WIP Organization


Flash Poplar

Flash Poplar

Quick Facts: The flash poplar is the plant with the most ruins to its name. Due to its limited lifespan, the flash poplar is one of the least studied plants on Idalos.
Height: 20-40 m (30 m on average)
Width: up to 2 m
Lifespan: 5 trials
Fruit: None
Poison: None
Native to: All of Idalos, except the hottest and coldest places
Locations: All of Idalos, except the hottest and coldest places
Created By: Sintih

Appearance: A white to greenish, grey colored bark is visible all arc around. It's covered in darker cuts or breaks that spread out over the bark the older the tree gets. Flash poplar seem to spread these quicker than normal poplar. The leaves are spirally arranged and vary in shape from rounded triangular to circular, with a long petiole (leaf stem). In Saun and Vhalar, the leaves change color to a brown-orange or bright gold before falling. While indistinguishable from normal poplar trees at first glance they can be identified by their lack of fruit bearing abilities. As the flash poplar doesn't reproduce in any way currently understood by the races of Idalos, they don't seem to have a need for bearing fruit and spreading seeds and so do not grow the red, bean like flowers that poplar use to hold seeds in.

Habitat: This is where the Flash poplar becomes famous. There is little to nothing known about them apart from the fact that they appear and disappear within trials. They've been spotted almost everywhere except Oscillus, the hotlands and the frozen wastes in the northern region. The flash poplar seems content with existing wherever it pops up and then leaves after five trials. The flash poplar seems to have no basis for where to appear and has been spotted inside of buildings or towns, resulting in the absolute ruination of those places five trials later.

Lifespan and Development: The leading flash poplar lives for five trials while the following ones live for three or four trials. There doesn't seem to be a system of reproduction for the flash poplar as they appear at random. A single flash poplar will appear in any location and occupy the space. There is no growth from seed to adult tree, one trial there is nothing, the next a fully grown poplar is standing there. One trial later, the single poplar has turned into a forest 750 meters in diameters. The trial after, it's one and a half kilometers in diameter. For the trial after that, nothing changes in the forest and it lacks the usual sounds of a normal forests as animals don't have the time to move into the newly found forest. On the fifth trial, the flash poplar forest crumbles within a break, the trees falling as if they don't have roots to uphold them and decaying at a rapid pace. By the end of the fifth trial, there is only a highly fertile track of land left with no sight of the flash poplar ever having been there.

Uses: The flash poplar's appearance is random and can happen inside of buildings or in the middle of settlements. These appearances always end up in the overgrowing of said buildings or settlements and the ruination of them. The fact that they leave behind a highly fertile soil is only a meager compensation for the loss of a settlement, and sometimes, lives. To this day there have been no reports of flash poplar appearing in major cities but nobody is quite sure what they would need to do if that were to be the case someday.

Temperament: N/A

Abilities: Rapid reproduction (Apparently): From a single tree to a forest 750 meters in diameter overnight is an unseen speed of growth and reproduction in Idalos. This speed is also one of the reasons why nobody has ever managed to properly study the tree as the time between birth and death is so short that researchers and botanists often don't have the enough time to get to the site before it has vanished again. (Due to the lack of scientific study, this is a guess from the scientific communities Idalos over.)

Teleportation (Apparently): As the first flash poplar appears from nowhere and then brings in others to grow around it, people have attributed this ability to the flash poplar. The first tree always appears out of nowhere (as if in a flash) and heralds the arrival of the forest but a trial later and the expansion of the forest the trial after that. (Due to the lack of scientific study, this is a guess from the scientific communities Idalos over.)

Reaver Vines

Reaver Vines.png

Credit: Patrick

Quick Facts: Agile, Toxic, Easily Agitated

Native to: Wetlands, Rain forests, and Oasis's

Locations: Central Idalos (Frequent) Western Idalos (Occasionally) Eastern Idalos (Rare)

Appearance: Reaver Vines have several different variations depending on their location, each with their own level of potential danger. Usually green in appearance to match vegetation, these vines can easily appear like normal vines save for the fact they are littered with deadly thorns. These plants rely on their victims blood to enrich the soil, and often ensnare scavengers who come searching for the body of the dead.

Tree Reavers are the forest variation of Reaver Vines. These vines grow within densely populated forests, more commonly found in rain forests and jungles. Though they're inclined to dominate treetops for smaller prey, their immense rate of growth allows them to tangle and in turn trap larger prey on the forest floor. Typically, they look more like regular vines as their thorn patterns are much smaller and less consistent than other Reaver Vines. When traversing through their native environment, one must keep a weather eye on the formation of the vines as well as any signs of activity.

Tree Reavers will snake and ensnare prey in their network.

Ground Reavers are more common in marshes, wetlands, and even humid and moist areas of plains. They appear more like stalks than actual vines, until they release from their coiled state to reveal their presence on unwary victims that trek too close. These Reaver Vines are littered with miniature thorns that break off once pricked into the skin, proving to be just as deadly as its cousin, the Grim Reaver. While they're not as difficult to notice in an open area, they are still lethal to encounter, should one attempt to harvest them. Unlike Grim Reavers, Ground Reavers only react defensively towards predators and other mammals that seek to ingest the bulb, as Ground Reavers produce a wickedly sweep sap uncommon in the wilderness. The plant does not seek to spread out, and remains a tightly coiled knot until something draws near. It then lashes out, striking at the trespasser before coiling itself back up. Ground Reavers will coil like tentacles until their prey comes close.

Grim Reavers are the most lethal and distinguishable of the Reaver Vines, as they are adorned with numerous barbed thorns that are deadly to even touch. Grim Reavers typically appear red while their thorns flourish to match their environment, ranging from rich green to even a dull white coloration during their growth. These are the type of vines that rarely found, rumored to appear in isolated locations. The Grim Reavers have developed an incredibly potent version of the poison found in their cousins. Unlike the other variants, this poison has been modified to allow for absorption through the skin, in addition to an increased toxicity when introduced to the bloodstream.

Grim Reavers are the deadliest variation of Reaver Vines.

Lifespan and Development: Reaver Vines started as bulbs that evolved during their growth among tree trunks as predator and prey alike sought these out for their incredibly sweet sap and nutrient-rich roots. It wasn't until accidental cross pollination happened that these bulbs evolved, and their roots grew rapidly into vines that eventually developed toxins to protect the bulb. Eventually the plant itself adapted and took on a predatory nature, using its defensive capabilities as a hostile reaction to any living being that drew near its grasp.

Eventually the plant earned the name Reaver Vines as a derived term from "the Reaper's Reavers" or "Death Vines", slowly mistranslated into various languages. Their nature and temperament have proven them to be deadly when encountered in the wilds, and that name eventually became accepted. They act as predators but only within their own territory; the range in which the vines have grown. While they will move and flail about like a living organism, Reaver Vines strongly rely on camouflage and entrapment to capture their prey, often using the smell of the sap to lure their victims to their untimely demise. When a vine has a creature within its proximity it wastes no chance in wrapping them within their grasp, coiling around its prey much like a snake until the flesh is torn apart by its thorns.

The bulbs of the Ground and Grim Reavers rely on a secondary pair of roots that act as a sensory network, indicating when a possible meal on the ground is drawing close. A Reaver Vine can either be killed by locating its source, the bulb, elsewhere within the vicinity; usually the greater the concentration of vines the closer to the bulb. The rarer of the Reaver Vines however require a much riskier approach, as their bulbs are hidden between the base stalks and the roots within ground. With the location of the bulb discovered one need only to use fire or a sharp tool to crack the bulb, rendering the rest of the vines useless the moment its core has been exposed to light. The other method for handling Reaver Vines, while not as effective, has less risk compared to the first but still contains high danger. As one can merely hack or burn away the vines that are in their way, at the chance of ruining a decent harvest of materials from these creatures.

The bulbs of the Tree Reavers do not have a root system, and as such rely on vibrations sent through their vines. This sense is not as strong, however they have balanced this out by casting a wide net of vines across the treetops.

Uses: Reaver Vines produce a poison that numbs the nerves on introduction to the blood, causing temporary paralysis to the victim injected with the venom. The bulbs of the Vines produce a highly aromatic sap that is sweeter than honey, and said to make miracle and beauty salves when harvested. The roots of the vines prove to have invaluable healing properties, though prove difficult to harvest as they diminish quickly due to lack of moisture.

Temperament: Highly aggressive and territorial when it comes to both prey and predators, the Reaver Vines tend to act defensively rather than offensively. Their aggression however elevates when nourishment is required, therefore they will ensnare any living organism within range. They are considered highly dangerous and best avoided unless one seeks to harvest their ingredients, placing that person in a position where they approach at their own risk.

Abilities: Aromatic sap is used to lure prey both small and large, while vines act as tentacles to capture prey, and their roots act as sensory indicators to detect where their prey is when it closes in. Depending on the region they grow within, thorns will act as barbs to prick and paralyze trapped prey with poison; Grim Reaver vines have thorns so sharp they could slice a carcass into multiple parts.



Credit: Noth

Quick Facts: Absorb sound, Underground, Undulating

Height: 2 foot

Width: 8 inches

Length: 4 inches

Fruit: Detachable roots

Poison: Foul tasting leaves

Native to: Underground/Caves

Locations: Northern, Central, and Eastern Idalos.

Appearance: The Vibatir appears to be a long tube which opens upwards into a wide bowl. This bowl is marked with various walls that divide it over, and these divisions are random for each plant, though it is common among them to find the most divisions near the outer pieces of the bowl, and the least within the center. The very center of the bowl contains a small hole which appears to be covered only by a thin membrane. This membrane will pulse and shake at even the slightest amount of noise in it's general area, and the intensity with which it does so can lead to the entire Vibatir plant seeming to shimmer and undulate. Several leaves wrap themselves around the central tube, but they stop growing past the bowl.

Habitat: The Vibatir plant is found almost exclusively underground, or in dark, and dry areas. Despite that, it has managed to spread throughout some of the caverns of Northern, Central, and Eastern Idalos. It is not uncommon for the plant to grow from the roof, or from odd crevices within the rocky masses, but it is extremely rare to see a Vibatir plant surviving whilst in the sunlight, especially during Saun. Plants will not commonly cluster together, but will typically be within viewing distance of one another.

Lifespan and Development: The Vibatir plant grows from a detached root. This root will implant itself slowly into the ground, or in some cases, the ceiling, and will then bury itself. This process typically takes between forty-fifty Trials. Once buried, the plant will begin to grow back towards the surface with a tube which gradually grows in size as the plant matures. The initial root will be consumed for nutrients, and smaller roots will be put into place until a nutrient capturing system can be established.

After another twenty Trials past piercing the surface with the tube, the plant will begin to form the bowl on top of it. The bowl; like the tube, will continue to grow as the plant matures. The bowl will capture any sound vibrations that bounce around nearby it, and entrap them within it's maze of walls. Eventually, those vibrating sounds will be absorbed into the sensitive membrane which will convert the kinetic energy into more readily usable energy. This causes an area around the plant of around ten feet squared wherein sound cannot penetrate beyond a slight whisper which only lasts for an extremely brief interval. Now that food can be captured by the plant, it begins to grow steadily in size until it matures after around two Arcs. Once mature, the plant will form a new root, and will push it as far away from itself as possible. This process typically takes another Arc to complete. Once the plant has removed the root from it's presence as far as it possibly can, it separates it completely from itself, and allows the process to begin anew.

Fertilization occurs after the root has been released, and therefore requires the presence of small insects, or other creatures to gather pollen, and then investigate the root. The root releases a sweet scent for around three Trials after it is released, after which point the scent will cease, and the foul taste inherent in the plant will take place. During the time period whilst the root smells sweetly, it can be consumed without worry of digestive problems.

Animals will typically take hold of the sweet smelling roots, and will carry them throughout the cave to other areas, allowing for the plant to further propagate itself as opposed to simply clustering in a single area. Outside birds and other animals will also occasionally be drawn into a cave to retrieve these roots, and therefore are the cause for the plant's spread to other subterranean systems.

Uses: Soundproofing a room. Roots can be used as bait, or as a light poison without worry of killing, or seriously wounding target.

Temperament: N/A

Abilities: While a root, the plant releases a sweet smell. After a Trial, that smell disappears, and the plant becomes poisonous to digest, and foul tasting. This poison is non-lethal, and simply causes digestive issues for a short while. The plant will absorb sound within a ten foot squared space around itself, and make speech virtually impossible.


Horned Carowa

Horned Carowa.png

Credit: Nightshade Eld

Quick Facts: The Horned Carowa is one of the largest bird species and is often considered one of the most dangerous. An aggressive nature that can become even more so when attacked, and combined with their large and dangerous legs and horns makes them both pests and menaces to those who have to live nearby. They are a common cause of death for the unprepared traveler when in Central or West Idalos and their Northern variant is even more vicious. The only benefit for humanoids is the fact that their meat is incredibly rich in nutrients and they lack tough muscle in their upper body. There is no size difference between the North and the West/Central variant. Horned Carowa are completely flightless. The core of their horns can be ground into an "Alchemical Primer".

Height: They range from 10 to 20 feet, though usually most don't get bigger than 12. It is rare for the birds to reach full size in nature, and often a Carowa of that size is killed as quickly as possible to reduce menace to travelers and towns in its area.

Width: The Carowa has a body width of about 3-5 feet across, depending on its height. It's wing span is a different matter entirely, often being equal to or larger than the height of the bird itself.

Weight: Anywhere from 3,000 to 6,000 lbs

Native to: Open plains areas though it has been known to adapt to more forested areas.

Locations: Central, West, and remote parts of North Idalos.

Appearance: The Horned Carowa comes in two different appearances. Central and Western Carowa are known to have long, muscle-covered legs which lead up to a large and rather plump body. The best thing to compare them to is a cassowary. Their upper bodies are usually covered in soft, exotic looking plumage that comes in a variety of colours. Both genders flaunt vivid colors to attract each other. The males are known to have much stronger horns protruding from the top of their head, while the females have smaller horns on the top of their beaks. The legs of the female are more powerful. They're the ones in charge of digging up the nest, and are often left in charge of protecting the nest while the male goes out to hunt. Their stronger legs give them the ability to better protect chicks.The males are the hunters and foragers, likely the evolutionary cause of the large horns.

Northern Carowa, however, usually come in colors more camouflaged to their environment. It isn’t to protect them from predators as much as it is to hide them from prey. They are vicious and savage creatures who have adapted to the more dangerous parts of the world. As such they are far more muscular on the upper half, their feathers are more brittle, and are far more violent.

The reason for color differentiation between the two variants is rather simple. When they were imported out of the mountains, there were several breeders who strove to create the most beautiful birds, seeking to create the newest exotic pet. Needless to say their attempts failed, but the coloured birds escaped. Several generations later, the brightly coloured animals had replaced their duller, northern compatriots.

Habitat: Originally the Horned Carowa were only native to Northern Idalos. They were unappetizing, but considered to be one of the better food sources due to the high nutrition content. Someone came up with the idea to try to breed them in Central Idalos to be more docile and better tasting. That idea didn’t work and several escaped animals led to an explosion of their population. Without the harsher conditions the birds were used to they were able to thrive very quickly and cause chaos in the area. They are easily adaptable, unchecked they can cause a lot of problems. Those of the West and Central however are much weaker meaning they're easier to deal with. Their position as apex predator in nearly every place they're found means that the only threats come from two sources: their natural enemies, the Zelroux, and hunting parties.

The Carowa was confined to the Northern parts mainly due to the fact that the Zelroux lived primarily in West and Central Idalos. The other reason has to do with their population. The Carowa is a terrible parent during the egg stage- they care little for the eggs and if too much attention is required to protect them, the parents will often eat the eggs rather than spend the time to keep them safe. This rare survival rate of eggs keeps the population in low numbers. If the Carowa moved too far away from each other it would be impossible for young Carowa to find mates during the proper season.

A Carowa will try to remain close to where it hatched often going so far as to drive its parents out once it's strong enough. The territory of a Carowa can vary anywhere from 200-1000 acres depending on just how strong the Carowa is. Males tend to have larger territory while the females have more resource rich territory.

Lifespan and Development: Typically a Carowa will be born in a small nest of 3-5 eggs, usually a shallow hole with a bedding of leaves and grasses. At most, one of those eggs will survive. Carowa tend to have little time or energy for their young until after they have hatched. Female Carowas dig holes in the ground that function as nests. The female Carowa will remain in the area and cover the nest with leaves during the day time. If she leaves to hunt the father may remain in the area, though it's unlikely. At night the female Carowa will sit on the nest, however that is the extent of the attention the eggs recieve. Parents will rear their one child that hatches with great care and patience. The child will be fiercely protected by both parents at this point, however that is not to say that it will be coddled.The baby Carowa will be taught how to hunt and fight until the age of 2 years old when it is officially mature.

Territory is usually stolen from an older Carowa by a younger Carowa. The Carowa are a ruthless species that focus on little more than survival, and have no bonds to other Carowa. As such Carowa will often fight with each other over territory, the old giving way to the young. At the age of 2 a Carowa usually forces its parents out of their territory. When a Carowa reaches 3 years of age they will be old enough to breed. When mating season comes, all mature Carowa gravitate towards each other. They vie for attention by stomping the ground to make large vibrations and emit ear shattering screams. Once they've gathered they choose a mate (males often fighting over females for both variants) and the mates choose one territory to go to, often the female's.

The main predator of the Horned Carowa is a creature known as the Wild Zelroux. They will avoid areas where they find signs of a Wild Zelroux, or if they cannot avoid it, will clump up in even-numbered bunches. They avoid odd number groups for an unknown reason.

Diet: Carowa tend to eat anything smaller than themselves. This often includes animals, plants, and sentient species of all kinds.

When hunting, the Carowa of the West and Central areas tend to throw any idea of stealth out the window due to their flamboyant coloration. Once they've located their prey they will chase them down in a manner best compared to a cheetah, relying on speed and endurance. They mainly attack by jumping and kicking with their powerful legs, though males are just as likely to head butt an enemy. The males use their horns to both attack foes and prey, impaling anything they can on them.

In the North, however Carowas tend to spend a lot more time stalking their prey, mainly due to their superior camouflage. It's hard to stay silent in areas like thick forests, but the North Carowa is known to patiently sit and wait for prey. Once their unsuspecting meal has gotten close, they'll emerge from their hiding place as suddenly and quickly as possible, relying on surprise. They aren't particularly fast, but they have a lot of endurance and will follow prey for miles.

They need to eat a good amount because they exert a lot of energy catching prey and fighting, but due to their ability to eat nearly anything, it is rare for one to starve to death. Because each Carowa has a very large territory, they don't tend to cause as much damage to the ecosystem as one would expect. They kill a large animal about once every week and the rest of time is spent foraging for whatever they can dig up between kills.

Temperament: The Carowa are extremely vicious creatures, known for their territorial aggressiveness. They avidly hunt anything which enters their territory, be it sentient or beast. They lack a sense of fear in almost all cases, and they don’t understand the concept of pain. They tend to go in a rage when wounded, and will attack anything that causes them pain. They can notice patterns and things that stick out, they know how to outsmart foes like a fox could, but they have no higher level of thinking. Carowa are solitary creatures. Large groups of Carowa, rumored to terrorize towns, only truly occurs with the immediate threat of a large group of Zelroux.

Males are more flamboyant, often including an excess of posturing and threats of aggression, while a clash between females will instantly result in a fight. Carowa tend to avoid fighting with the opposite gender. Sometimes, when a Carowa pushes another Carowa out of its territory, they will allow it to live and keep a small piece of the land, but more often than not one Carowa will kill the other. This decision has numerous factors, such as the gender of each Carowa and if familial ties exist.

Abilities: Giant tree sized muscle legs and a decreased sense of pain.

Powerful Owl

Powerful Owl.png

Credit: Sintih

Quick Facts: One of the only few owl species where the male is larger than the female. They have the longest interval between the laying of the first and second egg among all owl species. Carries the most prey during flight. Only owl to hibernate.

Height: Between 45 and 65 cm in height (18-26 in)

Width: Spans between 112 and 135 cm across the wings (44-53 in)

Weight: Male: 1 to 2.2 kg (2.2-4.9 lb), female: 1 to 1.6 kg (2.3-3.5 lb)

Native to: Western coasts of the Eastern Continent

Locations: Central Idalos, specifically the eastern Central Region, Rynmere and the western coast of the Eastern region

Appearance: The powerful owl is one of the hawk-like species of owl, often mistaken for the other. It has a long tail with a small head. This is the main reason for the confusion. The bill and ridges on the brows enhance the hawk like features even more. It's most often made up of dark grey or dark grey-brown colors mixed with dirty white. The species has large yellow eyes with greyish feathers to its toes and feet of a dull yellow color. Their name comes from the size and strength of their claws.

Habitat: The habitat of the powerful owl is tall, humid forests in general but they have been spotted in semi-arid woodlands and in mountainous gullies or ravines with varying forms of forestry growing in and around them. They also nest in coastal and sub-coastal woodlands during their time in Rynmere. They are most often spotted in Rynmere as they settle down for a season here while they live wild and widespread in all other areas where they've been spotted, often away from civilization.

Lifespan and Development: The powerful owl breeds during Ymiden in Rynmere, using the lands more northern location to help survive the hot seasons of Ymiden and Saun. During the season of Saun, the powerful owl will stay put near their nest, going in a sort of hibernation to conserve their strength for when their eggs hatch. The eggs are a dull white color, much like the parents feathers and come in clutches of two eggs. For about forty to fifty trials, the female will remain with the eggs at all times. The male will be most active during this time, providing food and protection for his mate. When the young owls are born they come in an off-white color with a grey-brown mask and grey on their wings, distinct from the adults. After forty to sixty trials, the young fledge but they remain with their parents for several season, up to an entire arc. Powerful owls have large breeding territories, between 800 and a 1000 hectares. depending on the scarcity of food. On average, Powerful owl families live about 15 km (9.3 mi) from their closest neighbors.

Diet: About 75% of the powerful owl's diet consists of mammals living within the forest they nest in. Their prey are usually around the size of large rats, rabbits or bats. The powerful owl will catch prey up to twelve kg (26.5 lb) in weight but can only carry up to 2 kg (4.4 lb) while flying. The powerful owl carries up to 100% of its own weight in prey, in comparison to other owls and raptors this is an increase of almost 500%. The specific species of prey depend on the region the owl currently resides in. The prey available during their nesting period in Rynmere is vastly different from the species it can find around Athart.

Temperament: The powerful owl is not an aggressor as long as you stay away from his nest. The male of a couple will actively defend his nest by attacking, and often, killing anything that tries to get near it. Between its own species, the powerful owl is also an active killer, defending its territory from other powerful owls with vigor. The powerful owl suffers the most deaths not from predators but from territorial and breeding skirmishes. Outside of those, the powerful owl seems to have no interest in whatever happens below it and many have been trained when born in captivity. Rynmere has an active trade in the trained animal as it is one of the better night time hunters available on the island. Smart for a bird, the powerful owl quickly learns and can be trained to hunt within half an arc.

Abilities: Most of the abilities of the powerful owl are extension from being part of the owl species, rather than particular or magical abilities. Their hibernation is the only thing that sets them apart from other owls on an ability level. Night vision: The powerful owl is capable of seeing in the dark as if it were low light. In combination with the zoomed vision, this is the powerful owl's main weapon to hunt. Zoomed vision: The powerful owl can see movement from a rat sized creature from about a kilometer up in the sky. In combination with the night vision, this is the powerful owl's main weapon to hunt. Hibernation: The powerful owl can hibernate for up to fifty trials without requiring any food or water. It lives off of the fat it gathered before the trip to Rynmere. This ability seems to be more profound in females than in males.

Sand Beetle


Credit: Kaladis Anar

Quick Facts: A Small, Hardy Beetle, which flourishes in sandy climates, underground caverns, and coastal areas. Known for being a useful calming reagent to compliment more volatile potion making, poison making or healing salves. With careful extraction from a few beetles, a glue like substance can be taken for emergencies in the wild.

Height: Half an Inch

Width: One Inch

Length: One Inch

Weight: 50 Milligrams or 0.05 Grams

Native to: The Hotlands, Beaches, and Nearby areas.

Locations: Eastern Idalos, Warm Coastal Areas in the South, and North.

Appearance: Orange and Black striped in its natural form. With eight legs, two antennae, and large but ineffective eyes. The beetle has a hard shell, and two small but sharp pincers for attack and defense. Its pincers are sharp enough that they will cut the finger if picked up incorrectly, while its longer limbs are usually ribbed to allow for more easily maintaining its balance when climbing. The beetle has small front legs, which act as arms for rolling up its food to store for later, and when trying to scare off larger predators or danger, it will sometimes turn its shell a green hue to cause confusion in its attacker.

Habitat: Deserts, Beaches, and Underground Caverns in Moderate to Hot Temperatures. A frost or snow will kill most sand beetles that haven’t retreated underground. Where there is enough small insect prey, they can be found quite deep into the ground, and spend the coldest seasons often exclusively below the earth. The freezing temperatures of those same cold seasons that kill them, often preserve dead beetles for collection.

Lifespan and Development: Reaching maturity in 10 trials, sand beetles can live up to 200 trials, but are usually eaten well before this. This particular beetle type is only female, born fertile, and provided it has food, it lays eggs every 50 trials in clusters of three dozen or more. The strongest larva consumes the weaker ones, and for every clutch of eggs perhaps five beetles will survive to maturity.

As they reproduce fairly quickly, nature seems to balance this by making them a favorite food of birds, many of which find them delicious. In areas like the desert, there are fewer birds but also less food for the beetles. Where there is food, it is not uncommon to find a lot of beetles in a small area. Often times this is temporary and gives a migratory pattern with how the population fluctuates in the desert, always seeking out new sources of food, or surfacing in different locations where they find it. A skilled tracker can use this to tell how close he is to food or life in the desert, by how many beetles he comes across. On beaches seabirds can often be seen snacking on sand beetles, and outside of those beaches they lose their natural camouflage, becoming easier prey for many smaller land creatures.

Diet: Any insect smaller than itself, having a special preference for small eggs, often bringing it into contact with spiders in shady areas, flies eggs and mites are also a favorite food. They often store excess food in small holes in rocks, burying it for later. They excrete a sticky resin substance to both preserve their food when they coat it, and also to climb trees, rocks or other surfaces. The build up and storage of food is increased leading up to the rebirth cycle before the often freezing temperatures come. Once the resin is dried hard it becomes easier to break pieces off, remaining sticky on the inside, from the outside the beetle can pull out all of the food, or parts of the food as it needs.

Temperament: A lone predator, and one of the top on the smaller insect food chain. Spiders give it a good fight, as do groups of ants. It only attacks when hungry, defending its food stash or when fighting off predators, otherwise taking shelter in a dark or sandy environment, remaining inside its shell. It is intelligent enough to back off when outmatched and uses shade or burrows in the sand to its advantage. The Qi'ora call them Hkranrii, meaning sand pests, because near civilized areas they are often found storing their food in cracks in their stone houses, using the shade to keep it preserved for longer.

Abilities: Almost entirely blind, the beetle is tiny, but if you pick it up incorrectly its fast pincers can leave a nasty gash on your finger. As well as being able to climb vertically due to sticky resin secreted on its legs, and preserve their food with its arms, beetles have a harder top shell than almost any small insect can penetrate, often using this defensively. As well as being hard, the shell and harder areas of the beetle can be illuminated green, meant to startle any larger predator from attacking it while it gets away. This green glow from a cluster of beetles, can be the difference between life and death for a sailor in storm coming up on land. The sand beetle has two antennae that give it good sonic senses even underground, to a range of about 15 feet, but its poor eyesight makes it more vulnerable to predators that remain still or out of reach, and strike fast, such as a swooping bird. Able to make itself entirely orange or black depending on the light, this gives it another advantage underground, and especially in sandy terrain. Also able to regrow parts of its shell, if it’s not too badly damaged a beetle will sometimes recover. Limbs and other body parts do not regrow, the loss of one leg isn't fatal, but two or more usually spell the end for the beetle's coordination or ability to hunt out food easily.

Expert Alchemists, healers and poison makers know that a few crushed sand beetles add a calming effect to otherwise volatile, difficult mixes. You can sometimes find dried sand beetles in jars on market places for 7sn a piece, costing less in sandy climates or near the coast, but more further from these places. For an expert alchemist the beetle's ability to change color briefly can be worked into a potion to turn it green, by properly balancing how many to use. If an alchemist would like a fully green potion this can be achieved, but the effect is merely aesthetic in nature. An expert poison maker might find this of more use in masking the color of a certain substance.

For an experienced survivalist another option exists, the resin the beetle's excrete is harder to harvest directly, and so either requires you mushing together a lot of food they have saved to make the task simple, giving you a messy but usable glue, or instead harvesting it from a gland within the beetle used to hold it. Obviously harvesting anything from such a small creature is a difficult process, as just squashing a beetle will likely give you much worse quality glue. Taking a careful knife cut to remove the gland, you can make good quality glue this way, but this is not a fast process. You can get glue from dried beetles the same way, but in the city you'll probably have better options. Beetle glue in jars is rare but not unheard of, sold for 15gn a jar on average, making it an expensive option and time consuming order to fill. Situations where beetle glue might be favorable, is in repairing your tents in the wilderness, repairing damaged boats on uncharted or uninhabited islands, patching damage to clothing, gear like your saddle, or carts on the road if you run out of nails.



Credit: Vluharqih

Quick Facts: Large, docile beasts that can be harbested for their meat.

Height: 3’

Length: 4’

Weight: 100lbs

Native to: Forests of the Eternal Empire

Locations: Only found in the Empire

Appearance: Skoda are waist high, dark brown beetles similar to the woodlousw. Their back is composed of multiple, overlapping segments that move as the Skoda shuffles around. It has several dozen feet that propel it along, and will curl up into a ball should it feel threatened. The segments on its back are tougher than one would think, but can be cut through with some effort. Often in smaller villages the shells are stolen away by the children to make play armour out of after the animals are slaughtered.

The meat of the Skoda is a dark brown colour, and extremely nutty in flavour. While it is seen as a ‘poor man’s food’, it is highly nutritious and easy to obtain: there are no bones, and the few organs that are inside are easy to clean out. They can be easily killed by a club to their lightly-shelled head, provided they are not curled up.

Habitat: The Skoda prefer lightly wooded fields with lots of water. Temperature doesn’t both them too much, provided it doesn’t reach extremes of either direction.

Lifespan and Development: They reach fully grown in less than a season, and reproduce quickly. They are among the calmest creatures ever found, most of their actions seeming half hearted. Even their mating process is painfully slow and apathetic.

Diet: They eat roots, low leaves, smaller bugs, and are not opposed to scavenging should they find something dead. They are relatively easy to raise, however due to their docile nature, they often fall prey to scavengers.

Temperament: The Skoda are large beetles that are incredibly docile and slow moving. These beetles used to be connected to Lisirra, however a new species was recently developed through selective breeding and alchemical manipulation. They were much more hostile, exuding a stink that would leave their prey paralyzed. This trait has been eradicated without fail, and all the beetles of the old strain were wiped out.

Abilities: Their meat is commonly eaten in smaller villages, and their shells burn well. They are raised and grown in small herds by many for this purpose.



Credit: Nightshade Eld

Quick Facts: The Wild Zelroux is a strange creature that evolved completely separately from the Horned Carowa. However, thanks to various advantages, they evolved to be the perfect predator to the Carowa. A Zelroux is a very rare and powerful creature, often being highly sought after. A Zelroux as a companion is sign of either status, power, or luck as those are the three things you'll need in order to find and tame one. They adapt to the nature of their master and will act as they see fit to please their masters. In the wild, Zelroux act similarly towards an alpha; the master taking the form of an alpha in the hierarchy of a pet Zelroux. Natural advantages over the average beast make them powerful predators.

Height: 6-10 feet while standing (including the horns).

Width: 30-inch chest width.

Length: Typically 8-16 feet long from head to the tip of the tail.

Weight: 400-600lbs, size dependent as well as area dependent.

Native to: Forests and plains

Locations: Central Idalos is the likeliest place find a Zelroux. However, very small groups have been known to live in the east, west, north, and south Idalos. A number have been taken to the south to be used as companions and Carowa hunters, thought these are still very small numbers.

Appearance: The Zelroux vary between the two genders. Both, at their most basic level, have a form that is wolfish in nature with a touch of lion. Usually the size of a Zelroux depends on its position in the pack dynamic. Larger Zelroux will tend to take over the pack. The average Zelroux tend to range in size from small to medium. Both genders have large saber cat like teeth on either side of their muzzle. These teeth are hollow, like the fangs of a rattlesnake, with poison glands that are activated by muscles in the sides of their muzzles. At the same time, these muscles can block pressure to make sure a bite does NOT cause any venom to come out. Muscle use to release poison in conscious, the process is similar to the flexing of an arm muscle. At birth these fangs are non existent, once a Zelroux gets its first set of fangs they aren't hollow and the poison glands haven't activated. At about 4 seasons a Zelroux finally gets their first set of hollow fangs and they start to produce poison. Training is necessary during this stage of life to make sure the Zelroux knows how to control the muscles. The claws of a Zelroux are hooked to allow for better grip, similar to their fangs which are hooked inward to keep prey from escaping. Each claw is deeply serrated in a way that causes multiple punctures, bettering the ability to grip. Both genders can reach speeds of 35-40 mph on a clear stretch of land and their bite pressures have been documented to reach 2000 pounds per square inch.

The females tend to be slightly smaller than the males. Often they are more wolf-like in appearance. Their tails resembling that of a lion with a wolf's fur. They have longer legs and ears than the males and are built more for tracking and chasing down prey than anything else. The females also have a much more lion-like head when it comes to shape, they still have the elongated snout of a wolf the head itself is lion like.

While the females are adapted for hunting purposes, the males have adapted to protect the territory, pups, and females. They have much stockier, more powerful looking bodies that are somewhat more lion-like. Their heads and tails are a lot more on the lines of a wolf. The males have large manes that form around their necks and while they have shorter limbs, they have a lot more power in their compact bodies. The males additionally have very elk-like racks of antlers that adorn their heads.

Habitat: Zelroux often try to stick to forested areas, though they will leave these areas should they need to. They enjoy any kind of cover and will adapt to their surroundings. Few Zelroux like wide open plains, but they will go to plains like areas for the soul purpose of Carowa hunting.

Lifespan and Development: The Zelroux is a pack animal, usually living in groups ranging from 8-14 sometimes being smaller or larger. In a pack, there is a usually an alpha male and an alpha female. They are the mother and father figures of all the other Zelroux. Usually the pack will consist of their children and any others they took in who have lost their own pack. It is very rare for a Zelroux to leave its pack. The alpha pair are the two in the pack who are the breeding pair, though their may be a "beta" pair that is allowed to breed depending on circumstance. The pups are raised by the males of the pack while the females go off to hunt.

At one arc of age a pup will start to learn how to aid its pack. If its male then it'll start to rough house with the older males in order to learn how to fight. It is at this age that the rack of a male will start to grow in. Females on the other hand will start to be taken out on hunting trips almost immediately, expected to quickly build up the strength of muscle to run with the rest of the group and be able to start bringing prey back for the males. At arc two a Zelroux, though not yet of breeding age, will fully be considered a part of the pack. Age three is when a Zelroux is officially of breeding age and can leave their pack. However that doesn't happen often.

At the top of the pack is the mother and father figure. Usually this pair is highly respected by every other member of the pack. Alphas are to be highly respected. Because they both rule over two different aspects of the pack neither one holds full control. The female won't be able to turn the males against the male alpha and the reverse is equally true. As such, the two alphas have to work together in unity. The loyalty of the members of the pack is something that can't be summed up in a couple of words. It's the willingness to risk one's life, travel to the ends of the earth and back, and to fight off any beast at the command of an alpha. Alphas tend to be smart and powerful, often being on the older end of the spectrum and having long lived under their own pair of alphas before heading their own pack. Rarely are there problems within the pack that cause fighting, but they are possible and can sometimes end in a lower ranking Zelroux getting kicked out by the alpha.

Because the importance of the alpha in everyday life, it is extremely traumatic when one loses their pack. When a Zelroux loses its pack, after trying everything to find it again, it will have one of two responses. Some Zelroux will try to become their own alpha and start to fill out their own pack. More often though, a Zelroux will try and find a new alpha figure. Usually they will first try to find another pack to join. Depending on the size and blood relations though, this may not be impossible. In which case a Zelroux will stoop to making anything its alpha. This is the rare case in which a human might be able to acquire a Zelroux. If one finds a Zelroux without a pack, by earning its trust you may take on the position of its new alpha. A Zelroux will adapt to its alpha in any way that it can, becoming over protective and following orders as best it can. They are easy to train but hard to find.

When a pair of Zelroux packs come face to face with each other, they will usually pass each other by, being wary but not aggressive. However, on rare occasions one pack may attack the other. This is called Claiming, an event where both alphas (male and female) will come face to face with one another. The female will start to lunge at each other, darting around to try and get at the other, while the males will start wrestling each other, each trying to overpower the other through use of horns and physical strength. Whichever alphas earn the respect of more members of both packs walk away the winners. Sometimes the defeated alphas will take whoever they impressed and run, on other occasions they will become the unofficial betas of the new pack.

Upon the death of a Zelroux usually there will be great mourning. The Zelroux's corpse will be buried and the pack will stand vigil at the spot for a couple of trials. Packs are tight and the death of each member is a pain to carry. If the death is of an Alpha, that pain is even more sharp. In some cases the remaining alpha will pick a new mate. However, sometimes the remaining alpha will be too distraught to move on; either becoming so depressed the pack has to care for them for the rest of their life, or going to far as to kill itself. Usually this is hard to do, leading to a horrifically painful scene. If this is the case, then a new pair of Alphas will step up. It takes a lot of work for the new alphas to get the pack back into working condition.

Diet: Zelroux tend to stick to the consumption of meat as they can only taste savory, sweet, and bitter. All plants taste alike to a Zelroux. The preferred prey of the Zelroux tends to be avian or equine beasts. A favorite of the Zelroux is the Horned Carowa because despite the dangers of hunting one, the Carwoa provides sustenance for a long time. Zelroux tend to hunt once every couple of trials to keep themselves going. The rest of their time is spent either resting to save energy or patrolling their territory. They try to waste as little energy as possible to avoid going hunting often. Zelroux will bury left over prey if they know they'll be returning to the area soon. In some cases they might even bring the carcass along by tearing it apart and slinging it onto the back of the largest Zelroux.

Usually it is the female Zelroux that hunt, though they are occasionally accompanied by males to take down larger and stronger prey such as the Carowa. When hunting, females usually work in a groups of about three. The females because their smaller, more agile bodies are masters of stealth and can go undetected while they encircle their prey. Once their prey is well surrounded, the three will jump out together, the highest ranking Zelroux lunging first. They will either trap their prey and take it down or be able to wound it severely and chase it down. To separate prey from groups or herds, the males will come in and disrupt the herd, allowing the females to surround one of the weaker herd members. When a target is more powerful than themselves, they will keep it ringed and isolated until more females arrive to fill in this circle to ensure the animal does not escape. At this point the males will enter the circle and start to attack. Often a Zelroux won't attack anything outside of avian or equine beasts unless they are truly desperate, so attacking sentient races is something rare and almost unheard of.

Temperament: Zelroux are pretty mild mannered towards everything that isn't prey or trying to attack them. They stick to Carowa and large animals like moose, deer, elk, etc. so they don't bother people or farmers. Only in extreme desperation will they attack anything outside a prey animal or a threat. When it comes to threats, only hunters who are actively trying to bother them are seen as threats, or anything that gets close to the pups. When a threat is spotted, the first response is for the alphas to check things out. From there the rest of the pack will follow the directions of the alpha. Zelroux are pretty intelligent. Not equal ti humans, but they do outrank the cognitive abilities of many other animals. They are able to understand orders over time and function on a level above the average beast when it comes to self preservation. They are as smart as smart can get with animals and not smarter than that.

Abilities: Poison, strange claws, females are fast while males are strong.


Monsters & Creatures

Regional Antagonists

Regional Raw Materials

Chemical Components

Drugs & Serums



Created By: Jade


Tail - Finger Nail Size - 30gn

Tail - Pinkie Finger Size - 150gn

Block - Size of Hand - 600gn

Appearance: Ambrosia is a semi-solid, paste like drug that often looks like the tail of a snake, though it can be sometimes smeared into a small cloth. It is yellow and sticky in texture with a potent stench that lingers.

Details: Ambrosia is craft from the mixtures of power compounds made from varies plants across the world. It is added to a chemical concentration to give it a sap like texture before hardening and being cut into various tails or blocks. The drug is heated several times to give it the potency it requires, causing a stench and fumes to circulate in the area it is being crafted in.

How To Use: Ambrosia may be wrapped in cloth or parchment and smoked, or it may be eaten, though it tastes awful.

Side Effects: It is easy to overdose on Ambrosia if one isn't careful with its use. The drug is highly addictive as it causes the users energy levels to spike, allowing them to go several days without sleep with intense focus to their work, skills, or other hobbies. This drug inspires a new level of intellect which changes the behavior of the individual, depending on how heavily they're addicted to the drug.

Status: Illegal

Bribane Chips


Created By: Jade


Number of Chips x 10gn

Appearance: Bribane Chips are thinly cut pieces of soft wood soaked in a mixture of different plants, powders, and liquids. Once the chips take to the chemicals, they are laid out under the sun to dry which turns the color of the chips to a pale green.

Details: Bribane Chips are made from the Briboca Tree, a tree famous for its absorption and housing of large quantities of water. The wood is soft, allowing for optimal absorption, but is easily cut and broken down. These trees are chipped apart and use in a variety of drug crafts. The chemicals within the Bribane Chips are as potent as the day they are made, adding a whole new level of addiction for users.

How To Use: Bribane Chips are best chewed on as any other way will dilute the potency of the chemicals within the wood.

Side Effects: The side effects vary, but mainly users experience a variety of hallucinations, psychological episodes, a spectrum of emotions, and rapid heart beat. A good experience on Bribane Chips, the user may feel extremely relaxed, see colors more vividly,and experience sound, touch, and taste differently. The side effects of one Bribane chip will last roughly 4-6 breaks. Multiple chips will cause a wilder episode and last longer.

Status: Illegal

El'Ganneth Rhovanion


Created By: Alistair

Type: Flora - medical supplement

Sub-Type: Medical Serum, "Preservation Supplement"

Applicable to: All humanoid races, save for the Tunawa (due to unique physiology)

Ingredients: Purple Gambles Dark Purple flowers grow from this plant, which can be processed into an oil. When applied to the skin it can smooth out wrinkles, strengthen weak hair or nails and soften rough skin. It is used primarily among women who work, but wish to have soft hands, or among those aging who dislike the signs of doing so.

Reaver Vines, Grounded Reaver Vines produce a poison that numbs the nerves on introduction to the blood, causing temporary paralysis to the victim injected with the venom. The bulbs of the Vines produce a highly aromatic sap that is sweeter than honey, and said to make miracle and beauty salves when harvested. The roots of the vines prove to have invaluable healing properties, though prove difficult to harvest as they diminish quickly due to lack of moisture.

Supplement: Grounded Wells, Necromancy This serum simply does not work - to any fair degree - without the application of grounded wells, always with a small degree of ether imbued into them. The wells capitalize on the anti-aging and disease control effects and make them far more pronounced. However, it appears the cannibalistic traits arrived after the usage of wells in the serum.

Rockmaze Moss Powder Acting as a healing and development supplement (especially to bones and muscles), Rockmaze wishes to ensure the maintaining of physical development despite the preservation of cells in a restricted state. So far, Rockmaze has proven to be an excellent addition to the Rhovanion serum, and it is likely that application of Rockmaze before and after the injection may cause much more positive effects.

Optional/Situational Ingredients: Variation must be made for Yludih. Claytona Monticola instead of Reaver Vines help to produce the stilling effect in aging and disease development.

Whitemoss can be used in the equation if the target is faced with several short term illnesses, sicknesses or environmental issues that may complicate the effects of Rhovanion.

Developer: Alistair Venora

Developer's Skill: 100 Medicine

Supplementary Skills: 51 Necromancy - Fragmented wells are used in the serum to inflict a preservation effect on living cells 47 Strength - Knowledge of the physical structure and the development of muscle and physical growth. While this is all well known to Alistair as a legendary doctor, knowledge due to his experience in protein and physical health has assisted in his development of Rhovanion.

Status: Early development; multiple massive conflicts/failures.

Intended Effect: Preservation of cells in their current state to avoid growth of disease and loss of functions

Result: Intended effect, though twisted. El'ganneth Rhovanion, developed by Alistair Venora, has begun to display a particular mutation. Rather than prevailing in pausing cellular division and multiplication (and thus the ending of permanent aging as well as the development of harmful diseases), the effect has been highly contrary. Instead, Rhovanion, likely influenced by the grounded Necromantic wells, has produced in its patients an illness in cellular growth. This has resulted in, ultimately, a biological deformity in which cellular growth must be supplemented by the consuming of healthy cells from other life forms. Similar to flaying (the magical practice of devouring life essence), Rhovanion forces its inflicted patients to consume cellular and biological composition to maintain a diversity and consistency of cellular growth in their own bodies.

Ultimately, it has resulted in somewhat slowed aging and potentially even the decrease of disease growth in the body, but has led to cannibalism among other things; a desire for physical/organic materials, always of other humanoid beings - blood, skin, flesh, hair, even urine and fecal matter in some extreme cases.

In finality, a violent and mentally unstable humanoid is the result of the consumption of Rhovanion, usually injected into the body through the blood stream. Smaller dosages are being tested, but the result has generally been the same, with varying levels of extremity.

Subjects, limited in scope, have been supplied by the Coven of Ellasin.



Created By: Jade

Price: Per Tiny Bottle - 30 GN

Appearance: Katomise is a liquid drug, often tinted a deep blue with a strong, sharp aroma that is neither foul nor pleasant.

Details: Katomise is created from crushing, extracting and distilling the liquid from Qooaku leaves, mixed with other powdered chemicals to give the drug its blue tint. There are different variations of Katomise that appear different colors, however, blue tinted Katomise is the strongest, most purest and potent of the drug combination. The drug's potency steadily declines the longer it remains in the bottle before the compound separates and becomes a potentially fatal poison rather than a pleasant drug. It is not wise to shake the liquid vigorously or leave it out in the sun. Katomise can last a three seasons within the bottle before it becomes no good.

How To Use: Katomise is a liquid drug, which means it can be used in drinks or taken straight from the bottle. Syringes from the Kidnapper Spider may also be used to inject the drug straight into the bloodstream for a faster, longer high.

Side Effects: Katomise is highly addictive, feel good drug that leaves the user depleted of energy after the dose has worn off. The side effects of using this drug regularly begin to show on the skin, teeth, eyes, and blood of the user. Their skin turned sickeningly pale while their veins take on a deep blue that shows against their flesh. The whites of their eyes tint ever so slightly as does their teeth and blood. When on a high from the Katomise drug, the user is either completely happy or disturbingly angry, there is no in between. They may experience episodes of euphoria that brings on overwhelming lust or boats of rage that causes them to destroy and harm things around them. Emotion is amplified with this drug.

Status: Illegal

Scorra Eggs


Created By: Jade


Tiny Bag - 10gn

Small Bag - 20gn

Medium Bag - 40gn

Large Bag - 60gn

Barrel - 150gn

Appearance: Scorra eggs glow in dark places, are tinted blue, green, or purple, and smell like sugar.

Details: Scorra eggs are taken from the Scorra fish that frequent the deep ocean of the Orm'del Sea. They are large, non-predatory creatures that are tricky to capture, though easily dealt with when caught. Their bodies are bioluminescent due to the eggs they carry on the inside which take up much of the space within. The eggs do not smell of fish. They glow lightly in dark places and smell sweet like sugar. The eggs themselves can last many weeks if kept in a barrel of water and many seasons if kept cold or frozen.

How To Use: Scorra eggs are mostly eaten straight as they are, however, they can be crushed and mixed into drinks to add a better taste and quicker release of the drug to the system.

Side Effects: Scorra eggs are taken for a sharp, aphrodisiac high. This isn't to say they are used mostly for sexual encounters. The eggs promote "Feel good" emotions that range from happiness, euphoria, contentedness, relaxation, lust, love, and other 'positive' sensations. The scorra eggs, if taken in extreme quantities, can hallucinations or place the user in such a state of meditative peace that they end up having wild, strange, and vivid dreams. Scorra eggs can be mildly addictive so it is unwise to ingest this drug on a regular basis.

Status: Illegal


Elixirs & Potions

Illnesses & Diseases

Mer’s Friend

Mer's Friend.png

Created By: Vluharqih

Quick Facts: A disease obtained through long-term contact with Mer. No long term consequences, but treated for aesthetic reasons.

Origins: Mer. It is unknown what exactly causes this, as some reports claim something as simple as touching something that once belonged to a Mer can cause it, however all sources agree that the Mer are the original cause.

Races: Will Not affect the Mer, Yludih, Wisp or Tunawa

Symptoms: A hacking cough that expels a thick, grey mucus and a loss of colour on the tongue are two major signs that hint towards this disease. As it progresses, the hands and feet will begin to go grey as well, the colour retreating up the limbs.

Treatments: The disease can never be cured, however the symptoms can be erased by weekly leeching of the extremities. It appears something in the body forgets to produce coloured blood, but by forcing it to create new blood, the issue is temporarily managed.

The cough can not be helped, and most will simply prescribe a soothing tea.

Complications: The disease is not fatal, nor does there seem to be any other complications that arise from it. The main issue is aesthetics, as a slight social stigma is associated with this disease.

Skinwalker’s Curse

Skin Walker's Curse.png

Created By: Vluharqih

Quick Facts: A disease that only affects the Yludih, Skinwalkers will follow them throughout their forms.

Origins: Unknown. No one has been able to determine what causes it, nor how to reliably cure it. If one were to figure out where it came from, it would make an incredibly powerful tool for finding Yludih.

Races: Yludih

Symptoms: This disease manifests as faint lines that circle their body.

In one obscure text, the author managed to accurately link the locations of the lines to the shape of the Yludih while in Uleuda (OOC: Very difficult to find this information).

These lines slowly grow in opacity, looking similar to tattoos. Every time that the Yludih switches forms, the lines disappear, however it is only a temporary reprieve.

It manifests itself within two trials of not shifting, though any shifting completed after that will reset both the time before they reappear and the opacity of the lines.

Finally, the lines appear above any projected illusion. For a fully feathered avriel, they would appear atop their feathers, not on their skin. Likewise, it reacts to the colour of the Yludih, and will always manifest in an obvious colour. Dark skinned or feathered forms will find light or white lines appearing.

Treatments: None have been discovered, though it is highly likely that there exists a simple remedy. The difficult part would be convincing Yludih to reveal themselves for treatment.

Complications: No complications exist. This disease is merely aesthetic, however it can spell the end for a Yludih who is recognized due to it.

The Jack


Created By: Vluharqih

Quick Facts: A widespread disease affecting only humans.

Origins: Unknown, assumed Lissira.

Races: Half and Full Human

Symptoms: This disease strikes hard and fast, running the full gambit of its symptoms within a few trials.

It begins with intense joint pain, often out of nowhere. The pain will increase the more the join is used. However, when the joint is not moved, it will slowly lock up. Eventually this progresses to every joint. When the jaw locks it becomes nearly impossible to feed the individual.

Externally moving the joints causes the patients indescribable pain. Their joints will lock in a fully extended position, making them appear like a corpse.

Thankfully, after the paitent has become fully immobilized, they will fall unconscious. This comatose state will last for two trials. Without fail all the patients describe terrible nightmare from which they cannot wake, even if their limbs are moved. Several doctors have noted that the patients seem to have worse nightmares when their limbs are moved, however.

Treatments: Nothing but time can help. Some doctors will prescribe a pain medication prior to them falling asleep, however most simply tell them to fill up on food and find a hard, flat surface to rest on. This doesn’t help the pain, but staying immobile seems to make it pass more quickly.

Complications: IF this strikes at an inopportune time, the patient may die. Dehydrated patients are unable to drink while comatose, and many have been found frozen to death as their limbs locked up far from their homes in Zi’da and Cylus. Other than that, the disease carries no lasting effects, and it is not possible to contract it more than once in a lifetime.

White Touch

White Touch.png

Created By: Vluharqih This is a picture of the early stages of the disease, when several white patches have just begun to meet and rot the flesh.

Quick Facts: A disease that seems to strike randomly, it affects those who are already plagued with another disease, the elderly or the very young (OOC: Have a weakened immune system).

Origins: Unknown, Assumed Lissira

Races: All except Wisps

Symptoms: The skin will begin by whitening in odd shaped patches all across the victims skin. They slowly grow, however it is not an issue until two patches meet each other. Where this happens, the skin begins to wither and die. The nerves are the first to die, though this is more cruel than one thinks. These spots continue to rot, and reports have been heard where holes have been seen though people who are still up and walking. The spots will weep an odd, yellowy pus, however are always bloodless.

The spots are warm to the touch, though they will feel numb to the patient.

Treatments: In the past, many doctors would incise out all of the spots, however this was incredibly time consuming and, understandably, expensive for the patient. Once all such spots were removed, the disease seemed to disappear; however if a spot was missed, they would continue to regrow. Most doctors will rely by this tried-and-true approach.

A new approach has been found, apparently starting in Andaris. The enterprising doctors there discovered that by leeching the spots, the rot would recede. This is still quite expensive, as the leeches wither and die after completing their task, and will have to be run for half a dozen trials or so before all the spots are gone, depending on how early the disease is caught.

Much more secretly, the Cauldron has discovered a much more effective method. The dried, ground shell of the Skoda can be snorted to combat the disease. It has a host of nasty side effects-vomiting, dizziness, occasional bleeding from facial orifices and, in extreme cases, death. However a daily dose of this can completely eliminate the symptoms, though the white spots will remain as dollar-sized dots. If the treatment is halted, the spots will continue to grow. The Cauldron has begun selling its remedy, but none outside of those within the secretive group know what it is made of, so it is impossible to replicate.

Complications: If two such spots meet over a vital organ, the victim will die when the rot eats into it. Additionally, other diseases become rampant as the body is exposed to the elements.

Often most will die of another, more common disease before the White Touch kills them.