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{{Info fauna
{{Info fauna
|officialname = Kelp
|officialname = Kelp
|nicknames = Charmers, Deceivers.
|nicknames = Charmers, Hexfish
|classification = Reptile.
|classification = [[Lesser Races]]
|habitat = Bodies of water in [[New Ceardia]].
|habitat = [[Eastwynd]]
|domesticated = No.
|domesticated = No
|status = Rare.
|status = Rare
|}}
|}}
Cunning and deceitful, the kelps of Aloria were only recently found near the shores of [[New Ceardia]]. Prone to taking on guises that anybody could trust, they are notorious for luring their victims to secluded places and attacking them. They predominantly dwell in underwater caves, preferring to rest far away from the watchful eye. Kelps are rare, beautiful, and fascinating, but a person should treat them with utmost care when in contact with these creatures.
Cunning and deceitful, the Kelp of [[Aloria]] were only recently confirmed as real by scholars of the [[Regalian Empire]] journeying to [[Eastwynd]]. Prone to taking on magical guises, they are notorious for luring their victims to secluded places and drowning them. They predominantly dwell in underwater caves, away from the outside world, but are carnivorous hence their need to hunt, though they more commonly seek out fish rather than people. Kelp are rare and fascinating, but a person should take the utmost care when in contact with one.


==Appearance==
==History==
Slightly smaller than the average human, kelps usually seem to resemble impossibly beautiful women. In reality, this is only a magical enchantment, meant to hide their ugly and malicious appearance. Their true forms are normally very alien and appear very similar to slender predator maiar draped in seaweed clothing.
The Kelp has a poorly understood history given that it is wrapped up in many myths and fables from across Aloria. Many a nautical [[Culture]] had and still has stories of beautiful women or men being tied to the water enough to have aquatic features, but the story of the Kelp focuses solely around the [[Proto-Velheim]] [[Ailor]] and likely begins around 300 BC. The colonization of Eastwynd seems to have taken place around this time, and it soon became a land of myth, legends, and tall tales that led some to even doubt its very existence. But the region was real, and its unique geography and range of local wildlife spurred many adventures over the following centuries. Among these creatures were the Kelp, initially just a story before corpses and survivors of such encounters emerged in the final decades of the [[Cataclysm]] convinced the locals of their presence. However, in the disruptions that shook the world following 0 AC and the collapse of the Velheim trading network alongside geographic changes Eastwynd itself, the Kelp faded back into mystery. By 200 AC, they were a known threat in the area, but foreign powers continued to ignore the Velheim tales. The Regalian Empire in particular was especially belligerent in this, convinced they were nothing more than corrupted tales of the servants of the [[Estelley]] god of the sea. However, the Kelp was eventually proven to be real to the scholarly community. Large-scale attempts to hunt the Kelp that followed this reaffirmation of their existence caused more harm than good to local people. For every Kelp finished off, ten hunters died in the attempt. In recent years, the various states that deal with the threat the Kelp possesses have removed their group hunting strategy in favor of maintaining continuous bounties on these creatures. [[Mage]]s and alchemists of great renown also have their own bulletins for body parts of the creature as their strange body-changing ability makes their body parts ripe for experimentation or use by both parties. The [[Bone Horror Crisis]] is suspected to have put a serious dent in the creature’s numbers, but overall, they are crafty animals, and they may simply be hiding or avoiding the prying eyes of the Eastwynd locals.
 
While humans have only sighted kelps with a beautiful woman’s guise, or undisguised entirely, kelps actually possess the ability to disguise themselves as any roughly similar creature. A kelp that encounters a [[Naylar]], for example, will take on the appropriate form of a Naylar female. While the limits to their magic is unknown, it is safe to assume that they can disguise themselves as almost any remotely humanoid race.
 
==Habitat==
Kelps are a rare but adaptive species, they have been recorded in a number of bodies of water all around the Aloria. Most commonly kelps can found in the river banks of [[New Ceardia]], where they are believed to originate. These areas tend to be rather undeveloped and are avoided by travelers clever enough to heed the warnings of the locals.
 
Kelps will generally reside in any body of water, be it running, fresh, or salty—though they always look to find an underwater cave of sorts, and will only form hunting grounds around one. kelps absolutely need shelter for many things, as they do tire from sustaining their illusions like any magic user, and require a space to hide while they rest. kelps rarely, if at all, use their magic when out of sight, and are strictly conservative and efficient in using their ability.


==First Encounter==
==Physical Appearance==
While these creatures had long been fooling the land dwellers in various parts of the world, the true nature of their existence wasn’t discovered until the colonization of New Ceardia began. Scouting parties consisting of young men would be led in order to explore the untapped wilderness of the continent, more often than not following one of the many rivers sprawling its landscape. When it became a noticeable problem after several groups of able men had gone missing, a search party was organized. One of these groups managed to track a particular exploration team toward a seemingly innocent lake where a small river had ended. To their horror they found a small enclave of the creatures, devouring bits of the drowned explorers. Suddenly aware of their sudden attention, the scaly creatures unnaturally faded into the image of peaceful women. The ill-timed ploy was wasted on the explorers as they managed to kill one of the vile creatures. As for the remaining creatures, they quickly fled, seeing that one of their own had been killed by the search party. After the kelps fled, the search party remained behind to investigate the deceased creature as well as the rest of the enclave.
Kelps are generally smaller than the average [[Ailor]], ranging in heights of 5 feet to 5 and a half feet while weighing in at around 110 to 130 pounds. Their bodies are often covered in sea weeds and aquatic plants which they use to tactfully obscure their hideous bodies and faces. Their eyes have black sclera with often yellow or bright blue irises. Small dents exist in their heads where ears should be and their mouths are filled with sharpened teeth that often stick out of their lipless mouths. Their bodies are frail and often warped in spots, with spotty fins dotting their bodies and barely visible gills in their necks. Their scales are a brown-green color and they have webbed armpits as well as thin, webbed, clawed hands. Their bodies appear to be a humanoid feminine shape with a scaled tail that meets in muted flukes at the tip. Barely any of this is seen however, due to the plantlife veiling their bodies.


==History==
The most notable trait of the Kelp is the special part of its brain found at the front of the skull, otherwise known as the “Magic Cell”. The “Magic Cell” is believed to be the cause of their natural magical ability. It is exceptionally rare to find intact and is said to be incredibly useful in alchemy, though only affluent scholars and Nobility could even hope to afford it, due to the few intact Magic Cells that exist in Aloria. Another notable feature of the Kelp is its scales, as items adorned with these scales tend to act as efficient amplifiers of the abilities of mental-based magics. However, the elusiveness of the creatures makes the extraction of scales fairly difficult. One Kelp scale alone can sell for almost a thousand Regals, mainly due to the rarity of the animal’s parts on the open or even private market. Another fact to note is that their bodies go through extreme deterioration upon death. Extraction of the valued parts of their bodies is hard unless the proper preservation or harvesting equipment has been brought with the hunter.
Kelps are considered a minor traveler’s concern. Their existence and fatal charm often go largely unanticipated by ignorant young adventurers and merchants spitefully being led into their watery graves by the vixens. Luckily, ever since the unexpected discovery of their existence, educated locals were able to ward off their magical lures. The creatures have been largely avoided, but on occasion were found boarding small trade ships attempting to fool the less informed into becoming their next victims. These instances however, are generally accepted to be rare and desperate attempts made only by starving kelps, and more often than not, the bizarreness of the approach raises enough rational thought in sailors to see through the magic.
===Diversity===
The Kelp all look generally the same in their natural form, with their scales ranging from mud browns to dark greys. There is also no exterior distinction between female or male as all appear to be humanoid females in their natural form. However, analysis of corpses collected in recent years shows that males do indeed exist but simply appear effeminate.
===Life Span and Development===
The Kelp is a strange creature as its breeding habits have yet to be observed, but it seems likely that the Kelp lays a kind of egg in small batches amongst leafy foliage and the murky waters that surround their homes. Some also lay them at the bottom of the underground watery caves which dominate southern Eastwynd, revealed by the region's unique sinkholes. Over several months, the eggs develop at a steady pace, despite only one or two surviving to hatching. Following this, the hatchlings immediately begin to learn from their parents. They are taught the species’ unique racial skill mere days after they are born, and it has been observed that the individual traits of the parents are imprinted onto the offspring. They mature rapidly, reaching their full diminutive size four years after hatching and can live for around 40 years. They are only fertile once in their life and after that, they exist only to care for the young and to teach them how to survive, not abandoning them until their death.


==Trivia & Speculation==
==Mental Overview==
*Kelps are one of the very few creatures on Aloria that are born with an affinity toward magic.
The Kelp lack sophisticated mental faculties due to the existence of the unique “Magic Cell” in their heads. This has given less room for their brains to develop as sentient [[Races]] might, and so they cannot perform complex thoughts. This is somewhat contradicted by their major trait, that if they are disturbed by a sentient Race, they will enchant themselves to appear as beautiful females of that Race and try to fool the intruder by imitating [[Common]]. When their victim is sufficiently lulled, the Kelp drags them underwater and drowns them with the help of others in the group. This is, however, a rare form of hunting and additionally may just be a reflex rather than a conscious tactic employed by the Kelp. To eat normally, Kelp hang motionless for sometimes hours at a time in underwater flora to draw fish in and then eat them. All of this they teach to their offspring, who then carry on the same techniques and strategies of their parents.
*Kelps are able to speak convincingly in common when disguised by their magics. However, what Kelps that have been caught undisguised only communicated in an incomprehensible, guttural fashion.
===Territory and Grouping===
*Kelps have many similar qualities of the [[Maiar]], but remain distinctly classified for certain reasons. Kelps boasts nearly no intelligence outside of the clever use of [[Hex Magic]] that their species had somehow come to acquire naturally. Researchers of the [[Seraph]] have come to believe that they are possibly Maiar that were once tested by the ancient race, giving them magical abilities in exchange for lesser intelligence.
The Kelp live in western Essalonia, in small groups of eight to twelve in shallow bodies of water, swamps, and underground cave systems. These groupings are tightly knit, with two or three couples and their children making up the unit. The rare times when two groups interact, they act  cautiously at first yet soon this fades away to general friendliness. There is noted tension in some units when mating season begins, but based on observations made by scholars and hunters, this fades rather quickly.  
*Items adorned with scales from a kelp tend to act as a popular amplifier of charm magic. However, the elusiveness of the creatures makes their hunting fairly difficult. One kelp scale can sell for upwards of ten thousand regals depending on the region.
*[[Unionism|Unionists]] often use kelps as an example to demonstrate magic’s dangers.
*While kelps are inherently born with a heightened ability to use Hex Magic, researchers who have studied them find that parents will teach their kin Hex Magic sometimes days after they are born. Their individual forms are not nearly as varied as any sentient species on Aloria, but kelps have been observed using their abilities in unique ways.
*There was an incident at the beginning of 302 AC when a woman was out collecting shells with her ten year old daughter. The two of them came upon a gorgeous woman soaking in the waves, and while the child became enamored and sought to talk to the kelp, the mother criticized the woman for soiling her nice clothes.


{{Fauna}}
==Trivia==
*Kelps are able to speak convincingly in Common when disguised by their magic. However, what Kelps that have been caught undisguised only communicated in an incomprehensible, guttural fashion.
*Some have compared the Kelp to the [[Slizzar]], especially following the [[Chrysant War]] to further vilify that Race.
*The Kelp and [[Maerrow]] curiously get along as the two major aquatic predators of Essalonia, not competing with the other and instead feeding off of whatever meals each leave behind.
{{fauna}}
{{Accreditation
{{Accreditation
|Artists =
|Writers = HydraLana
|Writers = Goldenrook
|Processors = SupremeCripple
|Processors = Plecy, Ryciera, Finn_Ish
}}
}}
 
[[category:Fauna]] [[category:Lesser Races]] [[category:Eastwynd Fauna]] [[category:Farahdeen Fauna]]
[[category:Beasts]] [[category:Existing Beasts]] [[category:Fauna]]

Latest revision as of 00:49, 10 February 2024

Kelp
Noimg.png
Fauna
Official Name Kelp
Common Nicknames Charmers, Hexfish
Classification Lesser Races
Habitat Eastwynd
Domesticated No
Current Status Rare

Cunning and deceitful, the Kelp of Aloria were only recently confirmed as real by scholars of the Regalian Empire journeying to Eastwynd. Prone to taking on magical guises, they are notorious for luring their victims to secluded places and drowning them. They predominantly dwell in underwater caves, away from the outside world, but are carnivorous hence their need to hunt, though they more commonly seek out fish rather than people. Kelp are rare and fascinating, but a person should take the utmost care when in contact with one.

History

The Kelp has a poorly understood history given that it is wrapped up in many myths and fables from across Aloria. Many a nautical Culture had and still has stories of beautiful women or men being tied to the water enough to have aquatic features, but the story of the Kelp focuses solely around the Proto-Velheim Ailor and likely begins around 300 BC. The colonization of Eastwynd seems to have taken place around this time, and it soon became a land of myth, legends, and tall tales that led some to even doubt its very existence. But the region was real, and its unique geography and range of local wildlife spurred many adventures over the following centuries. Among these creatures were the Kelp, initially just a story before corpses and survivors of such encounters emerged in the final decades of the Cataclysm convinced the locals of their presence. However, in the disruptions that shook the world following 0 AC and the collapse of the Velheim trading network alongside geographic changes Eastwynd itself, the Kelp faded back into mystery. By 200 AC, they were a known threat in the area, but foreign powers continued to ignore the Velheim tales. The Regalian Empire in particular was especially belligerent in this, convinced they were nothing more than corrupted tales of the servants of the Estelley god of the sea. However, the Kelp was eventually proven to be real to the scholarly community. Large-scale attempts to hunt the Kelp that followed this reaffirmation of their existence caused more harm than good to local people. For every Kelp finished off, ten hunters died in the attempt. In recent years, the various states that deal with the threat the Kelp possesses have removed their group hunting strategy in favor of maintaining continuous bounties on these creatures. Mages and alchemists of great renown also have their own bulletins for body parts of the creature as their strange body-changing ability makes their body parts ripe for experimentation or use by both parties. The Bone Horror Crisis is suspected to have put a serious dent in the creature’s numbers, but overall, they are crafty animals, and they may simply be hiding or avoiding the prying eyes of the Eastwynd locals.

Physical Appearance

Kelps are generally smaller than the average Ailor, ranging in heights of 5 feet to 5 and a half feet while weighing in at around 110 to 130 pounds. Their bodies are often covered in sea weeds and aquatic plants which they use to tactfully obscure their hideous bodies and faces. Their eyes have black sclera with often yellow or bright blue irises. Small dents exist in their heads where ears should be and their mouths are filled with sharpened teeth that often stick out of their lipless mouths. Their bodies are frail and often warped in spots, with spotty fins dotting their bodies and barely visible gills in their necks. Their scales are a brown-green color and they have webbed armpits as well as thin, webbed, clawed hands. Their bodies appear to be a humanoid feminine shape with a scaled tail that meets in muted flukes at the tip. Barely any of this is seen however, due to the plantlife veiling their bodies.

The most notable trait of the Kelp is the special part of its brain found at the front of the skull, otherwise known as the “Magic Cell”. The “Magic Cell” is believed to be the cause of their natural magical ability. It is exceptionally rare to find intact and is said to be incredibly useful in alchemy, though only affluent scholars and Nobility could even hope to afford it, due to the few intact Magic Cells that exist in Aloria. Another notable feature of the Kelp is its scales, as items adorned with these scales tend to act as efficient amplifiers of the abilities of mental-based magics. However, the elusiveness of the creatures makes the extraction of scales fairly difficult. One Kelp scale alone can sell for almost a thousand Regals, mainly due to the rarity of the animal’s parts on the open or even private market. Another fact to note is that their bodies go through extreme deterioration upon death. Extraction of the valued parts of their bodies is hard unless the proper preservation or harvesting equipment has been brought with the hunter.

Diversity

The Kelp all look generally the same in their natural form, with their scales ranging from mud browns to dark greys. There is also no exterior distinction between female or male as all appear to be humanoid females in their natural form. However, analysis of corpses collected in recent years shows that males do indeed exist but simply appear effeminate.

Life Span and Development

The Kelp is a strange creature as its breeding habits have yet to be observed, but it seems likely that the Kelp lays a kind of egg in small batches amongst leafy foliage and the murky waters that surround their homes. Some also lay them at the bottom of the underground watery caves which dominate southern Eastwynd, revealed by the region's unique sinkholes. Over several months, the eggs develop at a steady pace, despite only one or two surviving to hatching. Following this, the hatchlings immediately begin to learn from their parents. They are taught the species’ unique racial skill mere days after they are born, and it has been observed that the individual traits of the parents are imprinted onto the offspring. They mature rapidly, reaching their full diminutive size four years after hatching and can live for around 40 years. They are only fertile once in their life and after that, they exist only to care for the young and to teach them how to survive, not abandoning them until their death.

Mental Overview

The Kelp lack sophisticated mental faculties due to the existence of the unique “Magic Cell” in their heads. This has given less room for their brains to develop as sentient Races might, and so they cannot perform complex thoughts. This is somewhat contradicted by their major trait, that if they are disturbed by a sentient Race, they will enchant themselves to appear as beautiful females of that Race and try to fool the intruder by imitating Common. When their victim is sufficiently lulled, the Kelp drags them underwater and drowns them with the help of others in the group. This is, however, a rare form of hunting and additionally may just be a reflex rather than a conscious tactic employed by the Kelp. To eat normally, Kelp hang motionless for sometimes hours at a time in underwater flora to draw fish in and then eat them. All of this they teach to their offspring, who then carry on the same techniques and strategies of their parents.

Territory and Grouping

The Kelp live in western Essalonia, in small groups of eight to twelve in shallow bodies of water, swamps, and underground cave systems. These groupings are tightly knit, with two or three couples and their children making up the unit. The rare times when two groups interact, they act cautiously at first yet soon this fades away to general friendliness. There is noted tension in some units when mating season begins, but based on observations made by scholars and hunters, this fades rather quickly.

Trivia

  • Kelps are able to speak convincingly in Common when disguised by their magic. However, what Kelps that have been caught undisguised only communicated in an incomprehensible, guttural fashion.
  • Some have compared the Kelp to the Slizzar, especially following the Chrysant War to further vilify that Race.
  • The Kelp and Maerrow curiously get along as the two major aquatic predators of Essalonia, not competing with the other and instead feeding off of whatever meals each leave behind.

Accreditation
Writers HydraLana
Processors SupremeCripple
Last Editor HydraLana on 02/10/2024.

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