allows it to survive in the less oxygenated atmosphere of today's world: it had sack lungs and could breathe to force air over the tissue by breathing in and out, rather than simple layers of unmoving tissue that let air waft over them. Not that most observers cared about that of course, for the lightbringer's main attraction was - as its name suggests - the bioluminescent organ on the end of its tail, where it produces chemical reactions to generate bright, multi-colored lights to assist in night-time navigation and the mating season. That lightbringer males fight viciously for females' affections in mating season and form a 'heart' posture with the female when actually mating like lesser dragonflies further enhances these creatures' association with romance and passion, at least in the minds of people who aren't specialized biologists. When hunting (the lightbringer mostly feeds on other insects, but has been known to feed on creatures as large as young rats when sufficiently hungry), lightbringers have been known to use their tail-lights to fool smaller bioluminescent bugs during their own mating seasons and thus lure these lesser insects to their doom.

    Lightbringers are found throughout the southern half of Muataria, preferring hot areas with a water supply. They have been sighted everywhere from the oases of the Great Sand Sea (where they are quite rare), to the jungles of Midija and the Tae Búa (where they are much more common). Females require a source of water they can lay their eggs in, for young lightbringer naiads live in the water and nearby plants until they reach maturity and take to the skies more fully.

    Tiger Lord
    Comparison of an Altanic (plain) and Muataric (spotted) Tiger Lord

    A White Tiger Lord with a blue marking given to it by a Fơng tribe

    "Our chief is a modest and virtuous soul, who never demands more than he needs from us and never gives us an order he is not willing to undertake himself. No doubt that is why the great White Lord of the Tigers favored our village with a visit last night."
    -Fon Cú, Fơng jungle tribesman

    The 'Tiger Lord' is a massive saber-toothed cat, further divided into three subspecies: a 'plain'-coated one native to the plains & forests of Altania, a spotted variation native to the jungles of Tae Búa and the mountains overlooking the Xifang rivers in the western Taiyang lands, and a third species sporting a unique white coat which dwells exclusively in mountainous and tundra areas. The Altanic Tiger Lord measures up to four meters in length from head to rump, stands 1.5 m at the shoulder and weighs around 1,200 kg, making it one of the (if not the) largest known felids in the world...dwarfed only by the White Tiger Lord, which can measure up to 5 m in length and stands at nearly two meters at the shoulder. Meanwhile, the jungle-dwelling Muataric Tiger Lord is smaller (it would be hard to tell it apart from a regular tiger based on size alone) but more agile than its cousins so as to better adapt to jungle life, being quite capable of climbing trees, crawling and swimming like a jaguar.

    Despite their size and bulk, the larger Tiger Lords are remarkably fast on account of their well-developed leg muscles, and for the especially robust White Tiger Lord its most striking feature - a black-striped white coat - is not as significant a disadvantage as one might think, for although it makes camouflage for ambushing impossible outside of winter, the beast scarcely needs to ambush prey when it's fast enough to match a horse and can even keep up with wolves when darting forward in a short, great burst. The Muataric Tiger Lord's short and stocky limbs ironically render it slower than the other two Tiger Lord subspecies, but it makes up for this lower speed with greater agility and stamina: basically, it's more of a marathon runner than a sprinter like the others. To sate the appetite that comes with such a large body, the Tiger Lord chiefly takes on big mammals: bears (including pandas), water buffalo, antelopes or deer, hippopotami and even young elephants or Boreal Mammoths depending on where it lives, all of which it takes on fearlessly despite living a solitary life as an adult. The Tiger Lord's preferred killing method is to build up speed for a leap straight at its prey's jugular, at which point it will clamp down with its lethal 12-to-14-inch canines to swiftly and bloodily end the victim's life.

    The Tiger Lord is of spiritual significance to the Fơng. To them, it is a sign of just governance, appearing to bless tribes governed by a benevolent and upright chief in the autumn. The Fơng have a tradition of marking the first Tiger Lord to appear at their doors by painting a pattern onto its forehead; the Tiger Lord in turn will sometimes revisit that specific town, perhaps signifying its status as their guardian in both flesh and spirit...or attracted by the sacrifices of fresh meat laid out by the villagers every time they spot it.

    Azure Dragon
    Modern videogame's representation of an Azure Dragon

    "The blasted Dragon made off with all our buffalo and we couldn't even get close for fear of its poison! Where was the White Prince of Tigers when we needed him?!"
    -Qúac Tranh, Fơng chieftain who was clearly unaware that said Dragon had eaten his village's guardian Tiger Lord well in advance

    The Azure Dragon is not exactly a flying and firebreathing beast of legend, but it is an absolutely gargantuan serpent capable of nearly matching the legged Feathered Dragon inch for inch - the average male specimen (for in the Azure Dragon, unlike most other snakes but much like the king cobra, the male is larger than the female) measures approximately 15 meters from one end of its body to the other. Found exclusively along rivers and in the forests of the eastern Muataric seaboard (but mostly in the lands of the Taiyang), the beast makes up for its lack of a fire-breath and flight with not just its sheer size and bulk, which allows it to strangle and crush an animal as large as a cow, but also its extremely potent venom (capable of killing a man in two to five minutes), which it inflicts not only with its ferocious bite but also by spitting. Its bright blue coloration is a physical indicator of its toxicity: like most colorful animals, the brighter its color the greater its toxin, and unfortunately for any prey on its menu the Azure Dragon is a brilliant shade of...well, azure.

    Curiously, the Azure Dragon isn't actually all that harmful to humans, who they generally ignore unless one should make the grievous mistake of trespassing onto their territory; instead the Dragon prefers to consume larger mammals such as buffalo, bears and tigers up to & including the Tiger Lord, as well as large fish, and will even engage the rare passing Feathered Dragon in a contest of draconic monsters. They are more of a menace to farm animals being kept near their natural habitat than the farmers themselves, in other words. It is further commonly associated with springtime, as they enter brumation (a state of significantly reduced activity and metabolism, not to be confused with actual hibernation) in winter but resume their usual lives come the spring.
    Last edited by Barry Goldwater; March 18, 2018 at 11:47 AM.

  3. #3
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: [ANW] Maps and Flora/Fauna/Humanoids Repository

    Fauna
    Titanoise

    The Common Titanoise (All across the Tropical Grasslands of Yugeland)


    "I have witnessed a living god, a moving mountain of flesh and blood." - (blank) human warlord, upon reaching the Great Plains

    Titanoise, closely related to to the tortoise, but on a scale infinitely more massive. An adult stands roughly sixteen meters tall, and twenty six meters from the tip of its colossal beak to the end of its stub of a tail. These beasts weigh in at fifty tons, enough to shake the earth and flatten forests. Their weight is great enough that they could can no longer support a shell on their back, this old defense mechanism has instead warped into bony plates along the spine and shoulders, providing support for the creature's immense bulk. A fully matured Titanoise has no natural predators. However, should a Titanoise fall it will never get again, due to its immense size.

    These megalithic beasts are herbivores, feeding off grass, shrubbery, and trees with equal vigor. Their size means they must consume roughly a quarter ton of vegetation a day. This insatiable hunger drives them across the plains in search of fresh grazing. Unlike their large mammalian counterparts, that chew like you or I, these reptilian behemoths seem to swallow their food after some swift gnashing of their jaws. However, I have witnessed them swallow stones from time to time, particularly in their youth, I theorize these stones grind up the plant matter inside their stomach to aid in digestion. It seems the plains, which otherwise could support vast tropical forests, are kept bare by these creatures flattening trees on the periphery of the forests.

    An entire ecosystem follows these creatures as they make their way across the plains. I have personally documented over fifty species of insects can be found feeding off the dung that they leave behind, a score of which I have seen no where else but beside Titainoise dung, and a dozen parasitic species feeding off their lifeblood. In turn, I have recorded half a dozen species of bats, and a dozen species of birds, living on the shells of the giants, feeding off these parasites and insects. These airborne vertebrates seemingly spend their whole lives, eating, reproducing, and dying on creatures nearly one hundred thousand times their own weight.

    When breeding season comes, males compete for their right to have children. They line up next to one another and beat their necks against the other's, like giant clubs swung with godly strength. The force of these conflicts is enough to literally shake the ground and shatter bones. Though these fights can be deadly, they generally end with little more than bruised egos. Generally members of the tortoise family mate with the male atop the female, but due to the massive size a female cannot bare the weight of a fifty ton male on her back, instead the pair mate rear end to rear end.

    A pregnant Titanoise will lay her eggs communally with other members of her herd. They will move into the outskirts of the jungle to deposit their eggs, massive eggs roughly twice the size of a human head. A female will lay roughly a hundred eggs before covering the nest in a mound of dirt and sticks for protection and insulation. The females will stay as long as they can, protecting their investment. But once the first cries of newborn young are audible the maternal bond is broken and the herd will move on in search of greener pastures. These babies weigh roughly ten kilograms, and instinctively flee toward the center of the forest. This flight is not without reason, as most of the young die in a massive feeding frenzy of relatively small predatory reptiles, dinosaurs, and mammals, I have even witnessed Utha Raptors take part in these orgies. Those that escape find sanctuary in the center of the forest, here young eat and conceal themselves from opportunistic predators such as Utha Raptors and the odd Jungle Wyrm. Even within the jungle, hiding among the thicket of ferns, they remain in small herds with their clutch mates, after all, there is safety in numbers. Each day they consume upwards of their own body weight until they are roughly ten years old, by this point these seven ton Goliath will instinctively leave their forest home in small groups to search out a herd to protect them. On its own an adolescent Titanoise is fearsome, but they are vulnerable to hungry Feathered Dragons, even properly organized Utha Raptors, until they find a herd.

    I have personally witnessed Titanoise living in groups anywhere between a dozen and a score of individuals, both male and female. Though an adult, seemingly, has no fear of predators, these groups help protect adolescents, very sick, and venerable Titanoise from hungry jaws. Their is a distinct structure to these herds, as the dominate male leads the front, women and adolescents make up the center, followed by the elderly and sick, while a group of strong subordinate males bring up the rear. Should one of their own fall the herd will attempt to comfort the grounded Goliath, I have seen examples of some futilely attempting to help the fallen beast back onto its feet for hours, but eventually immense hunger will drive the herd onward. The felled Titanoise is still a danger to predators, as a swift kick will shatter even the largest of bones, but time is on the side of the predators, they simply wait for the beast to tire, and before long gorge themselves.


    Mimic Raptors

    Mimic Raptors (Tropical Grasslands and Jungles of Yugeland)
    (Male)
    (Female)

    “If you lose a friend in the deep wood forget him, if you hear him calling don't follow the sound of his voice.” - (blank) hunter

    Raptor is a broad term used to describe a number of small pack hunting and scavenging theropods, some the size of chicken while others stand hip high. That being said, the Mimic Raptor is larger, standing roughly 1.5 meters at the hip, and 5 meters from the tip of its snout to the tip of its tail. Much like its smaller cousins, the mimic raptor is covered in feathers, with a slender form and low density bones. Like all raptors, they possess a “killing claw”, a curved knife like claw roughly 20 centimeters long protrudes from their largest toe. To compliment that, they have nine centimeter meat hooks on their three fingered hands, and their large mouth is lined with no less than three rows of needle like teeth. If that were not enough, they can reach speeds upward of forty miles per hour.

    Raptors are generally intelligent, so far as animals are concerned, but the Mimic Raptor brings this to a different level. They show an aptitude for advanced planning, alongside a frightening level of self awareness. A Mimic Raptor can set traps that could fool a human. Efficient and ruthless, they seem to communicate fluidly with their kin through a complex series of whistles and chirps, even the ruffling of feathers seems to be a form of communication. They seem to enjoy the thrill of the hunt, and I have personally witnessed them kill for the simple sport of it.

    Their packs range in number, generally they are led by a dominant pair, with up to three subordinate pairs and their young. They nest their eggs and raise their young communally, the males leaving to found their own packs, and females leaving when properly courted by a wandering male. Courting seems to be a complex process, involving song, instinctual dance, and the level of vibrancy shown by the male’s feathers. If the courtship fails the female's family will drive the wandering male off, but at times they will go so far as to kill the bachelor.

    A large bony cavity in the Mimic Raptor's nasal passage allows them to chirp and whistle, but it also allows them to copy nearly every sound they come in contact with. When hunting, they will play distress calls unique to their quarry they are pursuing, to confuse them, and when gutting a prey item, will play back the creatures own calls for help and painful screeches. They target those that have been separated from their group, even lost humans can become victims. My latest expedition into the steamy jungles of Yugeland ended with one of my guides being taken by the beasts, we immediately made for civilization, but the creatures hounded us at a distance for days, playing back the dying words of the guide with bone chilling clarity. “HELP ME!” They called in the night, in all the clarity of his voice. “I’M DYING!”

    The Shimmering Squid

    The Shimmering Squid (Across the entire ocean system, breed off the coast of (blank))
    (newly born Shimmering Squid)

    “A show of light to rival the sun itself, colors I could hardly imagine, it is enough to make men pause and women weep.” - Explorer, having witnessed the breeding of the Kraken from (blank) port

    The Shimmering Squid, or Kraken, is roughly 45 meters long from the tip of its tentacles to the top of its mantle, at its widest the mantle is roughly 20 meters wide, and its eight tentacles are thicker than redwoods. Contrary to popular opinion and despite their fearsome appearance these giants are as gentle as they come, gliding about the oceans effortlessly, using specially designed sacks, that expand and retract from their mantle, to feed off the water itself, or some kind of tiny creatures living within that water. Its eyes, designed for low light environments, are the size of plates. The passive creatures can change color in second, upon dissection, one will find its brain to be truly massive, likely due to the complexity of this color shifting ability.

    These are solitary beasts, making lonely rounds about the oceans. Though a peaceful giant, the Shimmering Squid retains a large bony beak where its tentacles meet its mantle, should the worst come to pass it will attempt to restrain its assailant with its tentacles and gouge out the eyes of any would be predators. However, this is not its main line of defense. The squid will first change its color to blend in with the ocean, should that fail a vibrant light display will attempt to ward of the enemy, and finally a pouch of ink will attempt to cover the creature’s escape into deeper waters.

    Once a year, when breeding season arrives, the squids institutionally move toward shallow waters, the same waters where they were birthed. Here males compete for the attention of their female counterparts, a great series of lights dancing across their entire bodies, these shows can encompass every color we humans can perceive. These shows, though not for our benefit, illuminate the coastline of (blank), bringing us all closer to the divine. Females proceed to chose which males will fertilize their clutch of tiny eggs based on the quality of these shows. However, most of their young will never reach adulthood, as their tiny babies will be consumed by countless numbers of seaborne predators. Unlike most squid, which expire after breeding, the Shimmering Squid can live well over a century, breeding dozens of times in their lifetime. The breeding season is, however, a time of great danger for these squids, as the show of breeding attracts hungry predatory whales and marine reptiles, waiting for their return to sea.

    Ferox

    Ferox (cross the warm oceans of the world)

    “I once witnessed a Ferox at full speed from the deck of a ship, for a moment I thought it would sink us with a single chomp of its jaws. Instead it ripped a dolphin in two.” - (blank) Sailor

    25 meters of solid muscle and thick scales, four fins at five meters a piece, a vehicle for the largest jaws in these hostile oceans. These jaws are filled with teeth longer than kitchen knives, and backed up by the most powerful closing bite in nature. This king of the oceans is one of the infamous marine reptiles, a prominent predatory group in the warmer oceans of the world, despite these similarities this beast is in a class all its own.

    Ferox possess massive nostrils running up their long skulls, capable of sniffing out blood miles away and rather developed ear holes for a reptile. Their large eyes give them keen sight at close range. They are not the fastest swimmers at long distance, but can reach remarkable speed in short bursts. Their dark blue coloring allows them to blend in from above, and their white underbelly allows them to blend in from below. The Ferox is an ambush predatory, getting as close to its prey as possible before charging in, young Ferox have been know to use the element of surprise to rip chunks off a whale before retreating. They will eat all manner of sea mammals, fish, squids, and even fellow marine reptiles. They need these advantages, after all, the Ferox is a solitary hunter and these oceans are dangerous. Unless it is breeding season, a Ferox will instantly attack any other Ferox they meet, but not before sending both a warning odor from glands at the back of their head and a sound wave of aggression through the water.

    Ferox only ever come together peacefully to breed, and even that can be a tricky affair, as male and female jostle for dominance. Unlike their land based relatives, the Ferox give birth to live young, they have to as their great size prevents them from laying eggs on land, lest the female wishes her organs to collapse under her own weight. A mother generally births up to three young, which she will guard and raise protectively for the first two years. Males will attempt to kill her young for food and to bring her back into heat, it is her job to resist them.

    Icacarus

    Icacarus (across the Tropical jungles and Grasslands of Yugeland)

    "What a way to go, trampled by a thousand terrified feet." - Human Hunter of the Yugeland Plains

    A bipedal Theropod, a distance relative of their carnivorous cousins, the relatives of this species can be found all across the humid southern reaches of Yugeland. Their relatives rang in size from tiny creatures no bigger than a chicken to the size of an ostrich, various iterations can be found inhabiting swamps and lakes, wading in the banks of rivers, scurrying between the thicket of jungles, and striding across the tropical plains. Icacarus, the largest of its kind, stands 2 meters at the hip, and roughly 9 meters head to the tail. These fleet footed beasts weight upwardly of four hundred pounds, but are incredibly dim.

    Unlike other Theropods, these herbivores are scaly, rather than covered in feathers. They live in herds consisting of scores or even hundreds of individual, their greatest defense being strength in numbers. Their other defense is speed and maneuverability, being clocked at forty miles per hour, with the ability to sustain such speed. They have small heads with large eyes acute to the movement around them, their small beaks are filled with a battery of thousands of tiny flat teeth. Their diet consists of grasses, water based plants, fruits, and the odd small insect.

    Females are larger than males, and they lay their eggs in hidden locations to keep predators from finding them when they are forced to flee.



    Homonids
    Ta'Golga'Vulk (The Strider Folk)
    Ta'Golga'Vulk (Native to the Tropical Grasslands of Yugeland, now spread to every continent)

    (Elderly Giant toward the end of his march)
    Biology:
    "I have seen many a beast, but none so fearsome as the giants that bare my own face." - Mercenary Captain (blank)

    Golga are, in most ways, similar to their human counterparts (particularly in their facial features). That is, besides their massive size, lean fibrous muscles, and adult intelligence comparable to an adolescent human. An average male stands roughly eleven feet tall and weighs in upward of half a ton, dwarfing all their biological cousins (see: all hominids). Females stand closer to nine feet and weigh roughly eight hundred pounds. Notable alphas can stand closer to thirteen feet tall. Their appearance is gaunt, their bodies seemingly bony, all covered in a thick leathery hide about half an inch thick. Their bones are significantly thicker than those of a human, with a higher density, this higher density and lean muscular tissue means Golga sink rather than float. Their brain cavity is smaller than a human's, making more room for their jaw muscles and a thicker skull. A Golga can crush a human skull between its molars with relative ease, this jaw strength allows them to consume a larger portion of a carcass and more robust plant matter than we humans can. The canine teeth of a Golga are less prominent than those in a human, favoring their incisors and molars, due to their primary diet of roots and tubers. The arms of a Golga are proportionally 1.4 times longer than those of a human, giving them a strange hitch in their step. The pads of a Golga foot are heavily calloused from their hard life of constant migration, some older specimen have foot padding hard as stone. Their skin is bare for the most part, with a thick coat of hair on their head, feet, and hands, males are capable of growing thick beards and chest hair. Generally their hair is shades of black and brown, with the occasional red or gold, older specimens generally have gray or white hair depending on age. A clan's alpha (or chief) will have silver hair, a biological adaptation meant provide visible authority. A swift slap from a Golga will shatter human bones, while that same giant wielding a properly fashioned log can crush an armored human on horseback and the horse beneath him. Due to their larger size a Golga must ingest three times the calories needed by a human, luckily (for the sake of their own survival) they are capable of consuming a wider range of plant matter than humans. Their gestation is fifteen months rather than the nine of human pregnancy, this coupled with their limited technological means has lead to much smaller populations. Some are born with more intelligence than others, comparable even to human intellect, this added advantage over there peers can drive them toward being chief or shaman, or drive them from their people toward mercenary work with humans.
    Last edited by Pericles of Athens; May 11, 2017 at 03:09 PM.


  4. #4
    Dan the Man's Avatar S A M U R A I F O O L
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    Okay, here goes.

    Thunderbeast


    A wild thunderbeast unleashes a fearsome bellow.

    Originating in the great tropical grasslands of [Yugeland], the thunderbeast is a massive, horned reptile of fearsome aspect. In the wild they travel in great herds, usually for safety in numbers against the equally fierce dinosaurian hunters of the plains. They were once hunted for their meat and horns by early humans, but with the advent of animal husbandry, a few individuals were tamed and then bred into a more docile population to be used as beasts of burden and, occasionally, of war - rather like the elephant or the ox.

    The wild thunderbeast is extremely territorial and quite deadly when not vastly outnumbered, thanks to its size and strength, but as a domesticated animal it is actually quite loyal and amiable towards its master: For this purpose they routinely find service as pack animals with caravans, not only because they can carry a huge amount of cargo, but also because they will fight anything which they perceive to be a threat to "the herd." This is often a risk because the thunderbeast is not a particularly intelligent animal, and for that reason will periodically overestimate a threat and attack friends, but under the guidance of a skilled trainer and caravan master, the benefits usually outweigh the risks. Tame thunderbeasts can be rather rare and expensive to acquire, but occasionally wealthy landowners will purchase them for use as plow animals, since they can usually drag several plows behind them at once.


    Horse Vulture

    A wild horse vulture, stalking prey on the plains.

    The horse vulture is another example of megafauna from the great plains of [Yugeland]. These massive, flightless birds usually grow to be a little over eight feet tall and can weigh as much as 330 lbs. Though their wings are only vestigial, they remain extremely agile predators, like all birds, thanks to the light weight of their hollow bones. Running full tilt, they can reach a maximum speed of approximately 40 miles per hour. Thus, they can easily outpace their favorite prey, the wild horse, ripping at its poor victims with sharp claws and a beak which can effortlessly crush bone.

    In later years, after the advent of animal husbandry and the rise of horses as a beast of burden in human communities, the horse vulture is a common rural pest. Large enough and fast enough to be a serious threat unless outnumbered, horse vultures pose a great threat to horse-borne travelers on the plains, and will periodically raid farms by night to prey upon livestock: Though they favor horses, they will not hesitate to make a meal out of sheep, goats, pigs, and even cattle or oxen. All of that being said, the horse vulture gives new meaning to the euphemism "bird-brained". They usually fall for traps, set by human farmers looking to protect their livestock, rather easily. Their lack of intelligence also makes them useless as domesticated animals.


    Arctic Wolfhound

    An arctic wolfhound playfully chews a stick on the shores of the arctic continent.

    The bond between the arctic wolfhound and the humans of the arctic continent is an ancient one. Bred from the hardy stock of arctic wolves, and potentially some imports brought by the humans from the south, the arctic wolfhound is fierce to enemies, loyal to master and his friends, and extremely intelligent and versatile. They make excellent companions and guardians for children and the home, are useful hunting dogs, can pull dog sleds and even small carts, and are also fearsome on the battlefield. For their usefulness, it is common for every arctic family to own at least one of these noble beasts, though many families will own several and breed their own strains of the breed to suit their purposes: A family of hunters may breed dogs with greater tracking capabilities, while porters and traders may breed dogs for endurance. Nobles, in turn, may breed their own dogs for war, and for guarding the home.

    The arctic wolfhound, and all strains thereof, will play an important role in the great arctic migrations southward.
    Last edited by Dan the Man; May 11, 2017 at 01:59 PM.
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  5. #5
    Dirty Chai's Avatar Dux Limitis
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    Environment & Biological History of Altania

    Continental Basics
    Omniscient/OOC Romance Name: Altania (derived from Altus, "high, tall" or "deep-rooted")
    Native, Proto-Angki/Engi Language Name: Kashara-kashayam ("Land of Lands; Realm of Realms")

    Climates before c.8,000-10,000 After Agriculture
    Much hotter and more tropical when the Homo Altus arrived (c. 300,000 Before Agriculture); Much of the continent is believed to have once been broad-leaf jungle with interspersing of lush grasslands. Volcanic and seismic activity is believed to have been partially to blame for extinction of many of the species that survived over in [Yugeland] - which is in turn likely why Homo Altus was able to survive in here in much more viable numbers, unlike in [Yugeland].

    Around 1 AA:
    - North-central region is a plateau which quite abruptly falls down to sea at the coasts
    - Internal desert which grows over the geological epochs, lots of salt flats/pans, possibly once a salt lake when the Homo Altus first arrived
    - Coastal plains and northern half of plateau are much more fertile and have higher levels of rainfall, giving a Mediterranean clime
    - Northern coast rim and northeastern island share a climate near identical with that across the straits to the Arctic continent
    - Western coast (beyond large dividing mountain range) is largely golden savanna with light and weak forestation, human life here seems sparse until late
    - Central plains have more rainfall than the western coast but are still quite arid, leading to a more tropical, humid clime; if not for rain patterns, region would likely be desert (very cold in winter). This region is also plateaus, rising high above its coastal opposites which sit just above sea level
    - East-central block coast is a lowland which falls down from the northern and central plateaus into well-watered flatlands. The soil is extremely fertile here due to the silt from the surrounding plateaus which filters down from the volcanic ridges and also of course.. the volcanic soil besides. However this region is still largely tropical until the c.10,000 AA climate event and not suitable for large human settlement.
    - The southern peninsula of the continent slopes down from the central plateau into a chaparral zone with more rainfall and more tree cover before finally becoming temperate again in the southern funnel.
    .. after 10,000 AA
    - The desert expands via dessication. Forests expand southwards, northern coast chills a little. Plateau becomes more arid but with a littoral zone of temperate grassland and hills.
    - The western coastline beyond the mountains experiences a growth in flora life, mostly in the way of shrubs and low-to-ground plants. The soil fertilizes due to changes in seasonal rainfall patterns and due to more silt runoff from the great plateaus to the east.
    - The eastern lowlands remain broad-leaf but much of the sensitive pieces of the jungle environment dies off over the course of the multi-century climate shifts due to slightly more arid conditions - less rainfall, ending the "rain" forest and turning the broadleaf environement there into a land ripe for deforestation and agriculture.
    - The southern plateau and forests undergo seemingly the opposite process, with the chaparral lands there becoming more lush. The temperate southern peninsula becomes a new jungle after its deciduous trees adapt to increased rainfall patterns and more regular monsoons.


    The continent is most differentiated ecologically for its lack of native wheat, barley, or rice; its lack of native horses, whose ancestors seem to have been wiped out stone age populations of Homo Altus and Homo Sapiens; and its large populations of rhinoceros and other odd-toed ungulates and large herds of elephants. A profound difference is that Altania has a lack of the gigantic predatory species which abound in [Yugeland], which is cited as a reason for the proliferation of Homo Altus life here (contrasting with [Yugeland] where Homo Altus survives in smaller numbers which are subsumed into later human populations).

    ===========================

    On Altania survives another branch of human life's DNA in a much more higher ratio than elsewhere. This strain of humanity is referred to as Homo Altus, hence the name Altania. These humans are most notable for their pointed, long ears, but also have slightly different bone structure and differences in some muscle density. The long, pointed ears are still present in most of Altania's population and is considered a native trait - those who have rounded ears or shorter ears are considered socially "less native" at best.

    Homo Altus Migration Path


    The Homo Altus descends from Homo Erectus individuals who separated from those in the Antarctic around c.500,000 years Before Agriculture. They crosses landbridges or otherwise reached the megacontinent of the north, finding a land full of large megafauna and predators they were largely disadvantaged against. Despite this skeletal remains have been found in most corners of this continent, with the youngest set of Homo Altus DNA being found in the far west islands dating to around c.80,000 BA. The populations are believed to have isolated and eventually been either wiped out or largely subsumed into the later Homo Sapiens Sapiens who emerged from Antarctica around c.100,000 BA.

    Homo Altus survived with more success in the far extremes where its most desperate populations found refuge: in the Arctic, where some few families became tied to caves for safety and eventually led to the Homo Pallidus, a subterranean-humanoid people. In the west, in Altania, the Homo Altus became the Homo Altus Altus around c.300,000 BA by virtue of surviving and evolving further parallel to Homo Sapiens Sapiens. Here the Homo Altus thrived and maintained much higher populations so that when Homo Sapiens arrived from the east around c.80,000, these humans found pointed eared cousins waiting for them in much higher numbers than elsewhere. These stone age populations eventually mixed over the many millennia as elsewhere, but in Altania, the human populations have pointed ears and a few percentiles different in DNA structure than elsewhere in the world due to the higher ratio of Homo Altus descent.

  6. #6
    chesser2538's Avatar Senator
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    Crops
    Kadvish

    Kadvish - a ground hugging leafy succulent roughly analogous to cabbage or lettuce, closely related to the Kerguelen cabbage found in OTL, the plant propagates through extensive, hardy root systems which endure the winters. The leaf clusters sprout early, grow quickly and are adapted to herbivores, regrowing quickly. Kadhash roots were found to be easy to propagate. The leaf clusters matured rapidly enough that heads could be harvested two or even three times in a growing season, and properly dried for long term storage, retained significant nutrition. Genetic typing suggests that Kadhash was the very first cultivar.

    Tulka Root
    Tulka Root - A small, starchy, barely palatable tuber, which could be regrown from stems. Tulka had the advantage of being a durable widely spread plant which could grow in a variety of conditions and competed well against weeds, and needed almost no maintenance apart from planting and harvesting. It stored well. Tulka cultivation appears to be at least as early as Kadvish and spread quickly through the region. The modern form is considerably larger than the wild form, but remains a distinctly acquired taste.

    Ibak Root
    Ibak Root - An unrelated root crop, this one has tubers growing as nodules within the root complex, so a single plant may produce as much as two dozen tubers at various stages of growth. Only the mature tubers, usually 1/5 to 1/3 of the tubers, however, are edible. Immature growths are so alkaloid as to be toxic. If disturbed, immature tubers will rapidly put out new root complexes. The plants life cycle is about a decade, and it takes a tuber about three years to grow to proper maturity. Harvesting consists of uprooting and replanting.

    Windseeds
    Windseeds - actually a generic term for a large number of cereal grains, tree seeds and bush seeds, almost all having the advantage of leaf extensions, allowing them to propagate by wind. Windseeds were popular cultivars and seem roughly analogous to grains in OTL societies. They are usually harvested just prior to ripeness, and are either ground to powder or boiled for consumption. In their natural form, they can be stored for up to ten years.

    Spin Tree
    Spin Tree - Not a true tree, but a sort of bush. The spin tree wraps fibers spiralling around a central core, to produce a trunk and an explosion of branches. The plant produces nutritious berries which can be pounded to a pulp and then dried out for storage. The trunk can be unwound, and the long fibers separated out for textiles. This is usually done just after berry harvesting. Left unattended 'tree' portion, dies and dries out in fall, but the underlying root complex will live for decades. This cultivar was relatively easy to maintain, but difficult to propagate, and requires a period of maturation before it becomes productive. Over thousands of years, a large variety of subspecies have been cultivated, producing a multitude of berries and textiles.

    Trees
    Milk Tree
    Milk Tree - several related subspecies of thick boled, heavy rooted trees, water loving and usually found near rivers and lakes, notable for sap which can be tapped, somewhat similar to maple syrup. There are a variety of harvesting techniques, usually involving tunneling under the main root system and tapping. The sap runs only through the later part of summer, but stores well. The pulp of the tree is edible and nutritious, particularly in late summer and fall, but the trees take so long to mature that cutting them down for eating is discouraged. Milk Trees are another cultivar that became extinct in many areas before effective cultivation techniques were established.

    Cultivars
    Pit Worms
    Pit Worms - not strictly a plant cultivar. These are relatively fast growing and voracious worms which consume decomposing water soaked leaves. Originally found in swampy pockets, their ability to consume otherwise inedible leaves and plant matter and produce protein lead to their adoption as a pseudo-cultivar. Typically, farming involves digging shallow 'worm pits' which are filled with vegetable matter, waste, 'night soil' and heavily watered. The pit is then sifted every few weeks and mature worms are harvested. In the winter, the worms survive by freezing solid, and reactivating when thawed. Eventually accumulation of worm wastes reduces the numbers and quality of the worms, the pit will eventually become so toxic that the worms within choke on their own waste products and new pits must be dug.

    Termites
    Termites - Again, not strictly a plant cultivar, but treated as such. Termite cultivation seems to have been directly inspired by cluster worms’ cultivation, taking place in dryer more elevated locations. This is one of the rare instances where the archeological evidence of the relationship is unequivocal. Termite cultivation begins approximately a thousand years after worm cultivation becomes widespread and the techniques refined, earliest termite cultivation sites are all adjacent to extremely productive worm sites. And the earliest termite production techniques are identical to those used for worms, even down to specific tools. Only over time do production techniques specialize.

    Berries
    Yag Berry
    Yag Berry - the only cultivar which does not seem to be related to the native agricultural complex, the Yag Berry plant was a river shore plant growing annually tall stalk, producing seasonal flowers and a cluster of berries. Each berry contained a hard seed. The plant's reproductive strategy was to have the berries consumed by shoreline herbivores, who would then excrete the seeds in their travel. The Yag Berry is highly seasonal and sprouts relatively late in the year. The pulpy flesh of the berry can be dried and stored for extremely long periods, losing almost no nutritional value. In addition, the pulpy basal leaves are edible (though poorly so), and the stalks are used for textiles. Even the flowers are pollinated by specialized bees, which produce honey. The Yag Berry is labour intensive but responds extremely well to cultivation. To support Yag Berry's, the local cultures engaged in extensive water management practices, including building canals, flooding, ponding, ditching, etc.

    Creatures
    Belmar

    Name: Belua Moris “Belmar”
    Weight: Max 30-35 ft. Avg 25-30 ft.
    Length: Max 7.5 tons. Avg 5-6 tons.
    Coloration: Blue-Black, Brown, and Grey-Black w/special regional variations
    Predators: further research of native species needed
    Prey: Will hunt anything it can catch; including naive humanoids
    Climate: Coastal Zones – areas with a mix of fresh and saltwater; particularly areas with warm climates.

    Description- The species appears to be of reptilian origin noted by its elongated stature, facial structure, and coldblooded systems. Its skin is noted as being thick and particularly hard and durable. Its head is elongated being about 3 times as long as it is wide, with small recessed eyes that have a limited range. While this somewhat limits its hunting capabilities, its offset by its sense of smell and hearing. It’s primary offensive weapons are a double row of pointed teeth that line the top and bottom of its mouth, and its front claws which differ from the more traditional semi-webbed type of most reptiles in that they have 3 large claws on each arm that measure about 3 inches in length. It is speculated that these are used for tearing purposes. Both for offense and to tear at prey to rip off chunks of meat. Another area of note is the creatures spiked tail, which has a series if spikes of decreasing length what begin near the tip and extend about a foot up the tail, these are semi sharp and can be swung at an enemy.

    Note: The Belmar is most known for its use as armor and as coating on shields. Due to this there has been an increase in Belmar hunting in certain areas, though this is noted as being extremely dangerous.
    Last edited by chesser2538; May 14, 2017 at 07:31 PM.

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  7. #7
    Barry Goldwater's Avatar Mr. Conservative
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    Waking Nightmare mushroom
    The Waking Nightmare in the wild

    "Karash* called to me, I know he did. No human could have sounded like the voice I heard. I saw his thousand-toothed spider-legged thralls pouring out of the cave's fleshy walls to crawl over my skin, ready to strip me to the bone at his command, while all who had died at the ends of my arrows formed into the floor beneath me. Though few knew my name in life, even those whose jaws had rotted off intoned or screamed it as they tried to drag me down with their rotting hands, and their sins dirtied my spirit even as mine own rose to answer them. 'I can save you from their vengeance if only you bathe yourself in the blood of he who has disappointed me and claim his soul in your place,' the god told me, I can recall that much."
    -Ychomur, itükhade-consuming Yahg tribal warrior of the Bronze Age, explaining why he murdered and cannibalized another man of his clan before their elders after entering a psychotic state.

    *The Yahg god of darkness, destruction, disorder and rebirth.

    'Waking Nightmare' is a rough translation of this strange mushroom's original Yahg name, itükhade. It can be identified from its appearance: it has a thin stem, is black all over, and has a blood-red underside lined with gills. The fungus, which originated in the cooler conditions of northern [Yugeland] and seemingly thrives on former battlefields in particular, certainly lives up to its nickname: those who consume it will at a minimum experience lurid and terrifying visions in addition to less colorful but equally frightening auditory hallucinations, and most enter a 1-3 hour long psychotic state where they exhibit tremendously heightened aggression, paranoia, the loss of a sense of self and suicidal fearlessness/recklessness. In rare cases, the fungus locks the consumer into a catatonic state where they can see and hear the infamous visual and auditory hallucinations associated with it - but can't do anything about the horrors they're facing (which might be for the best, especially if anyone else is around them). Those who go into this catatonic state and emerge without having died of a heart attack are revered as prophets and shamans by their peers.

    The Waking Nightmare was first discovered by the Yahg in the early Bronze Age, and entered common usage by their warriors soon after. Those under its influence were usually assigned to the first ranks of Yahg armies, and as they inevitably devolved into frothing berserkers who fought more like animals than ordinary humans & were known to mistake friend for foe more than once, these hopped-up warriors are in part responsible for the image of the Yahg as a swarm of barely sentient monstrous barbarians to the outside world. Of course, according to the Yahg themselves, all the mushroom does is distill the human soul to its purest and most natural state & strip away inhibitions holding it down, or 'tearing off the many masks man made for himself so that his face might be seen for what it truly is by the gods' in the words of their shamans.
    Last edited by Barry Goldwater; May 14, 2017 at 11:17 PM.

  8. #8

    Default Re: [ANW] Maps and Flora/Fauna/Humanoids Repository

    Flora and Fauna of the Hyperborean Caves

    Flora

    Pirsu Leve - Red Leaf - One of the major agricultural crops of the Children grown across the entire cave system and was one of the first plants they managed to cultivate in their primitive gardens, and before that, gathered the leaves of to eat. A dark reddish colored cross between cabbage and chicory that has developed a hard outer shell of leaves.

    Lilenti Leve - Purple Leaf - Another one of the major agricultural crops of the Children that is believed to be a distant relative of Red Leaf, resembling celtuce with outer leaves looking like cabbage and without the shell.

    Spikki Koriti - Thorn of Koriti, a black-colored vine with blood red colored fruits and has thorns. The fruit has a faint, ominous glow upon reaching maturity and resembles a pomegrante on the inside. The fruit is used as part of a mixture created by the clergy of Koriti as part of a ritual to create Nakivalt, slaves forced into a near-death like state in which they appear to display no free will, and is also used as part of a draught that some warriors devoted to the death goddess drink to dull pain and fear, fighting in a berserk frenzy in battle.

    (Wip name) - A variant of mushroom that grows to have plate-like caps that can grow on top of each other and stack to have dozens of the mushroom inhabit a small space of ground. This mushroom is commonly grown by the Children for how quickly it grows and expands to a sizable amount to be harvested.

    (Wip name, will translate to Light of Auraei) - A pale orange sizable mushroom that grows in clumps of seven to thirteen mushrooms throughout the cave systems of Hyperborea that produces a vermillion light. The Children cultivate this mushroom primarily not for food, although it is edible with a slight earthy aftertaste, but to be put into clay pots and be used as laterns in their houses and cities.

    Hadászo Jaavu - Strider tongue, a dark blue colored mushroom that resembles Chanterelles and is the favored food of the Pesura Hadászo. It is edible by the wip and the Children, although it has a slightly bitter aftertaste if consumed by them. The Children grow this in great abundance to feed their domesticated herds of Pesura Hadászo, although after incidents of several larger domesticated Pesura Hadászo breaking out of their pen and devouring not only a sizable portion of the crop of Hadászo Jaavu but also several bushels of other crops, Hadászo Jaavu is usually grown away from other crops if possible to lessen the risk of a hungry Pesura Hadászo that escaped it's pen or returning from traveling with it's rider would eat some of the rest of the crops.

    Fauna

    Pesura Hadászo


    (Picture it with fur instead of scales in some parts)
    Pesura Hadászo (Cave Strider)
    A member of the Ophiacodon family, the Pesura Hadászo evolved in the cave system of Hyperborea, eating fruits, nuts, roots, and plants. The Pesura Hadászo usually is somewhere between seven and fifteen feet long, five to seven feet tall, and weighs between 200 and 400 pounds. It is normally a docile herbivore that lives in packs ranging between five to twenty members and are usually only violent when they compete for mates. However, as they have been domesticated by the Zaroi-Ghuațăi to be used as beasts of burden and mounts for war, they can display heightened aggression after being fully trained for warfare, rivaling or surpassing warhorses in this regard

    wip


    An unusual distant relative of the fox, the (wip) appears to be a deviation of an evolutionary ancestor of the fox that has fur over most of it's body, although it's sides and legs have scales with some fur, and is perhaps due to being a cave variant of island gigantism, being around the size of an Arctic wolfhound if not slightly larger. It also has several tails and two large whiskers that it uses to sense the environment around it when it is digging. The standard (wip) stands between two and four feet tall, with an length around three feet, and a coloration of black, dark red, yellow, or silver scales with the fur coloration usually being a mixture of shades of red and yellow, orange, black, indigo, and white. Fully silver members of the species are an unusual and very rare occurance that is believed to be a subspecies that ingested an amount of (not-lyrium) and developed limited magical ability from it.

    The (wip) in the wild lives in dens close to bodies of water in the Hyperborean cave system or in den with it's entrance underneath the water as they are able to remain underwater for a short perod of time, recorded to be around fifteen minutes before having to surface for air. It is an omnivore that preys on creatures such as the rock crab, fish, fruits, and plants. They have been domesticated by the Zaroi-Ghuațăi to be companion animals, with historians estimating this happening around 30,000 BA. The (wip) is typically a pet of the upper classes of Zaroi-Ghuațăi society, with the rare silver ones being seen only as pets of royalty or the upper echelons of the clergy.
    Last edited by Xion; May 23, 2017 at 05:07 PM.

  9. #9

    Default Re: [ANW] Maps and Flora/Fauna/Humanoids Repository

    Emerald Dragon



    The Emerald Dragon is a distant relative of the Azure Dragon of Muataria that is believed to be descended from a population of Azure Dragon that migrated northward before the global cooling event and the collapse of the land bridges allowing them to travel to Hyperborea, where they would reside on the shores of the rivers on the surface and within the underground network. It is believed due to the different environment, the females of the Emerald Dragon are the larger than the males, with the average female specimen measuring roughly thirteen feet, while the average male specimen is typically around eleven feet. The Emerald Dragons also have evolved to have some fur in places similar to the Cave Strider, which some scientists theorize is how populations of the dragon survived the global cooling in Hyperborea along with migrating to the deeper caverns of the underground network or caverns heated by the volcanoes of the Tuyai Elocui or underground rivers of magma.

    Like the Azure Dragon, the Emerald prefers to ignore the humanoid inhabitants of Hyperborea unless they trespass on their territory, attempt to steal their young to try and domesticate them in the case of the Zaroi-Ghuațăi, or one is desperate for food. Their usual prey is the bears of the forests of Hyperborea, large fish, and other large creatures of the underground caves like the (wip). They have attacked farm animals of the Zaroi-Ghuațăi and Hyperboreans, with the surface clans of the Zaroi-Ghuațăi being on the watch for the telltale signs of a Emerald Dragon's claimed territory. It is rumored in some accounts one of the rulers of the Zaroi-Ghuațăi managed to tame a unusually large Emerald Dragon whose size varies in accounts, but is usually around seventeen to twenty feet.

    wip

    .
    Last edited by Xion; June 14, 2017 at 07:38 AM.

  10. #10
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: [ANW] Maps and Flora/Fauna/Humanoids Repository

    I've added the lightbringer (a giant dragonfly-firefly creature) to my post on fauna, #2.

  11. #11
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: [ANW] Maps and Flora/Fauna/Humanoids Repository

    The Tiger Lord and Azure Dragon, two fauna I collaborated with Lucius in creating, have been added.

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    Barry Goldwater's Avatar Mr. Conservative
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    Feathered Drake
    A pair of feathered drakes stalk through the boreal forest on a foggy morning

    "An honorless cur that attacks by surprise and in packs instead of fighting like a real man, the feathered drake is. But what can we expect from the sort of sniveling maggot that lives in the shadow of its natural superior, always full of envy at what it wants to be but knows it can never quite match. When it does come at its better, it is inevitably struck down and torn to pieces, as it deserves. Just...like...you."
    -Yg, early Iron Age Hyperaustralic witch-king, as he personally executes a traitor

    An inferior but more numerous cousin of the feathered dragon, the feathered drake is another saurian found in temperate to cold forests and plains around the globe. The average adult specimen is not significantly shorter than the feathered dragon, measuring 10-12 m in length from snout to tail and standing at a respectable 3.5-4 m at the hip, but it is less than half the weight at only 3-4 tons. The drake's arms are much shorter than the dragon's, being stubby useless things hidden beneath feathers that make them look like comically undersized wings - in all likelihood, they were just vestigial limbs - so it must rely on its head and jaws to hunt and fight. The skull of a feathered drake is shorter and more compact than that of a dragon, and sports two thick horns above the eyes: the beast naturally uses its head as both a battering ram and an ax of sorts, compensating for its weaker bite with denser pressure-withstanding bones and stronger neck muscles that allow it to repeatedly slam its jaws down & around its prey.

    The feathered drake, unlike the dragons which are generally solitary hunters and will happily announce their presence before prey or a challenger, are ambush hunters that operate in packs. The males of a family, and adolescent females, will work together to sneak up on, encircle and rush a victim in hopes of tearing it to shreds. Their habit of targeting the old, young & sickly and turning and fleeing as quickly as their legs can carry them when encountering prey capable of putting up a good fight, while perfectly natural and intelligent, has cast them as cowards only capable of bullying weaker creatures in the eyes of many civilizations and peoples, in contrast to the bloodthirsty but 'nobler' feathered dragon. On the rare occasion that a pack of drakes attempts to take on a fully grown and healthy dragon, the dragon almost always wins, simply by maiming or killing enough of the drakes to intimidate the rest into running for their lives; the only reason the drakes would try their luck with a dragon in the first place, much less stay until the fight's done and either it or all of them are dead, is if they were starving and had absolutely nothing else to eat.

    Like the dragon, the drake's hide is covered with a coat of feathers; always quite dark and 'earthy' in coloration to help it blend in with the environment, except among the drakes of the two Poles, whose feathers are often mostly white to blend in with the snow and ice of their Arctic/Antarctic homelands. Female drakes lack distinctive crests and tend to be a little larger than the males, which do have (often spectacular, such as the 'mohawk' on the pictured male above) multicolored crests between their horns with which to impress females. When competing over the attentions of a female, males will dance, snarl and ultimately fight each other, biting at one another's snout & throat and literally butting heads until one has been killed or run off.

    Hyperaustralic laughing lion
    A laughing lion in the rare state of 'not trying to kill everything around it'

    "One of nature's magnificent monsters. I must have it, either as a pet or a pelt on my wall."
    -Xytu, Hyperaustralic witch-king, who later died trying to tame a laughing lion

    One of the strangest animals of Hyperaustralis, the 'laughing lion' is no true lion but actually a hyena-like marsupial. At around 2 m from snout to tail and standing 25-35 inches tall at the shoulders on average, its size is comparable to a cougar, while its bulky frame and short, stocky limbs are more like a jaguar's. However, the laughing lion's most distinctive characteristics are its decidedly un-jaguar-and-cougar-like saber-shaped canines, which come with 'sheaths' on its lower jaw, and its extremely vocal nature, being prone to whining, whooping, roaring and laughing in the company of family. As its bite is fairly weak, the laughing lion seems to have relied on ambushing its prey (usually by climbing trees or rocks to get above them, before jumping down with what sounds like raucous laughter), immobilizing them under its weight and tearing into their neck or any other accessible soft flesh with its canines, using its strong neck muscles to rapidly lift & bring down its head (and particularly its upper jaw) on its victim.

    The laughing lion is a notoriously vicious carnivore, equally comfortable with hunting and scavenging. Fortunately for the Hyperaustralians, they generally don't attack humans (though they'll happily attack their herds), but a sufficiently starved laughing lion or one who has scented human blood will do just that - and there were more than a few such beasts in the dark days of the Great Cooling. Once they've gotten a taste of human flesh, laughing lions will continue attacking humans, expressing remarkably little fear of fire and weapons and often necessitating a coordinated team of hunters to end their rampage. Consequently, they often figure in Hyperaustralic myths as monstrous beasts to be both feared and respected for their savage prowess and strength, and some witch-kings even brag about keeping a laughing lion as a pet. (attempts to domesticate them on a large scale, as the Hyperboreans did with the Arctic wolfhound, were far less successful, to put it mildly)

    Boreal mammoth
    A Hyperaustralic mammoth lumbers through a blizzard

    "Clever things, these, and pleasant too. They guard their families with their lives, not eat them when they're hungry or abandon them when it's convenient, and they mourn their dead instead of forgetting them. They're more human than...whatever we've become."
    -Alaq, hunter and horse-archer of the Yeri tribe of Yahg

    Not all of the mammoths died with the Ice Age. Some survived in the far northern and southern reaches of the world, and prospered again when the Great Cooling struck even as other species which depended on warm temperatures (humans included) suffered. These 'boreal mammoths', as they're known, are still found in Hyperborea, Hyperaustralis and the cold forests & taiga of northeastern Muataria, wandering from one feeding ground to another in great herds of 8-30 individuals led by the largest, strongest and often oldest male: the 'alpha bull'. They are larger than their ancestors but still smaller than the modern elephant, with males averaging between 3-3.5 m at the shoulder and females between 2.5-3 m, and weigh between 7 to 9 tons.

    Boreal mammoths are exclusively herbivorous and normally do not pose a threat to humans. That only changes when, of course, they or their families are attacked; like their elephantine cousins, mammoths are highly emotional and intelligent beings capable of looking after their children and mourning their fallen with loud blasts from their trunk and roaring wails, and will fly into murderous rampages should they sense that they or their herd are in danger, whether it be from humans or large predators such as feathered dragons and drakes. Like the leviathans of the sea however, they also do not forget those who aid them and their children, and humans have been able to befriend and even ride these normally-gentle giants. Domesticated boreal mammoths present a hirsute, winter-capable alternative to the war elephants of the south.

    Marsh Devil
    An Altanic Marsh Devil devours a feathered drake youngling in front of its sibling

    "Something has been eating our dogs, our cats, and now our children! We saw it, me and Urhalb, when it sucked his three-year-old into its maw and hopped back into the reeds. We must organize a hunting party to bring down this abomination, elder."
    -Jufari bul-Abir, Enezi villager

    The largest toad known to still be in existence, the Marsh Devil is nearly two meters in length and about half the height of an adult man on average, with the subspecies dwelling in the northern marshes of Altania being especially massive. With a pair of stubby horns above its eyes and a natural extreme omnivorousness - the Marsh Devil will eat anything that it can digest, from fruit to Lightbringer dragonflies to young feathered drakes & dragons, even human infants and toddlers on occasion - it more than earns its name, both by appearance and behavior. The Altanic Marsh Devil is more aggressive than its Muataric counterpart, which goes a long way to explaining why so few Venskár seem to have settled in or around marshes if they could help it while the Enezi were quite at home in their own swampland.

    The Marsh Devil's main weapon is its long, sticky cleft tongue, but the subspecies that lives in the Enezi swamps over in Muataria further compensate for their smaller size and lack of dry, leathery skin (as opposed to its bigger and physically tougher Altanian cousins) by secreting deadly toxins through their brightly colored skin, capable of rapidly rendering a grown man insensible and then dead. The Enezi thus hunt these monstrous amphibians not just because they're potentially child-eating pests, but also to cover their weapons in the frogs' poison; meanwhile, the less toxic Altanic Marsh Devil is hunted by Venskár out of self-preservation, as trophies and for food.

    Firebird
    Artist's rendition of a firebird

    "Beautiful and deadly, like my wife, heh. Bet she'll love to have a necklace made out of its feathers."
    -Tenh, Fơng peasant, moments before getting chased off a cliff by the firebird he tried to hunt

    Like its name suggests, the most striking feature of the firebird is its plumage: a combination of scarlet, vermilion and gold, the bird instantly stands out amidst the tropical forests of southeastern Muataria where it makes its home, and ancient observers can be forgiven for thinking it was literally on fire when they first laid eyes upon its glorious appearance. Female firebirds, which are larger than the males on average, are no less striking, with plumage that is mostly gold and a lighter scarlet rather than deep vermilion. Its second most striking feature is its size - they are on average four feet in length from beak to tail, with a 9-11 ft wingspan, all of which come atop a graceful, slender, long-necked and legged frame quite unlike the robust, shorter-necked eagles with whom they share the skies. Like an eagle however, firebirds have heavy, hooked beaks for ripping flesh from their prey; their long, reedy legs and thinner talons make it difficult for them to grasp larger and heavier animals, so instead they tend to just dive-bomb their prey, use their feet to cling on to the unfortunate animal, and start digging in with their beaks right away. Small to medium-sized rodents (even the notoriously vicious honey badger) are the firebird's prey of choice, followed by amphibians, but given their size it is perhaps unsurprising that firebirds will go after even calves, fawns and foals at times.

    Firebirds are notoriously aggressive when provoked, being known to pursue even humans for many miles before giving up. And while they can't actually breathe fire, nor are they immune to it, they don't seem to fear it as much as an animal ought to, either; many a hunter who tried to bring the bird down in close quarters with a torch had their eyes pecked out instead, as the firebird is willing to bravely soar through a fire for at least a few seconds to tear at the source of their misfortune before flying away, spiraling and diving through the brush in an attempt to shake the sparks and cinders off before it can reach water. All this said, most of their aggression is contained to territoriality: unless the human actively tries to attack it, the firebird will relent upon driving an interloper (human or otherwise) out of its territory. When observed from a safe distance, the sight of a firebird dancing before its mate, singing its high-pitched song or clashing with a rival firebird before an interested female are all wonderful to behold.
    Last edited by Barry Goldwater; February 13, 2018 at 09:31 AM.

  13. #13
    Barry Goldwater's Avatar Mr. Conservative
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    Therians: The Beast-Men of western Altania
    Homo altus was not alone among Altania's native population, nor even its humanoids. By the twist of fate that planted several large deposits of [magic mineral] in their vicinity hundreds of thousands of years ago, some of which leaked into the rivers from which their ancestors drank or blown into the soil from which their food grew by the winds after volcanic eruptions, several populations of dire-wolves, Megaloceros, short-faced bears and cave lions in the Northwestern Altanic Plain, the western edges of the northeastern Altanic forest and the central Altanian mountains rapidly mutated into monstrous, bipedal, sapient and in some ways, inherently magical Therians between 120,000 and 100,000 years before the modern day. They outlasted their un-evolved, mundane predecessor species and quickly came to occupy the top of the food chain in their homelands, threatened only by each other and the Altanians.

    While all races of northern Altanic Beastmen have opposable thumbs, brains comparable to a Neanderthal's in size and demonstrate human-like higher intelligence well beyond that of regular animals, including the ability to set fires and develop & wield tools, none appear to have advanced beyond the Copper Age technologically and the tribal level in terms of social organization at best. Arguably though, they didn't have to; they never moved past the simple lives of hunter-gatherers, and considering their incredible brute strength and animalistic instincts all three were quite capable of dealing with individual or small groups of Altanians (and later, Venskár humans) in a physical confrontation. Only should an army of hominids come rolling into their territory would they be at a serious disadvantage, and even then, without gunpowder weapons they'd still always have a chance at engaging and tearing apart the hominids with their physical strength as they are wont to do.

    Lycans
    A pair of Lycans on the hunt
    "Strong as , that's for sure, you can tell just by looking at it. What you can't tell at first glance is that they're gods-damn fast, too. If you see one, you might as well try fighting, since it'll outrun you. Unless you happen to be an unarmed woman or child, these things have a strange sense of honor in their monstrous skulls and will let you go as long as you don't try sucker-punching them."
    -Amaric son of Bulf, Venskár hunter

    Evolving from dire wolves that drank from (magic mineral)-tainted rivers and/or consumed prey that in turn had inhaled significant traces of [magic mineral], 'Lycans' are canids that have grown larger than the average human, exclusively walk upright on their hind legs, and possess incredible natural healing ability - broken limbs or ribs won't hinder them for more than two days, and they can recover from normally lethal injuries like a punctured lung if given a few hours to a few days. The average adult male specimen stands at 8'1" and weighs as much as a black bear; average females tend to remain in the 7-foot range. Like all other therians, they are nomadic hunter-gatherers (well, really, just hunters based on their hypercarnivorous diet) and typically sate their hunger on medium to large animals such as deer, moose and wolves (despite being descendants of the dire wolf, Lycans do not appear to feel any special affinity for their lupine cousins), though they will on occasion make war upon their therian neighbors the elk-fiends and the werebears; in such contests, their raw strength - a Lycan is able to knock off a man's head with a single blow of their paw - coupled with their remarkable, almost cougar-like agility makes them a fearsome opponent, and the fact that they never fight equals outside of a pack if they can help it only further compounds this.

    The highest level of organization in Lycan society is a simple pack. Numbering between seven and fifteen Lycans (but only one to three females), each pack is simultaneously a cooperative and competitive collective: it's true that every packmate helps raise the younglings and shares any prey they catch with each other, but Lycans also have a hierarchy of dominance not all that different from regular wolves, and it is a hierarchy that is enforced most rigidly. At the pinnacle of the pack is the alpha, invariably the biggest, toughest and smartest of the Lycans, who clawed his way up to that position by battering the rest of the pack's males into submission; his second-in-command is called the beta, who was the last of his fellow males to be brought to heel; and the rest of the males are mere omegas, subordinate lackeys who must do as the alpha or beta command or else risk a mauling, exile from the pack, or death. The alpha determines what the pack hunts, where it goes, and who can or can't breed with the females, but his position is precarious - the beta, and even any omega, could challenge him for dominance at the drop of a hat. In turn, they have been reported to maintain discipline by beating and mauling insubordinate packmates, withholding food, or even plainly raping the disobedient to reassert their dominance. Females are regarded as home- and babymakers, and typically left behind to guard the young when the males are off hunting; single females that have grown too old to stick with their birth pack are hunted by males of other packs, and will 'belong' to the pack of the first male to catch and impregnate her.

    Humans who have encountered Lycans, assuming they aren't killed, sometimes describe this particular breed of beastman as having an odd set of principles, not dissimilar from feathered dragons. Lycans try not to hunt prey they deem 'unworthy' but which any regular predator would prioritize, such as the very young or old and the sickly, and though their appearance is quite frightening, they rarely attack unarmed humans who have trespassed onto their territory without first issuing a warning (as Lycans cannot speak human languages naturally, this usually just consists of them pointing the wanderer in another direction). Unless they are fighting rival therians or an animal bigger than they are, such as a boreal mammoth or feathered drake, they also typically hunt alone. Unlike the case with feathered dragons, who are really just motivated to pick the targets that they do by bloodlust, Lycans have Neanderthal-sized brains and presumably do what they do out of an actual sense of honor. Silver, however, is a natural weakness of the Lycan - it won't kill them instantly, but it does hinder their regenerative factor to the point where it takes them as long as it would a human to recover from injuries like a broken bone - and the sight of it will drive Lycans into a fearful rage, instantly activating their fight-or-flight response which (unluckily for the human) falls on the 'fight' side more often than not.

    Contrary to popular belief, Lycans cannot turn people into more Lycans with their bite; new Lycans must be born into this world. If you get bitten by one, the bite will just become infected and kill you over time like any other animal bite, not turn you into a werewolf. Lycans also cannot successfully breed with humans, as despite the Lycan's human-like intelligence and bipedal gait, both are entirely different species with entirely different origins and a far bigger genetic gulf between them than regular humans and Altanians; where relations between the latter are somewhat akin to a lion and a tiger, the former would be like trying to mate a salamander and an owl. Old Venskár tales of Lycans kidnapping foolhardy maidens who stray too deep into the woods to turn them into breeding stock (almost certainly inspired by the fact that Lycan males do actually rape lesser males in their pack to assert dominance and single females to forcibly induct them into their pack's ranks) have long been dismissed as scientifically impossible, truly nothing more than cautionary fables told to warn brash teenagers of the danger of blindly wandering into the forests of northern Altania.

    Elk-fiends
    A trio of elk-fiends in 'war-form' emerging from the trees

    "Heim took one step towards that fawn before Mother and Father crashed out of the trees, looking like no deer we ever saw, and ripped him in half. We lost half a dozen more men to the bastards before we brought 'em down: Aldwald broke the mother's legs with his hammer and Arngrimr put a spear through her throat ten or so times while she was down, while I led the father off a cliff and shot erry arrow I still had into him as he twitched on a spiky rock. Their fawn got away though, which I'm guessing is what they wanted all along."
    -Amaric son of Bulf, Venskár hunter

    The 'elk-fiends' are unique among therians in that they normally retain the shape of their ancestors: Megaloceros, the giant elk, from which it evolved after consuming grass and water tainted by [magic mineral] over a hundred thousand years ago. Under most circumstances, every elk-fiend looks, eats and acts like an ordinary Megaloceros in every way; it's quadrupedal, strictly herbivorous, and quite peaceful outside of mating season, when males will headbutt one another with their massive antlers to woo their female audience. They're even still every bit as vulnerable to human weapons as an actual deer in this state - an arrow to the head will still instantly fell an elk-fiend.

    It's what happens if one's attack doesn't instantly kill the elk-fiend, or if one makes the suicidally foolish decision to threaten its young, that one will learn exactly why it carries the name it's been given.

    For it is then that the elk-fiend takes on the shape that it's most infamous for: what appeared to have been an ordinary Megaloceros will suddenly fall deathly silent, rear up on its hind legs, and spit its old vegetation-chewing teeth to the side in a torrent of blood and spit, their place having been taken by proper fangs and wolf-like sharp teeth, while its muscles swell, its forelimbs stretch and its hooves crack to make way for thick bear-like claws. What was once a docile herbivore will have become an 8-9 ft tall humanoid abomination, still as quick as a deer but now capable of punching a hole through a sheet of steel with its claws and biting a man in half with its unnaturally flexible, fang-lined jaws, and further equipped with a regenerative ability surpassing even that of a Lycan - elk-fiends can actually reattach severed limbs in this form, as long as said limb is still around of course. In this 'war form', the elk-fiend's gait resembles that of a gorilla rather than a human on account of its extremely long arms, but make no mistake - as said earlier, it is still able to move with all the speed and agility of a deer, and is now also a natural climber and omnivore, perfectly capable of sustaining itself on berries as well as meat as it pursues its quarry. The only way it can revert into its original state is by receiving a kiss from one of its children, who do not appear to fear their suddenly-monstrous parent. Bucks and fawns who have no children are unable to enter the war-form, and so are much more vulnerable to predators than fully grown elk-fiends with families.

    Elk-fiends congregate into herds of up to twenty individuals, and to anger an entire herd is to practically guarantee oneself a gruesome death. These herds are invariably led by an alpha male who has overpowered every other male challenger within its herd, much like the alpha Lycans, but the herd itself can be further broken up into its constituent nuclear families. Male and female elk-fiends enter monogamous, lifelong relationships with one another in early adulthood, and jointly raise their children with occasional assistance from the rest of the herd (for example, by pooling gathered food - herbs, berries, even lichens - during lean winters, and letting the young eat first) until said children have entered adolescence. Between the ages of three-and-a-half and four, bucks will leave their parents to form their own herd or join another, while fawns wander alone into the world until they have chosen a mate, at which point they'll join said mate's herd. When faced with extreme danger, such as having to face off with an entire pack of Lycans, multiple elk-fiend herds will gather into an appropriately-named 'warherd', led by the biggest and most formidable 'alpha of alphas' from its constituent herds, to counter the threat with extreme prejudice.

    Bereskarn
    A livid bereskarn destroys a small human or Altanic encampment

    "Let me tell you how to hunt iron bears: just don't. Not if you value your life. If you have to outrun one, try to get it to chase you into Lycan or elk-fiend territory, and hope the monsters are too busy ripping each other to pieces instead of you."
    -Amaric son of Bulf, Venskár hunter

    Bereskarns are extremely large and deadly ursine therians descended from short-faced bears that most likely drank too much [magic mineral]-tainted water. The average specimen stands at over 5 m tall, more than a meter taller than the largest of their non-sapient ancestors, and weighs almost as much as an elephant, making it the largest of all therians. Worse yet, their hide is extremely tough, being similar in strength and thickness to well-made leather (hence their name), and is further compounded by their Lycan-level regenerative ability - any hunter who has made the mistake of engaging the therian in close combat rather than simply trying to shoot it down from a safe distance will more than likely find their head forcibly separated from the rest of their body while trying to figure out where to stab the bear. A beastman this big has to eat constantly, and so iron bears will (in addition to usual prey animals, such as the common deer) target prey too big for even Lycans to hunt outside of a group, chiefly boreal mammoths; when sufficiently desperate, they'll also even take on elk-fiends, and in a one-on-one or even two-on-one match the bear will more often than not prevail over war-form elk-fiends, albeit not without a great struggle. Just about the only things bereskarns won't hunt are the local dinosaurians, for feathered drakes and dragons are still too formidable for the ursine therian to bring down, and even then they've been known to escape fights with feathered drakes by breaking the latter's shoulders with their massive jaws.

    Despite their great bulk, the bereskarn does have one factor holding it back, compared to other therians: it does not live in packs or herds, but rather pursues a relatively solitary existence, living in nuclear families. Iron bears, much like elk-fiends, mate for life, and there are plenty of sightings of & stories about a surviving iron bear mourning its deceased mate. Like ravens, they will never mate again after their original mate has perished. While they still live, parent bears will take care of their young (typically 1-3 per family) to the best of their ability, with one half of the parent couple always sticking around the den to protect the children while its husband/wife hunts, and they are just as dangerous to outsiders who menace their children as ordinary bears are.

    Hominid trespassers do have one saving grace when dealing with bereskarn: this therian is kind enough to warn them when they've transgressed onto its territory or run into it while it was hunting. The bear will first roar once to try and scare the human or Altanian away, then a second time while also beating its paws against the ground if that fails; only then will it assume its fighting stance, rearing up onto its hind legs and forming a crude fist with one paw, with which it will punch its other paw - a very human gesture indicating that it is about to unleash a brutal beatdown on the man or woman so witless as to ignore its prior warnings. The only exception is if the trespasser threatens, or appears to threaten, the iron bear's children; in that case, it will give no warning before attacking.

    Werecats
    A werecat in simple armor

    "Lions that can walk like men and even know how to make weapons and armor? You must've become delusional from the desert heat. They don't exist."
    -Hálof son of Hálof, Venskár adventurer who was eventually killed by werecats

    The 'werecats', as these mutant descendants of the ancient Altanic cave lion are called, are the only known therian to no longer reside in its ancestor's homeland, having migrated en masse from the central Altanic mountains into the great desert below it towards the end of the last Ice Age. Though it can't recover from wounds as quickly as the other therians and is equal in size & strength to a Lycan, and certainly less physically imposing than an elk-fiend or bereskarn, the werecat has two major advantages over every other breed of therian: it is socially and technologically more advanced than they are. By 10,000 AA werecats had advanced to an equivalent to the human Copper Age, fashioning simple weapons and ornaments from copper, and had organized themselves up to a tribal level. While the basic social unit of the werecat remained the pride, comprised of ten to as many as thirty werecats led by an especially large and ferocious alpha male, prides can and have also congregated further into tribes of as many as four prides, in turn led by an 'alpha of alphas' who has bested all of the other prides' alphas to become the supreme leader for life (or at least, as long as he can defend his position from challengers). Non-pregnant females hunt and fight alongside their men, though they do not share leadership positions, exactly like ordinary lionesses.

    Within each tribe, and even each pride, the supreme alpha appears to be the local lazy bum - thanks to his status, he can afford to sit tight while his lackeys hunt for food and bring it back to him, at which point he'll inevitably hog most of their kill for himself and strike anyone who objects across the face with his paw - but in actuality, he must constantly remain on guard against attempts to usurp his position by the subordinate males, who all have the right to challenge him for the top spot by duel. Inter-tribal challenges for the spot of 'alpha of alphas' tend to quickly deteriorate from duels into full-blown wars between the constituent prides, and tribes have also warred with each other for control over oases in their desert homeland or hunting rights to especially large herds of decently sized (and filling) herbivores such as mule deer. This, above all, is probably the main factor in holding back their societal advancement beyond the tribal level.

    A tribe of up to or even slightly over a hundred werecats hunting is dangerous enough, but even worse is the fact that they fight armed & armored to further compensate for their lack of an incredible healing factor. Copper axes, swords & spears and leather armor of werecat make have been found and, while substantially weaker and cruder than contemporary bronze and iron human/Altanian weapons, still represent a major leap in this race of therians' mental faculties and fighting ability. Their military tactics, too, have advanced beyond what any of the other therians have shown: both Lycans and elk-fiends seem only capable of either a) bullrushing the opponent as either individuals or in packs/herds and b) simple ambushes, but werecats have displayed the capacity to execute flanking maneuvers and feigned retreats so frequently as to make it obvious that these aren't just one-time flukes on their part. Both are their main advantages in their internecine wars with one another, and their frequent raids into the northern prairies and forests to hunt other therians for food. While their inability to make bronze (either due to a lack of tin deposits near where they live, or simply because the concept of mixing copper and tin is actually beyond them) and to advance beyond the tribal level of organization still leaves them at a disadvantage against hominids, it can't be denied that they'd be one of the deadlier therians for humans to face, either.

    Where do the therians live?


    Black - Range of Lycan, elk-fiend and bereskarn populations
    Red - Range of werecat nomadic tribes

  14. #14
    Barry Goldwater's Avatar Mr. Conservative
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    Posting for Narf:

    Leafers
    What appear to be leaves falling on a man from the wind...aren't

    Leafers are small plants that dwell in treetops and drop down on animal and humanoid prey to feed. They are usually found in old forests, above well-worn paths and trails.

    A leafer looks like a small, rather uninteresting leaf, but on careful inspection can be seen to have a number of tiny teeth around a small mouth, used to drink the blood of prey; a tell-tale sign of a leafer bite is a ring on the victim's skin, almost indistinguishable from a mosquito bite. Leafers shift color slowly to match the foliage of the tree they are using as a nest.

    When dropping from a tree, a leafer uses its body as a rudder in the air to direct itself on to prey. Once on a creature or on the ground, a leafer moves much like a slug, undulating its body along a surface. This form of locomotion is quite slow, but allows a leafer to climb vertical surfaces such as trees or walls with no difficulty.

    They are chiefly found around volcanoes (such as the one that leveled the High Allawauric colony of Thaumatheia) and [magic mineral]. It is hypothesized that they rapidly evolved from ordinary leaves into bloodsuckers capable of metabolizing hemoglobin to survive during times of high volcanic activity, when volcanic eruptions such as the ones that caused the Great Cooling darkened the skies and made it much more difficult for them to survive by photosynthesis alone.

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    Barry Goldwater's Avatar Mr. Conservative
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    High Dragon
    Fanciful imagining of a high dragon

    "'High' dragon indeed. Besides its ability to fly, and in so doing literally put itself above its terrestrial cousins, I also find it a far more beautiful sight than the earth-bound feathered dragon. That said, I must confess it's not quite as large or as deadly to creatures of a similar size, though it is certainly even faster."
    -Perrod son of Halaric, Venskár wandering bard

    The feathered dragon is another therian species native to Altania, though one that lacks the opposable thumbs of the others. They are thought to have rapidly evolved from feathered dragon hatchlings exposed to [magic mineral]-tainted water, and mutated/grew up to be much smaller than their parents (at about seven meters in length and around 400-450 kg in weight, the average adult high dragon is actually less than half the size of the average mature feathered dragon) - a disadvantage for which they compensated with a radically altered & much lighter bone structure, birdlike air sacs, and wings covered in aerodynamic feathers with a total tip-to-tip span of up to 12 meters. Naturally, as a result high dragons are able to take to the skies, where they can fly through a combination of gliding & forcefully flapping their wings for up to half a day. Being such a gigantic and active flyer, the high dragon must also naturally eat a lot to survive, and will swoop down to grab deer, boar, horses, marlin and other large land animals or fish in its jaws up to six times a day. These therians' power is constrained by their low fertility rate and a lengthy growing period though, as on average a female high dragon will only lay clutches of one to three eggs and each surviving hatchling takes about 20 years to reach full maturity, after which they can look forward to 20-30 more years of life before expiring from old age.

    Being a therian, the high dragon is highly intelligent and even arguably sapient. They are fiercely territorial and, after finding a good nesting site, will prefer to live there for as long as they can, even to the end of their days if possible; anything and anyone that steps within sight of those grounds, even humans or other therians, will at best have to worry about the dragon trying to chase them out, and at worst can find themselves on its dinner menu. The dragon is also oddly attracted to shiny, colorful metals & stones and, besides trying to nest in caves with visible veins of precious metals such as gold or silver and deposits of gemstones, is also not above attacking individuals for their jewelry so that it might have a new addition to its hoard. Curiously though, high dragons are also receptive to offerings of food and (if injured or ill) medical treatment, and generally possess enough presence of mind & gratitude to allow the human or therian who made the offering to take an item from the hoard it amassed. (those who try to take more than one item will find that they've worn out their welcome much faster than they may have hoped, though) Furthermore, high dragons possess a Leviathan-esque memory and can instantly recognize an individual they've interacted with in the past, for better or for worse, by sight, sound and smell.

    Surprisingly, despite being a therian evolution of the feathered dragon, high dragons are actually less powerful than their terrestrial cousins. Besides the obvious fact that they're less than half the length and a fraction of the weight of the land-based feathered dragons, high dragons also have a much weaker bite (roughly equivalent in strength to an alligator, which is to say less than a third of a mature feathered dragon's bite force) and slender limbs ending in short talons that lack the overwhelming muscles and devastating claws of the average feathered dragon. In the rare occasion that these two monsters clash, the high dragon's advantages over its feathered rival are 1) flight, 2) a longer and more flexible neck, and 3) its ability to spit a powerful paralytic venom, normally housed in a special sac in its throat and used to immobilize prey. Such fights are thus always a struggle between the feathered dragon's massive size and brute strength vs. the high dragon's finesse and poison-spitting ability, with the victory often going to whoever can get the first blow in.

    Some humans and therians alike have founded religions centered around the veneration or worship of these majestic flying monsters, deeming them either the greatest creations and servitors of their gods or even deities in their own right. For their part, high dragons that receive such worship welcome tributes of food & especially jewelry most of all (bringing a dragon shiny, gem-studded objects is the best way to approach one and not die), and owing to their high intelligence exhibit both greater pride & risk-taking behavior than their other kin in the wild, and a very sapient protectiveness of their subjects. These dragons will much more commonly take foolhardy risks, including attacking feathered dragons and other humans or therians who menace their devotees - after all, if those worshipers were wiped out, who would bring them jewels for their hoard and enough food that they don't have to hunt anymore?

    Ascendant
    Comparison of a Muataric and Altanic Ascendant to a human male

    "I didn't think there was anything bigger than a dragon out there. Oh, how wrong I was. The first 'Ascendant' I saw had wings that were easily twice the size of a high dragon's."
    -Perrod son of Halaric, Venskár wandering bard

    The Ascendant is another giant of the skies like the high dragon, though it is no therian. These feathered pterosaurs come in two regional varieties: one found in the mountains and shorelines of Altania, and the other in Muataria, distinguished by their sizes - the Altanic Ascendants are much larger than their Muataric cousins, being slightly taller than a giraffe and possessing a wingspan of up to 20 m in comparison to the latter's human height and 7 m wingspan - and crests (male Altanic Ascendants typically have short, forward-pointing crests atop their skulls while the Muataric ones have long, narrow backwards-pointing ones; the females of both species have much smaller, barely noticeable crests). Their flight patterns are also different, for the Altanic Ascendant mostly flies by jumping off a high point (usually a cliff) and then gliding in straight lines with slight turns rather than beating its wings, and the Muataric Ascendant frequently beats its wings and is more capable of aerial acrobatics than its larger cousin.

    Both varieties of this gargantuan flying reptile typically consume fish and small to medium-sized reptiles which they must then swallow whole on account of having no teeth, though the Altanic Ascendant in particular will not hesitate to snap up even feathered dragon younglings while the Muataric Ascendant has been known to grab juvenile titanoises & drop them off from a great height to break the shell and feast on the remains. And while tales of them swooping down to prey on children are unfounded, it is not inconceivable that these flying titans might prey on human infants when sufficiently hungry, either. Where they live, few to no lesser birds do: even eagles and albatrosses are feeble competitors, and more often prey, for Ascendants. Fortunately, neither type of Ascendant is a migratory species...

    A question that has been pondered by many an adventurer and excitable child alike is 'who would win in a battle between monsters', and in the context of the Ascendants, it's usually an Ascendant vs. a feathered or high dragon. While these species (being apex predators) don't fight one another all that often, squabbles over territory and food supplies are not unheard of either, and the consensus is that the Muataric Ascendant would lose (at least to feathered dragons, they don't live on Altania whereas the high dragon is exclusively an Altanic species), while the larger Altanic Ascendant can hold its own against the high dragon but still be routed or torn apart in short order by a feathered dragon (as anyone who has witnessed what happens when a draconic mother or father stumbles across an Ascendant trying to eat its children can attest). Ascendants will not bother trying to take on large herbivores such as fully-grown Boreal Mammoths and Titanoises, so any discussion as to 'who would win' there is moot.

  16. #16
    Barry Goldwater's Avatar Mr. Conservative
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    Snigrenz
    An anomaly among races, the Snigrenz are neither human, elven nor therian, sharing little beyond their bipedal humanoid stance and some skin-deep features with the rest of the world's inhabitants: indeed, they're unique (at least for now) in that they're one of the only species known to have been created rather than coming into existence naturally. Tens of thousands of years ago, the first of this race was brought to life by the long-fallen and forgotten Hanti Empire, who were in need of a limitless supply of expendable shock troops with which to expand their dominion and keep their subjects in line. At the command of the Exalted Kings, Hanti arcane scientists duly transmuted piles of their people's garbage into crude mockeries of the human body, harvested the souls of convicts on death row, and shoved said souls into the aforementioned transmuted masses of malformed organs, twisted bones and peeling flesh and skin.

    Suffice to say, the first results of these experiments were...rather less than stellar. Those proto-Snigrenz who didn't simply fall apart as soon as they were awakened would rapidly realize what had been done to them and go berserk, violently lashing out at their creators and/or attempting to commit suicide with the first sharp object they could reach. Early efforts at wiping the memories of the implanted souls fixed that problem but created another one - the resulting Snigrenz prototypes were incapable of speech, locomotion or really much of anything, instead animating as utterly passive empty shells that just stood in place and breathed, and couldn't even feed themselves without outside aid. Naturally, these failures too had to be terminated by their creators for being complete wastes of space and resources.

    A proto-Snigrenz with a newly-implanted soul awakening inside its cocoon

    Still, the Hanti persisted, and despite the toll in arcane scientists, guards and raw materials, they eventually succeeded into refining their horribly flawed creations to a relatively 'usable' state. These were the first generation of true Snigrenz: humanoid abominations that stood between six-and-a-half to nine feet in height, rippling with properly functioning muscles atop a strong skeletal frame, with gray or dark brown or sickly-green skin that made them look like the walking dead. Controlled through a combination of memory-wiping, brutal disciplinary training and the attachment of explosive leashes to their necks, they were quickly drilled into what they were always meant to be: a fighting force of fearless, loyal and bloodthirsty warriors who could tear a man's head off his head with their bare hands or fangs, wear armor too large and heavy for ordinary Hanti troopers, fight with heavy weapons up to and including what might be considered 'light artillery' by an ordinary human, and were absolutely hateful & pitiless towards anyone they ran into when unleashed, for civilians and enemy soldiers were the only people they could take all that pent-up rage from their creation and training out on. Their iron constitution extended even to their stomachs, so much so that Snigrenz could survive in the wild with no supply lines by eating even mushrooms and herbs fatally poisonous to man and elf...and by devouring the weakest in their own ranks without a second thought as well, if they had to.

    The Hanti called these creatures 'sniggol', 'bullet', which eventually they themselves corrupted into the name they go by today - 'Snigrenz' or '(the) folk', singular 'Snig'. These 'living bullets' proved to be so successful that not only did the Hanti retain them, but they even developed other Snigrenz subspecies over time: smaller, more agile ones with cat-like nightvision who could serve as scouts, breeds with camouflage-colored skin capable of thriving and doing battle beneath the desert sun or in an Antarctic blizzard or in fetid marshes, and so on. For centuries Snigrenz battalions were a key element of the imperial Hanti army (though one whose numbers the Hanti were careful enough to control, usually by arranging deathmatches between their most successful battalions for the entertainment of their citizens), suppressing scores of rebellions and planting the empire's banners on parts previously unknown with both murderous efficiency and gratuitous cruelty. Some of their kind rebelled against this role, but their mutinies were always put down with the same extreme brutality they'd once displayed to their enemies - often with the help of other, more loyal Snigrenz units - and whoever survived to flee the battlefield had to eke out a lonely, miserable existence in the furthest, most lifeless reaches of the empire, or even beyond its borders, if they wanted to have a prayer of avoiding the forces assigned to track and exterminate them.

    A Snigrenz battalion in action, back in their not-so-good old days

    Originally, the Hanti never bothered to create female Snigrenz, even though they outfitted the all-male Snigrenz with the appropriate reproductive equipment and their souls' old sex drives. Why bother, after all, when they could be mass-produced in their laboratories? And besides, it was deemed that the fear of what a rampaging battalion of Hanti might do to the enemy's female population would serve as another tool to keep the masses in line. It was only in the last days of their empire that the eggheads of the Hanti engineered female Snigrenz. The reason why has, like almost everything else Hanti, been lost to history: perhaps they were supposed to be a reward for especially prominent Snigrenz commanders, maybe the Hanti figured they'd be a release valve for the frustrations of those Snigrenz assigned to urban garrison duties & thereby prevent them from going on berserk rampages across the neighborhoods they were based in (that didn't require the berserkers' heads to be blown off), or perhaps in their arrogance the Hanti believed they could safely allow the Snigrenz to breed and still control them. Whatever the case, they inadvertently ensured that the Snigrenz as a race would have a way to survive even should the Hanti be wiped off the face of the earth one day.

    A rare female Snig

    Which, of course, is what eventually happened. Most of the Snigrenz died with or shortly after their masters, either directly from the meteors that devastated the Earth on that one fateful day 75,000 years ago, or from the consequences of said meteor shower - starvation, disease, or simply being torn limb from limb by the oppressed masses now rising up to shake off what little remained of the Hanti's chains. A few Snigrenz survived by abandoning the burnt-out husks of their masters' cities and degenerating into roving packs of hunter-gatherers like everyone else, and together with those small bands of Snigrenz mutineers who'd already thrown off Hanti control before the latter's downfall to hide out in the remotest, most desolate corners of the Earth they became the ancestors of today's Snigrenz. With only a handful of exceptions, most of their kind have not advanced beyond that level of barbarism even as other mortals settled down to farm and raise herds of livestock, in no small part because non-Snigrenz, being almost universally descended from the same slaves and laborer underclass the Snigrenz kept down at the command of the Hanti and thus remembering the former's atrocities in their various myths and legends, have a habit of razing any Snigrenz settlement they find.

    Now, since it's unlikely the Snigrenz will find much love from the rest of the planet's population, they will surely have to rely on their ferocious strength and fear-inspiring visages to make their way in this world instead. They might also very well find further advantages in as any strange but beneficial mutations they've either inherited from Hanti experimentation, or the things the more adventurous among their kind have done to themselves since the meteors fell. With any luck and a few thousand years, they may be able to establish a real homeland of their own somewhere, find some way to coexist with the rest of the world, or...well, then again, perhaps they're going to need quite a bit more than luck and a few millennia to even come close.

    What many of today's Snigrenz have been reduced to - near-universally-reviled, nomadic scavengers and raiders

    The Proto-Snigrenz language
    Modern speechProto-Snigrenz
    Male, malesUruât, uruâthaz
    Female, femalesNur, nururz
    FolkSnigrenz
    WeaponDűl
    WrathMâzaug

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