OOC Info [Suvan Sea] Master List

A listing of NPCs, ships, Pods, and creatures currently known to be within the Suvan Sea.

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An inland sea created by Ivak's cataclismic fury during the Valterrian, the Suvan Sea is a major trade route and the foremost hub for piracy in Mizahar. [lore]

[Suvan Sea] Master List

Postby Trident on March 2nd, 2012, 9:17 pm

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Here is the compilation of every NPC /Pod/etc within the Suvan Sea. If you wish to add anything to these lists, or to interact with any of the NPCs or pods, please contact the Domain Storyteller.

Now, without further ado; the listing.

Last edited by Cascade on December 12th, 2012, 1:24 pm, edited 14 times in total.
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[Suvan Sea] Master List

Postby Cascade on November 2nd, 2012, 12:55 pm

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Name of NPC (in alphabetical order) Occupation Skill/Gnosis Description Need Moderator Permission?
Alarous Greyenweld Mage Leeching, Morphing, Voiding An insane mage whose locked himself away in the Visai Caverns, he is both dangerous and highly unpredictable. Yes
Alveta Windlo None Sewing, Playing Musical Instrument (Harp), Materialization, Leadership, Soulmist Projection One of the four ghosts of Yuanu Ruins, Alveta is the leader as well as the friendliest. Yes
Amun Gristole Pirate Weapon (Dagger), Weapon (Battleaxe), Sailing, Swimming, Leadership, Intimidation, Larceny, Negotiation A fearsome pirate who has stalked the Suvan Sea for years, his skill in Sailing and cool head for battle tactics had helped him evade the Svefra pursuing him. Yes
Ardein Oceangem Pirate 1 Mark of Laviku, Sailing, Sea Navigation, Swimming, Cutlass, Knives, Astronomy Ardein remains with his grandmother, Lia Diondra, and helps her with certain tasks, such as maintenance of the ship, and taking care of guests, welcome or otherwise. Yes
Arthur Oceansand Guardian 1 Mark of Laviku, Negotiation, Food Preservation, Fishing, Philosophy Arthur has manned Paradise Point ever since he lost his pod during a mighty storm. Because his age refrained him to continue sailing on his own, he decided to reside in the lighthouse, taking the tasks of its previous owner. No
Braten Pirate Weapon (Throwing Axe), Sailing, Swimming, Larceny, Intimidation A fiery-haired Inarta who made his way from Mt. Skyinarta to prowl the waves of the Suvan, his temper is legendary. Yes
Camdren Tallgrass Spiritist Spiritism, Riding, Unarmed Combat, Reimancy, Weapon (Shortbow) A drykas spiritst whose calm demeanor hides a iron-hard strength, he watches over the ghosts of Yuanu Ruins for the Ankals. He is the one who warns people away from the ruins. No
Carthen Magestro None Materialization, Possession, Intelligence, Weapon (Shortsword), Soulmist Projection, Stealth One of the four ghosts of Yuanu Ruins, Carthen is the muscle of the group and gets rid of unwanted trespassers. Yes
Caspien Oceangem Priest 3 Marks from Laviku, Teaching, Swimming, Weapon (Cutlass), Gardening, Wilderness Survival, Sailing, Philosophy The solitary inhabitant of Kalista Island and the Temple of Laviku to be found here, Caspien in a fervently religious man who can always spare time to help someone gain Laviku's grace. No
Cea Oceangem Pirate 1 Mark of Laviku, Sea Navigation, Swimming, Sailing, Wilderness Survival, Fishing, AtronomyShe is an adventurous soul, who enjoys wandering off and exploring. Cea can be found swimming with marine life of all kinds, or examining a new discovery, bringing any new plant life she finds to her Ceta to test for medicinal qualities. Yes
Ceona Whitewave Sesatvi 2 Marks of Laviku, 1 Mark of Wysar, Sailing, Navigation, Business, Weapon (Cutlass), Negotiation, Swimming, Dance, Shipbuilding Leader of the Anchorage Flotilla and one of the most powerful Svefra, Ceona is a former pirate with an eye for business. Yes
Ceta Oceangem Pirate 1 Mark of Laviku, Herbalism, Sailing, Observation, Food Preservation Ceta has a deep interest in the area of medicine and healing, taking a step further to look out for her family. She is often found examining plant specimens, attempting to find any medicinal qualities.Yes
Diondra Oceangem Lia of the Oceangem Pod 2 Marks of Laviku, Swimming, Sailing, Leadership, Negotiation, Summoning, Familiary One of the oldest Lias currently alive, Diondra is 93 years old and one of her many grandsons is Caspien. She is always accompianed by her imp Zircoon, who helps her do things she cannot do herself. Yes
Engre Siren of Ryker's Point Singing, Seduction, Materialization, Possession, Soulmist Projection A mysterious ghost who guards the tunnels beneath Ryker's Point, her seductive voice had lured many to their deaths. Yes
Gravous Lench None Possession, Tactics, Soulmist Projection, Materialization, Running One of the four ghosts of Yuanu Ruins, Gravous is the brains of the group, as well as the grumpiest. Yes
K'mavia Priestess 2 Marks of Avalis, Story-telling, Fortune-telling, Agriculture The kind-hearted priestess named K’mavia has been looking after Vanti island for almost a century now. She knows all its secrets, though she won’t divulge any of them. No
Kala Whitewave None 1 Mark of Laviku, Weapon (Sling), Singing, Dancing A common fixture around the Anchorage Flotilla, Kala is the daughter of the Sesatvi, Ceona. No
Melo Warmbreeze Suviak Azenth 1 Mark of Ivak, Swimming, Unarmed Combat, Brawling, Spelunking A mixed blood with both Svefras and Akvatari in his ancestry, Melo is a Suviak who stays with the Warmbreeze Pod. No
Moselle Bluewater Lia of the Bluewater Pod 2 Marks of Laviku, Sailing, Swimming, Animal Husbandry, Weapon (Cutlass), Playing Musical Instrument (Flute) The Lia of a Pod recently devastated by loss, Moselle lost her husband Lachan to a storm and her grieving flute carries well into the night. Yes
Naku Tidalwave Laviku's Champion 4 Marks of Laviku, Cutlass, Sailing, Swimming, Leadership, Sea Navigation, Tactics, Rhetoric Naku Tidalwave is the current champion of the God of the Sea, Laviku. He is known to traverse through the Suvan Sea, serving as its protector in many aspects. Yes
Pearl Warmbreeze Lia of the Warmbreeze Pod 1 Mark of Laviku, 2 Marks of Ivak, Swimming, Sailing, Wilderness Survival, Leadership, Weapon (Longbow), Brawling Pearl is the leader of a rather strange Pod that some say have connections to the Suviak. While Pearl is rather tight-lipped about this, it is true that underwater volcanos go off when she's around... Yes
Pinn Oceangem Pirate 1 Mark of Laviku, Weapon: Kama, Dual Wield: Kama, Swimming, Sailing A member of the Oceangem Pod and the brother of Ardein, he has a very open, and carefree disposition. He is also a bit flirtatious, which occasionally gets him into trouble. Yes
Rassasydar Pirate Poison, Disguise, Larceny, Sailing, Unarmed Combat An underhanded Dhani who had found his way from the slavepits of Eyktol to the open seas of the Southern Suvan, his ship and his poisons have come to be feared. Yes
Runi Mage 1 Mark of Nysel, 1 Mark of Eyris, Malediction, Voiding, Summoning, Reimancy A particularly talented mage who may or may not be overgiven, he is secluded deep within the Vanti Island. Yes
Taliss Whitewave Lia of the Whitewave Pod 2 Marks of Laviku, 2 Marks of Gnora, Swimming, Sailing, Fishing, Intelligence, Leadership, Negotiation, Rhetoric A powerful Lia who rules her Pod with an iron fist, Taliss is the mother of Ceona and Tyvic, and the grandmother of Kala. Yes
Telren Farmer 2 Marks from Bala, 1 Mark of Makutsi, Agriculture, Food Preservation, Cooking, Storytelling, Philosophy A humble farmer who is known for the array of fruits he grows on Asli Island, he is often willing to trade fresh produce for a story or two. No
Tyvic Whitewave Sailor aboard the Anchorage Flotilla 2 Marks from Laviku, Fishing, Sailing, Swimming, Shipbuilding, Weapon (Light Harpoon), Storytelling Brother of the leader of the Anchorage Flotilla, Tyvic is an accomplished sailor in his own right and has often been known to pass on information on any and all things Suvan Sea for the right price. No
Valeria Whitewave Employer 1 Mark of Laviku, Obersavtion, Negotiation, Politics, Sailing She is known by the Anchorage’s residents and visitors to be the person to go to if you need something or someone. Those who need people for odd jobs go to her for help, and she passes these jobs on to any interested individuals. Yes
Valorona Starveil None Morphing, Shielding, Materialization, Glyphing, Soulmist Projection, Possession One of the four ghosts of Yuanu Ruins, Valorona was a mage in life and the least devoted to their eternal task. Yes


Compiled by Trident and Cascade.
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[Suvan Sea] Master List

Postby Cascade on December 12th, 2012, 12:08 pm

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Name of Pod (in alphabetical order) Usual Location Lia Description Playable? Contact
Deepseeker Northern Suvan Sea Crucina Deepseeker A large pod in the North Suvan, the Deepseekers are a pod of Svefra zealously loyal to Laviku and dedicated to hounding out all non-svefra pirates throughout the god's domain. Yes Kirvan Deepseeker
Highshoal Middle and Southern Suvan Sea Sirenia Highshoal A rather small, specialized pod, the Highshoals have devoted their lives to raising Keai in the lush shallows.This pod is very work oriented, but celebrates twice season when their trading ships return from the Flotilla. Yes Moderator
Oceangem Southern Suvan Sea Diondra Oceangem An old pod that claims they have been present even before the Valterrian occured. They are said to hold many ancient wisdoms. Yes Moderator
Tidalwave Southern Suvan Sea Reina Tidalwave The pod of the current champion of Laviku. Its members are mostly young and reckless, and they claim to be the sea’s most loyal protectors. Yes Moderator
Whitewave Northern Suvan Sea Taliss Whitewave One of the most prominent Svefra pods in the whole Suvan Sea. This pod holds a number of influential individuals. Yes Moderator

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[Suvan Sea] Master List

Postby Cascade on December 12th, 2012, 12:08 pm

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Alohota :
ImageName: Alohota
Classification: Fauna
Frequency: 100-175
Threat Level: Low
Major Features: Beak like nose
Abilities: Strong sense of smell, sharp teeth
Most Common In: The Northern Suvan Sea
Mod permission: Yes

Appearance:

When full grown, an Alohota is about eight and a half feet long, and another five from head to webbed feet. They have a white underbelly and tail, while their backs and feet are the color of a raven's feathers. A dark mask covers their eyes, and a beak sprouts from the front of their face. It tends to be a mix of warm colors- namely red and orange, which are also the color of their eggs. Their ears blend in to their bodies, two slits beneath their nostrils. Directly below them, thin gills begin to line the underside of their neck and scales the length of the rest of their bodies. Their legs prove to be long and awkward, capable of dragging their forms along shorelines for short distances, assuming they dig their sharp claws deeply enough into the sand.

History:

The Alohota was originally a creature hunted in the north, around the waters of Avanthal for their blubber which could be used to help burn oil lamps, and for their fatty meat, which helped add weight to the thin's bones, ultimately aiding those who lived in the colder regions with their ability to keep warm. However, over time the creature was nearly hunted to extinction, leading them to migrate to warmer climes in order to keep their numbers within existence. It is unknown how they came to find the Northern Suvan, and claim the area as their own, although it has become common knowledge amongst the Svefran people that such occurred, and slowly, they are beginning to repopulate.

Behavior:

Alohota are often found to be both curious and playful creatures. Relatively harmless unless provoked, and fiercely protective of their young. They tend to travel in large groups of about 10-15 members, known simply as pods, with a single male at its head. A younger female leading at its side.

Diet:

The Alohota are known to eat a variety of things, considering the fact that they're largely omnivorous. A personal favorite, however, tends to be kelp, although, they are also known for being relatively fond of smaller fish such as anchovies. During times in which prey is scarce however, the animals don't hesitate to scavenge, feasting on whatever bones and flesh other creatures left behind.

Credit goes to Aello
Balnag :
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Name: Balnag
Classification: Moldling
Frequency: Only 1
Threat Level: High
Major Features: Large serpentine body, long spines along back
Abilities: Magic Resistance, scales hard as stone, sixth sense prey finding
Mod permission: Yes

History

In the year 500 AV a project was opened in Sahova that was simply known as Project Deep. It was created to further research possibilities for aquatic combat, building upon past experiments and research dating back to Pre-Valterrian. The results came in the form of the Balnag, a large serpentine creature that could, in theory, take down entire fleets with little trouble; however, there were several flaws that could not be ignored. The beast did not possess the intelligence for a magical leash to be effective in controlling it, and so a different method was devised. A crystal crafted by one of the greatest Magecrafters of Sahova was implanted in its skull that acted as a sensory organ connected directly to the creatures mind. A second crystal was then crafted and placed in a staff, and through advanced alchemic techniques a pseudo bond was created between the two, effectively linking the Balnag's djed to the staff. This enabled the wielder to have some semblance of control over the beast, yet it did little more than keep it from eating the wielder.

Project Deep reached their greatest breakthrough in the Balnag in 502 AV, and so it was taken to the Suvan Sea for testing. There it was released along with its Staff Wielder near the Vanti Island. During this time both the creature and its nuit trainer became trapped in an underground cavern beneath the island. The nuit's body quickly fell apart due to the long exposure to a moist environment, but the Balnag lived on, feeding on prey that unknowingly ventured into its lair.

Description

When it was first brought to the Suvan Sea the Balnag was only about 30 feet long, but since that time it has grown exponentially, reaching more than 100 feet from head to tail. Large spiny fins course down its back extending close to 20 feet out from its body. A great serpentine head holds a gaping mouth filled with teeth as long as a full grown man. Scales has hard as stone fall gracefully along its entire length the color of polished bronze and copper.

A strange side effect of the crystal implanted in its skull came about as a complete surprise. The crystal acts as an antenna, picking up on the mental impulses around it. This effect is stronger for those who wield the staff, and thus they have a greater control over the creature itself. Thus the Balnag has developed a sort of "sixth sense" for picking up on the mental waves of creatures around it. It uses this ability to hone in on its prey, even in complete darkness. Those who are within its range of 100 yards feel a sense of being watched, or they feel that something simple KNOWS they are there.

Credit goes to Mirage.
Drum-Throats :
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Name: Drum-throats
Classification: Fauna
Frequency: Uncommon
Threat Level: Low
Abilities: Creation of a crippling, subsonic pulse that can briefly paralyze even small humans at close range
Most Common In: Central Suvan Sea
Mod Permission: No

Appearance: Drum-throats have dark, dappled gray skin with the texture of sandpaper. Their bodies are tapered, being much larger around the mouth and very small near the tail forked tail; they tend to max out in size around 8 feet for both sexes. They have blunt heads and a wide, frowning mouth that can expand large enough to swallow a child. They are slow, gentle swimmers except when in pursuit of prey.

Nature and Habits: Drum-throats travel in small pods of 2-3 and will circle schools of fish before releasing a subsonic whump that stuns fish, leaving them as easy pickings for the cavernous mouths of the Drum-throats. Males and females will travel together freely, mating whenever a female comes into heat, often with multiple partners. Females will then leave briefly to give birth to three pups (twins and quadruplets are rare occurrences because she will often begin with almost 20 pups but they will consume one another in the womb until they max out the size, forcing their mother to birth them) before returning to that pod or joining a new one. The pups will hunt small fish and crustaceans together for the first year before leaving their kelpy-safe-haven for more plentiful waters.
Credit goes to Edreina
Hara :
ImageName: Hara
Classification: Fauna
Frequency: Approx. 60-130
Threat level: Low
Mod Permission: No

Temperament: These creatures are generally quite complacent and tame, rarely attacking boats or people. The only times there have been records of any attacks has been either in defense, desperation out of starvation, or the rare occasion that one becomes mad.

Abilities: They are able to move at high speeds, with a great amount of agility, and are able to live on land for short periods of time. The Hara also have a morphing ability, which allows them to blend into their surroundings. This has become a curiosity to many, though they have yet to discover the gem-like orb, the size of a small nut or seed, held within their hearts.

Most common in: Southern and Middle sea

Physical characteristics: Their bodies are generally a mixed pattern of silver or white, and black and blues. Though this species igenerally grows to about 3-4 feet, there have been accounts of Hara growing to about six feet in length in the Middle Sea, and to about seven or eight feet in the North. Long feather-like fins stretch out to, on average, two feet in length, displaying varied hues of blue. No two ever have the exact same coloring or pattern.

Social Structure:Hara are not usually seen in groups, though they will gather at times when food is scarce.

Miscellaneous: Their diet mainly consists of small fish and plants, though they are able to digest creatures much larger than they are.

Besides their fins, the Hara are edible, if a person is lucky enough to catch one.

History: Not much is known about them, though there have been whispers of magic.

Credit goes to Tsukiko.
Keai :
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Name: Keai (or Herders)
Classification: Fauna
Frequency: Common
Most Common: Rocky shallows and kelp forests
Mod Permission: No

Appearance: These large, blubbery creatures have thick, gray hides that have sparse, wiry hair covering their bodies that keep them aware of their surroundings and herd-mates. Females tend to average around 8 feet long and 600 pounds at their thinnest before mating, but can weigh up to 1000 pounds right before they give birth. Males are much larger, being up to 15 feet long and weighing well over 1200 pounds of pure blubber and muscle. Their faces are nearly flat with obtuse muzzles covered in light colored whiskers, petite ear flaps, and small, beady eyes. They are slow moving as they graze in in the shallows, but can be incredibly quick and agile when spooked or provoked.

Behavior and History:
Herders were aptly named when one Tallye Highshoal discovered that these peaceful herbivores could be herded along beds of algae and sea grass using a simple rowboat. Pods tend to number about 15 and be all female, led by the eldest female, with males forming groups numbering 3-5 during the non mating season. Female gestation is slow and the growth of calves is also quite slow (reaching full maturity after 16 months). This, combined with their overwhelmingly docile nature, means that if a pod is in contact with humans long enough, they can be milked. If threatened, females will create a circle around calves, facing outwards to ram any enemy that presents itself. Females save up huge stores of fat to create very potent milk that should usually be watered down, less it make the human consuming it quite ill. Males are often hunted for their thick hide and flavorful meat, as well as the short white tusks that appear after they reach 6 years of age. These tusks are quite colorful when cut and make expensive jewelry.
Credit goes to Edreina
Manalim :
Image Name: Manalim
Classification: Fauna
Frequency: Rare
Threat level: Medium - High
Major features: Strong tail and large jaws with flippers on its sides
Abilities: Jaws capable of crushing a person easily
Most common in: The North Suvan
Mod permission: Yes

Appearance

Though they are not large, manalims are still very dangerous when on the attack. Their elongated jaws are capable of snapping through human bones easily, and their teeth vary from an inch long to a foot long depending on how deep the manalim is found. Likewise, their size can be anything from 18 ft from head to tail to 50 ft really down deep, though it is unlikely to find any manalim larger than 24 ft near the surface. Their gray skin may feel and look scaly, but it offers no more protection to them than any other soft-skinned creature and is easily torn and pierced. Four flippers, two on either side, help it move and change depth, capable of moving quite powerfully to propel the manalim quickly. All in all, an unusual creature, especially for those who are not familiar with the ocean.

Contact

Many know of this creature, and though it is unlikely that all who claim to have seen one have actually done so it is still more probable to run across a manalim than most other dires of the deep. That does not make it common however, and most sailors can sleep easy without fear from these creatures. Those that have the misfortune of running into one - and the luck to survive the encounter - can attest to its long tail that would slap the ship about, and its powerful jaws that can easily clamp into flesh, tearing apart man and fish alike. Those who captain smaller vessels such as casinors often face the danger of capsizing as the manalim is usually as big as their boat if not bigger, and once in the sea it becomes much harder to fight off a provoked manalim.

There is no easy way to take care of a manalim. Bigger ships are safe for the most part, but they will still be harassed until they leave what the manalim considers its territory. Once someone is in the ocean however, either falling overboard or capsizing, they will find themselves hard pressed to fend off manalims. Their predator status means they have a lot of experience moving suddenly and quickly, making escape nearly impossible. Their skin isn't any more resilient than any mortal's, but drawing blood risks angering it even further. If anything, the best course of action is to remain as far from any large objects as possible, including your ship. Since manalims attack ships out of territorial defense, anything smaller entering or leaving their area doesn't bother them. It is also quite likely that once they realize that the ship is not fighting back or actively trying to take over, the manalim will leave once it is content there is no threat to its position.

Nature and Habits

One of the smaller 'monstrosities' in the Suvan, manalim is the kind creature made to survive in the deep with its strong jaws and fast movement, but it is not big enough to compete against its larger cousins. Instead, manalims take the sort of middle ground between the great depths and the shallow heights, devouring any who might challenge their superiority in that area. As a result of this need for superiority, these creatures are very territorial, fighting off nearly all other manalims in their general area, as well as any other aggressive creatures, and lay claim to a particular patch of ocean that they consider theirs. Thus, it is completely unheard of to ever encounter two at once, for the only time when two would be around each other is when fighting for territory, and very rarely do fights take place close to the surface. Despite this staunch defense of territory, they aren't bothered by other creatures passing through regardless of size. For example, whales can move freely through the territory without fear of being attacked even by bigger manalims, unless the bigger manalim is hungry. Any large unknown creatures in a manalim's territory will be warned by that manalim, and if they reply calmly there is no trouble, but if a challenge for the territory is issued then a fight ensues.

Their power and superior speed mean that manalims rarely have cause to swim near the surface. Bigger ones stake out claims deeper in the ocean where the food is better, fighting off their smaller brethren who tend to grab territories slightly higher. These big ones are almost never seen as they have no reason to rise from their homes, so its mostly the smaller ones that take shallower territories that sailors come across. To these manalims, boats are often mistaken as invading rivals trying to muscle in on their territory who don't respond to their calls and warnings, which is why they start by hitting the boat rather than rising from the water to get the crew. Any ships passing through a manalim territory will be harassed and attacked until either it leaves or the manalim no longer considers it a threat.

Credit goes to Anchor.
Nikayo :
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Name:Nikayo
Classification: Fauna
Frequency: Uncommon
Abilities: Poisonous, feathery stingers that deliver a neurotoxin which instantly kills small fish and can seriously injure children.
Most Common: Open water
Mod Permission: No

Appearance: Nikayo are jellyfish-like creatures that float atop the water through the use of large, blue gas bladders, letting their poisonous nets (sometimes reaching a surplus of 40 feet in length) flow down beneath them.

Behavior and Interactions: Nikayo are utterly mindless, drifting wherever the current takes them and attacking without prejudice. Svefra are known to pop their gas bubbles with spears anytime they notice a Nikayo, causing the creature to sink and die.
Credit goes to Edreina
Spearheads :
Image
Name: Spearhead
Classification: Fauna
Frequency: Rare
Abilities: Sonar sense and the ability to perform a complete 180 degree turn an instant if it senses something behind it
Most Common: Near coral reefs or stony shoals
Mod Permission: No

Appearance: Both male and female Spearheads can average up to 12 feet with the oldest being recorded and sighted at 15 feet. Their torpedo bodies are covered with matte gray flesh with typical darker splotches on top and lighter below to break up their outline. They have a large, globular protrusion at the front of their skull that is home to millions of sonar receptors, which makes up for their very poor eyesight. Their sense of smell is also very keen, and they have the ability to to smell one part per million of blood in water as far away as two miles. Their teeth are quite jagged and point inward, a sign that they are more likely to swallow prey whole than tear off chunks of flesh.

Nature and Habits: Spearheads are highly territorial, solitary hunters that inhabit the coastal shallows. Because they are so territorial, their numbers are quite low and they tend to kill any other Spearhead that enters their territory, even potential mating partners. Despite this, mature Spearheads have been known to inhabit a single shoal for as many as 40 years. They will not go out of their way to attack anything larger than themselves, and tend to avoid boats because of their size and the fact that they have no heartbeat. They have been known, however, to steal from fishermen's nets, tearing them or becoming entangled in the process. Spearheads are rather slow swimmers, but incredibly stealthy.
Credit goes to Edreina
Strykers :
Image
Name: Strykers (also called Jumpers)
Classification: Fauna
Frequency: Common
Major Features: Silvery Blue scales and large pectoral fins
Most Commonly Found: In the deeper water near rivers
Mod permission: No

Appearance: Females tend to be larger, being 1 foot long at maturity and near 2 feet near the end of their lifecycle. Both sexes exhibit pale white underbellies and bodily scales that tend to be silver with a bluish hue. White and brown variances do occur but tend to die off young. Strykers are most known for their massive, fanlike pectoral fins which can each be as long as their bodies and half as wide. These fins are nearly transparent which gives the fish a ghostly appearance when viewed from afar in great schools. They feed primarily on schools of tiny Krill, meaning that they have no teeth. The young are less than an inch long, and appear to be glasslike. Some river-side children will capture young Strykers and keep them as brief pets.

Uses: These fish have very little meat on their bodies, meaning that they are not often eaten. Their fins, however, are often painted and sold to higher class women as fans.

Nature and Habits: Strykers travel in large schools, numbering between 50 and 200 with the larger females traveling on the outside, sheltering the smaller males. They are usually deep water fish but breed in the shallow river mouths or even a bit upstream. The females can live to be up to five years old but the males die shortly after fertilizing up to 10 batches of eggs. Their long fins help them leap over areas of turbulent water or waterfalls. They can also be seen leaping out of open water on warmer days in pursuit of small insects and smaller fish.
Credit goes to Edreina
Whitewave Dolphins :
Image
Name:Whitewave Dolphins
Classification: Fauna
Frequency: Common
Abilities: Extreme acrobatics
Most Common: Surrounding pods of ships
Mod Permission: No

Appearance: Whitewave Dolphins tend to be less than 4 feet long and under 200 pounds, but make up for their size in sheer numbers. Whitewave Dolphin pods have been counted numbering an astounding 50 individuals. These dolphins are an inky black with bright white "waves" on their sides, running from their eye to about a a foot from the end of their tails. Their beaks are slightly shorter and used to capture fish as the pods will chase down entire schools of fish. Calves are born a stony gray and will follow their mothers devoutly for the first 6 months of their lives.

Behavior and Interactions: Whitewave Dolphins are hugely social both with others of their species and boats. Humanized Whitewave Dolphins have been known to play with humans for hours and then follow their boat in hopes of playing again. This species of dolphin was found and named by the Whitewave Pod after a storm when these dolphins emerged from beneath the ships, likely taking cover. The Lia at that time saw their appearance as a sign of favor from Laviku.
Credit goes to Edreina

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