[Ne'haer] City Resources

A massive list of Ne'haer's resources, flora and fauna, and much more!

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Jade
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Development credit goes to Finn

Name: Tus tree
Frequency: Commonly found anywhere around Ne’haer
Toxicity/Hazard: Equal to none unless someone is sensitive to scents
Appearance: About 2 metres tall, with the crown formed from thin, prickly needles. It’s bark is light, dusty brown that gradually changes to vibrant reds as the trunk turns to branches. The shape in the depiction is its natural growth shape.
Properties: Tus tree is mostly known for its aromatic scent that is mostly noticeable during the hot trials of Saun. It is said that the tree ‘sweats’ and that’s why it produces the pleasant odour. In fact, the strength of the odour is dependent on the outside heat. For example, if the outside temperature is cold as it would be in Vhalar, there is only a faint scent lingering around. When temperatures start rising in Ymiden, that’s when the scent grows stronger until its peak in Saun. Due to that reason, a combination of its thinnest branches and needles can be used to create incense, or if one doesn’t want to spend the money or go through the process of creating one, burning the wood will produce the smell as well, although on a much weaker scale.
Other Information: Tus incense can often be bought at the Eastern Temple.
word count: 230
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Mergala Equestor
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Developed By Incubus


The Mergala Equestors are mounts capable on both land and sea, and are fittingly called "Merquestrians" by most. They are prized for their mobility and dualistic capabilities as both land and sea mounts, and are famously known for their strangely jovial personalities. Often people call them "Man's Best Fish," as the Merquestrians are a fun-loving and loyal species of equus ferus. While the Mergala Equestor has the face of a Seahorse and the tail of a Lionfish, most people do consider them to be a part of the horse family, merely due to their internal biology that more closely resembles a horse than any known aquatic animal.

It should be noted that the Mergala are mammals, and do not actually possess scales on the majority of their body save for certain areas of their head and their intricate tail.

NOTE: The Merquestrians are very fast water mounts. Travel times on water with them are half that of a boat, though they must stop and rest and will likely do so on the coast. As such, their nautical travel MUST be alongside a coast, and so they cannot do travel between large bodies of water without consistent land stops in-between. This means they are essentially completely unable to travel between oceans.

Price: These creatures inhabit primarily Ne'haer and Scalvoris, though they are originally native to Ne'haer. They can be purchased for about 300 gn in Ne'haer, and 400 gn in Scalvoris (which only recently began importing them). Elsewhere, they are very rare, and due to this rarity tend to be around 500 gn for a proper one.

Habitat: The Merquestrians can live on both land and beneath the sea, and tend to prefer coastal areas, tropics, grasslands or underwater areas. They are known to get along well with Mer and Biqaj, and so can be found living among large groups of the underwater peoples, or accompanying the human-like navigators on both land and out in the ocean. Generally however they prefer to live above ground as their physiology makes it different for them to fend off large predators such as sharks.

There are an estimated 6,000 wild Equestors living in the grassy plains and coastline surrounding Ne'haer, with several thousand domesticated by breeding farms and explorers. They are a popular mount for pirates, sailors and even the military, as they can get you from a ship to land in a very short period of time. As a result, there is a large following of them growing outside of Ne'haer and so their habitat is expanding consistently.

Lifespan and Development: The Merquestrians live to about 35 years old, slightly longer than regular horses. They reach full maturity at the age of three and remain at nearly peak condition until death.

Similarly to seahorses, the Merquestrians have their babies carried by the males of the species, eggs laying dormant in a pouch kept in the tail evident on the Merquestrian's backside. During this period they tend to be very passive and evasive of heavy duty or riding. This period is significantly shorter than the horse pregnancy duration of eleven months, generally lasting about four and a half months.

Diet: As a strange hybrid of seahorse, actual horse, and lionfish, the Merquestrians have a very diverse diet that can consist of seaweed, grass, general vegetation, plankton and other things that underwater and land-walking herbivores live off of.

Temperament: Like horses in general, the Merquestrians are docile and tend to avoid conflict. When in the wild, they act much as any wild horses and can be broken in similarly, as well as trained similarly. They are very sensitive and fearful of predators, and will often bolt if they feel their life is in danger. The Equestors are also often known to grow very angry and frustrated at things being shoved forcefully into their cylindrical snout, and are no strangers to kicking veterinarians during procedures.

Abilities: The Merquestrians are about as fast on land as other horses, and can swim exceptionally quickly. Their speed underwater rivals that of dolphins, giving them vast commercial usage as ferries and companions in water sports. They are slightly more durable than other horses, and slightly larger than your average horse as well. They possess no unique ability other than their biological dualism.
word count: 729
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Bruxen
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Developed By Incubus
The Bruxen - often called Brux - are a race of cervidae (deer) that inhabit primarily the forestry surrounding Ne'haer and its suburban towns. Said to be a species enchanted by Qylios, who herself is known as the rider of the Alpha Brux of the Willow Woods, they are a highly intelligent species known to very frequently bond with biqaj, humans and other sapient races dwelling within Ne'haer. The Bruxen are a mount and battle companion, and they hold a special place in the hearts of those who worship and admire the Immortal who made them.

The Bruxen are a very large variant of the cervidae species, and as expected of Qylios' creations, they often exist as the leaders for communities of deer, elks and other members of their animal family. Your average adult male Bruxen is very large and muscular, standing at about one thousand and eighty pounds. The females are less sizable at eight hundred and fifty pounds on average, though respectively both male and female are significantly larger than even the most imposing elk. Males can get to a weight of over 1,700 pounds in extreme cases. Qylios is said to ride a male Brux who weighs over 2,000 pounds.

The animal's hide is known to be very sturdy, and the creatures are highly durable. It is due to their strength, discipline and durability that they are excellent mounts for wartime and travels - and they are considered to be apex predators in the wild if threatened by a carnivore or a human of destructive nature.

Price: If purchasing a domestic Bruxen in Ne'haer, their price is about 750 gn. There are some found for around this price in Argos and Uthaldria, though very uncommonly. Elsewhere, they are usually around 1250 gn, although you'd struggle to find a single one outside of Western Idalos.

Habitat: The Bruxen mostly dwell in the forests and valleys near to Ne'haer. A decent number live in Falcon Haven Forest, The Bend, and the grassy plains surrounding these areas, with some of the population living in the Willow Woods. There are estimated to be about twelve thousand total Bruxen in the wild, with about eight thousand in domestic households or as members of the military of Ne'haer.

As a result of the expansion of Ne'haer and its surrounding territories over time, the Bruxen's historic range of dwelling has been depleted by about fifty percent, and many worry that the creatures will fall to endangerment or even extinction in the wild with Ne'haer's continued growth. Furthermore, due to the megalomania and violence of the Cliffwalkers that dwell in the Willow Woods, the Brux have begun to become endangered in their original home and have depleted significantly in the wild. No matter how many Brux come to aid another in the felling of a Cliffwalker, they tend to be nearly unable to defeat them. Additionally they are slower than these beasts, and so their only option is usually to create a flash of light and attempt to hide.

Lifespan and Development: The Bruxen live to about thirty five years old, reaching full maturity at the age of three. They become self-sufficient at around a year and a half, on average, though many of them form bonds with deer and elk for their mutual survival even as early as eight months old.

The animals become venerable at the age of thirty, unable to properly function. Nearly all of these creatures face extreme hardship later in life, as their body begins to weaken and often becomes incapable of maintaining their weight. Bruxen are prone to illnesses such as eye cataracts, bowel issues and even forms of cancer, though it is said that if one is bonded to an individual close to Qylios that they tend to be significantly healthier and even stronger as a result.

Diet: Like elk, these creatures have four chambered stomachs. The Bruxen survive mostly on fruits and vegetation. They generally survive off of grass year-round, and in the colder seasons consume tree bark and roots. Their diet is very similar to elks as well as their anatomy. The Bruxen consume about 25% more food on a daily basis than an elk does, consuming about 25 lbs (12~ kg) of vegetation daily.

The favorite food of the Bruxen is - as popularly known in Ne'haer - blueberries. The creatures absolutely adore blueberries, with many of them capable of consuming over thirty pounds of it if given the option. They gain a great deal of protein and other nutrients from the food, and are said to be significantly healthier if they maintain a majority blueberry diet. There are many blueberry fields in Treth during particular cycles, and so the Bruxen are known to casually stroll into the town at night and pluck the fields dry. Originally this caused exceptional tension between the farmers of Treth and Ne'haer and the Bruxen, but government subsidies have been given to farms to support the health and development of the species.

Temperament: The Brux are highly docile in the far majority of situations. They are very trusting and tend to allow humans and other races to get near them, even to pet them. Many theorize that this is due to their connection to Qylios, while more scientific minds claim it is due to their durability and strength that they do not fear the sapient races of Idalos. Nevertheless, the creatures are very passive and as a result have been domesticated over the past few centuries.

While quick to trust individuals not to hurt them, the Bruxen are not quick to bond with others. They are often called the 'posh elks', as they tend to believe themselves to be highly worthy animals with an inherent superiority to that of their kin. In the mind of a Brux, no man or woman can tame them, but rather prove to them that they are a worthy comrade. Of course, inevitably, they are weak to blueberries and one who gifts them these fruits can gain immediate favor. However it is by valor and commitment that one truly gains a Bruxen as an ally, and many have imprinted on humans shortly after great feats such as the slaying of a Sylvithia or Lysorian Skinbane, a natural enemy to the survival of the Brux and other animals native to the region.

If engaged upon with intended hostilities, the Bruxen are aggressive but very patient. If they feel threatened they are much more likely to eye you down and slowly poise their battle stance than merely leap out and attack you. One of the issues of the Bruxen is indeed their patience - sometimes they wait too much and react to passively and can be slaughtered before being able to react. Currently they are embroiled in a war of prey vs. predator with the Sylvithia and Skinbanes, and tend to gain immediately hostility upon witnessing one of these monsters.
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Abilities: The Brux are known for two abilities: firstly, the ability to manipulate light to their advantage. Secondly, the ability to forge a spiritual bond to an individual, one that portrays danger and threats between they and their companion.

The primary ability of the Bruxen is certainly their light manipulation. While highly limited, they as a species are said to be enchanted by the Immortal of Light and can - quite simply - glow dramatically in the night. When seen in the dark by others, they are at their most beautiful, absolutely lit by a brilliant white-gold aura that dispels darkness for tens of meters around them. They are never disadvantaged by darkness, and this light can - under the right circumstances - shine brightly enough to damage the perception and focus of predators attempting to hunt them. This ability can be shut on and off, allowing them relative camouflage if they wish to sleep enshrouded by darkness.

The second ability of the Brux is the link they may form with their primary companion, whether it be man or animal. This link warns an ally of impending danger faced by the other, and can be used to gauge the peril the Brux or their comrade is facing. Groups of Brux will often assemble if one is attacked by a more powerful predator, and it has recently been discovered to be due to this ability. Often in the wild they will form chain links to more and more Brux, revealing danger faced by one of their own. In some absurd cases, there have been young Bruxen in danger only to have literal dozens of adults rush to their defense, all of them forming these links with one another.

In terms of physical capability, they are known to be quite dominant apex predators if the need arises and are as fast as horses.
word count: 1477
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Lurker of the Cliffs
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Developed By Incubus
The Lurkers of the Cliffs, often merely called the Cliffwalkers, Lurkers or Dwellers, are an extremely dangerous race of monsters that are native to Ne'haer and found throughout Western Idalos. Many of their variant brethren - the Walkers of the Plains - can be found in the Fields of Gauthrel near Uthaldria, and each variant of this species is one that is highly feared and greatly avoided. Lurkers are known to be nearly sapient, with basic understanding of their surroundings surpassing that of general animals. They are intelligent enough to craft weapons for themselves, and sometimes even armor, and considering their massive size this advantage of equipment is especially damning.

The Lurkers are fabled to have been created by Kata, the Immortal of Insanity, Injustice and Ruin who dwells within the Western Region. It is thus claimed - by these theories - that the extremely cruel, sadistic and megalomaniacal nature of the Lurkers is justified as a result of Kata's creation of them. For centuries this species has been a blight on the wellbeing of many across Ne'haer and its surrounding towns, and there are many special precautions that have been developed for the sole purpose of dealing with one of these entities.

Lurkers are described in the Codex of Ne'haer as being of "Cataclysmic Danger," and even a hunting party of a dozen warriors is recommended to "stay absolutely clear of them". Interestingly there are actually rumors of Necromancers hunting them for the sake of reanimation, which - to some - explains their sparse 'visits' to towns compared to that of even a few decades ago.

Habitat: The Lurkers can survive in nearly any basic environment. They are commonly found in Savannah, Plains, Forests, Woods and Hills. They are sensitive to the cold and thus prefer to avoid cold areas and places with tundra, and due to their nature as carnivores and certainly apex predators they prefer to live in areas with a lot of human or animal inhabitants. It is this reason - some say - that they flock to the bustling city of Ne'haer and its forests that host a wild variety of creatures.

The Lurkers tend to remove a species from their native habitat and take over. They are capable of building encampments and some have even been claimed to have lived in their own shabby homes. In reality their preferred habitat is one that they have pushed others out of. They are known for their invasive and harsh behavior, and they would much rather eliminate other species - whether indigenous or common - than further their own.

Lifespan and Development: The Lurkers have very long lifespans. They are estimated to live to an age of about three hundred, though this was recorded only by the one Lurker that was actually kept in captivity. It was taken from a cave as a child and researched by the early mages within Ne'haer, and for three hundred years - through the lens of many different overlooking organizations - they watched its development and decline. However they imagine that even though this creature lived to three hundred, it is more than likely that ones dwelling in the wild could live to four hundred or more due to more mobility and mental health. While animals in captivity tend to live longer than in the wild, the Lurkers are apex predators and so captivity is likely to - presumably - decrease their health, mentally and physically.

The species tends to mature fully at around twelve years old, though even at the age of two they are capable of slaughtering men with ease. They are estimated at over five tons in weight, and can grow up to thirty feet in height.

Diet: They are carnivores, solely. While one would expect these humanoid giants to be omnivores, they refuse to touch vegetation and instead prefer meat from the recently deceased. The Lurkers can consume up to seven hundred pounds of pure meat in a day, and some have even been known to forcefully regurgitate their meals to consume more. They are highly voracious, and food is estimated to be one of their greatest motivations for their violent behavior. However, it is unsure if they even have to eat very much meat to survive. The Lurker held in captivity by the Seekers of Ne'haer only consumed a few pounds of meat a day for over a month and seemed relatively healthy, if more temperamental and deranged. It is generally theorized that they barely need to eat, but simply want to, and the lack of consistent food makes them even more aggressive than normal.

Temperament: The Lurkers are extremely violent. This cannot be emphasized further. They are very cruel. When they eat humans and other races of sapient Idalosians - as they often do - they are the type to crunch, crew and gnaw on their food viciously. Seeing prey from even a thousand meters away won't be a deterrent for them, and they can be seen chasing innocent travelers from a huge disadvantage of range. Due to their exceptionally volatile and aggressive nature, they have been hunted for generations by groups of expert warriors as well as mages. In the wild, their population has been reduced to a mere fifty. However, whenever they do triumph over the foes sent to hunt them, flayed bodies and gnawed bones can be found sprawled all around their encampment. To put it into the words of Elia Faelysia, a woman subjected to the cruelty of a Lurker in the 600s,

"I wanted to die far more than the Dweller wanted me to; he wanted me to live for a long time, for each of my severed appendages to nourish him for a time, and for my whimpers to ring like music in his ears. I will never forget the gaze given back to me as I screamed and begged the Immortals to save me - to guide me to the afterlife. He lowered his head and stared with perplexed eyes, then cracked a grin that could split mountains into shattered fragments. He knew I was begging to the Immortals . . . and that was as if humor to him. He was my God now, not them."

Abilities: They have no special abilities, but are extremely sturdy, massive, strong and fast. They can outrun horses; there are more than a few stories of the Lurkers quite literally plucking a horse's rider from its back and devouring them. In terms of sheer physical ability, the Lurkers are considerably more dangerous than almost any known species on Idalos.
word count: 1094
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Featherpaw Necromancer
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Developed By Incubus
The Featherpaw Necromancers are known for their extremely odd appearances. Many describe them as quite 'gothic', especially considering their status as domesticated felines in Ne'haer. However their appearance is merely to distinguish them from other cats - as a warning to predators who tend to actively avoid the Featherpaws. They are not called Necromancers for no reason, and possess a particularly odd ability that mages have researched for centuries to minimal avail. The way in which Featherpaw Necromancers defend themselves is merely by revealing their odd appearance, one that has been witnessed before by many predators lurking in the wilds of Ne'haer. A slain Featherpaw returns to life, and will hunt their attacker ruthlessly while enduring extreme wounds. It is also said that when a Featherpaw is consumed their flesh tastes rotten due to their reanimation, and so predators tend to avoid them as there is next to no point in risking death for a rotten meal.

Price: 120gn in Ne'haer, not found elsewhere; many people find them extremely unsettling and there is great superstition regarding the Featherpaws.

Habitat: Forests, plains, savannah and hills

Lifespan and Development: The Featherpaw cats live for about twenty years on average, a bit longer than other cats. They are generally about twice the size of the average domestic house cat, many comparing them almost to small-sized puma in appearance (if you disregard the feathers and whatnot). They mature at about a year and become venerable at around sixteen years of age, on average. Mostly their development is parallel to that of other domestic felines.

Diet: They are omnivores, though they prefer a carnivore habitat. Like dogs, they can consume starch products and other generally human foods without any setbacks, making them actually somewhat convenient when it comes to feeding.

Temperament: The Featherpaw tend to be even more independent and reserved than other cats, though they are actually less likely to get into fights or to attack someone unwarranted. This is an extreme variation from when they die, in which case their temperament is extremely violent and they attempt to pursue 'foes' until their absolute destruction.

Abilities: The Featherpaw Necromancer is called as it is due to a unique ability: self-reanimation. If one is to kill the Featherpaw, they will indeed die. Their life is evidently over. However, shortly after the death of a Featherpaw, they will raise from the dead and viciously pursue whichever individual was perceived to have killed them or resulted in their death. As they are considerably larger, faster and even more deadly than average cats, they are capable of doing extensive damage regularly and once they have been reanimated their strength and speed seem to multiply. While relatively harmless pets in life, in death the Featherpaw are dangerous predators who have actually been known to go toe-to-toe with Jaguars, who are some of the more prominent and capable felines.

Not more than a few breaks after their self-reanimation, however, they will die again and this time for good. It is due to this ability that many fear owning Featherpaws, as a mistake resulting in their injury - and inevitably death - can result in them coming back and murdering their master. Additionally, those who abused them or had a generally hostile relationship with them in life are often actually proactively hunted once they have come back. They are generally kept by wealthier owners who tend to spoil them for their exotic appearance. Not for the faint hearted or a family with children, to be sure.
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Lysorian Skinbane
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Developed By Incubus
The Lysorian Skinbane is named aptly, and as a result of two things: the Great Transmutationist of Lysoria - who created them - and of their strange ability to wedge their tentacles beneath your skin and quickly rip off said skin, flaying targets effortlessly. They are one of the most dangerous predators of Ne'haer, though are sometimes owned by talented Seekers within the city. The creatures have reduced senses from humans and animals, but contain a sixth sense: the ability to perceive the movement of skin and flesh around them, and via this they can perfectly perceive almost every physical movement within a 20 meter radius.

Habitat: The Lysorian Skinbanes are - as expected - primarily focused around Lysoria, prowling around the Red Caves, Salt Lake and Ice Peak Pass. Their habitat generally depends on where other living creatures are, as they are carnivores, and tend to eat deer, wolves and other basic animals that live in the woods. They also prey on humans, and tend to travel in packs when prowling human-heavy areas, such as the roads connecting some of the settlements together.

Lifespan and Development: The Skinbanes are an androgynous species that reproduce by binding tentacles with another of their kind, and latching together for days at a time as a sort of metamorphosis pod forms within the warm confines of their conjoined "limbs". Once released from the pod, a Skinbane can grow to full adulthood within two to three weeks, and will live for the next six years (on average). They are at peak condition until their death, and they tend to improve in strength, speed and their senses consistently throughout their short lifespan.

Diet: The Skinbanes eat skin and flesh by ripping it into chunks with their tentacles and stuffing the bits into their maw, which lies at the center of their tendrils. They generally require about 20 lbs of meat each day, though they can survive for about a week without any actual food. In terms of their liquid diet, water suffices, though they are known to be capable of consuming oddities such as nectar and sap to sustain themselves.

Temperament: These creatures are very hostile, and will attack almost anything living as long as they believe themselves to have a chance of winning. They will usually not fight against Sylvithia or Cliffwalkers however, as these two predators oust the Skinbane in every metric.

The one time these creatures are tolerable is when they are hypnotized or lured to emotional stimuli by Empathy or Illusionism. These creatures actually make appreciable pets and mounts for mages within Ne'haer and the surrounding settlements, though most individuals tend to be very fearful of their presence. There are currently debates in the council of Ne'haer as to whether or not these creatures should be outlawed as pets, even for the most skilled of mages.

Abilities: The Skinbane are not all that much worse than a typical woodland predator - it is merely the ability of their tendrils to crawl beneath your skin and flay you that terrifies so many. They are fast and their tentacles have a firm grip, which additionally allows them to suffocate and break the bones of foes much as snakes can when constricting prey. As a final measure, their claws can easily rend through skin and flesh, and are a highly lethal weapon if all else fails. Generally though, if one is to remove their tendrils, they will be very vulnerable especially as these are used almost as an antennae.
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Willow Redbear, AKA 'Ne'haer Bear'
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Willow Redbears, AKA Ne'haer Bears, are the notoriously massive - but sensitive - native bears of the Ne'haer region. They are commonly called Dire Bears in other regions, known for their massive size and the outstanding strength of their bite. However, to those who know how to gain their trust, they're known as a ridiculously playful creature with an outstanding intelligence. They are often held as house pets by wealthy families, who can dedicate massive enclosures to them.

Price: 600 GN in Ne'haer, 850 GN elsewhere

Habitat: They generally have the same habitat as a grizzly bear, and usually live in the woods east of Treth, or north of Ne'haer. They originally came from the Willow Woods, but were - over time - removed from their native habitat by the invasive species that came later. The Willow Redbears have been known to live in this region since the dawn of society.

Lifespan and Development: They have similar lifespans to that of grizzly bears, at twenty five to thirty years. They reach adulthood at the age of three. Size-wise, Willow Redbears reach around 1,500 to 2,000 pounds, nearly tripling the size of Grizzlies. The women are about ten to fifteen percent smaller than the men, but still outstandingly massive. At around the age of twenty, their body begins to decay, and they become venerable, no longer capable of fully operating their body due to its intense weight.

Diet: Their diet mainly consists of fish and other meats, and they require a massive amount of food each day.

Temperament: Known to be much more welcoming than other bear species, the Willow Redbears are uncharacteristically mild in their personalities, virtually only ever attacking someone if they endanger their cubs or them, directly. They are known to be able to be domesticated, typically at a young age and usually by offering food and shelter.

Abilities: Apart from their massive size and incredibly powerful bite, they have few abilities atypical of any other bear. Still, in comparison to other bears, the Willow Redbears are exceptionally lethal -- far moreso than Grizzlies, Polar Bears, etc, in every metric.
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Sylvithia
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The origins of the Sylvithia are highly debated, with many theories to the origin of their creation. There is however one belief that prevails, largely due to the support of many religious leaders in this theory. These theologians - and even academic scholars - have claimed that they are men and women who, in life, resented the zealotry of Ne'haer and found their home in cults and communities that blasphemed against the Immortals. They acted out in their hatred and organized defacement, vandalism, even acts of terror against the temples and their adherents. These wroth individuals were then cursed by the Immortals they spat upon and doomed to death. When the Sylvithia passed from this world, the resentment towards them - against those who oppose Ne'haeren society and its beliefs - manifested and swelled within them. Their spirit, wrought with grief, cursed by the Immortals and rejected by society, could never pass on.

In this way, they are seen as 'wraiths', and are used as a word of caution against those who would turn their backs on the faith of the Immortals. Some however claim that the creatures are instead the result of allowing mages to much freedom and not enough prohibition. They cite the Skinbanes as evidence that magic only causes ail for mankind, and suggest that perhaps the Sylvithia are instead the result of failed magical experiments or even Necromancy. Whatever the case, they are real - and are out of all of the creatures of Ne'haer, the greatest source of terror for they are far greater in number than the Cliffwalkers, and far more fearsome than the Skinbanes of the Lysorian woods.

Habitat: WIP

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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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