That Which Hungers (Flora and Fauna)

For all of the strange and undeniably dangerous things inhabiting Quacia and its surroundings.

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That Which Hungers (Flora and Fauna)


Creep
Image

Quick Facts: Intelligent, Destructive, Metamorphosis
Height: N/A
Width: Vines are typically between a third and half a foot in width, though they may branch into smaller derivatives.
Length: N/A
Native to: Quacia
Locations: Quacia Outskirts


Appearance:

The Creep is best defined as a never-ending spread of vines. These vines are typically green and rather bright in color. It will begin to darken when it has been severed from other portions of itself, and will eventually rot away into an ugly brown color not dissimilar to the decay of leaves. It is not uncommon to found Creep attached to other forms of animal and plant-life, as well as over broad areas of landmass and structures.

Creep may be found both in the outskirts of Quacia, and acting as a mobilizer of assorted contorted and dreadful abominations throughout Quacia. Creep has some level of difficulty in imitating the effects of humanity to a perfect level, though there is a clear preference for humanoid hosts which has led to the twisting and curling of animals into suitable forms: The infamous Ferahoms.

Habitat:
Creep is primarily found in the wilds around Quacia, and it has failed entirely in its attempts at traversing the vast sea which separates it from the remainder of the world. Thus far it has shown little difficulty in spreading across any terrestrial landscape, and while it has been unable to effectively spread to Desnind, it has suffered no such difficulties in utterly dominating the landscape of the Dead City of Quacia. It has particularly taken a fondness for converting any plant-life it has found to its cause, and the wilds now serve it completely.


Lifespan and Development:
The origins of the Creep are unknown, but it is public knowledge that it must have crossed over into fruition during the events of the Cataclysm. It is known to be a highly-intelligent floral life-form, though there are several discrepancies between suggested thesis for its behavior and the actual activities in partakes in.

It is known that new Creep vines are created on a regular basis, and that these typically serve simply as extensions of previously lain vines. These will proceed outwards, latching onto any living or recently living object that they can locate.

It is also known among the Quacian people that the Creep is bolstered by the presence of what are colloquially known as Creephearts. These are typically large, tree-sized pieces of foliage which have been completely entrapped in Creep. They seem to serve as focal points for many of the smaller vines, and are typically guarded by vast numbers of both Ferahoms and other Creepborne. When assorted viable hosts are captured, they are often-times dragged to one of these Creephearts where they can be converted, though this is not necessary in the manufacturing of a Ferahom.

Creep has never been known to expire of anything other than violent action or fiery consumption, though it seems unwilling to travel underwater, showing a distinct inability to do so. It has also suffered little complication in assuming control of any living entity, though it is incapable of creating perfect replicas of those that it takes, able only to copy their aesthetic at the best. In particular, Creep has been unable to learn the basic ability of birds which enables their flight, a hardship likely caused by the substantially heavier vine-innards which make up Creepborne.

Known Creepborne
Ferahoms
• Changelings

Temperament: Violent with a focus on capturing hosts where possible to further exert control. It is entirely amoral.

Abilities:
Capable of eliciting the effective reanimation of living and recently deceased beings, Creep will transform living beings until they conform to its standards. This is typically done via a long process involving placing a potential host into a chrysalis of vines where their biological features may be adjusted without worry of outside interference, and where the inevitable wounding may be solved without the presence of bacterium.

In stark contrast with the entities from which they are created, Creepborne are entirely lacking in any sensation of pain or any advanced emotional state. Some are capable of blatant and talented imitation, but they are, in the end, plant life-forms, and incompatible with the social aspects of mammalian and reptilian mortals. The fact that much of their bodies has typically been replaced with vines of Creep means that they are resilient to a great degree of damage, and require mortal wounds to be inflicted upon them to stop their advance.

Credit: Tyrant



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Re: That Which Hungers (Flora and Fauna)

Name of Beast: Ferahom
Image
Species: Creepborne
Rarity: Common
Typical Size: Depends upon Host, but typically found between heights of five and seven feet and weighing between one-hundred and fifty and two-hundred pounds.
Diet: Ferahoms do not require nourishment, but must occasionally make contact with a patch of Creep. Without these maintenance trips, the Ferahom will begin to decay until it inevitably falls apart.
Trainable: No.
Native to: Quacia

Appearance:
Ferahoms are instantly recognizable entities, both exhibiting distinct signs of Creep control and influence, though they typically come in two separate forms.

1. Mortal Base – Those Ferahoms which are created through use of a Mortal being are typically somewhat more humanoid in appearance. They are often somewhat less plainly contorted or twisted into differing shapes than their animalistic compatriots, though these forms of Creepborne are also more likely to be conglomerated with others of their kind in order to form the multi-body and organ abominations occasionally seen in Quacia. It is quite likely that a Mortal Base Ferahom will look as though they have suffered irreversible and extreme trauma to their body, typically exhibited as wounds such as the swelling and subsequent bursting of the intestines by vines, or the mangling of facial features. It is not uncommon for Mortal Base Ferahoms to be found wearing the same clothing in which they were transformed, and occasionally wielding the same weapons.

2. Fauna Base – Those Ferahoms created through use of a local animal or beast have been contorted viciously into the shape of their humanoid compatriots. Their spines and bones have been snapped, repositioned, extended, and otherwise shifted about their bodies by the Creep vines. This radical transformation gives them a particularly gruesome appearance, and their bodies are often rippled with more extreme trauma than that of the Mortal Base Ferahoms. They are, notably, typically very quiet, even in the act of combat. It is not uncommon to find a Fauna Base Ferahom wielding a weapon of some form, but they have never been reported to don the clothing or equipment of Mortals, choosing instead to rely on the thick and matted fur and vines which typically cover their bodies.

Lifespan and Development:
Ferahoms, like all Creepborne, do not begin their lives as such. They were once animals roaming the fields, or grazing the local pastures, or perhaps even hunting through the forests. They may also be travelers and traders, merchants and scavengers, and other assorted persons who have ventured too far into the darkness to ever be seen again in a less vile state.

While it is not necessary for a person to be alive when they are taken by the Creep, they must at least have only been recently deceased. The vines of the Creep enclose around the captured host, securing them, and then begin overlaying a cocoon atop of them where they may work without interruption on the flesh of the being before them. These vines proceed to hijack the bodily systems of the living creature before them, and begin to reshape them into a form more fitting their purpose, typically as a shock trooper. In the case of Fauna Base Ferahoms, these animals are often viciously twisted and broken until they are capable of walking, movement, and sensory input of an acceptable amount.

Those beings which have been captured in a living state are not free from the pain that follows this torturous procedure, though, after it has been accomplished they retain loyalty and devotion to the Creep. They are incapable of speech, though some may grunt and growl in a primal fashion, particularly the Mortal Bases, perhaps in implicit mockery of the conversing of men.

One fascinating side-effect of the transformation forced upon these entities is that their individuality, and their knowledge are both absorbed by the Creep. If a person knew a deep and dark secret when they expired, the Creep will extract such information from them, and use it to its own benefit. Such retention of information is only possible if the host was alive at the time of conversion. The Ferahoms themselves will use knowledge of their previous existences to aid them in their activities, though they have difficulty with certain tasks, including fine motor skills. As such, Ferahoms are never seen wielding ranged weaponry, and are incapable of such activities as writing or engraving.

It is well known that the older a Ferahom becomes, the more of its body is gradually replaced with the vines and growths of the Creep. This typically leads to a hardening of the flesh, and given the retention of knowledge that the creature possesses, an older Ferahom is almost undeniably more dangerous than one which has only recently been created. Regardless, they show little in the way of individuality beyond some differences in their combative ability and physicality.

Temperament:
Extremely hostile temperament towards all Mortal beings. Animals for the most part are treated with a far lesser deal of aggression, but are targets for kidnapping by the Ferahoms.

Information:

1. Lack of empathy or sense of pain.
2. Retention of knowledge from past life
3. Incapable of fine motor skills
4. Very resilient to physical damage. Can only be killed with mortal wounds.

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Re: That Which Hungers (Flora and Fauna)

Name of Beast: Changeling
Species: Creepborne
Rarity: Rare
Typical Size: Varying sizes. Humanoid.
Diet: This Creepborne requires no sustenance. It also requires far less maintenance than its peers, and must only locate Creep growth once every season in order to retain its appearance and ability.
Native to: Quacia

Appearance:
Physically, a Changeling is indistinguishable from a Mortal. They take on their appearances to a level matched only by races such as the Yludih. They are entirely capable of replicating and imitating all races of person, and are quite capable of mimicking typical social behaviors as well. They do suffer somewhat in actual speech, however, and while some are better at the act than others, many of them are rather quiet-voiced; a side-effect of their imperfect vocal cords.

A Changeling is composed entirely of the vine and plant-growths of the Creep, and thus bleeds the same sticky and sweet sap that many of its relatives possess when it is wounded. This is rather apparent, and thus one of the best ones to determine whether or not someone is, in fact, a Changeling.

A Changeling may choose to serve as a staging ground for future growths of Creep. This process requires that they remain immobile in a concealed area for several trials, during which time they will begin to unravel themselves. They are very obviously inhuman in this state, and will eventually devolve into little more than a vague humanoid shape with vines jutting forth from its “carcass”. Changelings may not revert back into their past state once they have chosen to submit to this budding process, and are entirely defenseless. In particular, those Changelings who have been wounded or otherwise compromised often do this in order to provide areas for maintenance to their fellows.

Changelings are incapable of any form of shapeshifting and are entirely reliant on Creephearts in order to affect their appearance.

Lifespan and Development:
A creation of the Creephearts, and the intricate vines found near their growing places. While a Ferahom is an amalgamation and a less-than-perfect imitation and creation of human features, they are also used primarily to serve as shock soldiers, and so it is unnecessary to perfect them. Changelings, however, are infiltration units used to gather intelligence, and in some cases to speak on behalf of the Creep.

Changelings are born in a similar fashion to Ferahoms, though they do not expend the body of a host in the process in the same manner. Instead of being crudely transformed into a servant of the Creep, a host who is to be converted into a Changeling is slowly peeled away into their base pieces. Each layer which is removed is then imitated inside of a separate, but nearby cocoon by the Creephearts. This is what allows for the Creep to create near-perfect replicas of their human victims. Changelings are given whatever knowledge is available from their original blueprint, and thus are adept in at least meeting most social requirements, and blending in for their espionage.

Changelings are somewhat more autonomous than many other Creepborne, and will only attempt to locate Creep growths if they need to transfer knowledge to them, or to maintain themselves. They will, otherwise, avoid all Creep growth wherever possible in order to maintain their deceptive appearances. Due to the necessity of a Creepheart to produce a Changeling, and the slow process involved, they are far rarer than many of their more crude brethren.

While Changelings do possess the physical features of their blueprints, they are somewhat imperfect in certain aspects. For example, while they may be able to replicate the lizard-like patterns of the Ithecal, their flesh would be no harder than the vines which compose them. While they may possess the wings of an Avriel, they are, like all Creepborne, incapable of any form of flight.

Temperament: Skulking and deceptive beings. They are components of the Creep, and thus serve its will. They are acting against the interests of humanity, but are far less likely to show hostility unless their cover has been compromised.

Information:
1. Nearly perfect physical mimics.
2. Do not possess the physical attributes of the races they mimic.
3. Capable of speech and conversation, albeit quiet.
4. Have no sense of emotion or pain. They are Creepborne.
5. Incapable of altering their appearance.

Credit: Tyrant
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Re: That Which Hungers (Flora and Fauna)

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Queen Blizthians Arsenials
Queen Blizthians Arsenials (Blizthians for short) were once the prominent and extremely tiny lap dogs of Blizthia II, the short-lived queen regent of Quacia between 300-305. Queen Blizthia to this day is still known as one of Quacia’s biggest icons. From the beginning of her husband’s reign to the end of her own, Blizthia II had set the fashion standards for the noble and gentry class. The Blizthian dog breed playing a huge part in Quacia’s world of fashion at the time. Originally, the breed was created by the king and professional animal handlers for hunting rodents but a mistake in the intermingling of multiple dog breeds led to the petite size dog almost too tiny to even run a full mile.

The king decided to give them to queen Blizthia as a gift and she immediately fell in love with the dog’s stubby legs and large doting black eyes. She had kept one in almost every color— Black, white, red and brown— and used the dogs almost seasonally to match with her different clothes. In little to no time, the dogs grew popular and every upper class lady had one too to match her outfit. The blizthian became a lifelong companion of the upper class for centuries and as decades went by, eventually middle class families would be able to afford them as gifts for their children.

Blizthians were nothing but lazy lapdogs until the cataclysm. As the city began to fall and homes started to crumble, many hid underground. It is underground, the ability of a blitzthian was discovered.

The dog breed is not only cute but it can easily adapt to a subterranean lifestyle. The blitzthian can somehow manage to live off low levels of oxygen as well as dig large tunnels in a matter of eight to ten hours despite their short legs and stubby paws. Their ability to dig at this rate has much to do with their extra toe, which is much thicker and sturdier than the other parts of their body. The blitzthian is also partially blind, their retinas lacking certain nerves. However, blitzthian are able to see shapes and what their eyes cannot do, their ears will do for them. To sum it all up, blitzthian’s hearing is similar to a bat’s own. The blitzthian are considered yapping little buggers but the breed does this to hear it’s echo and what it bounces off of.

A well trained blitzthian can be a really good companion in Quacia.

This breed weighs between 3-5 pounds and can hardly reach a foot in height. The most common color of a blitzthian’s coat is white though the breed is rare in general. In this time period, only nobles keep blitzthian and if one were to be sold it would be the same price as a large dog.
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For use primarily by the Nobility. Pets aren't typically something that's affordable to keep in Quacia.
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Re: That Which Hungers (Flora and Fauna)

Adamantine Kingfishers

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Type: Natural Fauna

The Adamantine Kingfishers - or simply Kingfishers for short - are a rare and powerful breed of monster that roams secluded coves to the northwest of Quacia, along the coast. They are almost unheard of to the people within the city, and are spoken of almost in myth, despite existing in Quacia since before the Cataclysm. The Kingfishers are named for their ability to hunt sharks within the water, and for the red blades that protrude from their bodies, resembling weapons crafted from Adamantite. There are typically six of these blades, and - perhaps obviously - they are the most lethal as well as durable portions of the Kingfisher's bodies.

The Kingfishers are, in general, highly durable. Being crustaceans, they are heavily armored. With the way their bodies are shaped, they have high vertical and horizontal mobility, and are capable of receding into a defensive position while they escape. Due to these many factors, the Kingfishers are incredibly deadly to contend with, and are usually capable of murdering even skilled soldiers unless overwhelmed with high numbers.

Kingfishers are known to be aggressive and territorial, and they do not allow the presence of other species in their dens. Often, foreign sailors will anchor their ship near or within a cove, only to be assaulted mercilessly by Kingfishers the moment they embark onto shore. Some have even, apparently, leaped onto nearby ships and slaughtered their crew. Their appetite does include land mammals, and so none have dismissed this possibility.

Generally, they will grow to weigh very heavily at four tons or so at full size, and are around fifteen to twenty feet in length, their height largely varying based on their body's upward position - but up to twelve or thirteen feet. Considering their strength and effectiveness in taking out groups of common men, there have been previous attempts to domesticate Kingfishers, with limited success at best. Their aggression and unwillingness to share private spaces has prevented them from ever interacting well with humans, and leaves them merely as a violent outlier of society, lurking dangerously within coves.

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Re: That Which Hungers (Flora and Fauna)

Saltfetchers

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Type: Natural Fauna

Saltfetchers are among the most common of Quacian nautical dangers, though they are not entirely on the low end of the spectrum. Saltfetchers are around the size of men and with an almost humanoid appearance, typically at around six feet due to their hunched backs, some a little taller. As a result of this, they are commonly competed with by men who see them as an intelligent - but foreign - threat, and there is considerable documentation regarding Saltfetchers as a force for some arbitrary depiction of darkness, as purveyors of evil and other ideas; depictions which have existed since before the Cataclysm. In truth, they are mostly unintelligent, and much of the mythos behind them is factually untrue.

They are said to be blind, instead capable of seeing only human blood. In fact, they do have tiny eyes on several parts of their bodies, and are capable of seeing around them for a nearly perfect three hundred and forty three degrees. They are also capable of echolocation, but this is more utilized to find others of their kind, so that they may reunite with them from long distances. Saltfetchers are very fast, and while fighting one, their sheer maneuverability might be mistaken for human intellect. They can easily dodge and weave around many attacks, and prefer to do so over allowing blows to impact them, despite their relative durability (at least when compared to humans). However, they are not truly intelligent, and may be easily misled and outmaneuvered. A truly well trained retinue of soldiers, and especially Dragoons, has been shown to be capable of killing a group of Saltfetcher's easily; they fight without organization and go on mad rampages when they feel they are going to die.

But they are strong - a fact that cannot be mistaken. In the past, when attempts at coastal baronies were more common, Saltfetchers would often spell their end upon gaining notice of the presence of many delectable humans. They would raid the settlements in the night, massacring the Heaps and even their garrisons with ease. Their arms are highly powerful and their core can bolster their body's strength and balance significantly - they also have powerful claws on their hands and feet, 'wings' that can seemingly guard their sides from more simple attacks, and tails that can be used to either supplement their balance and traction or assail foes.

In the end, though they may not be Nightmare-Spawn or agents of the end, they are violent and terrible creatures that have plagued Quacian fishermen for a long, long time.

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Re: That Which Hungers (Flora and Fauna)

History: TBA
Sangue Selvagem {Blood Savage}

Image
Name: Sangue Selvagem {Blood Savage}
Quick Facts: Stealthy, Have a nasty bite
Height: 5in{female} - 10in{Male}
Width: 1ft - 1 & 1/2ft {including wingspan}
Meta-Location Found: Quacia

Info: The Selvagem is known to sleep in a dark spot during the bright daylight hours. It does so because prolonged exposure to the sun causes its body to become slightly burned, and if exposed to it for too long, they burst into flames. They love to drink the blood of living things, using the anti-coagulation of their saliva to keep the crimson liquid flowing until they have had their fill. It is particularly active in the pitch black of night, stalking its prey relentlessly. This creature will fly around in the night skies, seeking fresh blood to devour from unsuspecting victims, creature or mortal alike.

Habitat: Cold stone structures, caves, forests

Temperament: Cunning & patient, but violent if provoked, often calling for aid from the swarm.

Abilities:
Anti-coagulant Saliva: When bitten, these creatures release an anticoagulation toxin that will prevent one's blood from clotting. This venom lasts within the body for at least 10bits before disappearing within the bloodstream. If attacked by a swarm of this bats, a person could, in fact, bleed to death from the constant bites and venom being placed into their system.

Sticky Wings: This Bat has sticky pads on the end of their wings that allow them to adhere to surfaces. It is a secretion of mucus that allows for its ability to stick to wet, smooth leaves, rough, dry trees, and other surfaces.

Dizzy Fluff: The fluffy fur on its body emits a subtle ultrasonic wave that causes its prey to become dizzy and disoriented if exposed to it for more than 5 bits. It shakes its body in order to create the vibration needed for the ultrasonic waves to be emitted.

Nightvision: They have excellent night vision, enabling them to see in low light conditions or even total darkness. They are nocturnal mammals and have sensitive eyes to sunlight, and prefer to hunt at night. Over the arcs this ability has evolved into peerless eyesight at night or in darkness, allowing them perfect sight in these conditions. They have been attributed to the Attuners of mammals.

Hemovision: Selvagem has the ability to see all major and minor veins of any living being, allowing them to hone in on the delicious red nectar of living beings. They can even see them through inanimate objects like trees, concrete, clothes, and so on making them precise hunters.

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