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{"data":{"description":"<p>The Li'uhn are a peaceful, winged semi-humanoid race that lives in deserts, and thrive in hot and barren landscapes. They are omnivorous, but get a good amount of energy from heat and sunlight.<br \/><br \/>You can see images in the gallery, here!<br \/><br \/><a href=\"https:\/\/www.cryptid-creations.com\/pages\/4\/gallery\">Li'uhn image gallery<\/a><\/p>\r\n<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/5.Li'uhn_Design_Notes\">Li'uhn design notes<\/a> (This also has the Upgrade Token cost based on rarity)<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/\">Want a Li'uhn? Go here to my site! There's a free MYO event going currently!<\/a><\/p>\r\n<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/10.Li'uhn_Traits\">Trait and Design Guide<\/a><\/p>\r\n<p><a href=\"https:\/\/discord.gg\/MekHYpttNw\">Discord Community<\/a> for the Li'uhn and other species found in the Realms Between<\/p>","field1":"<p>Li'uhn are winged desert dwelling semi-humanoids, though their wings have a very unique structure to them. They are highly efficient and incredibly good at surviving in the desert. Li'uhn, on average, are around the height of a human, with five and a half feet tall being the most common height for the common type. Some are taller (The Silverwings, Stoneclaws and Shadowcloaks) while some are smaller (Woolies, Nightkin and Flutterwings)<\/p>\r\n<p>They have a pouch, similar to a marsupial, though they aren't actually marsupials. They are simply similar throughthe convergent evolution of their creators, who created them in their own image, just smaller. The pouch is useful for keeping their young with them, though many li'uhn simply store objects inside their pouch when they don't have a baby. The inside of the pouch is lined with a natural waxy coating on the fur which kills any bacteria and fungi. Li'uhn do not sweat, so the inside remains dry.<\/p>\r\n<p>Li'uhn are friendly and social, though can be skittish. They don't stay startled for long, and tend to calm down quickly and come to investigate. They have very few natural predators, since most animals in their world are small, the largest being about the size of a coyote. These animals are the only ones that aer a threat to Li'uhn because they pack hunt, but Li'uhn are able to fly out or reach.<\/p>\r\n<p>Most larger animals went extinct a long time ago. They are naturally magical creatures with a special energy core in their chest near their heart. This stores up magical energy, and gains energy from heat and sunlight. This is then channeled through the wings and the tail to allow the Li'uhn to fly despite their relitavely small wings compared to their body size. The way this works is their natural energy stirs up the air beneath their wings, allowing them to glide and soar and control their flight even without the usual flight feathers birds have.<\/p>\r\n<p>Despite being magical by nature, very few Li'uhn actually know how to work with magic. It is volatile and hard to control when it isn't directed by their natural abilities. This magic also serves to change their gender expression, and they are able to harness to change it further. While they are all hermaphroditic, their body changes based on their preferred gender expression. Feminine li'uhn tend to have softer features, wider hips, and softer chests. Their voices soften and take on a higher pitch. They lack breasts, however, because their teats are contained in the pouch. They are under developed and can't be seen or felt through the fur unless they have a baby in their pouch. Masculine Li'uhn tend to get more angular features, and slightly more masculine faces, and narrower hips. Gender and gender expression is just a part of life for them, and it is natural to them to acknowledge the gender expression of the other. Especially since they can adjust how they look naturally. <br \/><br \/>They can actually completely hide the organs of the gender they don't identify as. They are still present, but kept within the body. This can change fluidly, especially if a Li'uhn's gender identity changes throughout their lives.<br \/><br \/>The various Li'uhn types get along quite well with eachother, they don't judge eachother based on their variance or gender expression.<\/p>\r\n<p>Li'uhn are not at all territorial, and they do not have dominance battles among them. Generally, older Li'uhn with more experience take leadership with the rest following them and trusting them with their safety. Being a leader is a matter of responsibility, not a matter of power. Their mentality is very different from humans in this respect.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/18_51_m98WjQoIIsvI4P8.png\" alt=\"\" width=\"1048\" height=\"637\" \/><\/p>\r\n<p><strong><br \/>Diet<\/strong> They feed partially on the energy provided by the sun, but eat insects, small animals, and any edible plant material they can find. Cacti and other desert plants are common for them to eat. Li'uhn are highly efficient and make the most out of any water they drink. They can go a couple weeks without drinking if they have to because their body holds onto every drop and barely loses any. Li'uhn can eat things that are undigestible to other creatures their size, able to even break down the internal structure of plants with the unique mix of enzymes and gut flora in their digestive systems.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p>&nbsp;<\/p>\r\n<p>Find lists of their <a href=\"https:\/\/www.cryptid-creations.com\/pages\/10.Li'uhn_Traits\">possible traits<\/a> and more information! The link also has a list of the subtypes. The rarities will be listed as well, and it'll be mentioned if the trait can only be gotten on certain types through inheritance.<\/p>","field2":"<p>The Li'uhn share a close common ancestor with the extinct Il'hune. Their genetic similarities are about as close as a human and a chimpanzee, and their intelligence was maybe a little more advanced than a corvid, elephant, or dolphin. For thousands of years, from the Il'hune's hunter gatherer days, the two species lived side by side. The Li'uhn were fully domesticated, with several different breeds rising. During the time that the Il'hune lived, the Li'uhn were not yet sophonts. When the Il'hune died out, the Li'uhn were forced to adapt very quickly, and sapiance came quickly after that. It's been thousands of years since the Il'hune died out, and Li'uhn have inherited what the Il'hune left behind as the next sapient species.&nbsp; Each of their variants\/subspecies rose from a breed developed by the Il'hune.<br \/><br \/>They fly through the desert sands and craggy ruins, and make their homes in the remains of their buildings. Li'uhn haven't been able to advance technologically due to the il'hune having exhausted most of the world's natural resources. They do make and wear clothing commonly, influenced by how the il'hune used to dress.&nbsp;<\/p>\r\n<p>Many are fascinated with the history of their world, and there are many stone tablets and murals left over from the time the il'hune still existed. There's some ancient libraries preserved through the Il'hune's magic as well.<\/p>\r\n<p>Il'hune were very technologically advanced. There are ruins of old war machines found in various places, though they aren't functional anymore. Some Li'uhn will simply make their homes inside these tanks and broken down vehicles.<\/p>\r\n<p>Li'uhn weren't left with much after their sister species died out, but they thrive all the same, living among the ruins alongside the mysterious robed wayfarers that are always found heading towards a great mountain in the distance. The mountain leads to a mystical oasis that looks out over the desert ruins that were once a great city.<\/p>\r\n<p>There are Six Il'hune left, under a curse of immortality.&nbsp; They misused the life essence throughout the world, causing its destruction.&nbsp; They are imprisoned by a powerful barrier in a great central Oasis that holds an ancient temple within, surrounded by the ruins of a once vast and beautiful city seen as sacred ground until the war converged on it as one of the last areas with natural resources. Their curse will persist until every Il'hune soul finds its way to the oasis and returns its essence to the Great Mountain. Which could be all eternity.<\/p>\r\n<p>Li'uhn are drawn to this place as well, likely because it is said to be where all life in the world originated. It is seen as a major milestone to take the journey to the Oasis and meet the Il'hune. Beings they call their Ancestors, and see almost as fallen gods. Of course, different li'uhn have different beliefs and thoughts on things.<br \/><br \/>The Six il'hune with some history about them, their personality, and their relationship with the others<br \/><br \/><a href=\"https:\/\/realms-between.com\/character\/C-029\">Ancestor Kaaru<\/a><br \/>Snarky, doesn't give a single shit anymore. Jaded and tired. Can be rather mischevous and enjoys messing with the other il'hune.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-030\">Ancestor Tahti<\/a><br \/>A strange case, the youngest of the il'hune, created in an attempt to bring the species back by one of the Six, who died when he appeared. He's the gentlest and kindest of the Six, though shy and cautious.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-031\">Ancestor Rama<\/a><br \/>Comes off as incredibly angry and bitter, but deep down he's just tired and depressed. Frequently fights with Kaaru, but otherwise just does his own thing.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-032\">Ancestor Vahanu<\/a><br \/>The leader of the Six, they all answer to her.&nbsp; She's uptight and likes to stick to tradition.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-033\">Ancestor Haolani<\/a><br \/>Intelligent and observent. Generally keeps to herself, doesn't have any major beef with any of the others.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-034\">Ancestor Dayalu<\/a><br \/>The peacekeeper of the bunch.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p>The li'uhn see the Six as gods, referred to as the Six, or the Ancestors; and often travel to the Oasis to see the Il'hune. For some, this is seen as a coming of age, for others it's a journey they make periodically.&nbsp; And still for others, they come out of curiousity. The place is sacred, and the Ancestors are careful and gentle around the li'uhn. They recognize that these creatures inherited the world they destroyed, and hope to see them thrive, and see the world heal. They generally appear tall and mysterious, though Kaaru will directly interact with visitors and is quite friendly and personable with them, and Tahti loves listening to stories about the outside world.<br \/><br \/>The Oasis is a safe place. Even with the Six Ancestors not getting along too well, they are always careful that nobody gets injured if their frustration with eachother becomes physical.<\/p>","field3":"<div id=\"collapse-behavior\" class=\"collapse show\">\r\n<p>Li'uhn are gentle and social creatures, very peaceful and curious. They are known to be skittish, and will usually initially flee from something new, but always come back to investigate once the initial startle wears off. Li'uhn are very playful with eachother and not at all territorial. They can often be seen gliding and flying together, frolicking in the desert sands of their home, or curled up around eachother to keep warm during the cold desert nights. They get a lot of energy from companionship and being close to eachother. Li'uhn are capable of being alone, though they prefer the company of others. Li'uhn do have small retractable claws on their hands and feet, but these are not used for combat, and aren&rsquo;t overly sharp. They use them to climb and cling, and to avoid slipping when landing. Their small fanged canines are also never used for combat, and are simply there because they are omnivorous.<\/p>\r\n<p>Li'uhn rarely fight. If faced with confrontation, they much prefer to run or fly away and retreat.<\/p>\r\n<p>Their wings are used for display and flight. They tend to spread and display their wings to eachother in dances both to impress possible friends, or attract possible mates.<\/p>\r\n<p>Li'uhn mate for life. Once they find somebody they love, they will stay together for life. Losing one's mate causes emotional pain that'll last for years, if not the rest of their life.<\/p>\r\n<p>They are very family oriented, and even if families don't live together, they recognize eachother and regularly meet up and socialize. They also form long friendships and are very loyal to those they care about.<br \/><br \/>Li'ihn are intelligent and sapient creatures, capable of learning language very quickly.&nbsp; Li'uhn are known to have a beautiful, musical chiming chirping call which they use to communicate their location over long distances. This can also be used as a distress call if a li'uhn is in danger or injured.&nbsp; It is clear and carries, and often has a little pulse of their energy behind it. They often &lsquo;sing&rsquo; back and forth in joyful chirps and chitters and chimes. They will often chirp and and &lsquo;sing&rsquo; to themselves, even when alone, or greet the rising sun with song. They have a deep fondness for music and melody.<\/p>\r\n<\/div>\r\n<p>Li'uhn tend to get along quite well with eachother. Leadership is determined by age and experience, not strength and dominance. Those who are older, more responsible and more experienced will lead the younger and guide them to various safe areas they know of. Older Li'uhn also know where all the oases are as well as good places to get food, and shelter, and safe places to stay and settle.<\/p>\r\n<p>Oases tend to have large settlements built up in the ruins of the Il'hune cities, where li'uhn will stop, stay for a time, trade wares, socialize, then move on in their travels. Elders are usually settled in these towns, and Li'uhn with young children as well.<\/p>\r\n<p>Li'uhn are naturally very peaceful with eachother, and by extent would be with other sapient races if they encountered them. They work together to survive in their harsh desert environment.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><strong>Clothing<\/strong>: Li'uhn love clothes in various shades of red and gold. They often have lots of flowing fabric covering their bodies, with a cloak to cover their back as they must strap the upper parts above and below their wings. Some choose to have a small opening around their pouch at all times, allowing them to place items in their pouch and carry them around. It&rsquo;s usually held closed with a couple buttons, though it&rsquo;s left open if they have a baby at the age where they can enter and leave the pouch at will. Li'uhn love flowing silky clothing. Most of the silk in their clothes comes from a plant found all around various Oases throughout the world. It is cultivated and tended to by the elders that settle in these places. More information on Elders can be seen in the \"Growing Up\" section, as this goes over how Li'uhn age. Li'uhn also love jewelry and pretty things, and will decorate their bodies with things they find interesting in their travels. They'll eagerly tell stories about where an item came from or how they found it if asked.<\/p>","field4":"<p><strong>Average Height<\/strong>: Around five feet to five and a half feet tall, Li'uhn are small and slender, but agile and elegant.<\/p>\r\n<p><strong>Average Weight<\/strong>: 120-150 pounds<\/p>\r\n<p>Their bones are light and semi flexible, and surprisingly tough for their light weight. Li'uhn, though, are a bit more fragile than other creatures their size. They are not fighters.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/4_4_DhCZJV1p6H7VeNq.png\" alt=\"\" width=\"1060\" height=\"1272\" \/><br \/><br \/>Wing Structure Detail<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/36_47_KLVS5q9Kl1kgCYT.png\" alt=\"\" width=\"1062\" height=\"849\" \/><br \/><br \/><\/p>\r\n<p>Li'uhn wings are very small compared to their body size. The structure can be compared to a mix of bird and bat, though this structure is completely unique to their species. Their feathers are not used for flight so much as display and steering, along with their tail and turning their body as well as using their natural magic. The wings are actually used for heat management, able to spread out. They can use their natural magical energy to cause the air cooled by the shade to flow beneath and carry excess heat away from the wings.<\/p>\r\n<p>Li'uhn are somewhat cold-blooded. They produce a little body heat, but rely more on the warmth of the sand and desert to keep warm. They can, however, increase this production if needed by shivering their wings and puffing up their fur to hold in the heat they produce during cold nights. This makes them extra resistant to the desert heat, as they don't overheat nearly as easily as fully warm-blooded mammans, but they are also weaker to the cold. Like reptiles, Li'uhn will slow down significantly when cold, and if cold enough they'll even enter a state of hibernation.<\/p>\r\n<p>Li'uhn have frills instead of ears. They attach at the top of the head and often wrap around the jaw and connect to cheek fluff.<\/p>\r\n<p>Li'uhn don't pee. They don't even have bladders. Their body extracts almost all water from their stool before it's passed, making it dry which actually reduces any smell. They don't sweat. Because of this, they are pretty much odorless even when out in the desert heat all day.<\/p>\r\n<p>Li'uhn are very resistant to plant and animal toxins, poisons and venoms. They can take a bite from even the deadliest venomous snake and be completely fine. They can eat poisonous plants without a problem, and often get their water by eating cacti, including ones that are very poisonous to ward off herbivores. They are even resistant to toxins found in rotting meat, though they'll only eat that in desparation if there's nothing else and they are starving.<\/p>\r\n<p>The thick pads on their hands and feet are incredibly tough and heat resistant, though Li'uhn usually wear shoes for an extra layer of protection. A Li'uhn can grab a cactus and break it down open to get at the inside with their bare hands. The cactus prickes can't penetrate the pads on their hands. This is why the hand and feet have a single thick pad all along the bottom, as this protects the entire hand and doesn't allow spines to slip between pads. Their skin is thick and tough. The pad on the feet also forms a sort of webbing, allowing the feet to spread and support more of the Li'uhn's weight on loose sand.<\/p>\r\n<p>They have an incredibly advanced immune system. Very little can make a li'uhn sick. They tend to get over it quickly when sick as well.<\/p>\r\n<p>Because of how efficient their body is with water, li'uhn can potentially go weeks without drinking.<\/p>\r\n<p>Li'uhn have the ability to store water. They have a special organ that forms a pouch inside their abdomen that stores water inside their body, including any they get from whatever they eat. This is connected to their esophagus, but stays closed unless they regurgitate the water to share with others. This is generally done to share water among groups, and is seen as completely normal. While it's regurgitated, this has no connection to their stomach whatsoever and is just water.&nbsp; There's no heaving or anything involved, simply opening the mouth, contraction of inner muscles around this internal water pouch, and the water flowing from the mouth into whatever they have to put it in. It looks odd and gross to an outside perspective, but it's completely safe. The water tastes and smells exactly like any other water, though is generally warm from their body heat. This allows them to share resources with other li'uhn safely. It has the potential to save a life if the one the water is shared with has completely depleted their water and become dehydrated. The organ produces a natural substance that prevents fungi from growing and kills bacteria, keeping the stored water safe. This same substance is secreted in their saliva, keeping their mouths incredibly clean. This means their breath stays fresh and clean, and their teeth generally stay quite healthy. They can also lick wounds to prevent infection. Seaborn have a second organ that extracts salt from seawater. The concentrated salt solution left is regurgitated after drinking, with fresh water staying inside their internal water pouch until needed. They will often share this water with other li'uhn that come near the ocean and have no access to other fresh water. <br \/><br \/>Their face is muzzled, though this muzzle and snout is small. It makes them appear almost humanoid from the front. This also shows how their frill functions. Li'uhn have a second, transparent eyelid that is generally kept closed and does not hamper their vision. This protects their eyes from sand and prevents it from drying out.<br \/><br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/19_21_cKjThqB9yPL9nNA.png\" alt=\"\" width=\"575\" height=\"673\" \/><\/p>\r\n<p>Li'uhn ears are actually located on the side of their head and are simply openings, like reptilian earsand covered by their fur. They are connected to their frill, which resembles ears and is used for emoting and sensing the world around them. The frills are packed with energy sensing organs, are how they sense each other&rsquo;s presence, as well as absorb any magical energy they are around to help feed them. They also seem to take in a majority of the sunlight, and as such are almost always uncovered. They are able to use their frill to find fellow Li'uhn. They are very important for expressing emotion and mood as well. They are very mobile, able to lower, perk up, go out to the sides, pin back and down, and can move independantly of eachother. The frill has no opening and is not cup shaped like actual ears, and is sometimes referred to as false ears; The frills are often covered in longer fur than the body itself. Their paws are small and dainty, with three toes. Their claws only come out when climbing or gripping, but are otherwise kept retracted. They have a single thick pad on the bottom and webbing that allows their weight to spread out a bit more evenly. Li'uhn are very weak to the cold, and while they can curl up under their wings and tails, it drains their energy and eventually saps their strength until they freeze to death. They avoid the cold when they can. They can get through desert winters by sunning themselves during the day and curling up somewhere warm at night, but if it gets too cold they will move on to warmer climates. They are nomadic by nature, and usually wander from place to place as they see fit. They are most commonly seen in pairs or small groups, but they can just as well travel alone.<br \/><br \/>Frill and Mouth Detail<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/37_48_y2cYVJekqhujDHG.png\" alt=\"\" width=\"1074\" height=\"931\" \/><\/p>\r\n<div id=\"collapse-behavior\" class=\"collapse show\">\r\n<h5><br \/>Abilities and Adaptations<\/h5>\r\n<p>Li'uhn use magic to boost their flight, able to use their natural energy to swirl the air beneath their wings to provide lift. They gain this energy from sunlight and heat. This is limited, however, so after flying, they often land, regain their energy, then take off again. They are also known to boost themselves up high, then glide, then boost themselves back up again.<\/p>\r\n<p>The only li'uhn type to be able to fly entirely by their own power is the Flutterwing, who have huge wongs compared to their tiny body size.<\/p>\r\n<p>Silverwings and Shadowcloaks are capable of flight with a lot less boosting needed, while Stoneclaws can not fly at all.<\/p>\r\n<p>Stoneclaws are very strong, and able to defend themselves and climb incredibly well. They can use their magic to boost their speed, allowing them to gallop incredibly fast on all fours and boost their leaps so they can leap higher and further than they would otherwise.<\/p>\r\n<p>Li'uhn have a call that lets out a pulse of energy. This can be picked up by surrounding Li'uhn by sensing the energy with special organs in their frill. Larger frills are actually more functional in picking up and gathering energy.<\/p>\r\n<p>While Li'uhn have natural magical energy within them, it's not something they can easily direct and channel. It is volatile and unpredictable, thus Li'uhn magic workers are pretty rare. Those who do work with magic usually use outside magic sources, as using their own inner source runs the risk of exhausting them and causing harm. Some can use these external sources to further boost their flight.<\/p>\r\n<\/div>\r\n<p>&nbsp;<\/p>","field5":"<p>Li'uhn are all naturally intersex, though their appearance will follow what gender they identify as, as it effects their hormones. There isn&rsquo;t much dimorphism, but the face and body structure does vary slightly. They never grow breasts, as their teats are located inside their pouch. Li'uhn go into season during the spring, and are pregnant through summer and early autumn. They give birth to a tiny baby, entirely hairless with no down or feathers, which is then placed in the pouch. It will remain inside the pouch, nursing and growing. As it gets bigger, it begins to leave the pouch, though is able to nurse even when not spending all of its time in the pouch. The baby spends the winter in the pouch, starts to peek its head out in the spring, and is able to come out during summer. They are too big to go into the pouch by the time they are two years old. Li'uhn have one baby at a time, and they won&rsquo;t breed again until the baby is fully out of the pouch for at least a year. Only one baby can fit in the pouch. In the extremely rare occasion that twins are born, the other parent will foster the second twin in their pouch. The presence of the baby will induce lactation, allowing the parent to keep the baby healthy.<\/p>\r\n<p>Li'uhn often mate for life. They will impress potential partners with song. Li'uhn sing beautifully, and happily seranade eachother during their season, The beauty of their wings is another thing that attract potential Li'uhn, as well as their prowess in the air. Their aerial displays and beautiful song is a sight to behold.<\/p>\r\n<p>Li'uhn do not have menstraul cycles like humans. They go into season during early spring, and are fertile for three weeks to a month. They ovulate during this time. The egg cell is simply re-absorbed if the li'uhn does not become pregnant.<\/p>\r\n<p>Li'uhn are pregnant for about 6 months. Their genitalea are partially external, with mammalian testes and a sheath, though their actual phallus remain tucked away inside unless in direct use. (There will be a link to a NSFW ref and info here once I have a way to age restrict some content, which is in progress, so this is all you get for now xD)<\/p>\r\n<p>Li'uhn often settle near an oasis until their babies are older, rarely travelling too far since babies can't store as much water as adults and producing milk takes up more water than they usually use, meaning they deplete their natural supplies more quickly.<\/p>\r\n<p>Babies are just as efficient as adults with processing water. Li'uhn milk is extremely rich and nutrient dense. It has a balance of fats and protiens, as well as vitamins and minerals and water, everything a baby needs to grow and thrive until they are weaned.<br \/><br \/>Li'uhn babies are born small and hairless\/featherless. They are tucked into the pouch and grow there until they are able to peek out. They can go into the pouch up to two years old, and are weaned by their third year.<br \/><br \/>They grow at roughly the same rate as humans.<\/p>\r\n<p>Li'uhn babies make tiny squeaks and peeps. They are curious and playful, though stick close to their parent. They'll wander further as they get older, but will stay where they can sense their parent's call.<\/p>\r\n<p>Their pouch does not develop until they go through puberty. It'll start to come in around 12-13 years old, though won't actually open up. A good way to tell how mature a li'uhn is is to look at the pouch. It won't be fully developed until adulthood, at which point it opens up. They are considered fully mature once their pouch is fully developed. Both masculine and feminine li'uhn have pouches and teats inside them. They are capable of having lactation induced by the presence of a baby in their pouch, as the scent and feel of the baby will cause the hormonal response. As such, an orphaned baby can be raised by any li'uhn that finds them.<\/p>\r\n<p>When they reach elder status, they tend to slow down and calm down, and will often settle in one place and travel far less. This means that many oases have a large group of elders there who can pass on advice and stories to youngsters. These settlements are seen as major cultural strongpoints, and Li'uhn travel between them to meet different elders and carry stories to different parts of the desert.<\/p>\r\n<p>Li'uhn's fur and wings will dull as they age, and very old Li'uhn will slowly go grey. They grey similarly to dogs, mostly around the face, hands and feet<br \/><br \/><\/p>\r\n<h5><strong>Lifespan<\/strong><\/h5>\r\n<p>Li'uhn are magical creatures and can live up to 300 years if they have a good source of energy<\/p>\r\n<p>Li'uhn mature fully in about 18 years, similar to a human, though they will often stay with and travel with their parents as part of the family group.<\/p>","field6":"<p>See the link below for a detailed look at their subtypes, traits, colors, and other variations.<\/p>\r\n<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/10.Li'uhn_Traits\">Li'uhn variants, traits and rarities<\/a><\/p>","field7":"<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/5.Li'uhn_Design_Notes\"><strong>Design Notes and Guides<\/strong><\/a><\/p>\r\n<p>More information will be added to the guides above, as well as their trait lists.<\/p>","parsed":{"description":"<p>The Li'uhn are a peaceful, winged semi-humanoid race that lives in deserts, and thrive in hot and barren landscapes. They are omnivorous, but get a good amount of energy from heat and sunlight.<br \/><br \/>You can see images in the gallery, here!<br \/><br \/><a href=\"https:\/\/www.cryptid-creations.com\/pages\/4\/gallery\">Li'uhn image gallery<\/a><\/p>\r\n<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/5.Li'uhn_Design_Notes\">Li'uhn design notes<\/a> (This also has the Upgrade Token cost based on rarity)<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/\">Want a Li'uhn? Go here to my site! There's a free MYO event going currently!<\/a><\/p>\r\n<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/10.Li'uhn_Traits\">Trait and Design Guide<\/a><\/p>\r\n<p><a href=\"https:\/\/discord.gg\/MekHYpttNw\">Discord Community<\/a> for the Li'uhn and other species found in the Realms Between<\/p>","field1":"<p>Li'uhn are winged desert dwelling semi-humanoids, though their wings have a very unique structure to them. They are highly efficient and incredibly good at surviving in the desert. Li'uhn, on average, are around the height of a human, with five and a half feet tall being the most common height for the common type. Some are taller (The Silverwings, Stoneclaws and Shadowcloaks) while some are smaller (Woolies, Nightkin and Flutterwings)<\/p>\r\n<p>They have a pouch, similar to a marsupial, though they aren't actually marsupials. They are simply similar throughthe convergent evolution of their creators, who created them in their own image, just smaller. The pouch is useful for keeping their young with them, though many li'uhn simply store objects inside their pouch when they don't have a baby. The inside of the pouch is lined with a natural waxy coating on the fur which kills any bacteria and fungi. Li'uhn do not sweat, so the inside remains dry.<\/p>\r\n<p>Li'uhn are friendly and social, though can be skittish. They don't stay startled for long, and tend to calm down quickly and come to investigate. They have very few natural predators, since most animals in their world are small, the largest being about the size of a coyote. These animals are the only ones that aer a threat to Li'uhn because they pack hunt, but Li'uhn are able to fly out or reach.<\/p>\r\n<p>Most larger animals went extinct a long time ago. They are naturally magical creatures with a special energy core in their chest near their heart. This stores up magical energy, and gains energy from heat and sunlight. This is then channeled through the wings and the tail to allow the Li'uhn to fly despite their relitavely small wings compared to their body size. The way this works is their natural energy stirs up the air beneath their wings, allowing them to glide and soar and control their flight even without the usual flight feathers birds have.<\/p>\r\n<p>Despite being magical by nature, very few Li'uhn actually know how to work with magic. It is volatile and hard to control when it isn't directed by their natural abilities. This magic also serves to change their gender expression, and they are able to harness to change it further. While they are all hermaphroditic, their body changes based on their preferred gender expression. Feminine li'uhn tend to have softer features, wider hips, and softer chests. Their voices soften and take on a higher pitch. They lack breasts, however, because their teats are contained in the pouch. They are under developed and can't be seen or felt through the fur unless they have a baby in their pouch. Masculine Li'uhn tend to get more angular features, and slightly more masculine faces, and narrower hips. Gender and gender expression is just a part of life for them, and it is natural to them to acknowledge the gender expression of the other. Especially since they can adjust how they look naturally. <br \/><br \/>They can actually completely hide the organs of the gender they don't identify as. They are still present, but kept within the body. This can change fluidly, especially if a Li'uhn's gender identity changes throughout their lives.<br \/><br \/>The various Li'uhn types get along quite well with eachother, they don't judge eachother based on their variance or gender expression.<\/p>\r\n<p>Li'uhn are not at all territorial, and they do not have dominance battles among them. Generally, older Li'uhn with more experience take leadership with the rest following them and trusting them with their safety. Being a leader is a matter of responsibility, not a matter of power. Their mentality is very different from humans in this respect.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/18_51_m98WjQoIIsvI4P8.png\" alt=\"\" width=\"1048\" height=\"637\" \/><\/p>\r\n<p><strong><br \/>Diet<\/strong> They feed partially on the energy provided by the sun, but eat insects, small animals, and any edible plant material they can find. Cacti and other desert plants are common for them to eat. Li'uhn are highly efficient and make the most out of any water they drink. They can go a couple weeks without drinking if they have to because their body holds onto every drop and barely loses any. Li'uhn can eat things that are undigestible to other creatures their size, able to even break down the internal structure of plants with the unique mix of enzymes and gut flora in their digestive systems.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p>&nbsp;<\/p>\r\n<p>Find lists of their <a href=\"https:\/\/www.cryptid-creations.com\/pages\/10.Li'uhn_Traits\">possible traits<\/a> and more information! The link also has a list of the subtypes. The rarities will be listed as well, and it'll be mentioned if the trait can only be gotten on certain types through inheritance.<\/p>","field2":"<p>The Li'uhn share a close common ancestor with the extinct Il'hune. Their genetic similarities are about as close as a human and a chimpanzee, and their intelligence was maybe a little more advanced than a corvid, elephant, or dolphin. For thousands of years, from the Il'hune's hunter gatherer days, the two species lived side by side. The Li'uhn were fully domesticated, with several different breeds rising. During the time that the Il'hune lived, the Li'uhn were not yet sophonts. When the Il'hune died out, the Li'uhn were forced to adapt very quickly, and sapiance came quickly after that. It's been thousands of years since the Il'hune died out, and Li'uhn have inherited what the Il'hune left behind as the next sapient species.&nbsp; Each of their variants\/subspecies rose from a breed developed by the Il'hune.<br \/><br \/>They fly through the desert sands and craggy ruins, and make their homes in the remains of their buildings. Li'uhn haven't been able to advance technologically due to the il'hune having exhausted most of the world's natural resources. They do make and wear clothing commonly, influenced by how the il'hune used to dress.&nbsp;<\/p>\r\n<p>Many are fascinated with the history of their world, and there are many stone tablets and murals left over from the time the il'hune still existed. There's some ancient libraries preserved through the Il'hune's magic as well.<\/p>\r\n<p>Il'hune were very technologically advanced. There are ruins of old war machines found in various places, though they aren't functional anymore. Some Li'uhn will simply make their homes inside these tanks and broken down vehicles.<\/p>\r\n<p>Li'uhn weren't left with much after their sister species died out, but they thrive all the same, living among the ruins alongside the mysterious robed wayfarers that are always found heading towards a great mountain in the distance. The mountain leads to a mystical oasis that looks out over the desert ruins that were once a great city.<\/p>\r\n<p>There are Six Il'hune left, under a curse of immortality.&nbsp; They misused the life essence throughout the world, causing its destruction.&nbsp; They are imprisoned by a powerful barrier in a great central Oasis that holds an ancient temple within, surrounded by the ruins of a once vast and beautiful city seen as sacred ground until the war converged on it as one of the last areas with natural resources. Their curse will persist until every Il'hune soul finds its way to the oasis and returns its essence to the Great Mountain. Which could be all eternity.<\/p>\r\n<p>Li'uhn are drawn to this place as well, likely because it is said to be where all life in the world originated. It is seen as a major milestone to take the journey to the Oasis and meet the Il'hune. Beings they call their Ancestors, and see almost as fallen gods. Of course, different li'uhn have different beliefs and thoughts on things.<br \/><br \/>The Six il'hune with some history about them, their personality, and their relationship with the others<br \/><br \/><a href=\"https:\/\/realms-between.com\/character\/C-029\">Ancestor Kaaru<\/a><br \/>Snarky, doesn't give a single shit anymore. Jaded and tired. Can be rather mischevous and enjoys messing with the other il'hune.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-030\">Ancestor Tahti<\/a><br \/>A strange case, the youngest of the il'hune, created in an attempt to bring the species back by one of the Six, who died when he appeared. He's the gentlest and kindest of the Six, though shy and cautious.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-031\">Ancestor Rama<\/a><br \/>Comes off as incredibly angry and bitter, but deep down he's just tired and depressed. Frequently fights with Kaaru, but otherwise just does his own thing.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-032\">Ancestor Vahanu<\/a><br \/>The leader of the Six, they all answer to her.&nbsp; She's uptight and likes to stick to tradition.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-033\">Ancestor Haolani<\/a><br \/>Intelligent and observent. Generally keeps to herself, doesn't have any major beef with any of the others.<\/p>\r\n<p><a href=\"https:\/\/realms-between.com\/character\/C-034\">Ancestor Dayalu<\/a><br \/>The peacekeeper of the bunch.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p>The li'uhn see the Six as gods, referred to as the Six, or the Ancestors; and often travel to the Oasis to see the Il'hune. For some, this is seen as a coming of age, for others it's a journey they make periodically.&nbsp; And still for others, they come out of curiousity. The place is sacred, and the Ancestors are careful and gentle around the li'uhn. They recognize that these creatures inherited the world they destroyed, and hope to see them thrive, and see the world heal. They generally appear tall and mysterious, though Kaaru will directly interact with visitors and is quite friendly and personable with them, and Tahti loves listening to stories about the outside world.<br \/><br \/>The Oasis is a safe place. Even with the Six Ancestors not getting along too well, they are always careful that nobody gets injured if their frustration with eachother becomes physical.<\/p>","field3":"<div id=\"collapse-behavior\" class=\"collapse show\">\r\n<p>Li'uhn are gentle and social creatures, very peaceful and curious. They are known to be skittish, and will usually initially flee from something new, but always come back to investigate once the initial startle wears off. Li'uhn are very playful with eachother and not at all territorial. They can often be seen gliding and flying together, frolicking in the desert sands of their home, or curled up around eachother to keep warm during the cold desert nights. They get a lot of energy from companionship and being close to eachother. Li'uhn are capable of being alone, though they prefer the company of others. Li'uhn do have small retractable claws on their hands and feet, but these are not used for combat, and aren&rsquo;t overly sharp. They use them to climb and cling, and to avoid slipping when landing. Their small fanged canines are also never used for combat, and are simply there because they are omnivorous.<\/p>\r\n<p>Li'uhn rarely fight. If faced with confrontation, they much prefer to run or fly away and retreat.<\/p>\r\n<p>Their wings are used for display and flight. They tend to spread and display their wings to eachother in dances both to impress possible friends, or attract possible mates.<\/p>\r\n<p>Li'uhn mate for life. Once they find somebody they love, they will stay together for life. Losing one's mate causes emotional pain that'll last for years, if not the rest of their life.<\/p>\r\n<p>They are very family oriented, and even if families don't live together, they recognize eachother and regularly meet up and socialize. They also form long friendships and are very loyal to those they care about.<br \/><br \/>Li'ihn are intelligent and sapient creatures, capable of learning language very quickly.&nbsp; Li'uhn are known to have a beautiful, musical chiming chirping call which they use to communicate their location over long distances. This can also be used as a distress call if a li'uhn is in danger or injured.&nbsp; It is clear and carries, and often has a little pulse of their energy behind it. They often &lsquo;sing&rsquo; back and forth in joyful chirps and chitters and chimes. They will often chirp and and &lsquo;sing&rsquo; to themselves, even when alone, or greet the rising sun with song. They have a deep fondness for music and melody.<\/p>\r\n<\/div>\r\n<p>Li'uhn tend to get along quite well with eachother. Leadership is determined by age and experience, not strength and dominance. Those who are older, more responsible and more experienced will lead the younger and guide them to various safe areas they know of. Older Li'uhn also know where all the oases are as well as good places to get food, and shelter, and safe places to stay and settle.<\/p>\r\n<p>Oases tend to have large settlements built up in the ruins of the Il'hune cities, where li'uhn will stop, stay for a time, trade wares, socialize, then move on in their travels. Elders are usually settled in these towns, and Li'uhn with young children as well.<\/p>\r\n<p>Li'uhn are naturally very peaceful with eachother, and by extent would be with other sapient races if they encountered them. They work together to survive in their harsh desert environment.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><strong>Clothing<\/strong>: Li'uhn love clothes in various shades of red and gold. They often have lots of flowing fabric covering their bodies, with a cloak to cover their back as they must strap the upper parts above and below their wings. Some choose to have a small opening around their pouch at all times, allowing them to place items in their pouch and carry them around. It&rsquo;s usually held closed with a couple buttons, though it&rsquo;s left open if they have a baby at the age where they can enter and leave the pouch at will. Li'uhn love flowing silky clothing. Most of the silk in their clothes comes from a plant found all around various Oases throughout the world. It is cultivated and tended to by the elders that settle in these places. More information on Elders can be seen in the \"Growing Up\" section, as this goes over how Li'uhn age. Li'uhn also love jewelry and pretty things, and will decorate their bodies with things they find interesting in their travels. They'll eagerly tell stories about where an item came from or how they found it if asked.<\/p>","field4":"<p><strong>Average Height<\/strong>: Around five feet to five and a half feet tall, Li'uhn are small and slender, but agile and elegant.<\/p>\r\n<p><strong>Average Weight<\/strong>: 120-150 pounds<\/p>\r\n<p>Their bones are light and semi flexible, and surprisingly tough for their light weight. Li'uhn, though, are a bit more fragile than other creatures their size. They are not fighters.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/4_4_DhCZJV1p6H7VeNq.png\" alt=\"\" width=\"1060\" height=\"1272\" \/><br \/><br \/>Wing Structure Detail<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/36_47_KLVS5q9Kl1kgCYT.png\" alt=\"\" width=\"1062\" height=\"849\" \/><br \/><br \/><\/p>\r\n<p>Li'uhn wings are very small compared to their body size. The structure can be compared to a mix of bird and bat, though this structure is completely unique to their species. Their feathers are not used for flight so much as display and steering, along with their tail and turning their body as well as using their natural magic. The wings are actually used for heat management, able to spread out. They can use their natural magical energy to cause the air cooled by the shade to flow beneath and carry excess heat away from the wings.<\/p>\r\n<p>Li'uhn are somewhat cold-blooded. They produce a little body heat, but rely more on the warmth of the sand and desert to keep warm. They can, however, increase this production if needed by shivering their wings and puffing up their fur to hold in the heat they produce during cold nights. This makes them extra resistant to the desert heat, as they don't overheat nearly as easily as fully warm-blooded mammans, but they are also weaker to the cold. Like reptiles, Li'uhn will slow down significantly when cold, and if cold enough they'll even enter a state of hibernation.<\/p>\r\n<p>Li'uhn have frills instead of ears. They attach at the top of the head and often wrap around the jaw and connect to cheek fluff.<\/p>\r\n<p>Li'uhn don't pee. They don't even have bladders. Their body extracts almost all water from their stool before it's passed, making it dry which actually reduces any smell. They don't sweat. Because of this, they are pretty much odorless even when out in the desert heat all day.<\/p>\r\n<p>Li'uhn are very resistant to plant and animal toxins, poisons and venoms. They can take a bite from even the deadliest venomous snake and be completely fine. They can eat poisonous plants without a problem, and often get their water by eating cacti, including ones that are very poisonous to ward off herbivores. They are even resistant to toxins found in rotting meat, though they'll only eat that in desparation if there's nothing else and they are starving.<\/p>\r\n<p>The thick pads on their hands and feet are incredibly tough and heat resistant, though Li'uhn usually wear shoes for an extra layer of protection. A Li'uhn can grab a cactus and break it down open to get at the inside with their bare hands. The cactus prickes can't penetrate the pads on their hands. This is why the hand and feet have a single thick pad all along the bottom, as this protects the entire hand and doesn't allow spines to slip between pads. Their skin is thick and tough. The pad on the feet also forms a sort of webbing, allowing the feet to spread and support more of the Li'uhn's weight on loose sand.<\/p>\r\n<p>They have an incredibly advanced immune system. Very little can make a li'uhn sick. They tend to get over it quickly when sick as well.<\/p>\r\n<p>Because of how efficient their body is with water, li'uhn can potentially go weeks without drinking.<\/p>\r\n<p>Li'uhn have the ability to store water. They have a special organ that forms a pouch inside their abdomen that stores water inside their body, including any they get from whatever they eat. This is connected to their esophagus, but stays closed unless they regurgitate the water to share with others. This is generally done to share water among groups, and is seen as completely normal. While it's regurgitated, this has no connection to their stomach whatsoever and is just water.&nbsp; There's no heaving or anything involved, simply opening the mouth, contraction of inner muscles around this internal water pouch, and the water flowing from the mouth into whatever they have to put it in. It looks odd and gross to an outside perspective, but it's completely safe. The water tastes and smells exactly like any other water, though is generally warm from their body heat. This allows them to share resources with other li'uhn safely. It has the potential to save a life if the one the water is shared with has completely depleted their water and become dehydrated. The organ produces a natural substance that prevents fungi from growing and kills bacteria, keeping the stored water safe. This same substance is secreted in their saliva, keeping their mouths incredibly clean. This means their breath stays fresh and clean, and their teeth generally stay quite healthy. They can also lick wounds to prevent infection. Seaborn have a second organ that extracts salt from seawater. The concentrated salt solution left is regurgitated after drinking, with fresh water staying inside their internal water pouch until needed. They will often share this water with other li'uhn that come near the ocean and have no access to other fresh water. <br \/><br \/>Their face is muzzled, though this muzzle and snout is small. It makes them appear almost humanoid from the front. This also shows how their frill functions. Li'uhn have a second, transparent eyelid that is generally kept closed and does not hamper their vision. This protects their eyes from sand and prevents it from drying out.<br \/><br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/19_21_cKjThqB9yPL9nNA.png\" alt=\"\" width=\"575\" height=\"673\" \/><\/p>\r\n<p>Li'uhn ears are actually located on the side of their head and are simply openings, like reptilian earsand covered by their fur. They are connected to their frill, which resembles ears and is used for emoting and sensing the world around them. The frills are packed with energy sensing organs, are how they sense each other&rsquo;s presence, as well as absorb any magical energy they are around to help feed them. They also seem to take in a majority of the sunlight, and as such are almost always uncovered. They are able to use their frill to find fellow Li'uhn. They are very important for expressing emotion and mood as well. They are very mobile, able to lower, perk up, go out to the sides, pin back and down, and can move independantly of eachother. The frill has no opening and is not cup shaped like actual ears, and is sometimes referred to as false ears; The frills are often covered in longer fur than the body itself. Their paws are small and dainty, with three toes. Their claws only come out when climbing or gripping, but are otherwise kept retracted. They have a single thick pad on the bottom and webbing that allows their weight to spread out a bit more evenly. Li'uhn are very weak to the cold, and while they can curl up under their wings and tails, it drains their energy and eventually saps their strength until they freeze to death. They avoid the cold when they can. They can get through desert winters by sunning themselves during the day and curling up somewhere warm at night, but if it gets too cold they will move on to warmer climates. They are nomadic by nature, and usually wander from place to place as they see fit. They are most commonly seen in pairs or small groups, but they can just as well travel alone.<br \/><br \/>Frill and Mouth Detail<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/37_48_y2cYVJekqhujDHG.png\" alt=\"\" width=\"1074\" height=\"931\" \/><\/p>\r\n<div id=\"collapse-behavior\" class=\"collapse show\">\r\n<h5><br \/>Abilities and Adaptations<\/h5>\r\n<p>Li'uhn use magic to boost their flight, able to use their natural energy to swirl the air beneath their wings to provide lift. They gain this energy from sunlight and heat. This is limited, however, so after flying, they often land, regain their energy, then take off again. They are also known to boost themselves up high, then glide, then boost themselves back up again.<\/p>\r\n<p>The only li'uhn type to be able to fly entirely by their own power is the Flutterwing, who have huge wongs compared to their tiny body size.<\/p>\r\n<p>Silverwings and Shadowcloaks are capable of flight with a lot less boosting needed, while Stoneclaws can not fly at all.<\/p>\r\n<p>Stoneclaws are very strong, and able to defend themselves and climb incredibly well. They can use their magic to boost their speed, allowing them to gallop incredibly fast on all fours and boost their leaps so they can leap higher and further than they would otherwise.<\/p>\r\n<p>Li'uhn have a call that lets out a pulse of energy. This can be picked up by surrounding Li'uhn by sensing the energy with special organs in their frill. Larger frills are actually more functional in picking up and gathering energy.<\/p>\r\n<p>While Li'uhn have natural magical energy within them, it's not something they can easily direct and channel. It is volatile and unpredictable, thus Li'uhn magic workers are pretty rare. Those who do work with magic usually use outside magic sources, as using their own inner source runs the risk of exhausting them and causing harm. Some can use these external sources to further boost their flight.<\/p>\r\n<\/div>\r\n<p>&nbsp;<\/p>","field5":"<p>Li'uhn are all naturally intersex, though their appearance will follow what gender they identify as, as it effects their hormones. There isn&rsquo;t much dimorphism, but the face and body structure does vary slightly. They never grow breasts, as their teats are located inside their pouch. Li'uhn go into season during the spring, and are pregnant through summer and early autumn. They give birth to a tiny baby, entirely hairless with no down or feathers, which is then placed in the pouch. It will remain inside the pouch, nursing and growing. As it gets bigger, it begins to leave the pouch, though is able to nurse even when not spending all of its time in the pouch. The baby spends the winter in the pouch, starts to peek its head out in the spring, and is able to come out during summer. They are too big to go into the pouch by the time they are two years old. Li'uhn have one baby at a time, and they won&rsquo;t breed again until the baby is fully out of the pouch for at least a year. Only one baby can fit in the pouch. In the extremely rare occasion that twins are born, the other parent will foster the second twin in their pouch. The presence of the baby will induce lactation, allowing the parent to keep the baby healthy.<\/p>\r\n<p>Li'uhn often mate for life. They will impress potential partners with song. Li'uhn sing beautifully, and happily seranade eachother during their season, The beauty of their wings is another thing that attract potential Li'uhn, as well as their prowess in the air. Their aerial displays and beautiful song is a sight to behold.<\/p>\r\n<p>Li'uhn do not have menstraul cycles like humans. They go into season during early spring, and are fertile for three weeks to a month. They ovulate during this time. The egg cell is simply re-absorbed if the li'uhn does not become pregnant.<\/p>\r\n<p>Li'uhn are pregnant for about 6 months. Their genitalea are partially external, with mammalian testes and a sheath, though their actual phallus remain tucked away inside unless in direct use. (There will be a link to a NSFW ref and info here once I have a way to age restrict some content, which is in progress, so this is all you get for now xD)<\/p>\r\n<p>Li'uhn often settle near an oasis until their babies are older, rarely travelling too far since babies can't store as much water as adults and producing milk takes up more water than they usually use, meaning they deplete their natural supplies more quickly.<\/p>\r\n<p>Babies are just as efficient as adults with processing water. Li'uhn milk is extremely rich and nutrient dense. It has a balance of fats and protiens, as well as vitamins and minerals and water, everything a baby needs to grow and thrive until they are weaned.<br \/><br \/>Li'uhn babies are born small and hairless\/featherless. They are tucked into the pouch and grow there until they are able to peek out. They can go into the pouch up to two years old, and are weaned by their third year.<br \/><br \/>They grow at roughly the same rate as humans.<\/p>\r\n<p>Li'uhn babies make tiny squeaks and peeps. They are curious and playful, though stick close to their parent. They'll wander further as they get older, but will stay where they can sense their parent's call.<\/p>\r\n<p>Their pouch does not develop until they go through puberty. It'll start to come in around 12-13 years old, though won't actually open up. A good way to tell how mature a li'uhn is is to look at the pouch. It won't be fully developed until adulthood, at which point it opens up. They are considered fully mature once their pouch is fully developed. Both masculine and feminine li'uhn have pouches and teats inside them. They are capable of having lactation induced by the presence of a baby in their pouch, as the scent and feel of the baby will cause the hormonal response. As such, an orphaned baby can be raised by any li'uhn that finds them.<\/p>\r\n<p>When they reach elder status, they tend to slow down and calm down, and will often settle in one place and travel far less. This means that many oases have a large group of elders there who can pass on advice and stories to youngsters. These settlements are seen as major cultural strongpoints, and Li'uhn travel between them to meet different elders and carry stories to different parts of the desert.<\/p>\r\n<p>Li'uhn's fur and wings will dull as they age, and very old Li'uhn will slowly go grey. They grey similarly to dogs, mostly around the face, hands and feet<br \/><br \/><\/p>\r\n<h5><strong>Lifespan<\/strong><\/h5>\r\n<p>Li'uhn are magical creatures and can live up to 300 years if they have a good source of energy<\/p>\r\n<p>Li'uhn mature fully in about 18 years, similar to a human, though they will often stay with and travel with their parents as part of the family group.<\/p>","field6":"<p>See the link below for a detailed look at their subtypes, traits, colors, and other variations.<\/p>\r\n<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/10.Li'uhn_Traits\">Li'uhn variants, traits and rarities<\/a><\/p>","field7":"<p><a href=\"https:\/\/www.cryptid-creations.com\/pages\/5.Li'uhn_Design_Notes\"><strong>Design Notes and Guides<\/strong><\/a><\/p>\r\n<p>More information will be added to the guides above, as well as their trait lists.<\/p>"}},"title":"Li'uhn","is_visible":"1","summary":null,"utility_tag":["wip"],"page_tag":null}
Page Updated
Length: 29761 (+2002) - Reason: Updating some Info and World Building
{"data":{"description":"<p>An extinct species of tall, elegant winged giants, the creator of the li'uhn species.<br \/><br \/>There are six of them left sealed in an oasis under a curse of immortality. There will only ever be six of them, and they are unable to leave the oasis temple they have been tasked to protect after their war destroyed their world and civilization and they are completely incapable of reproducing as part of the curse. Each of the Six Ancestors had a major part in the war that destroyed their world and caused their species to go extinct. Their imprisonment is a punishment, to make them attone for their wrongdoings, and protect the remains of the being they killed to use for their own purposes. They take this very seriously, and do their best to guide the li'uhn down a better path.&nbsp; Each of the Six has deep regrets over what they did in the past. Especially with none of their own kind left anywhere else in the world.<br \/><br \/><br \/>One of them tried to break the spell, in a way, and create a new il'hune, but she died in the process. The resulting il'hune that replaced her, Tahti, was outcasted. Kaaru took him under his wing and is kind to the young Il'hune. Tahti is an adult, but he's so much younger than the rest that they all just think of him as a kid. Despite being almost 200 years old.<\/p>\r\n<p><br \/>The li'uhn are held back from the level of advancement the il'hune had due to the il'hune having used up the world's resources for their own purposes, though the li'uhn don't seem to mind too much. They're nomadic creatures, constantly on the move.<br \/><br \/>The Six are <a href=\"https:\/\/realms-between.com\/character\/C-029\/profile\">Kaaru<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-030\/profile\">Tahti<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-031\/profile\">Rama<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-032\/profile\">Vahanu<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-033\/profile\">Haolani<\/a> and <a href=\"https:\/\/realms-between.com\/character\/C-034\/profile\">Dayalu<\/a>. <br \/><br \/>Click on their names to take you to their profiles on Realms-Between. This will give you more information about each of the Six, their dynamics with eachother, and their part in the war that destroyed their planet.<\/p>","field1":"<p>Il'hune were tall and powerful beings, natural workers of magic. They were incredibly advanced, and had exhausted their world's resources and gone to war over the last of what the world had to offer. During the height of this, they created life, creatures to do their work for them, the Li'uhn.<\/p>\r\n<p>They were true giants, standing around 15 feet tall. They were omnivores, though require more meat than vegitation.&nbsp; They had sharp teeth and sharp retractible claws. They look very similar to Li'uhn, just bigger. They created the smaller beings in their own image.<\/p>\r\n<p>They were generally proud and fierce, and could be highly territorial and warlike when resources ran thin. They tried to play god, using a god they killed to create life in their own image, and possible livestock and plants for them to use. The last hundred years their species existed was marked with suffering and pain, with no way to raise food, their technology failing around them, and them dying out until there were none left. Only six remain, under a curse of immortality and sealed away in the central Oasis that was once seen as a holy spot to them.<\/p>\r\n<p>Even with their advancement, il'hune were very ceremonial and traditional and generally held close to their kind's religous beliefs. They preferred clothing in cream, white and gold, and those with deep golden fur were seen as more attractive. Their blue eyes were striking against ther golden faces. They often wore ceremonial robes when on holy ground, or in the Oasis that was seen as a center of peace before it became the very last place with natural resources and the center of the final, bitter and terrible fighting that resulted in the extinction of the race.<\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/23_55_kfvguea0E21R34A.png\" alt=\"\" width=\"1034\" height=\"585\" \/><\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/24_56_BycDDtIZQPN8N6f.png\" alt=\"\" width=\"1034\" height=\"585\" \/><\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/22_54_PEqBubXQGVvQhdf.png\" alt=\"\" width=\"1033\" height=\"584\" \/><\/p>\r\n<p>&nbsp;<\/p>","field2":"<p>Il'hune ruled their world for thousands and thousands of years. They could be seen in every corner, even in great cities under the ocean with water held back by great glass domes and magic. Their cities were huge and expansive with beautiful architecture. Built tough, many of their cities are still standing even thousands of years later, even if reclaimed by nature and ruined in places. Some of their remains can be found, mummified and dried out, deep under the sand where they fell and were buried, though those that were not buried have long since faded to dust in the years. All that remains is stone tablets, their buildings, murals, and various other signs that can be seen throughout the world as well as old and broken down war machines and the remains of factories and other various buildings... and mysterious robed beings made of cloth that communicate with chirps and fly gracefully, ever drawn to a great mountain in the distance. The Li'uhn live among their ruins. They have some vague cultural memory from thousands of years ago, but most Li'uhn know nothing about their predecessors.<\/p>\r\n<p>Their history was rich and expansive, many important figures, battles, advancements... Nations and diplomacy, millions, perhaps even billions, of them living and thriving in their world. But none of that remains. The last great event of note is the war that brought about their end thousands of years ago, the one that resulted in the end of their time on their world and for the li'uhn to inherit the war-torn world and take over.<\/p>\r\n<p>During the time that the Il'hune ruled the world, Li'uhn existed alongside them. Li'uhn were smaller, less powerful, and tended to wander the more remote areas. They were much earlier in their civilization. Starting to gain intelligence, but weren't quite sapient yet. They were starting to develop rudamentary language. They share a common acestor with the Il'hune, thus some appearance was similar. But it was like the similarity between humans and other great apes. A major difference, however, is that Li'uhn were docile and social, and as such were perfect for domestication. Some Il'hune kept them as pets and trained them, there were even some variants that rose from selective breeding. They did not gain sapience until after the Il'hune died out. They were getting to that point, intelligent enough that keeping them as pets was no longer common practice among the Il'hune, but they didn't become sophonts until at least a thousand years, or even longer, after they inherited the world.<\/p>\r\n<p>Each of the Six sealed in the Oasis, the very last of their kind that will ever exist, was integral to the war and the destriction of their world. Being sealed is a punishment, put in place by the gods they once worshipped. The barrier is powered by these gods, who lie dormant deep beneath the Oasis, beyond the barrier where the Six can not get to them.<\/p>\r\n<p>The Six take their punishment very seriously, even if they are tired of living on and on for thousands of years. They now see the li'uhn as living beings every bit as much as them. With many generations passing since the original li'uhn, even stories of the il'hune's warring have faded to mythology and folklore.<\/p>","field3":"<p>Il'hune were incredibly territorial and fierce. Warlike and proud, but very traditional and religous. They took great pride in ceremony and beauty, loving white and gold more than any other color combination.<br \/><br \/>Some examples of Il'hune clothing:<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/40_58_e6ZmTvyCahu33P5.png\" alt=\"\" width=\"1049\" height=\"439\" \/><\/p>\r\n<p>They were loyal to their family, gods, and nations. They fought fiercely to protect what they saw as theirs. Il'hune do best when in small groups, about the size of a lion pride, with one dominant Il'hune, often masculine, and around 8 to 10 other Il'hune and their young.&nbsp; Young Il'hune would generally leave the family group they were born to once they came of age, and either start their own family group, take over another, or join them if they weren't particularly dominant. Il'hune were, in general, fairly restless, wandering throughout the day and returning to their home at night. This nature made the large cities they inhabited stressful, which often caused tension and fighting and the nations working on expanding their borders to make room for their citizens and make room for more resources.<\/p>\r\n<p>As their resources ran out and the il'hune struggled to survive, the stronger Il'hune would live on while the weaker ones died. They became jaded to the deaths eventually, simply trying to survive.<\/p>\r\n<p>Il'hune were social, but they did the best in smaller groups.<\/p>\r\n<p>Their voices were low and powerful and resonant, comparable in a sense to a large bell, the energy pulse they produced strong, able to be picked up from far away. Like the li'uhn they created, Il'hune were very fond of song and dance and music. Song and dance was a huge part of their culture, often accompanied by aerial displays with their wings and natural magic helping them rise up further into the air.<\/p>\r\n<p>Each Il'hune's ceremonial robes were the same, but their mask was made for them directly upon coming of age, unique to their face shape and personality.<br \/><br \/>The Six with examples of the Ceremonial mask<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/41_59_JRHoPGADpbfNavQ.png\" alt=\"\" width=\"1070\" height=\"448\" \/><\/p>\r\n<p>Family members were not territorial towards eachother, so many families would often have their own territories in the wider territories owned by the family group in general. This, in fact, was what caused Il'hune to gather into nations in the first place, family groups growing, turning into villages, then into towns, then cities... then entire nations. Il'hune were very community and family driven, and would fight fiercely to protect and keep their loved ones alive.<\/p>","field4":"<p>Il'hune were carnivore-leaning omnivores. Like humans, the sorts of plants they could eat and what they could get out of these plants was limited. They needed more animal protien and supplemented with plants for vitamins, minerals, and fiber. Their sharp teeth could grip and bite and slice through meat with ease, their claws long and curved and capable of gripping and clinging.<\/p>\r\n<p>They stood an average of 15 feet tall, though were surprisingly light and slender for their great size. They couldn't fly under the might of their own wings, so used the natural energy their kind had in their core to power their wings. This would stir up the air beneath them and allow them to fly.<\/p>\r\n<p>Il'hune traits and features were similar to the traits and features found on various li'uhn, though their coloration and bodytypes were a lot less varied.<\/p>\r\n<p>There are only six that remain, but they have a variety of the traits Il'hune were able to have. They are the last and only examples of their species.<\/p>\r\n<p>Il'hune were generally quite slender, due to their wings and being generally active, flying about from place to place. Being slender and light made it easier for them to take off using their natural magic, stay airborn for longer, and get further faster. Overweight il'hune were quite rare, especially towards the end of their race when they were wasting away from famine and starvation.<br \/><br \/>Some examples if Il'hune traits and coloration:<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/39_57_zldEOHqr0kqDTlj.png\" alt=\"\" width=\"1047\" height=\"438\" \/><\/p>","field5":"<p>Il'hune lived, naturally, around 300 years. The same amount of time the Li'uhn live on average nowadays.<\/p>\r\n<p>Il'hune are pouched mammalians like their Li'uhn cousins. They were not marsupials, but rather evolved the pouch convergently. Their ancestors were nomadic, flying from oasis to oasis, much like Li'uhn do today, and they would carry their young in their pouches with them.<\/p>\r\n<p>Il'hune went into season mid to late Spring, and would remain pregant for roughly two years. The newborn would be tiny, hairless and featherless with closed eyes. It would be placed in the pouch where it'd spend the first 8 months nursing and growing, at which point it'd start to poke its head out of the pouch, and even begin to come out and try to learn how to fly. At this age, they'd be covered in thick, fluffy down, with their feathers just starting to come in. They'd outgrow the pouch and be weaned by their third year.<\/p>\r\n<p>Il'hune reached maturity at roughly the same rate as humans, with their pouches not developing until puberty was complete.<\/p>\r\n<p>Elder Il'hune were seen as culturally significant. They were storytellers, keepers of tradition, guides to the younger generations. The golden markings would fade out as they aged, and they'd grey and whiten around the snout, chest, and limbs, eventually dulling and losing most of their colors as they reached the end of their life.<\/p>\r\n<p>Young Il'hune stuck close to their parents, though as they reached teenagehood, they became restless and would wander out further, until adulthood had them often wandering off to start their own lives.<\/p>","field6":"<p>Il'hune were mostly golden colored, ranging into brown with darker limbs and faces. They had different Frill types, different feather types, different mane types, and similar. <br \/><br \/>There are some records of a variant that had fur as black as shadow with golden wings, manes, and tails.<br \/><br \/>Not many records remain, however, of the various mutations and variations they had.<\/p>","field7":"<p>The Il'hune died out thousands of years ago, very little records of them remain.<br \/><br \/>There are scrolls, murals, and libraries preserved by ancient magic that can still be found to this day, though this is only snippets of what they once were, enough to make the Li'uhn that stumble across them curious. Many Li'uhn have no idea what these Il'hune are, only that depictions show a lot of similarities so they have started calling them the Ancestors, and some even see them as ancient fallen gods.<\/p>","parsed":{"description":"<p>An extinct species of tall, elegant winged giants, the creator of the li'uhn species.<br \/><br \/>There are six of them left sealed in an oasis under a curse of immortality. There will only ever be six of them, and they are unable to leave the oasis temple they have been tasked to protect after their war destroyed their world and civilization and they are completely incapable of reproducing as part of the curse. Each of the Six Ancestors had a major part in the war that destroyed their world and caused their species to go extinct. Their imprisonment is a punishment, to make them attone for their wrongdoings, and protect the remains of the being they killed to use for their own purposes. They take this very seriously, and do their best to guide the li'uhn down a better path.&nbsp; Each of the Six has deep regrets over what they did in the past. Especially with none of their own kind left anywhere else in the world.<br \/><br \/><br \/>One of them tried to break the spell, in a way, and create a new il'hune, but she died in the process. The resulting il'hune that replaced her, Tahti, was outcasted. Kaaru took him under his wing and is kind to the young Il'hune. Tahti is an adult, but he's so much younger than the rest that they all just think of him as a kid. Despite being almost 200 years old.<\/p>\r\n<p><br \/>The li'uhn are held back from the level of advancement the il'hune had due to the il'hune having used up the world's resources for their own purposes, though the li'uhn don't seem to mind too much. They're nomadic creatures, constantly on the move.<br \/><br \/>The Six are <a href=\"https:\/\/realms-between.com\/character\/C-029\/profile\">Kaaru<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-030\/profile\">Tahti<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-031\/profile\">Rama<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-032\/profile\">Vahanu<\/a>, <a href=\"https:\/\/realms-between.com\/character\/C-033\/profile\">Haolani<\/a> and <a href=\"https:\/\/realms-between.com\/character\/C-034\/profile\">Dayalu<\/a>. <br \/><br \/>Click on their names to take you to their profiles on Realms-Between. This will give you more information about each of the Six, their dynamics with eachother, and their part in the war that destroyed their planet.<\/p>","field1":"<p>Il'hune were tall and powerful beings, natural workers of magic. They were incredibly advanced, and had exhausted their world's resources and gone to war over the last of what the world had to offer. During the height of this, they created life, creatures to do their work for them, the Li'uhn.<\/p>\r\n<p>They were true giants, standing around 15 feet tall. They were omnivores, though require more meat than vegitation.&nbsp; They had sharp teeth and sharp retractible claws. They look very similar to Li'uhn, just bigger. They created the smaller beings in their own image.<\/p>\r\n<p>They were generally proud and fierce, and could be highly territorial and warlike when resources ran thin. They tried to play god, using a god they killed to create life in their own image, and possible livestock and plants for them to use. The last hundred years their species existed was marked with suffering and pain, with no way to raise food, their technology failing around them, and them dying out until there were none left. Only six remain, under a curse of immortality and sealed away in the central Oasis that was once seen as a holy spot to them.<\/p>\r\n<p>Even with their advancement, il'hune were very ceremonial and traditional and generally held close to their kind's religous beliefs. They preferred clothing in cream, white and gold, and those with deep golden fur were seen as more attractive. Their blue eyes were striking against ther golden faces. They often wore ceremonial robes when on holy ground, or in the Oasis that was seen as a center of peace before it became the very last place with natural resources and the center of the final, bitter and terrible fighting that resulted in the extinction of the race.<\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/23_55_kfvguea0E21R34A.png\" alt=\"\" width=\"1034\" height=\"585\" \/><\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/24_56_BycDDtIZQPN8N6f.png\" alt=\"\" width=\"1034\" height=\"585\" \/><\/p>\r\n<p><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/22_54_PEqBubXQGVvQhdf.png\" alt=\"\" width=\"1033\" height=\"584\" \/><\/p>\r\n<p>&nbsp;<\/p>","field2":"<p>Il'hune ruled their world for thousands and thousands of years. They could be seen in every corner, even in great cities under the ocean with water held back by great glass domes and magic. Their cities were huge and expansive with beautiful architecture. Built tough, many of their cities are still standing even thousands of years later, even if reclaimed by nature and ruined in places. Some of their remains can be found, mummified and dried out, deep under the sand where they fell and were buried, though those that were not buried have long since faded to dust in the years. All that remains is stone tablets, their buildings, murals, and various other signs that can be seen throughout the world as well as old and broken down war machines and the remains of factories and other various buildings... and mysterious robed beings made of cloth that communicate with chirps and fly gracefully, ever drawn to a great mountain in the distance. The Li'uhn live among their ruins. They have some vague cultural memory from thousands of years ago, but most Li'uhn know nothing about their predecessors.<\/p>\r\n<p>Their history was rich and expansive, many important figures, battles, advancements... Nations and diplomacy, millions, perhaps even billions, of them living and thriving in their world. But none of that remains. The last great event of note is the war that brought about their end thousands of years ago, the one that resulted in the end of their time on their world and for the li'uhn to inherit the war-torn world and take over.<\/p>\r\n<p>During the time that the Il'hune ruled the world, Li'uhn existed alongside them. Li'uhn were smaller, less powerful, and tended to wander the more remote areas. They were much earlier in their civilization. Starting to gain intelligence, but weren't quite sapient yet. They were starting to develop rudamentary language. They share a common acestor with the Il'hune, thus some appearance was similar. But it was like the similarity between humans and other great apes. A major difference, however, is that Li'uhn were docile and social, and as such were perfect for domestication. Some Il'hune kept them as pets and trained them, there were even some variants that rose from selective breeding. They did not gain sapience until after the Il'hune died out. They were getting to that point, intelligent enough that keeping them as pets was no longer common practice among the Il'hune, but they didn't become sophonts until at least a thousand years, or even longer, after they inherited the world.<\/p>\r\n<p>Each of the Six sealed in the Oasis, the very last of their kind that will ever exist, was integral to the war and the destriction of their world. Being sealed is a punishment, put in place by the gods they once worshipped. The barrier is powered by these gods, who lie dormant deep beneath the Oasis, beyond the barrier where the Six can not get to them.<\/p>\r\n<p>The Six take their punishment very seriously, even if they are tired of living on and on for thousands of years. They now see the li'uhn as living beings every bit as much as them. With many generations passing since the original li'uhn, even stories of the il'hune's warring have faded to mythology and folklore.<\/p>","field3":"<p>Il'hune were incredibly territorial and fierce. Warlike and proud, but very traditional and religous. They took great pride in ceremony and beauty, loving white and gold more than any other color combination.<br \/><br \/>Some examples of Il'hune clothing:<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/40_58_e6ZmTvyCahu33P5.png\" alt=\"\" width=\"1049\" height=\"439\" \/><\/p>\r\n<p>They were loyal to their family, gods, and nations. They fought fiercely to protect what they saw as theirs. Il'hune do best when in small groups, about the size of a lion pride, with one dominant Il'hune, often masculine, and around 8 to 10 other Il'hune and their young.&nbsp; Young Il'hune would generally leave the family group they were born to once they came of age, and either start their own family group, take over another, or join them if they weren't particularly dominant. Il'hune were, in general, fairly restless, wandering throughout the day and returning to their home at night. This nature made the large cities they inhabited stressful, which often caused tension and fighting and the nations working on expanding their borders to make room for their citizens and make room for more resources.<\/p>\r\n<p>As their resources ran out and the il'hune struggled to survive, the stronger Il'hune would live on while the weaker ones died. They became jaded to the deaths eventually, simply trying to survive.<\/p>\r\n<p>Il'hune were social, but they did the best in smaller groups.<\/p>\r\n<p>Their voices were low and powerful and resonant, comparable in a sense to a large bell, the energy pulse they produced strong, able to be picked up from far away. Like the li'uhn they created, Il'hune were very fond of song and dance and music. Song and dance was a huge part of their culture, often accompanied by aerial displays with their wings and natural magic helping them rise up further into the air.<\/p>\r\n<p>Each Il'hune's ceremonial robes were the same, but their mask was made for them directly upon coming of age, unique to their face shape and personality.<br \/><br \/>The Six with examples of the Ceremonial mask<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/41_59_JRHoPGADpbfNavQ.png\" alt=\"\" width=\"1070\" height=\"448\" \/><\/p>\r\n<p>Family members were not territorial towards eachother, so many families would often have their own territories in the wider territories owned by the family group in general. This, in fact, was what caused Il'hune to gather into nations in the first place, family groups growing, turning into villages, then into towns, then cities... then entire nations. Il'hune were very community and family driven, and would fight fiercely to protect and keep their loved ones alive.<\/p>","field4":"<p>Il'hune were carnivore-leaning omnivores. Like humans, the sorts of plants they could eat and what they could get out of these plants was limited. They needed more animal protien and supplemented with plants for vitamins, minerals, and fiber. Their sharp teeth could grip and bite and slice through meat with ease, their claws long and curved and capable of gripping and clinging.<\/p>\r\n<p>They stood an average of 15 feet tall, though were surprisingly light and slender for their great size. They couldn't fly under the might of their own wings, so used the natural energy their kind had in their core to power their wings. This would stir up the air beneath them and allow them to fly.<\/p>\r\n<p>Il'hune traits and features were similar to the traits and features found on various li'uhn, though their coloration and bodytypes were a lot less varied.<\/p>\r\n<p>There are only six that remain, but they have a variety of the traits Il'hune were able to have. They are the last and only examples of their species.<\/p>\r\n<p>Il'hune were generally quite slender, due to their wings and being generally active, flying about from place to place. Being slender and light made it easier for them to take off using their natural magic, stay airborn for longer, and get further faster. Overweight il'hune were quite rare, especially towards the end of their race when they were wasting away from famine and starvation.<br \/><br \/>Some examples if Il'hune traits and coloration:<br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/39_57_zldEOHqr0kqDTlj.png\" alt=\"\" width=\"1047\" height=\"438\" \/><\/p>","field5":"<p>Il'hune lived, naturally, around 300 years. The same amount of time the Li'uhn live on average nowadays.<\/p>\r\n<p>Il'hune are pouched mammalians like their Li'uhn cousins. They were not marsupials, but rather evolved the pouch convergently. Their ancestors were nomadic, flying from oasis to oasis, much like Li'uhn do today, and they would carry their young in their pouches with them.<\/p>\r\n<p>Il'hune went into season mid to late Spring, and would remain pregant for roughly two years. The newborn would be tiny, hairless and featherless with closed eyes. It would be placed in the pouch where it'd spend the first 8 months nursing and growing, at which point it'd start to poke its head out of the pouch, and even begin to come out and try to learn how to fly. At this age, they'd be covered in thick, fluffy down, with their feathers just starting to come in. They'd outgrow the pouch and be weaned by their third year.<\/p>\r\n<p>Il'hune reached maturity at roughly the same rate as humans, with their pouches not developing until puberty was complete.<\/p>\r\n<p>Elder Il'hune were seen as culturally significant. They were storytellers, keepers of tradition, guides to the younger generations. The golden markings would fade out as they aged, and they'd grey and whiten around the snout, chest, and limbs, eventually dulling and losing most of their colors as they reached the end of their life.<\/p>\r\n<p>Young Il'hune stuck close to their parents, though as they reached teenagehood, they became restless and would wander out further, until adulthood had them often wandering off to start their own lives.<\/p>","field6":"<p>Il'hune were mostly golden colored, ranging into brown with darker limbs and faces. They had different Frill types, different feather types, different mane types, and similar. <br \/><br \/>There are some records of a variant that had fur as black as shadow with golden wings, manes, and tails.<br \/><br \/>Not many records remain, however, of the various mutations and variations they had.<\/p>","field7":"<p>The Il'hune died out thousands of years ago, very little records of them remain.<br \/><br \/>There are scrolls, murals, and libraries preserved by ancient magic that can still be found to this day, though this is only snippets of what they once were, enough to make the Li'uhn that stumble across them curious. Many Li'uhn have no idea what these Il'hune are, only that depictions show a lot of similarities so they have started calling them the Ancestors, and some even see them as ancient fallen gods.<\/p>"}},"title":"Il'hune","is_visible":"1","summary":null,"utility_tag":["wip"],"page_tag":null}
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{"data":{"description":"<p>Vhalkai, commonly called warbred,&nbsp; are massive and powerful werebug like creatures, genetically engineered using magic and science by Emperor Zarkhan in the Shadowed Empire, Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Vhalkai are impressive and imposing creatures that serve as an extension of the Shadowed Emperor's power over his Empire.<\/p>","field1":"<p data-pm-slice=\"1 1 []\">Species Name: Vhalkai<br \/>Common Name: Warbred<br \/>Species Type: Modified Biological, Wereform<br \/><br \/>Vhalkai are highly modified creatures, far removed from their ancestors, the regular vhessen that wander Lumivalis and thrive there. <br \/><br \/>They were created by Emperor Zarkhan, commonly known as the Shadowed Emperor.<br \/><br \/>Vhalkai are quite literally bred for war, given orders on who to mate with. When not being bred, they are given a contraceptive implant which is removed once the orders are given. Most vhalkai will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient vhalkai. The Emperor takes the eggs as soon as they are laid for his own purposes. vhalkai do still have very strong maternal instinct; and this leaves them very antsy for a while after the egg is taken. However, they usually shake it off and get back to their duties within a few days. Once the eggs hatch, the nymph is placed in a special stasis chamber that speeds up time, where all basic knowledge is put into their mind with enchantments while time is sped up. From hatching to adulthood, the chamber takes about a year, instead of the 16-ish years it'd normally take to wait for a vhalkai to mature naturally. They are taken from the chamber as a sub-adult, so they reach full maturity while in training. Zarkhan found this made for stronger, surer, better-formed and healthier vhalkai. Upon leaving the Chamber, the young vhalkai are sent off to training, where they will train for a few years before being sent off to where they are stationed. Those who do not make the cut are either stationed somewhere undesirable or outside of the city, or simply killed off to not be a burden on the Empire. vhalkai the Emperor intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<br \/><br \/>There are some that go from the chamber into a hidden underground facility instead of going into training; mostly from very desirable lineages, siblings of vhalkai that came out the way he wanted them to, and raised like common beasts. Used for breeding to further bolster their species number or add more to desirable lineages. Eggs from these Feral stock are treated as normal, and their lineage is listed as coming from a full sibling of the Feral, since the Ferals are top secret. Only Zarkhan himself, his head scientist Lumus; a psychotic butterfly with no empathy but is damn good at what he does, and the automatons he built deal with them.&nbsp;<br \/><br \/>Those who highly disappoint the Emperor or disobey direct orders also end up in the underground facility, caged up like the ferals. These ones are most often used for experimentation, to push a vhalkai as far as they can be pushed to see what they can handle and figure out how to bring out traits that he wants more. They are still bred, depending on how desirable t heir lineage is. He may pair one with a more docile Feral that shows the traits he does want and that he feels will counter the bad traits; but he is very careful with this, as explaining the lineage would be difficult and strange vhalkai from lineages he hasn't bred before may be cause for suspicion, as well as vhalkai coming from a soldier who disappeared and should be dead. He leaves all of this to Lumis, as he generally doesn't care about the breeding side of things aside from the strong, useful nymphs that come out of it.&nbsp; While Lumis is responsible for most of the cruelty inflicted on the vhalkai in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The vhalkai belong to him, after all. He created them. vhalkai who age out of usefulness but still have valuable genes are put up in retirement, usually around the edges of the Capitol City. Their only duty is to offer their genes when a younger vhalkai is sent over. Early generation\/elder vhalkai have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation vhalkai are proving to have some health problems starting to crop up in connection to some of the traits the Emperor is trying to encourage.<br \/><br \/>Vhalkai have been in the process of creation for numerous generations, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p data-pm-slice=\"1 1 []\">By and large, vhalkai are a new species.&nbsp; They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed Emperor holds them close.<\/p>\r\n<p data-indent-direction=\"false\">The generations have passed more quickly than otherwise due to the use of Time Chambers, using rare and powerful magic fueled by Zarkhan himself.<\/p>\r\n<p data-indent-direction=\"false\">vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<\/p>\r\n<p data-indent-direction=\"false\">Predecessors: Taken directly from Lumivalis after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in Lumivalis. Kavuta, the albino Wyrm that created the vhessen, was unaware of this. They closely resemble regular vhessen (See more about vhessen on their page along with their lore), and in a sense still are. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together. He started work on the Beast form, and soon managed to have a good starting vhalkai species. Because the predcessors were created using the power of an ancient dead entity known as a Lifetree, they were highly adaptable and he was able to modify them far more than he would have otherwise. He greatly boosted their fertility in hopes of them successfully breeding, and he made great use of his enchanted time chambers so they could be out and ready to pair off. At this point, they were all kept in his vast underground facility, caged up. He had the help of his head scientist, a butterfly named Lumis, through all of this.<\/p>\r\n<p data-indent-direction=\"false\">It took a while for the vhalkai characteristics he wanted that became a part of his final product to appear. They didn't start to appear until the 3rd and 4th generation of the Predecessors. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who. He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform. At this point, he felt they were complete. He had a good starting population, and the first generations that were not to his desire were culled<\/p>\r\n<p data-indent-direction=\"false\">Because of this, all vhalkai have their massive beast form. He was still working on improving them, so hadn't made use of them within his Empire yet. They were significantly larger than the vhessen they descended from by this point, becoming a distinct subspecies. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many around this point were quite aggressive and could be hard to manage due to enhancing their powerful predatory nature. He then began adding things to make them obedient, loyal and docile.<\/p>\r\n<p data-indent-direction=\"false\">The Emperor started to see improvements in the aggression around the 8th generation of modifying them, they were becoming loyal and obedient, and very strong.<\/p>\r\n<p data-indent-direction=\"false\">Finally, after working on the Predeccessors for around 14 generations, he felt they were ready. He had about 300 individuals at this point, all sporting what he wanted. They were stationed all throughout the Capitol, and from this point they started being counted by Generations.<\/p>\r\n<p data-indent-direction=\"false\">Around this point, Zarkhan started keeping a few siblings of those who had the best genes caged up and raised like simple beasts. They were bred, on occasion, to bolster the numbers of some of his favorite lineages, but they were mostly kept as backup to keep certain genes in the pool in case one of his prized vhalkai was killed off. A notable individual among the feral stock is simply known as Ferus,&nbsp; because Ferus eventually managed to break away from the automatons when being exercized in a hidden courtyard, and ran off.&nbsp; Security was improved at this point. His current location is unknown. His scientist, Lumis, would provide a cocktail of potent drugs that would block out their sapient mind, causing them to behave on instinct alone. Because of Lumis being in charge of these \"Ferals\", they are not treated well at all and are usually kept packed up in tiny cages, tended to by the Emperor's Automatons. These 'Feral' vhalkai act on instinct alone, and do question orders. Zarkhan was worried the drugs could effect their nymphs, but those descended from the Ferals show no difference from those descended from vhalkai within the army.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are all assigned ID numbers. These are used in the Emperor's notes to track the individual. He keeps their family trees very carefully tracked.<br \/><br \/>The format of the ID number is as follows<br \/><br \/>G#[Number of Generation]-[Letter denoting their bodytype]-[Important Lineage Abreviation if there is any]-[Sire]+[Dam]<br \/><br \/>Their name would be listed after this with an abbreviation next to it. If two had the same abbreviation, the rest of the ID number would tell him what he needed to know. <br \/><br \/>An example would be<br \/><br \/>G13-A-Vherr,Vhel-Lar+Vir: Keldris<br \/><br \/>This denotes a 13th generation vhalkai of the average bodytype, bearing the lineages of Vherra and Vhelos, child of&nbsp; Larion and Virek, with their name added. <br \/><br \/>vhalkai are quite aware of their ID number, and even to a point what they mean. They know it tells who their parents are and they know it's used to track their lienages. This, however, is all they know so they do not see it as odd. The Emperor awakens them from the Time Chambers, and they are told that he is their creator, and that he created them, saved their ancestors from being abandoned and that they exist to serve him and his Empire. Very few question this.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Generations and Lineages<\/strong><br \/><br \/>The generations have passed more quickly than otherwise due to the use of time chambers, using rare and powerful magic fueled by Zarkhan himself.<br \/><br \/>Vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<br \/><br \/>Generation 0 - Taken directly from the Abyss after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in the Abyss. The Pale Emperor was unaware of this. They closely resemble regularvhessen. Vhessen were created with the aid of the Life Tree's reamains in the core of Enterra, thus each one of the Generation 0 is genetically unrelated to every single other one. The Life Tree's influence in addition to the malleability of Void allowed Zarkhan to modify them far more than he would have been able to otherwise. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together.<br \/><br \/>The 2nd generation looked very similar to the 1st generation, and real vhalkai characteristics didn't start to appear until the 3rd and 4th generation. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who.&nbsp; He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform, including even gen1, as he was still making use of them at that time.<br \/><br \/>Around the 5th generation, all vhalkai had the massive beast form.&nbsp; Around this generation is when vhalkai traits were becoming far more clear. They were significantly larger than normal Vhessen. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many from this generation were quite aggressive and could be hard to manage. This problem grew worse with each generation until he started working on it around Gen 8.<\/p>\r\n<p data-pm-slice=\"1 1 []\">A few different bodytypes emerged at this point, and he started working on different lineages. The lean, fast build, the average build, and the large and impressive brute build.<br \/><br \/>Around the 8th generation, the Shadowed Emperor noticed that exaggerating these traits caused them to become more aggressive, so he started working on making them more docile and obedient. Some earlier generation vhalkai were added to this line. Due to strengthening the traits he wanted to come out, this had little effect on their size and strength.<br \/><br \/>Around the 10th and 11th generation, they were pretty close to what he wanted them to be. Docile and obedient, with powerful beast forms, large, and excellent soldiers.<br \/><br \/>12th and 13th generation was when he got exactly what he wanted, and the vhalkai body type was truly set in stone.&nbsp; Towering tall, but not to the point of losing mobility, fiercely loyal and obedient, intimidating... perfect in every way. While some rebelled, vastly more remained right at his side.<\/p>","field3":"<p data-pm-slice=\"1 1 []\">Vhalkai are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other vhalkai that they work well with. These duos often balance eachother out, and are closer with eachother than the rest of the pack.<\/p>\r\n<p data-pm-slice=\"1 1 []\">The alpha of a pack (Packs are referred to as Squads, the alpha being the Commander) is not based on strength or dominance, but rather the age and experience. Warbred do not fight for dominance in a pack. There's none of that weird \"omegaverse\" alpha-beta nonsense. <br \/><br \/>They become stressed if their pack gets too large, so when they start getting to the upper limit, the youngest members would leave to find other wanderors to establish their own pack. This, of course, is not seen in action as vhalkai are highly controlled. Younger warbred are usually reassigned<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai become very depressed when alone, and prolonged isolation can lead to a severe decline in their mental health.<\/p>\r\n<p data-indent-direction=\"false\">In barracks or designated sleeping areas, the Emperor typically provides each vhalkai with their own bed, though partners share quarters. Despite having individual sleeping spaces, squad partners often choose to sleep together. They sleep noticeably better when cuddled up with another vhalkai. They are known to groom eachother. Not to clean, but because the act is soothing and helps both vhalkai bond.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are very open and accepting. If you befriend a pack, they'll accept you as one of them, treating you just as they treat their fellows, though being gentle with smaller folks because they are quite aware of their size. They're empathetic and attentive to the needs of eachother and those around them. A vhalkai will be able to tell if you are upset in an instant, and will try to make you feel better.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are surprisingly affectionate, and love physical contact. When off duty, and not training or sparring, they can often be seen laying together and cuddling, often with one resting their head in the other's mane. They will nuzzle and touch snouts sometimes, and when one becomes distressed, gentle licks and nibbles along the antennae can calm them down and make them feel better.<\/p>\r\n<p data-indent-direction=\"false\">They are extremely loyal, both to their pack and the Emperor and Empire as a whole.<\/p>\r\n<p>A vhalkai's mane, antennae, tail, and posture is very important for reading their mood. The movement of the antennae, the position of the mane, position of the head, movement of the tail, all of that can convey a lot without a single word.<\/p>\r\n<p>Warbred growl, roar, huff, chuff, grunt, and even let out a low chitter or chirping sound when greeting or happy. Their vocalizations are very low and beastly.<\/p>\r\n<p><span style=\"font-weight: 400;\">&nbsp;Squad structure consists of the Commander, the Second (Like the pack beta) and the rest of the squad.&nbsp;<\/span><\/p>","field4":"<p><strong>Diet<\/strong><\/p>\r\n<p>Vhalkai are obligate carnivores. Though they can eat fruits, vegetables and other things, they require a high protein diet. They have high caloric needs due to their Beast form, so they have healthy appetites.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><strong>Lifespan<\/strong><\/p>\r\n<p>Vhalkai live roughly 150 years on average. They can live a bit longer if they are healthy, but they don't make it past 160-170 without a lot of help. They tend to retire at around 100 years old. They go from nymph to adulthood in about five years in the time chambers, but if growing naturally, they grow up at about the same rate as humans. They molt into their fully adult form around 16 to 18. They have a clear line between childhood and adulthood. Once they have had their first heat, they go molt their last childhood shell, and emerge as their fully adult form and won't grow anymore. Unlike humans, who grow gradually and become sexually mature before they are physically mature, Enterrans (vhalkai included) do not become sexually mature until they are physically mature.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\"><strong>Physical Characteristics:<\/strong><\/p>\r\n<p data-indent-direction=\"false\">On average, vhalkai stand around 10 feet tall, though they can be anywhere from 9-12 feet on average. Some individuals can be taller or shorter, depending on their lineage. Vhalkai have thick, tough chitinous plates covering their huge, muscled bodies. Beneath the plates on their back and chest are thick, naturally armored bone scutes. The scutes around the chest are in two pieces, allowing the chest to expand and contract with their breath. Unlike actual insects, vhalkai also have an endoskeleton, which provides their main structure. The chitinous covering acts as natural armor.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have manes running down the back of their necks and along their shoulders, This often ends around their mid back, though individuals with exaggerated\/amplified manes can have this mane extending up to halfway down their tail, though this is incredibly rare. The mane consists of the long, thick guardhairs that are the hongest around the hunched shoulders and the thick, soft undercoat. The vhalkai's guardhairs are quite tough while remaining flexible, and can be used to make very nice paint brushes. A vhalkai's molted chitin can be crafted into incredibly tough and lightweight armor. If the soft undercoat is taken out of the soft, leathery plate over the shoulders and down the back that grows the mane, it can be spun into a really nice yarn. It contains some of the Voidic power, meaning that, despite being pitch black, it can actually help keep one cool.<\/p>\r\n<p data-indent-direction=\"false\">The throat, belly, and underside of the tail is made of thick, leathery chitin resembling tough skin, which is flexible and furred. The chitin beneath the man, also, is thick, leathery, and flexible. They retain a scruff into adulthood, and do retain a bit of the scruffing response their nymphs have. One warbred grabbing another's scruff in their jaws can cause a momentary stagger as they reflexively try to curl with tail curling against their side around their back legs.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have smooth heads that bear a superficial resemblance to skulls. It is not made of bone, however, but rather a thick leathery chitin that is white or off white in color. They have black eyes that have a subtle white glow forming their iris and slit pupil. They have sharp plates that form their teeth, built for slicing and slashing. vhalkai can not chew very effectively, instead slicing their food into smaller bits with their teeth and swallowing. Their top teeth fit over their lower teeth, forming an almost scissor-like connection. Their teeth can slice through even solid bone with terrifying ease. They have long fangs, though these saber fangs are more for display and aren't actually that sharp. The very front teeth look pointed, but are more blunt, as they use them to carry nymphs by the scruff, or pull away bits of meat so they can slice them up with their back teeth and swallow.<br \/><br \/>Vhalkai are solid black in color, though the shade of this black can vary slightly. They don't have visible markings. Older vhalkai's chitin will begin to dull as they age as their manes begin to grey. A vhalkai's head is always white or off white. WIth their black eyes, their head bears an eery resemblance with their skull. Their real skull is actually black in color, though follows the shape of their head.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Abilities<\/strong><\/p>\r\n<p data-pm-slice=\"1 1 []\"><br \/>Vhalkai have a fair amount of natural abilities.<br \/><br \/>- Wereform. This is in the section beneath, but all vhalkai have a massive werelike beast form.<br \/><br \/>- Toxin Tolerance: Vhalkai can handle a lot more toxins than normal bugs.&nbsp;<br \/><br \/>- Pain Tolerance: Vhalkai have HIGH pain tolerance. They can handle WAY more than any normal bug. A vhalkai can shrug off injuries that would make any other bug unable to do anything but scream or lay there shaking.<br \/><br \/>- Regeneration: While this isn't instant, vhalkai have a very strong rate of regenerating. Wounds, even serious ones, heal much faster than normal bugs. This is also connected to their Wereform.<br \/><br \/>- Abyssal Roar: This is something any vhalkai can be trained to do. They unleash a terrible roar that shakes the very air around them and makes the ground quiver. It is felt more than heard, making your bones rattle within you. It can send a bug flying and inflicts low-level Void-based Damage, leading to one feeling exhausted and slow. While the Abyssal Roar takes a lot of energy to unleash and vhalkai usually have to regather their energy to do it again, it is highly effective. They often have Void tendrils appearing around them and everything around them going dark while unleashing this ability. Other than that, vhalkai (Aside from early generation\/higher void content vhalkai) can not summon or control Void tendrils.<br \/><br \/>-Growl-speech: vhalkai, like their Vhessen ancestors, do not have a proper voice, but they can snarl, growl and roar. They are known to take this natural growl and force it to form words, allowing them to communicate with other bugs who can't hear their void-speech. It gives them unnatural, growly guttural beastial voices, which can take some getting used to.<br \/><br \/>Beast Connection: This is, in essence, their connection to their Inner Beast. This connection fluctuates, and strengthens when the vhalkai needs it. Such as when exposed to toxins, or injured, or frightened; the Beast form connection rises stronger and gives the vhalkai more of what they need, sometimes to the point of causing a transformation if they aren't transformed already, before drawing back when no longer needed. This has its drawbacks, however; vhalkai do not handle anesthetic well at all due to this constantly shifting connection. They have to be given enough to knock out the Beast, but when the Beast is knocked out the connection ebbs causing there to be way too much of the medication in their system, leading to an immediate overdose and death. As such... a vhalkai can not be put under for a surgical procedure. If one is needed... they just have to take it. They have intense pain tolerance, but even that makes them grit their teeth and growl.<br \/><br \/>Soul Focus: Much like their Vhessen ancestors, vhalkai are able to focus on the Soul energy within them to heal and repair damage. They are trained to direct this healing flow outward and into their comrades, allowing vhalkai to heal eachother if needed.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Wereform<\/strong><br \/><br \/>-The vhalkai wereform or Beast form originates from a bioengineered virus, heavily modified with both magic and science to give a vhessen a secondary form. Many failed experiments were done before the Beast form was perfected. At this point, ALL vhalkai were given the serum. The Wereform can be passed on from one vhessen to the next with blood contact, so a normal vhessen can gain the beast form. The blood of the vhalkai must come in contact with an open wound on a normal vhessen for the wereform to pass on. It is not transmitted sexually or through the bite, but is passed to offspring. Vhessen born with wereform do not go through any of the symptoms of catching the virus, and can shift fluidly from the moment they hatch. A hybrid must have high enough Void content for the virus to take hold, as it takes advantage of the malleability of Void as well as the dravhokonus side of initial vhessen creation. There are several stages after initial blood contact.<br \/><br \/>Stage 1 - Asymptomatic. This dormant stage lasts 3-6 months depending on the individual. The infection is silently spreading, undetected by the Vhessen's immune system. Once exposed to vhalkai blood, there is no cure. It can not be reversed.<br \/><br \/>Stage 2 - Illness. The vhessen becomes very sick. Symptoms include high fever, tremors, vomiting, headache, dizziness, exhaustion, severe constant body aches, and weakness. Every cell in the Vhessen's body is being twisted and changed at this point, and it is not pleasant. Lasts 2-4 weeks. As miserable as it is, this stage never kills the Vhessen.<br \/><br \/>Stage 3 - The illness goes away. As its symptoms fade out, the vhessen experiences several strange new symptoms, increasing in frequency as the virus finishes doing its work. The Vhessen will feel a frequent burning in their chest, slowly spreading until their entire body experiences this burning sensation, usually brought on by strong emotion. Their appetite will slowly increase until they are eating way more than they were before. Their pain tolerance will start to increase as well as regeneration abilities appearing, strengthening.&nbsp; Finally, they will become more wild and instinctive with heightened senses.<br \/><br \/>Stage 4: Completion - The First Shift. This can either happen on its own, or triggered by a burst of strong emotion. The first shift is by far the worst. Even with their newfound regeneration and pain tolerance, the Vhessen will experience so much pain, they often scream. It feels like every bone in their body is being broken into pieces as every joint is twisted and stretched apart, every muscle pulled tight to the point of tearing. Cracking, popping, creaking, and various other sounds you'd expect of such a transformation are heard as their screaming turns to a gutteral snarling and growling, and finally a loud, earth-shaking roar once they've turned. The pain fades away, leaving them dazed and panting. They will remain in Beast form for several days as their body adjusts before shifting back to their natural form. The first several shifts are uncomfortable and painful, but none nearly as bad as the first. After the first few, shifting stops hurting and is natural to the Vhessen. Upon completion, the werevirus can be passed on to their young.<br \/><br \/>Vhalkai always have perfect control over their Beast forms. They do not go mad or become more aggressive, but can be wilder and more instinctive. There is no loss of cognitive function, no going \"wild\" - if a vhalkai wouldn't attack you in natural form, they won't do so in Beast form.<\/p>","field5":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai enter a heat cycle once a year, in mid to late Spring. They are gravid for around 8 months. They lay an egg, which has a soft leathery shell. The egg will hatch within a few minutes of being laid, serving more to protect the mother from the nymph's claws and horns than a proper egg shell. vhalkai nymphs are born with their eyes closed and unable to move very well on their own, though they will crawl their way to their mother's belly to knead at the pouches and lap up the milk that comes out. During the nymph's first two weeks of life, the vhalkai mother's milk has a special unique composition that makes it much more beneficial to the nymph. They do much better when they have this special milk during their early life which is why the Emperor leaves them with their dam for two weeks before taking them away. They open their eyes when they are about a week old, and can move around by their second week, their movement and behavior reminiscent of a very young kitten. Vhalkai often become upset and distressed when it is time to give up their nymphs, but their loyalty to their Emperor is strong enough that they rarely ever resist. Their duty is to the Emperor, after all. Their nymphs belong to him, not them.<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai usually only have a single egg. Being gravid is quite a bit harder on a vhalkai than it is on a normal Vhessen. They can, rarely, have 2 eggs. IF somehow they have 3, the entire clutch usually fails. Vhalkai before generation 5 can still have full clutches, but most commonly have 1, rarely 2.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Some details on vhalkai milk and a very young nymph<\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/125_155_Ec2aoCNiDQTM0mx.png\" alt=\"\" width=\"1110\" height=\"896\" \/><br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><br \/>A hatchling, they emerge from the egg within a few hours of the egg being laid. Their eyes start off closed, but gradually open as they become more mobile during their first couple weeks of life. They at least double their weight during this two week period due to a special composition of their dam's milk.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/112_141_E8DuWmoAgSs5xPa.png\" alt=\"\" width=\"749\" height=\"482\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage vhalkai. They tend to be lanky and scruffy, looking desceptively scrawny, until they near the end of puberty. Their mane starts off incredibly soft and downy, but as they enter adolescence, their adult guardhairs begin to grow in. More guardhairs come in with each molt, causing them to look extremely scruffy for several years, until they finally have their full adult mane. They are considered an adult once they go through their first heat cycle. Once the first heat ends, their transformation into their adult form is complete once they molt their last adolescent shell and emerge with the impressive mane of an adult vhalkai.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/123_152_msmiwycI0cqP8Iy.png\" alt=\"\" width=\"819\" height=\"655\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>","field6":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai have a few different bodytypes.<br \/><br \/>The most common is the average. The average vhalkai stands between 9-12 feet tall, though 10 or 11 is the most common. They are powerful and muscled, though have some leanness to them, allowing them to have some speed. <br \/><br \/>The speedy bodytype tends to be a little taller than the average vhalkai, but this is due to longer limbs. They weigh less and are quite lean. speedy vhalkai are known for their incredible stamina and speed. When pushed, any vhalkai can run for a couple days without stopping to rest, but the speedy lineage, when needed, can make it twice that long at a full run. It exhausts them and they need a lot of time to recover, but they can outrun and outlast any other vhalkai lineage. speedy vhalkai are known for having what could be called a case of the \"Zoomies\", where they gallop all over the place with their head and tail up. If there are two, they will chase eachother all around at blinding speeds, stop from time to time, go into a playful bow, then take off again. <br \/><br \/>The 'dwarf' bodytype is the rarest of the vhalkai builds, as it comes from a mutation that can be traced back to a single individual and the gene is recessive, which means that some careful linebreeding needs to be done with healthy individuals that do not show some of the health problems some later generation vhalkai have.&nbsp; dwarf vhalkai are usually kept around the Capitol as they are valuable, and the Emperor is trying to get a few good, healthy lineages with them that are only distantly connected. dwarf vhalkai stand around 5-6 feet tall, and 5-6 feet tall at the shoulders. They often have exaggerated manes, which makes them look fluffy, and they almost always have fluff on the chest and have slightly longer fluff on their belly and throat. Dwarfs are incredibly spunky, all of the ferocity and strength of a normal sized vhalkai in a much smaller package. There are some crosses between dwarfs and speedy vhalkai, though getting a more slender dwarf has been harder than anticipated, as dwarf type vhalkai tend to be stocky and thick in build. Dwarf vhalkai can not be bred together. The nymph will be stillborn, much like double merle syndrome. Because of this, vhalkai are incredibly rare.<\/p>\r\n<p data-indent-direction=\"false\">The brute bodytype is one of the most valuable, though they also tend to have more age related health problems as they get older. Brutes can stand 10-14 feet tall, though some very rare individuals can get up to 15-16 feet tall. There is only one individual that has this 16 foot tall size, one of the brute lineage founders named Jorgensen, though he retired early due to problems in his hips and joints. Brutes are extremely powerful with enhanced power to their Abyssal Roar. Brutes are thick, and almost always have exaggerated manes and extra fluff. Their claws are longer, and their beast forms even more feral in look than other vhalkai types. Despite their massive size and incredible strength, brutes are known to be incredibly docile and calm. Brutes are hesitant to get up and do much unless ordered to. Due to their impressively big horns, Brutes are most often used for their intimidation factor, but when sent into battle, they are extremely strong. Brutes are terrible at turning, and are unable to leap or jump due to their size and weight.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Maneless: Mutation. Rare, due to the Emperor selecting against it. Maneless vhalkai are more armored than their maned counterparts, but the gene is tied to volatile aggression and they are far harder to control. Most maneless do not make it through training, as the Emperor sees them as useless and they are culled. The first maneless to make it is Artaxus, and all subsequent maneless in the army were trained extensively by him to calm their volatile nature. Maneless vhalkai are a lot more vocal, as their mane is very important to their bodylanguage. Mane position antennae position, posture, all convey mood without a sound. Maneless will go straight to growling and grumbling instead of lowering their head, pinning their antennae, and bristling their mane. This makes a mildly irritated maneless vhalkai look pissed off. Other vhalkai have trouble reading their intentions, so generally leave them alone.<\/p>","field7":"<p data-pm-slice=\"1 1 []\"><strong>Other Notes<\/strong><br \/><br \/>- Vhalkai have a VERY high pain tolerance. They can feel pain, but it barely bothers them. Even if severely injured, they can and will keep fighting. Many will continue to fight until they are dead, or so severely injured they pass out or can't move anymore.<br \/><br \/>-Vhalkai are naturally very loyal to their Emperor, but also to eachother. They tend to be stationed in squads, of 6-12 vhalkai in an outpost, serving under their Commander and the Commander's second in command. Vhalkai are always stationed in pairs, these pairs often balancing eachother out. Partners are often bunked together in the barracks.<br \/><br \/>-While fierce and often used as an elite police force, vhalkai are surprisingly friendly when not under orders. They are surprisingly docile, due to breeding for obedience. vhalkai are very unlikely to attack or be dangerous unless ordered to. They can be downright lazy.<br \/><br \/>-Vhalkai are incredibly tough, with natural regenerative properties tied to their Beast forms. Their Beast form was engineered from Zarkhan's own abilities. As such, their beast form does somewhat resemble a Dravhokonus in some ways. In some ways they can be compared to Werebeasts, though they don't become a different creature, just a beastial version of themselves.&nbsp;<br \/><br \/>-Vhalkai generally have large horns, making their heads appear bigger with longer snouts and jagged, sharp jaws.<br \/><br \/>-Unlike normal Vhessen, vhalkai have a voice, sort of. They are able to produce a thunderous growl. This growl can be forced to form words, giving them a guttural beastial voice that can be frightening until one gets used to it. They are still able to use Voidspeech.<br \/><br \/>-Vhalkai still have Shades, and their shades do tend to stick around for a while after they die. Due to being fairly low void-content, however, vhalkai shades don't last too long. BUT like normal Vhessen, if the Shade is stabilized, the body can be repaired\/healed. A vhalkai is not truly dead until their shade fades away.<\/p>","parsed":{"description":"<p>Vhalkai, commonly called warbred,&nbsp; are massive and powerful werebug like creatures, genetically engineered using magic and science by Emperor Zarkhan in the Shadowed Empire, Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Vhalkai are impressive and imposing creatures that serve as an extension of the Shadowed Emperor's power over his Empire.<\/p>","field1":"<p data-pm-slice=\"1 1 []\">Species Name: Vhalkai<br \/>Common Name: Warbred<br \/>Species Type: Modified Biological, Wereform<br \/><br \/>Vhalkai are highly modified creatures, far removed from their ancestors, the regular vhessen that wander Lumivalis and thrive there. <br \/><br \/>They were created by Emperor Zarkhan, commonly known as the Shadowed Emperor.<br \/><br \/>Vhalkai are quite literally bred for war, given orders on who to mate with. When not being bred, they are given a contraceptive implant which is removed once the orders are given. Most vhalkai will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient vhalkai. The Emperor takes the eggs as soon as they are laid for his own purposes. vhalkai do still have very strong maternal instinct; and this leaves them very antsy for a while after the egg is taken. However, they usually shake it off and get back to their duties within a few days. Once the eggs hatch, the nymph is placed in a special stasis chamber that speeds up time, where all basic knowledge is put into their mind with enchantments while time is sped up. From hatching to adulthood, the chamber takes about a year, instead of the 16-ish years it'd normally take to wait for a vhalkai to mature naturally. They are taken from the chamber as a sub-adult, so they reach full maturity while in training. Zarkhan found this made for stronger, surer, better-formed and healthier vhalkai. Upon leaving the Chamber, the young vhalkai are sent off to training, where they will train for a few years before being sent off to where they are stationed. Those who do not make the cut are either stationed somewhere undesirable or outside of the city, or simply killed off to not be a burden on the Empire. vhalkai the Emperor intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<br \/><br \/>There are some that go from the chamber into a hidden underground facility instead of going into training; mostly from very desirable lineages, siblings of vhalkai that came out the way he wanted them to, and raised like common beasts. Used for breeding to further bolster their species number or add more to desirable lineages. Eggs from these Feral stock are treated as normal, and their lineage is listed as coming from a full sibling of the Feral, since the Ferals are top secret. Only Zarkhan himself, his head scientist Lumus; a psychotic butterfly with no empathy but is damn good at what he does, and the automatons he built deal with them.&nbsp;<br \/><br \/>Those who highly disappoint the Emperor or disobey direct orders also end up in the underground facility, caged up like the ferals. These ones are most often used for experimentation, to push a vhalkai as far as they can be pushed to see what they can handle and figure out how to bring out traits that he wants more. They are still bred, depending on how desirable t heir lineage is. He may pair one with a more docile Feral that shows the traits he does want and that he feels will counter the bad traits; but he is very careful with this, as explaining the lineage would be difficult and strange vhalkai from lineages he hasn't bred before may be cause for suspicion, as well as vhalkai coming from a soldier who disappeared and should be dead. He leaves all of this to Lumis, as he generally doesn't care about the breeding side of things aside from the strong, useful nymphs that come out of it.&nbsp; While Lumis is responsible for most of the cruelty inflicted on the vhalkai in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The vhalkai belong to him, after all. He created them. vhalkai who age out of usefulness but still have valuable genes are put up in retirement, usually around the edges of the Capitol City. Their only duty is to offer their genes when a younger vhalkai is sent over. Early generation\/elder vhalkai have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation vhalkai are proving to have some health problems starting to crop up in connection to some of the traits the Emperor is trying to encourage.<br \/><br \/>Vhalkai have been in the process of creation for numerous generations, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p data-pm-slice=\"1 1 []\">By and large, vhalkai are a new species.&nbsp; They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed Emperor holds them close.<\/p>\r\n<p data-indent-direction=\"false\">The generations have passed more quickly than otherwise due to the use of Time Chambers, using rare and powerful magic fueled by Zarkhan himself.<\/p>\r\n<p data-indent-direction=\"false\">vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<\/p>\r\n<p data-indent-direction=\"false\">Predecessors: Taken directly from Lumivalis after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in Lumivalis. Kavuta, the albino Wyrm that created the vhessen, was unaware of this. They closely resemble regular vhessen (See more about vhessen on their page along with their lore), and in a sense still are. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together. He started work on the Beast form, and soon managed to have a good starting vhalkai species. Because the predcessors were created using the power of an ancient dead entity known as a Lifetree, they were highly adaptable and he was able to modify them far more than he would have otherwise. He greatly boosted their fertility in hopes of them successfully breeding, and he made great use of his enchanted time chambers so they could be out and ready to pair off. At this point, they were all kept in his vast underground facility, caged up. He had the help of his head scientist, a butterfly named Lumis, through all of this.<\/p>\r\n<p data-indent-direction=\"false\">It took a while for the vhalkai characteristics he wanted that became a part of his final product to appear. They didn't start to appear until the 3rd and 4th generation of the Predecessors. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who. He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform. At this point, he felt they were complete. He had a good starting population, and the first generations that were not to his desire were culled<\/p>\r\n<p data-indent-direction=\"false\">Because of this, all vhalkai have their massive beast form. He was still working on improving them, so hadn't made use of them within his Empire yet. They were significantly larger than the vhessen they descended from by this point, becoming a distinct subspecies. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many around this point were quite aggressive and could be hard to manage due to enhancing their powerful predatory nature. He then began adding things to make them obedient, loyal and docile.<\/p>\r\n<p data-indent-direction=\"false\">The Emperor started to see improvements in the aggression around the 8th generation of modifying them, they were becoming loyal and obedient, and very strong.<\/p>\r\n<p data-indent-direction=\"false\">Finally, after working on the Predeccessors for around 14 generations, he felt they were ready. He had about 300 individuals at this point, all sporting what he wanted. They were stationed all throughout the Capitol, and from this point they started being counted by Generations.<\/p>\r\n<p data-indent-direction=\"false\">Around this point, Zarkhan started keeping a few siblings of those who had the best genes caged up and raised like simple beasts. They were bred, on occasion, to bolster the numbers of some of his favorite lineages, but they were mostly kept as backup to keep certain genes in the pool in case one of his prized vhalkai was killed off. A notable individual among the feral stock is simply known as Ferus,&nbsp; because Ferus eventually managed to break away from the automatons when being exercized in a hidden courtyard, and ran off.&nbsp; Security was improved at this point. His current location is unknown. His scientist, Lumis, would provide a cocktail of potent drugs that would block out their sapient mind, causing them to behave on instinct alone. Because of Lumis being in charge of these \"Ferals\", they are not treated well at all and are usually kept packed up in tiny cages, tended to by the Emperor's Automatons. These 'Feral' vhalkai act on instinct alone, and do question orders. Zarkhan was worried the drugs could effect their nymphs, but those descended from the Ferals show no difference from those descended from vhalkai within the army.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are all assigned ID numbers. These are used in the Emperor's notes to track the individual. He keeps their family trees very carefully tracked.<br \/><br \/>The format of the ID number is as follows<br \/><br \/>G#[Number of Generation]-[Letter denoting their bodytype]-[Important Lineage Abreviation if there is any]-[Sire]+[Dam]<br \/><br \/>Their name would be listed after this with an abbreviation next to it. If two had the same abbreviation, the rest of the ID number would tell him what he needed to know. <br \/><br \/>An example would be<br \/><br \/>G13-A-Vherr,Vhel-Lar+Vir: Keldris<br \/><br \/>This denotes a 13th generation vhalkai of the average bodytype, bearing the lineages of Vherra and Vhelos, child of&nbsp; Larion and Virek, with their name added. <br \/><br \/>vhalkai are quite aware of their ID number, and even to a point what they mean. They know it tells who their parents are and they know it's used to track their lienages. This, however, is all they know so they do not see it as odd. The Emperor awakens them from the Time Chambers, and they are told that he is their creator, and that he created them, saved their ancestors from being abandoned and that they exist to serve him and his Empire. Very few question this.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Generations and Lineages<\/strong><br \/><br \/>The generations have passed more quickly than otherwise due to the use of time chambers, using rare and powerful magic fueled by Zarkhan himself.<br \/><br \/>Vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<br \/><br \/>Generation 0 - Taken directly from the Abyss after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in the Abyss. The Pale Emperor was unaware of this. They closely resemble regularvhessen. Vhessen were created with the aid of the Life Tree's reamains in the core of Enterra, thus each one of the Generation 0 is genetically unrelated to every single other one. The Life Tree's influence in addition to the malleability of Void allowed Zarkhan to modify them far more than he would have been able to otherwise. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together.<br \/><br \/>The 2nd generation looked very similar to the 1st generation, and real vhalkai characteristics didn't start to appear until the 3rd and 4th generation. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who.&nbsp; He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform, including even gen1, as he was still making use of them at that time.<br \/><br \/>Around the 5th generation, all vhalkai had the massive beast form.&nbsp; Around this generation is when vhalkai traits were becoming far more clear. They were significantly larger than normal Vhessen. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many from this generation were quite aggressive and could be hard to manage. This problem grew worse with each generation until he started working on it around Gen 8.<\/p>\r\n<p data-pm-slice=\"1 1 []\">A few different bodytypes emerged at this point, and he started working on different lineages. The lean, fast build, the average build, and the large and impressive brute build.<br \/><br \/>Around the 8th generation, the Shadowed Emperor noticed that exaggerating these traits caused them to become more aggressive, so he started working on making them more docile and obedient. Some earlier generation vhalkai were added to this line. Due to strengthening the traits he wanted to come out, this had little effect on their size and strength.<br \/><br \/>Around the 10th and 11th generation, they were pretty close to what he wanted them to be. Docile and obedient, with powerful beast forms, large, and excellent soldiers.<br \/><br \/>12th and 13th generation was when he got exactly what he wanted, and the vhalkai body type was truly set in stone.&nbsp; Towering tall, but not to the point of losing mobility, fiercely loyal and obedient, intimidating... perfect in every way. While some rebelled, vastly more remained right at his side.<\/p>","field3":"<p data-pm-slice=\"1 1 []\">Vhalkai are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other vhalkai that they work well with. These duos often balance eachother out, and are closer with eachother than the rest of the pack.<\/p>\r\n<p data-pm-slice=\"1 1 []\">The alpha of a pack (Packs are referred to as Squads, the alpha being the Commander) is not based on strength or dominance, but rather the age and experience. Warbred do not fight for dominance in a pack. There's none of that weird \"omegaverse\" alpha-beta nonsense. <br \/><br \/>They become stressed if their pack gets too large, so when they start getting to the upper limit, the youngest members would leave to find other wanderors to establish their own pack. This, of course, is not seen in action as vhalkai are highly controlled. Younger warbred are usually reassigned<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai become very depressed when alone, and prolonged isolation can lead to a severe decline in their mental health.<\/p>\r\n<p data-indent-direction=\"false\">In barracks or designated sleeping areas, the Emperor typically provides each vhalkai with their own bed, though partners share quarters. Despite having individual sleeping spaces, squad partners often choose to sleep together. They sleep noticeably better when cuddled up with another vhalkai. They are known to groom eachother. Not to clean, but because the act is soothing and helps both vhalkai bond.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are very open and accepting. If you befriend a pack, they'll accept you as one of them, treating you just as they treat their fellows, though being gentle with smaller folks because they are quite aware of their size. They're empathetic and attentive to the needs of eachother and those around them. A vhalkai will be able to tell if you are upset in an instant, and will try to make you feel better.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are surprisingly affectionate, and love physical contact. When off duty, and not training or sparring, they can often be seen laying together and cuddling, often with one resting their head in the other's mane. They will nuzzle and touch snouts sometimes, and when one becomes distressed, gentle licks and nibbles along the antennae can calm them down and make them feel better.<\/p>\r\n<p data-indent-direction=\"false\">They are extremely loyal, both to their pack and the Emperor and Empire as a whole.<\/p>\r\n<p>A vhalkai's mane, antennae, tail, and posture is very important for reading their mood. The movement of the antennae, the position of the mane, position of the head, movement of the tail, all of that can convey a lot without a single word.<\/p>\r\n<p>Warbred growl, roar, huff, chuff, grunt, and even let out a low chitter or chirping sound when greeting or happy. Their vocalizations are very low and beastly.<\/p>\r\n<p><span style=\"font-weight: 400;\">&nbsp;Squad structure consists of the Commander, the Second (Like the pack beta) and the rest of the squad.&nbsp;<\/span><\/p>","field4":"<p><strong>Diet<\/strong><\/p>\r\n<p>Vhalkai are obligate carnivores. Though they can eat fruits, vegetables and other things, they require a high protein diet. They have high caloric needs due to their Beast form, so they have healthy appetites.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><strong>Lifespan<\/strong><\/p>\r\n<p>Vhalkai live roughly 150 years on average. They can live a bit longer if they are healthy, but they don't make it past 160-170 without a lot of help. They tend to retire at around 100 years old. They go from nymph to adulthood in about five years in the time chambers, but if growing naturally, they grow up at about the same rate as humans. They molt into their fully adult form around 16 to 18. They have a clear line between childhood and adulthood. Once they have had their first heat, they go molt their last childhood shell, and emerge as their fully adult form and won't grow anymore. Unlike humans, who grow gradually and become sexually mature before they are physically mature, Enterrans (vhalkai included) do not become sexually mature until they are physically mature.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\"><strong>Physical Characteristics:<\/strong><\/p>\r\n<p data-indent-direction=\"false\">On average, vhalkai stand around 10 feet tall, though they can be anywhere from 9-12 feet on average. Some individuals can be taller or shorter, depending on their lineage. Vhalkai have thick, tough chitinous plates covering their huge, muscled bodies. Beneath the plates on their back and chest are thick, naturally armored bone scutes. The scutes around the chest are in two pieces, allowing the chest to expand and contract with their breath. Unlike actual insects, vhalkai also have an endoskeleton, which provides their main structure. The chitinous covering acts as natural armor.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have manes running down the back of their necks and along their shoulders, This often ends around their mid back, though individuals with exaggerated\/amplified manes can have this mane extending up to halfway down their tail, though this is incredibly rare. The mane consists of the long, thick guardhairs that are the hongest around the hunched shoulders and the thick, soft undercoat. The vhalkai's guardhairs are quite tough while remaining flexible, and can be used to make very nice paint brushes. A vhalkai's molted chitin can be crafted into incredibly tough and lightweight armor. If the soft undercoat is taken out of the soft, leathery plate over the shoulders and down the back that grows the mane, it can be spun into a really nice yarn. It contains some of the Voidic power, meaning that, despite being pitch black, it can actually help keep one cool.<\/p>\r\n<p data-indent-direction=\"false\">The throat, belly, and underside of the tail is made of thick, leathery chitin resembling tough skin, which is flexible and furred. The chitin beneath the man, also, is thick, leathery, and flexible. They retain a scruff into adulthood, and do retain a bit of the scruffing response their nymphs have. One warbred grabbing another's scruff in their jaws can cause a momentary stagger as they reflexively try to curl with tail curling against their side around their back legs.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have smooth heads that bear a superficial resemblance to skulls. It is not made of bone, however, but rather a thick leathery chitin that is white or off white in color. They have black eyes that have a subtle white glow forming their iris and slit pupil. They have sharp plates that form their teeth, built for slicing and slashing. vhalkai can not chew very effectively, instead slicing their food into smaller bits with their teeth and swallowing. Their top teeth fit over their lower teeth, forming an almost scissor-like connection. Their teeth can slice through even solid bone with terrifying ease. They have long fangs, though these saber fangs are more for display and aren't actually that sharp. The very front teeth look pointed, but are more blunt, as they use them to carry nymphs by the scruff, or pull away bits of meat so they can slice them up with their back teeth and swallow.<br \/><br \/>Vhalkai are solid black in color, though the shade of this black can vary slightly. They don't have visible markings. Older vhalkai's chitin will begin to dull as they age as their manes begin to grey. A vhalkai's head is always white or off white. WIth their black eyes, their head bears an eery resemblance with their skull. Their real skull is actually black in color, though follows the shape of their head.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Abilities<\/strong><\/p>\r\n<p data-pm-slice=\"1 1 []\"><br \/>Vhalkai have a fair amount of natural abilities.<br \/><br \/>- Wereform. This is in the section beneath, but all vhalkai have a massive werelike beast form.<br \/><br \/>- Toxin Tolerance: Vhalkai can handle a lot more toxins than normal bugs.&nbsp;<br \/><br \/>- Pain Tolerance: Vhalkai have HIGH pain tolerance. They can handle WAY more than any normal bug. A vhalkai can shrug off injuries that would make any other bug unable to do anything but scream or lay there shaking.<br \/><br \/>- Regeneration: While this isn't instant, vhalkai have a very strong rate of regenerating. Wounds, even serious ones, heal much faster than normal bugs. This is also connected to their Wereform.<br \/><br \/>- Abyssal Roar: This is something any vhalkai can be trained to do. They unleash a terrible roar that shakes the very air around them and makes the ground quiver. It is felt more than heard, making your bones rattle within you. It can send a bug flying and inflicts low-level Void-based Damage, leading to one feeling exhausted and slow. While the Abyssal Roar takes a lot of energy to unleash and vhalkai usually have to regather their energy to do it again, it is highly effective. They often have Void tendrils appearing around them and everything around them going dark while unleashing this ability. Other than that, vhalkai (Aside from early generation\/higher void content vhalkai) can not summon or control Void tendrils.<br \/><br \/>-Growl-speech: vhalkai, like their Vhessen ancestors, do not have a proper voice, but they can snarl, growl and roar. They are known to take this natural growl and force it to form words, allowing them to communicate with other bugs who can't hear their void-speech. It gives them unnatural, growly guttural beastial voices, which can take some getting used to.<br \/><br \/>Beast Connection: This is, in essence, their connection to their Inner Beast. This connection fluctuates, and strengthens when the vhalkai needs it. Such as when exposed to toxins, or injured, or frightened; the Beast form connection rises stronger and gives the vhalkai more of what they need, sometimes to the point of causing a transformation if they aren't transformed already, before drawing back when no longer needed. This has its drawbacks, however; vhalkai do not handle anesthetic well at all due to this constantly shifting connection. They have to be given enough to knock out the Beast, but when the Beast is knocked out the connection ebbs causing there to be way too much of the medication in their system, leading to an immediate overdose and death. As such... a vhalkai can not be put under for a surgical procedure. If one is needed... they just have to take it. They have intense pain tolerance, but even that makes them grit their teeth and growl.<br \/><br \/>Soul Focus: Much like their Vhessen ancestors, vhalkai are able to focus on the Soul energy within them to heal and repair damage. They are trained to direct this healing flow outward and into their comrades, allowing vhalkai to heal eachother if needed.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Wereform<\/strong><br \/><br \/>-The vhalkai wereform or Beast form originates from a bioengineered virus, heavily modified with both magic and science to give a vhessen a secondary form. Many failed experiments were done before the Beast form was perfected. At this point, ALL vhalkai were given the serum. The Wereform can be passed on from one vhessen to the next with blood contact, so a normal vhessen can gain the beast form. The blood of the vhalkai must come in contact with an open wound on a normal vhessen for the wereform to pass on. It is not transmitted sexually or through the bite, but is passed to offspring. Vhessen born with wereform do not go through any of the symptoms of catching the virus, and can shift fluidly from the moment they hatch. A hybrid must have high enough Void content for the virus to take hold, as it takes advantage of the malleability of Void as well as the dravhokonus side of initial vhessen creation. There are several stages after initial blood contact.<br \/><br \/>Stage 1 - Asymptomatic. This dormant stage lasts 3-6 months depending on the individual. The infection is silently spreading, undetected by the Vhessen's immune system. Once exposed to vhalkai blood, there is no cure. It can not be reversed.<br \/><br \/>Stage 2 - Illness. The vhessen becomes very sick. Symptoms include high fever, tremors, vomiting, headache, dizziness, exhaustion, severe constant body aches, and weakness. Every cell in the Vhessen's body is being twisted and changed at this point, and it is not pleasant. Lasts 2-4 weeks. As miserable as it is, this stage never kills the Vhessen.<br \/><br \/>Stage 3 - The illness goes away. As its symptoms fade out, the vhessen experiences several strange new symptoms, increasing in frequency as the virus finishes doing its work. The Vhessen will feel a frequent burning in their chest, slowly spreading until their entire body experiences this burning sensation, usually brought on by strong emotion. Their appetite will slowly increase until they are eating way more than they were before. Their pain tolerance will start to increase as well as regeneration abilities appearing, strengthening.&nbsp; Finally, they will become more wild and instinctive with heightened senses.<br \/><br \/>Stage 4: Completion - The First Shift. This can either happen on its own, or triggered by a burst of strong emotion. The first shift is by far the worst. Even with their newfound regeneration and pain tolerance, the Vhessen will experience so much pain, they often scream. It feels like every bone in their body is being broken into pieces as every joint is twisted and stretched apart, every muscle pulled tight to the point of tearing. Cracking, popping, creaking, and various other sounds you'd expect of such a transformation are heard as their screaming turns to a gutteral snarling and growling, and finally a loud, earth-shaking roar once they've turned. The pain fades away, leaving them dazed and panting. They will remain in Beast form for several days as their body adjusts before shifting back to their natural form. The first several shifts are uncomfortable and painful, but none nearly as bad as the first. After the first few, shifting stops hurting and is natural to the Vhessen. Upon completion, the werevirus can be passed on to their young.<br \/><br \/>Vhalkai always have perfect control over their Beast forms. They do not go mad or become more aggressive, but can be wilder and more instinctive. There is no loss of cognitive function, no going \"wild\" - if a vhalkai wouldn't attack you in natural form, they won't do so in Beast form.<\/p>","field5":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai enter a heat cycle once a year, in mid to late Spring. They are gravid for around 8 months. They lay an egg, which has a soft leathery shell. The egg will hatch within a few minutes of being laid, serving more to protect the mother from the nymph's claws and horns than a proper egg shell. vhalkai nymphs are born with their eyes closed and unable to move very well on their own, though they will crawl their way to their mother's belly to knead at the pouches and lap up the milk that comes out. During the nymph's first two weeks of life, the vhalkai mother's milk has a special unique composition that makes it much more beneficial to the nymph. They do much better when they have this special milk during their early life which is why the Emperor leaves them with their dam for two weeks before taking them away. They open their eyes when they are about a week old, and can move around by their second week, their movement and behavior reminiscent of a very young kitten. Vhalkai often become upset and distressed when it is time to give up their nymphs, but their loyalty to their Emperor is strong enough that they rarely ever resist. Their duty is to the Emperor, after all. Their nymphs belong to him, not them.<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai usually only have a single egg. Being gravid is quite a bit harder on a vhalkai than it is on a normal Vhessen. They can, rarely, have 2 eggs. IF somehow they have 3, the entire clutch usually fails. Vhalkai before generation 5 can still have full clutches, but most commonly have 1, rarely 2.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Some details on vhalkai milk and a very young nymph<\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/125_155_Ec2aoCNiDQTM0mx.png\" alt=\"\" width=\"1110\" height=\"896\" \/><br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><br \/>A hatchling, they emerge from the egg within a few hours of the egg being laid. Their eyes start off closed, but gradually open as they become more mobile during their first couple weeks of life. They at least double their weight during this two week period due to a special composition of their dam's milk.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/112_141_E8DuWmoAgSs5xPa.png\" alt=\"\" width=\"749\" height=\"482\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage vhalkai. They tend to be lanky and scruffy, looking desceptively scrawny, until they near the end of puberty. Their mane starts off incredibly soft and downy, but as they enter adolescence, their adult guardhairs begin to grow in. More guardhairs come in with each molt, causing them to look extremely scruffy for several years, until they finally have their full adult mane. They are considered an adult once they go through their first heat cycle. Once the first heat ends, their transformation into their adult form is complete once they molt their last adolescent shell and emerge with the impressive mane of an adult vhalkai.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/123_152_msmiwycI0cqP8Iy.png\" alt=\"\" width=\"819\" height=\"655\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>","field6":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai have a few different bodytypes.<br \/><br \/>The most common is the average. The average vhalkai stands between 9-12 feet tall, though 10 or 11 is the most common. They are powerful and muscled, though have some leanness to them, allowing them to have some speed. <br \/><br \/>The speedy bodytype tends to be a little taller than the average vhalkai, but this is due to longer limbs. They weigh less and are quite lean. speedy vhalkai are known for their incredible stamina and speed. When pushed, any vhalkai can run for a couple days without stopping to rest, but the speedy lineage, when needed, can make it twice that long at a full run. It exhausts them and they need a lot of time to recover, but they can outrun and outlast any other vhalkai lineage. speedy vhalkai are known for having what could be called a case of the \"Zoomies\", where they gallop all over the place with their head and tail up. If there are two, they will chase eachother all around at blinding speeds, stop from time to time, go into a playful bow, then take off again. <br \/><br \/>The 'dwarf' bodytype is the rarest of the vhalkai builds, as it comes from a mutation that can be traced back to a single individual and the gene is recessive, which means that some careful linebreeding needs to be done with healthy individuals that do not show some of the health problems some later generation vhalkai have.&nbsp; dwarf vhalkai are usually kept around the Capitol as they are valuable, and the Emperor is trying to get a few good, healthy lineages with them that are only distantly connected. dwarf vhalkai stand around 5-6 feet tall, and 5-6 feet tall at the shoulders. They often have exaggerated manes, which makes them look fluffy, and they almost always have fluff on the chest and have slightly longer fluff on their belly and throat. Dwarfs are incredibly spunky, all of the ferocity and strength of a normal sized vhalkai in a much smaller package. There are some crosses between dwarfs and speedy vhalkai, though getting a more slender dwarf has been harder than anticipated, as dwarf type vhalkai tend to be stocky and thick in build. Dwarf vhalkai can not be bred together. The nymph will be stillborn, much like double merle syndrome. Because of this, vhalkai are incredibly rare.<\/p>\r\n<p data-indent-direction=\"false\">The brute bodytype is one of the most valuable, though they also tend to have more age related health problems as they get older. Brutes can stand 10-14 feet tall, though some very rare individuals can get up to 15-16 feet tall. There is only one individual that has this 16 foot tall size, one of the brute lineage founders named Jorgensen, though he retired early due to problems in his hips and joints. Brutes are extremely powerful with enhanced power to their Abyssal Roar. Brutes are thick, and almost always have exaggerated manes and extra fluff. Their claws are longer, and their beast forms even more feral in look than other vhalkai types. Despite their massive size and incredible strength, brutes are known to be incredibly docile and calm. Brutes are hesitant to get up and do much unless ordered to. Due to their impressively big horns, Brutes are most often used for their intimidation factor, but when sent into battle, they are extremely strong. Brutes are terrible at turning, and are unable to leap or jump due to their size and weight.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Maneless: Mutation. Rare, due to the Emperor selecting against it. Maneless vhalkai are more armored than their maned counterparts, but the gene is tied to volatile aggression and they are far harder to control. Most maneless do not make it through training, as the Emperor sees them as useless and they are culled. The first maneless to make it is Artaxus, and all subsequent maneless in the army were trained extensively by him to calm their volatile nature. Maneless vhalkai are a lot more vocal, as their mane is very important to their bodylanguage. Mane position antennae position, posture, all convey mood without a sound. Maneless will go straight to growling and grumbling instead of lowering their head, pinning their antennae, and bristling their mane. This makes a mildly irritated maneless vhalkai look pissed off. Other vhalkai have trouble reading their intentions, so generally leave them alone.<\/p>","field7":"<p data-pm-slice=\"1 1 []\"><strong>Other Notes<\/strong><br \/><br \/>- Vhalkai have a VERY high pain tolerance. They can feel pain, but it barely bothers them. Even if severely injured, they can and will keep fighting. Many will continue to fight until they are dead, or so severely injured they pass out or can't move anymore.<br \/><br \/>-Vhalkai are naturally very loyal to their Emperor, but also to eachother. They tend to be stationed in squads, of 6-12 vhalkai in an outpost, serving under their Commander and the Commander's second in command. Vhalkai are always stationed in pairs, these pairs often balancing eachother out. Partners are often bunked together in the barracks.<br \/><br \/>-While fierce and often used as an elite police force, vhalkai are surprisingly friendly when not under orders. They are surprisingly docile, due to breeding for obedience. vhalkai are very unlikely to attack or be dangerous unless ordered to. They can be downright lazy.<br \/><br \/>-Vhalkai are incredibly tough, with natural regenerative properties tied to their Beast forms. Their Beast form was engineered from Zarkhan's own abilities. As such, their beast form does somewhat resemble a Dravhokonus in some ways. In some ways they can be compared to Werebeasts, though they don't become a different creature, just a beastial version of themselves.&nbsp;<br \/><br \/>-Vhalkai generally have large horns, making their heads appear bigger with longer snouts and jagged, sharp jaws.<br \/><br \/>-Unlike normal Vhessen, vhalkai have a voice, sort of. They are able to produce a thunderous growl. This growl can be forced to form words, giving them a guttural beastial voice that can be frightening until one gets used to it. They are still able to use Voidspeech.<br \/><br \/>-Vhalkai still have Shades, and their shades do tend to stick around for a while after they die. Due to being fairly low void-content, however, vhalkai shades don't last too long. BUT like normal Vhessen, if the Shade is stabilized, the body can be repaired\/healed. A vhalkai is not truly dead until their shade fades away.<\/p>"}},"title":"Vhalkai (Warbred)","is_visible":"1","summary":"Genetically engineered werebug supersoldiers that have been selectively bred for generations to create an obedient and powerful warrior.","utility_tag":["wip"],"page_tag":["Enterra","A Tale of Two Brothers"]}
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{"data":{"description":"<p>Vhalkai, commonly called warbred,&nbsp; are massive and powerful werebug like creatures, genetically engineered using magic and science by Emperor Zarkhan in the Shadowed Empire, Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Vhalkai are impressive and imposing creatures that serve as an extension of the Shadowed Emperor's power over his Empire.<\/p>","field1":"<p data-pm-slice=\"1 1 []\">Species Name: Vhalkai<br \/>Common Name: Warbred<br \/>Species Type: Modified Biological, Wereform<br \/><br \/>Vhalkai are highly modified creatures, far removed from their ancestors, the regular vhessen that wander Lumivalis and thrive there. <br \/><br \/>They were created by Emperor Zarkhan, commonly known as the Shadowed Emperor.<br \/><br \/>Vhalkai are quite literally bred for war, given orders on who to mate with. When not being bred, they are given a contraceptive implant which is removed once the orders are given. Most vhalkai will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient vhalkai. The Emperor takes the eggs as soon as they are laid for his own purposes. vhalkai do still have very strong maternal instinct; and this leaves them very antsy for a while after the egg is taken. However, they usually shake it off and get back to their duties within a few days. Once the eggs hatch, the nymph is placed in a special stasis chamber that speeds up time, where all basic knowledge is put into their mind with enchantments while time is sped up. From hatching to adulthood, the chamber takes about a year, instead of the 16-ish years it'd normally take to wait for a vhalkai to mature naturally. They are taken from the chamber as a sub-adult, so they reach full maturity while in training. Zarkhan found this made for stronger, surer, better-formed and healthier vhalkai. Upon leaving the Chamber, the young vhalkai are sent off to training, where they will train for a few years before being sent off to where they are stationed. Those who do not make the cut are either stationed somewhere undesirable or outside of the city, or simply killed off to not be a burden on the Empire. vhalkai the Emperor intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<br \/><br \/>There are some that go from the chamber into a hidden underground facility instead of going into training; mostly from very desirable lineages, siblings of vhalkai that came out the way he wanted them to, and raised like common beasts. Used for breeding to further bolster their species number or add more to desirable lineages. Eggs from these Feral stock are treated as normal, and their lineage is listed as coming from a full sibling of the Feral, since the Ferals are top secret. Only Zarkhan himself, his head scientist Lumus; a psychotic butterfly with no empathy but is damn good at what he does, and the automatons he built deal with them.&nbsp;<br \/><br \/>Those who highly disappoint the Emperor or disobey direct orders also end up in the underground facility, caged up like the ferals. These ones are most often used for experimentation, to push a vhalkai as far as they can be pushed to see what they can handle and figure out how to bring out traits that he wants more. They are still bred, depending on how desirable t heir lineage is. He may pair one with a more docile Feral that shows the traits he does want and that he feels will counter the bad traits; but he is very careful with this, as explaining the lineage would be difficult and strange vhalkai from lineages he hasn't bred before may be cause for suspicion, as well as vhalkai coming from a soldier who disappeared and should be dead. He leaves all of this to Lumis, as he generally doesn't care about the breeding side of things aside from the strong, useful nymphs that come out of it.&nbsp; While Lumis is responsible for most of the cruelty inflicted on the vhalkai in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The vhalkai belong to him, after all. He created them. vhalkai who age out of usefulness but still have valuable genes are put up in retirement, usually around the edges of the Capitol City. Their only duty is to offer their genes when a younger vhalkai is sent over. Early generation\/elder vhalkai have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation vhalkai are proving to have some health problems starting to crop up in connection to some of the traits the Emperor is trying to encourage.<br \/><br \/>Vhalkai have been in the process of creation for numerous generations, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p data-pm-slice=\"1 1 []\">By and large, vhalkai are a new species.&nbsp; They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed Emperor holds them close.<\/p>\r\n<p data-indent-direction=\"false\">The generations have passed more quickly than otherwise due to the use of Time Chambers, using rare and powerful magic fueled by Zarkhan himself.<\/p>\r\n<p data-indent-direction=\"false\">vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<\/p>\r\n<p data-indent-direction=\"false\">Predecessors: Taken directly from Lumivalis after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in Lumivalis. Kavuta, the albino Wyrm that created the vhessen, was unaware of this. They closely resemble regular vhessen (See more about vhessen on their page along with their lore), and in a sense still are. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together. He started work on the Beast form, and soon managed to have a good starting vhalkai species. Because the predcessors were created using the power of an ancient dead entity known as a Lifetree, they were highly adaptable and he was able to modify them far more than he would have otherwise. He greatly boosted their fertility in hopes of them successfully breeding, and he made great use of his enchanted time chambers so they could be out and ready to pair off. At this point, they were all kept in his vast underground facility, caged up. He had the help of his head scientist, a butterfly named Lumis, through all of this.<\/p>\r\n<p data-indent-direction=\"false\">It took a while for the vhalkai characteristics he wanted that became a part of his final product to appear. They didn't start to appear until the 3rd and 4th generation of the Predecessors. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who. He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform. At this point, he felt they were complete. He had a good starting population, and the first generations that were not to his desire were culled<\/p>\r\n<p data-indent-direction=\"false\">Because of this, all vhalkai have their massive beast form. He was still working on improving them, so hadn't made use of them within his Empire yet. They were significantly larger than the vhessen they descended from by this point, becoming a distinct subspecies. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many around this point were quite aggressive and could be hard to manage due to enhancing their powerful predatory nature. He then began adding things to make them obedient, loyal and docile.<\/p>\r\n<p data-indent-direction=\"false\">The Emperor started to see improvements in the aggression around the 8th generation of modifying them, they were becoming loyal and obedient, and very strong.<\/p>\r\n<p data-indent-direction=\"false\">Finally, after working on the Predeccessors for around 14 generations, he felt they were ready. He had about 300 individuals at this point, all sporting what he wanted. They were stationed all throughout the Capitol, and from this point they started being counted by Generations.<\/p>\r\n<p data-indent-direction=\"false\">Around this point, Zarkhan started keeping a few siblings of those who had the best genes caged up and raised like simple beasts. They were bred, on occasion, to bolster the numbers of some of his favorite lineages, but they were mostly kept as backup to keep certain genes in the pool in case one of his prized vhalkai was killed off. A notable individual among the feral stock is simply known as Ferus, though Ferus eventually managed to break away from the automatons when being exercized in a hidden courtyard, and ran off. Security was improved at this point. His current location is unknown. His scientist, Lumis, would provide a cocktail of potent drugs that would block out their sapient mind, causing them to behave on instinct alone. Because of Lumis being in charge of these \"Ferals\", they are not treated well at all and are usually kept packed up in tiny cages, tended to by the Emperor's Automatons. These 'Feral' vhalkai act on instinct alone, and do question orders. Zarkhan was worried the drugs could effect their nymphs, but those descended from the Ferals show no difference from those descended from vhalkai within the army.<\/p>\r\n<p data-indent-direction=\"false\">vhalkai are all assigned ID numbers. These are used in the Emperor's notes to track the individual. He keeps their family trees very carefully tracked.<br \/><br \/>The format of the ID number is as follows<br \/><br \/>G#[Number of Generation]-[Letter denoting their bodytype]-[Important Lineage Abreviation if there is any]-[Sire]+[Dam]<br \/><br \/>Their name would be listed after this with an abbreviation next to it. If two had the same abbreviation, the rest of the ID number would tell him what he needed to know. <br \/><br \/>An example would be<br \/><br \/>G13-A-Vherr,Vhel-Lar+Vir: Keldris<br \/><br \/>This denotes a 13th generation vhalkai of the average bodytype, bearing the lineages of Vherra and Vhelos, child of&nbsp; Larion and Virek, with their name added. <br \/><br \/>vhalkai are quite aware of their ID number, and even to a point what they mean. They know it tells who their parents are and they know it's used to track their lienages. This, however, is all they know so they do not see it as odd. The Emperor awakens them from the Time Chambers, and they are told that he is their creator, and that he created them, saved their ancestors from being abandoned and that they exist to serve him and his Empire. Very few question this.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Generations and Lineages<\/strong><br \/><br \/>The generations have passed more quickly than otherwise due to the use of time chambers, using rare and powerful magic fueled by Zarkhan himself.<br \/><br \/>Vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<br \/><br \/>Generation 0 - Taken directly from the Abyss after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in the Abyss. The Pale Emperor was unaware of this. They closely resemble regularvhessen. Vhessen were created with the aid of the Life Tree's reamains in the core of Enterra, thus each one of the Generation 0 is genetically unrelated to every single other one. The Life Tree's influence in addition to the malleability of Void allowed Zarkhan to modify them far more than he would have been able to otherwise. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together.<br \/><br \/>The 2nd generation looked very similar to the 1st generation, and real vhalkai characteristics didn't start to appear until the 3rd and 4th generation. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who.&nbsp; He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform, including even gen1, as he was still making use of them at that time.<br \/><br \/>Around the 5th generation, all vhalkai had the massive beast form.&nbsp; Around this generation is when vhalkai traits were becoming far more clear. They were significantly larger than normal Vhessen. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many from this generation were quite aggressive and could be hard to manage. This problem grew worse with each generation until he started working on it around Gen 8.<\/p>\r\n<p data-pm-slice=\"1 1 []\">A few different bodytypes emerged at this point, and he started working on different lineages. The lean, fast build, the average build, and the large and impressive brute build.<br \/><br \/>Around the 8th generation, the Shadowed Emperor noticed that exaggerating these traits caused them to become more aggressive, so he started working on making them more docile and obedient. Some earlier generation vhalkai were added to this line. Due to strengthening the traits he wanted to come out, this had little effect on their size and strength.<br \/><br \/>Around the 10th and 11th generation, they were pretty close to what he wanted them to be. Docile and obedient, with powerful beast forms, large, and excellent soldiers.<br \/><br \/>12th and 13th generation was when he got exactly what he wanted, and the vhalkai body type was truly set in stone.&nbsp; Towering tall, but not to the point of losing mobility, fiercely loyal and obedient, intimidating... perfect in every way. While some rebelled, vastly more remained right at his side.<br \/><br \/>Starting at the 13th generation, Zarkhan started keeping a few siblings of those who had the best genes caged up and raised like simple beasts, to make breeding them far easier. His scientist, Lumis, would provide a cocktail of potent drugs that would block out their sapient mind, causing them to behave on instinct alone.&nbsp; Because of Lumis being in charge of these \"Ferals\", they are not treated well at all and are usually kept packed up in tiny cages, tended to by the Emperor's Automatons. These 'Feral' vhalkai act on instinct alone, and do question orders. Zarkhan was worried the drugs could effect their nymphs, but those descended from the Ferals show no difference from those descended from vhalkai within the army.<\/p>","field3":"<p data-pm-slice=\"1 1 []\">Vhalkai are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other vhalkai that they work well with. These duos often balance eachother out and have a sense of comradry about them.<\/p>\r\n<p data-pm-slice=\"1 1 []\">The alpha of a pack (Packs are referred to as Squads, the alpha being the Commander) is not based on strength or dominance, but rather the age and experience. Warbred do not fight for dominance, but rather settle naturally into a pack dynamic based on their abilities. They become stressed if their pack gets too large, so when they start getting to the upper limit, the youngest members would leave to find other wanderors to establish their own pack. This, of course, is not seen in action as vhalkai are highly controlled.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai become very depressed when alone, and prolonged isolation can lead to a severe decline in their mental health.<\/p>\r\n<p data-indent-direction=\"false\">In barracks or designated sleeping areas, the Emperor typically provides each vhalkai with their own bed, though partners share quarters. Despite having individual sleeping spaces, squad partners often choose to sleep together. They sleep noticeably better when cuddled up with another vhalkai. They are known to groom eachother. Not to clean, but because the act is soothing and helps both vhalkai bond.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are very open and accepting. If you befriend a pack, they'll accept you as one of them, treating you just as they treat their fellows, though being gentle with smaller folks because they are quite aware of their size. They're empathetic and attentive to the needs of eachother and those around them. A vhalkai will be able to tell if you are upset in an instant, and will try to make you feel better.<br \/><br \/>They are very pack oriented. The strongest and most experienced of them becomes the leader. The pack alpha is not chosen based on their dominance, and despite their fierce nature, they don't fight for it. Their heirarchy forms naturally based on the individuals in the pack.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are surprisingly affectionate, and love physical contact. When off duty, and not training or sparring, they can often be seen laying together and cuddling, often with one resting their head in the other's mane. They will nuzzle and touch snouts sometimes, and when one becomes distressed, gentle licks and nibbles along the antennae can calm them down and make them feel better.<\/p>\r\n<p data-indent-direction=\"false\">They are extremely loyal, both to their pack and the Emperor and Empire as a whole.<\/p>\r\n<p>A vhalkai's mane, antennae, tail, and posture is very important for reading their mood. The movement of the antennae, the position of the mane, position of the head, movement of the tail, all of that can convey a lot without a single word.<\/p>\r\n<p>Warbred growl, roar, huff, chuff, grunt, and even let out a low chitter or chirping sound when greeting or happy. Their vocalizations are very low and beastly.<\/p>\r\n<p><span style=\"font-weight: 400;\">&nbsp;Squad structure consists of the Commander, the Second (Like the pack beta) and the rest of the squad.&nbsp;<\/span><\/p>","field4":"<p><strong>Diet<\/strong><\/p>\r\n<p>Vhalkai are obligate carnivores. Though they can eat fruits, vegetables and other things, they require a high protein diet. They have high caloric needs due to their Beast form, so they have healthy appetites.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><strong>Lifespan<\/strong><\/p>\r\n<p>Vhalkai live roughly 150 years on average. They can live a bit longer if they are healthy, but they don't make it past 160-170 without a lot of help. They tend to retire at around 100 years old. They go from nymph to adulthood in about five years in the time chambers, but if growing naturally, they grow up at about the same rate as humans. They molt into their fully adult form around 16 to 18. They have a clear line between childhood and adulthood. Once they have had their first heat, they go molt their last childhood shell, and emerge as their fully adult form and won't grow anymore. Unlike humans, who grow gradually and become sexually mature before they are physically mature, Enterrans (vhalkai included) do not become sexually mature until they are physically mature.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\"><strong>Physical Characteristics:<\/strong><\/p>\r\n<p data-indent-direction=\"false\">On average, vhalkai stand around 10 feet tall, though they can be anywhere from 9-12 feet on average. Some individuals can be taller or shorter, depending on their lineage. Vhalkai have thick, tough chitinous plates covering their huge, muscled bodies. Beneath the plates on their back and chest are thick, naturally armored bone scutes. The scutes around the chest are in two pieces, allowing the chest to expand and contract with their breath. Unlike actual insects, vhalkai also have an endoskeleton, which provides their main structure. The chitinous covering acts as natural armor.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have manes running down the back of their necks and along their shoulders, This often ends around their mid back, though individuals with exaggerated\/amplified manes can have this mane extending up to halfway down their tail, though this is incredibly rare. The mane consists of the long, thick guardhairs that are the hongest around the hunched shoulders and the thick, soft undercoat. The vhalkai's guardhairs are quite tough while remaining flexible, and can be used to make very nice paint brushes. A vhalkai's molted chitin can be crafted into incredibly tough and lightweight armor. If the soft undercoat is taken out of the soft, leathery plate over the shoulders and down the back that grows the mane, it can be spun into a really nice yarn. It contains some of the Voidic power, meaning that, despite being pitch black, it can actually help keep one cool.<\/p>\r\n<p data-indent-direction=\"false\">The throat, belly, and underside of the tail is made of thick, leathery chitin resembling tough skin, which is flexible and furred. The chitin beneath the man, also, is thick, leathery, and flexible. They retain a scruff into adulthood, and do retain a bit of the scruffing response their nymphs have. One warbred grabbing another's scruff in their jaws can cause a momentary stagger as they reflexively try to curl with tail curling against their side around their back legs.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have smooth heads that bear a superficial resemblance to skulls. It is not made of bone, however, but rather a thick leathery chitin that is white or off white in color. They have black eyes that have a subtle white glow forming their iris and slit pupil. They have sharp plates that form their teeth, built for slicing and slashing. vhalkai can not chew very effectively, instead slicing their food into smaller bits with their teeth and swallowing. Their top teeth fit over their lower teeth, forming an almost scissor-like connection. Their teeth can slice through even solid bone with terrifying ease. They have long fangs, though these saber fangs are more for display and aren't actually that sharp. The very front teeth look pointed, but are more blunt, as they use them to carry nymphs by the scruff, or pull away bits of meat so they can slice them up with their back teeth and swallow.<br \/><br \/>Vhalkai are solid black in color, though the shade of this black can vary slightly. They don't have visible markings. Older vhalkai's chitin will begin to dull as they age as their manes begin to grey. A vhalkai's head is always white or off white. WIth their black eyes, their head bears an eery resemblance with their skull. Their real skull is actually black in color, though follows the shape of their head.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Abilities<\/strong><\/p>\r\n<p data-pm-slice=\"1 1 []\"><br \/>Vhalkai have a fair amount of natural abilities.<br \/><br \/>- Wereform. This is in the section beneath, but all vhalkai have a massive werelike beast form.<br \/><br \/>- Toxin Tolerance: Vhalkai can handle a lot more toxins than normal bugs.&nbsp;<br \/><br \/>- Pain Tolerance: Vhalkai have HIGH pain tolerance. They can handle WAY more than any normal bug. A vhalkai can shrug off injuries that would make any other bug unable to do anything but scream or lay there shaking.<br \/><br \/>- Regeneration: While this isn't instant, vhalkai have a very strong rate of regenerating. Wounds, even serious ones, heal much faster than normal bugs. This is also connected to their Wereform.<br \/><br \/>- Abyssal Roar: This is something any vhalkai can be trained to do. They unleash a terrible roar that shakes the very air around them and makes the ground quiver. It is felt more than heard, making your bones rattle within you. It can send a bug flying and inflicts low-level Void-based Damage, leading to one feeling exhausted and slow. While the Abyssal Roar takes a lot of energy to unleash and vhalkai usually have to regather their energy to do it again, it is highly effective. They often have Void tendrils appearing around them and everything around them going dark while unleashing this ability. Other than that, vhalkai (Aside from early generation\/higher void content vhalkai) can not summon or control Void tendrils.<br \/><br \/>-Growl-speech: vhalkai, like their Vhessen ancestors, do not have a proper voice, but they can snarl, growl and roar. They are known to take this natural growl and force it to form words, allowing them to communicate with other bugs who can't hear their void-speech. It gives them unnatural, growly guttural beastial voices, which can take some getting used to.<br \/><br \/>Beast Connection: This is, in essence, their connection to their Inner Beast. This connection fluctuates, and strengthens when the vhalkai needs it. Such as when exposed to toxins, or injured, or frightened; the Beast form connection rises stronger and gives the vhalkai more of what they need, sometimes to the point of causing a transformation if they aren't transformed already, before drawing back when no longer needed. This has its drawbacks, however; vhalkai do not handle anesthetic well at all due to this constantly shifting connection. They have to be given enough to knock out the Beast, but when the Beast is knocked out the connection ebbs causing there to be way too much of the medication in their system, leading to an immediate overdose and death. As such... a vhalkai can not be put under for a surgical procedure. If one is needed... they just have to take it. They have intense pain tolerance, but even that makes them grit their teeth and growl.<br \/><br \/>Soul Focus: Much like their Vhessen ancestors, vhalkai are able to focus on the Soul energy within them to heal and repair damage. They are trained to direct this healing flow outward and into their comrades, allowing vhalkai to heal eachother if needed.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Wereform<\/strong><br \/><br \/>-The vhalkai wereform or Beast form originates from a bioengineered virus, heavily modified with both magic and science to give a vhessen a secondary form. Many failed experiments were done before the Beast form was perfected. At this point, ALL vhalkai were given the serum. The Wereform can be passed on from one vhessen to the next with blood contact, so a normal vhessen can gain the beast form. The blood of the vhalkai must come in contact with an open wound on a normal vhessen for the wereform to pass on. It is not transmitted sexually or through the bite, but is passed to offspring. Vhessen born with wereform do not go through any of the symptoms of catching the virus, and can shift fluidly from the moment they hatch. A hybrid must have high enough Void content for the virus to take hold, as it takes advantage of the malleability of Void as well as the dravhokonus side of initial vhessen creation. There are several stages after initial blood contact.<br \/><br \/>Stage 1 - Asymptomatic. This dormant stage lasts 3-6 months depending on the individual. The infection is silently spreading, undetected by the Vhessen's immune system. Once exposed to vhalkai blood, there is no cure. It can not be reversed.<br \/><br \/>Stage 2 - Illness. The vhessen becomes very sick. Symptoms include high fever, tremors, vomiting, headache, dizziness, exhaustion, severe constant body aches, and weakness. Every cell in the Vhessen's body is being twisted and changed at this point, and it is not pleasant. Lasts 2-4 weeks. As miserable as it is, this stage never kills the Vhessen.<br \/><br \/>Stage 3 - The illness goes away. As its symptoms fade out, the vhessen experiences several strange new symptoms, increasing in frequency as the virus finishes doing its work. The Vhessen will feel a frequent burning in their chest, slowly spreading until their entire body experiences this burning sensation, usually brought on by strong emotion. Their appetite will slowly increase until they are eating way more than they were before. Their pain tolerance will start to increase as well as regeneration abilities appearing, strengthening.&nbsp; Finally, they will become more wild and instinctive with heightened senses.<br \/><br \/>Stage 4: Completion - The First Shift. This can either happen on its own, or triggered by a burst of strong emotion. The first shift is by far the worst. Even with their newfound regeneration and pain tolerance, the Vhessen will experience so much pain, they often scream. It feels like every bone in their body is being broken into pieces as every joint is twisted and stretched apart, every muscle pulled tight to the point of tearing. Cracking, popping, creaking, and various other sounds you'd expect of such a transformation are heard as their screaming turns to a gutteral snarling and growling, and finally a loud, earth-shaking roar once they've turned. The pain fades away, leaving them dazed and panting. They will remain in Beast form for several days as their body adjusts before shifting back to their natural form. The first several shifts are uncomfortable and painful, but none nearly as bad as the first. After the first few, shifting stops hurting and is natural to the Vhessen. Upon completion, the werevirus can be passed on to their young.<br \/><br \/>Vhalkai always have perfect control over their Beast forms. They do not go mad or become more aggressive, but can be wilder and more instinctive. There is no loss of cognitive function, no going \"wild\" - if a vhalkai wouldn't attack you in natural form, they won't do so in Beast form.<\/p>","field5":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai enter a heat cycle once a year, in mid to late Spring. They are gravid for around 8 months. They lay an egg, which has a soft leathery shell. The egg will hatch within a few minutes of being laid, serving more to protect the mother from the nymph's claws and horns than a proper egg shell. vhalkai nymphs are born with their eyes closed and unable to move very well on their own, though they will crawl their way to their mother's belly to knead at the pouches and lap up the milk that comes out. During the nymph's first two weeks of life, the vhalkai mother's milk has a special unique composition that makes it much more beneficial to the nymph. They do much better when they have this special milk during their early life which is why the Emperor leaves them with their dam for two weeks before taking them away. They open their eyes when they are about a week old, and can move around by their second week, their movement and behavior reminiscent of a very young kitten. Vhalkai often become upset and distressed when it is time to give up their nymphs, but their loyalty to their Emperor is strong enough that they rarely ever resist. Their duty is to the Emperor, after all. Their nymphs belong to him, not them.<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai usually only have a single egg. Being gravid is quite a bit harder on a vhalkai than it is on a normal Vhessen. They can, rarely, have 2 eggs. IF somehow they have 3, the entire clutch usually fails. Vhalkai before generation 5 can still have full clutches, but most commonly have 1, rarely 2.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Some details on vhalkai milk and a very young nymph<\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/125_155_Ec2aoCNiDQTM0mx.png\" alt=\"\" width=\"1110\" height=\"896\" \/><br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><br \/>A hatchling, they emerge from the egg within a few hours of the egg being laid. Their eyes start off closed, but gradually open as they become more mobile during their first couple weeks of life. They at least double their weight during this two week period due to a special composition of their dam's milk.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/112_141_E8DuWmoAgSs5xPa.png\" alt=\"\" width=\"749\" height=\"482\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage vhalkai. They tend to be lanky and scruffy, looking desceptively scrawny, until they near the end of puberty. Their mane starts off incredibly soft and downy, but as they enter adolescence, their adult guardhairs begin to grow in. More guardhairs come in with each molt, causing them to look extremely scruffy for several years, until they finally have their full adult mane. They are considered an adult once they go through their first heat cycle. Once the first heat ends, their transformation into their adult form is complete once they molt their last adolescent shell and emerge with the impressive mane of an adult vhalkai.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/123_152_msmiwycI0cqP8Iy.png\" alt=\"\" width=\"819\" height=\"655\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>","field6":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai have a few different bodytypes.<br \/><br \/>The most common is the average. The average vhalkai stands between 9-12 feet tall, though 10 or 11 is the most common. They are powerful and muscled, though have some leanness to them, allowing them to have some speed. <br \/><br \/>The speedy bodytype tends to be a little taller than the average vhalkai, but this is due to longer limbs. They weigh less and are quite lean. speedy vhalkai are known for their incredible stamina and speed. When pushed, any vhalkai can run for a couple days without stopping to rest, but the speedy lineage, when needed, can make it twice that long at a full run. It exhausts them and they need a lot of time to recover, but they can outrun and outlast any other vhalkai lineage. speedy vhalkai are known for having what could be called a case of the \"Zoomies\", where they gallop all over the place with their head and tail up. If there are two, they will chase eachother all around at blinding speeds, stop from time to time, go into a playful bow, then take off again. <br \/><br \/>The 'dwarf' bodytype is the rarest of the vhalkai builds, as it comes from a mutation that can be traced back to a single individual and the gene is recessive, which means that some careful linebreeding needs to be done with healthy individuals that do not show some of the health problems some later generation vhalkai have.&nbsp; dwarf vhalkai are usually kept around the Capitol as they are valuable, and the Emperor is trying to get a few good, healthy lineages with them that are only distantly connected. dwarf vhalkai stand around 5-6 feet tall, and 5-6 feet tall at the shoulders. They often have exaggerated manes, which makes them look fluffy, and they almost always have fluff on the chest and have slightly longer fluff on their belly and throat. Dwarfs are incredibly spunky, all of the ferocity and strength of a normal sized vhalkai in a much smaller package. There are some crosses between dwarfs and speedy vhalkai, though getting a more slender dwarf has been harder than anticipated, as dwarf type vhalkai tend to be stocky and thick in build. Dwarf vhalkai can not be bred together. The nymph will be stillborn, much like double merle syndrome. Because of this, vhalkai are incredibly rare.<\/p>\r\n<p data-indent-direction=\"false\">The brute bodytype is one of the most valuable, though they also tend to have more age related health problems as they get older. Brutes can stand 10-14 feet tall, though some very rare individuals can get up to 15-16 feet tall. There is only one individual that has this 16 foot tall size, one of the brute lineage founders named Jorgensen, though he retired early due to problems in his hips and joints. Brutes are extremely powerful with enhanced power to their Abyssal Roar. Brutes are thick, and almost always have exaggerated manes and extra fluff. Their claws are longer, and their beast forms even more feral in look than other vhalkai types. Despite their massive size and incredible strength, brutes are known to be incredibly docile and calm. Brutes are hesitant to get up and do much unless ordered to. Due to their impressively big horns, Brutes are most often used for their intimidation factor, but when sent into battle, they are extremely strong. Brutes are terrible at turning, and are unable to leap or jump due to their size and weight.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Maneless: Mutation. Rare, due to the Emperor selecting against it. Maneless vhalkai are more armored than their maned counterparts, but the gene is tied to volatile aggression and they are far harder to control. Most maneless do not make it through training, as the Emperor sees them as useless and they are culled. The first maneless to make it is Artaxus, and all subsequent maneless in the army were trained extensively by him to calm their volatile nature. Maneless vhalkai are a lot more vocal, as their mane is very important to their bodylanguage. Mane position antennae position, posture, all convey mood without a sound. Maneless will go straight to growling and grumbling instead of lowering their head, pinning their antennae, and bristling their mane. This makes a mildly irritated maneless vhalkai look pissed off. Other vhalkai have trouble reading their intentions, so generally leave them alone.<\/p>","field7":"<p data-pm-slice=\"1 1 []\"><strong>Other Notes<\/strong><br \/><br \/>- Vhalkai have a VERY high pain tolerance. They can feel pain, but it barely bothers them. Even if severely injured, they can and will keep fighting. Many will continue to fight until they are dead, or so severely injured they pass out or can't move anymore.<br \/><br \/>-Vhalkai are naturally very loyal to their Emperor, but also to eachother. They tend to be stationed in squads, of 6-12 vhalkai in an outpost, serving under their Commander and the Commander's second in command. Vhalkai are always stationed in pairs, these pairs often balancing eachother out. Partners are often bunked together in the barracks.<br \/><br \/>-While fierce and often used as an elite police force, vhalkai are surprisingly friendly when not under orders. They are surprisingly docile, due to breeding for obedience. vhalkai are very unlikely to attack or be dangerous unless ordered to. They can be downright lazy.<br \/><br \/>-Vhalkai are incredibly tough, with natural regenerative properties tied to their Beast forms. Their Beast form was engineered from Zarkhan's own abilities. As such, their beast form does somewhat resemble a Dravhokonus in some ways. In some ways they can be compared to Werebeasts, though they don't become a different creature, just a beastial version of themselves.&nbsp;<br \/><br \/>-Vhalkai generally have large horns, making their heads appear bigger with longer snouts and jagged, sharp jaws.<br \/><br \/>-Unlike normal Vhessen, vhalkai have a voice, sort of. They are able to produce a thunderous growl. This growl can be forced to form words, giving them a guttural beastial voice that can be frightening until one gets used to it. They are still able to use Voidspeech.<br \/><br \/>-Vhalkai still have Shades, and their shades do tend to stick around for a while after they die. Due to being fairly low void-content, however, vhalkai shades don't last too long. BUT like normal Vhessen, if the Shade is stabilized, the body can be repaired\/healed. A vhalkai is not truly dead until their shade fades away.<\/p>","parsed":{"description":"<p>Vhalkai, commonly called warbred,&nbsp; are massive and powerful werebug like creatures, genetically engineered using magic and science by Emperor Zarkhan in the Shadowed Empire, Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Vhalkai are impressive and imposing creatures that serve as an extension of the Shadowed Emperor's power over his Empire.<\/p>","field1":"<p data-pm-slice=\"1 1 []\">Species Name: Vhalkai<br \/>Common Name: Warbred<br \/>Species Type: Modified Biological, Wereform<br \/><br \/>Vhalkai are highly modified creatures, far removed from their ancestors, the regular vhessen that wander Lumivalis and thrive there. <br \/><br \/>They were created by Emperor Zarkhan, commonly known as the Shadowed Emperor.<br \/><br \/>Vhalkai are quite literally bred for war, given orders on who to mate with. When not being bred, they are given a contraceptive implant which is removed once the orders are given. Most vhalkai will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient vhalkai. The Emperor takes the eggs as soon as they are laid for his own purposes. vhalkai do still have very strong maternal instinct; and this leaves them very antsy for a while after the egg is taken. However, they usually shake it off and get back to their duties within a few days. Once the eggs hatch, the nymph is placed in a special stasis chamber that speeds up time, where all basic knowledge is put into their mind with enchantments while time is sped up. From hatching to adulthood, the chamber takes about a year, instead of the 16-ish years it'd normally take to wait for a vhalkai to mature naturally. They are taken from the chamber as a sub-adult, so they reach full maturity while in training. Zarkhan found this made for stronger, surer, better-formed and healthier vhalkai. Upon leaving the Chamber, the young vhalkai are sent off to training, where they will train for a few years before being sent off to where they are stationed. Those who do not make the cut are either stationed somewhere undesirable or outside of the city, or simply killed off to not be a burden on the Empire. vhalkai the Emperor intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<br \/><br \/>There are some that go from the chamber into a hidden underground facility instead of going into training; mostly from very desirable lineages, siblings of vhalkai that came out the way he wanted them to, and raised like common beasts. Used for breeding to further bolster their species number or add more to desirable lineages. Eggs from these Feral stock are treated as normal, and their lineage is listed as coming from a full sibling of the Feral, since the Ferals are top secret. Only Zarkhan himself, his head scientist Lumus; a psychotic butterfly with no empathy but is damn good at what he does, and the automatons he built deal with them.&nbsp;<br \/><br \/>Those who highly disappoint the Emperor or disobey direct orders also end up in the underground facility, caged up like the ferals. These ones are most often used for experimentation, to push a vhalkai as far as they can be pushed to see what they can handle and figure out how to bring out traits that he wants more. They are still bred, depending on how desirable t heir lineage is. He may pair one with a more docile Feral that shows the traits he does want and that he feels will counter the bad traits; but he is very careful with this, as explaining the lineage would be difficult and strange vhalkai from lineages he hasn't bred before may be cause for suspicion, as well as vhalkai coming from a soldier who disappeared and should be dead. He leaves all of this to Lumis, as he generally doesn't care about the breeding side of things aside from the strong, useful nymphs that come out of it.&nbsp; While Lumis is responsible for most of the cruelty inflicted on the vhalkai in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The vhalkai belong to him, after all. He created them. vhalkai who age out of usefulness but still have valuable genes are put up in retirement, usually around the edges of the Capitol City. Their only duty is to offer their genes when a younger vhalkai is sent over. Early generation\/elder vhalkai have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation vhalkai are proving to have some health problems starting to crop up in connection to some of the traits the Emperor is trying to encourage.<br \/><br \/>Vhalkai have been in the process of creation for numerous generations, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p data-pm-slice=\"1 1 []\">By and large, vhalkai are a new species.&nbsp; They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed Emperor holds them close.<\/p>\r\n<p data-indent-direction=\"false\">The generations have passed more quickly than otherwise due to the use of Time Chambers, using rare and powerful magic fueled by Zarkhan himself.<\/p>\r\n<p data-indent-direction=\"false\">vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<\/p>\r\n<p data-indent-direction=\"false\">Predecessors: Taken directly from Lumivalis after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in Lumivalis. Kavuta, the albino Wyrm that created the vhessen, was unaware of this. They closely resemble regular vhessen (See more about vhessen on their page along with their lore), and in a sense still are. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together. He started work on the Beast form, and soon managed to have a good starting vhalkai species. Because the predcessors were created using the power of an ancient dead entity known as a Lifetree, they were highly adaptable and he was able to modify them far more than he would have otherwise. He greatly boosted their fertility in hopes of them successfully breeding, and he made great use of his enchanted time chambers so they could be out and ready to pair off. At this point, they were all kept in his vast underground facility, caged up. He had the help of his head scientist, a butterfly named Lumis, through all of this.<\/p>\r\n<p data-indent-direction=\"false\">It took a while for the vhalkai characteristics he wanted that became a part of his final product to appear. They didn't start to appear until the 3rd and 4th generation of the Predecessors. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who. He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform. At this point, he felt they were complete. He had a good starting population, and the first generations that were not to his desire were culled<\/p>\r\n<p data-indent-direction=\"false\">Because of this, all vhalkai have their massive beast form. He was still working on improving them, so hadn't made use of them within his Empire yet. They were significantly larger than the vhessen they descended from by this point, becoming a distinct subspecies. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many around this point were quite aggressive and could be hard to manage due to enhancing their powerful predatory nature. He then began adding things to make them obedient, loyal and docile.<\/p>\r\n<p data-indent-direction=\"false\">The Emperor started to see improvements in the aggression around the 8th generation of modifying them, they were becoming loyal and obedient, and very strong.<\/p>\r\n<p data-indent-direction=\"false\">Finally, after working on the Predeccessors for around 14 generations, he felt they were ready. He had about 300 individuals at this point, all sporting what he wanted. They were stationed all throughout the Capitol, and from this point they started being counted by Generations.<\/p>\r\n<p data-indent-direction=\"false\">Around this point, Zarkhan started keeping a few siblings of those who had the best genes caged up and raised like simple beasts. They were bred, on occasion, to bolster the numbers of some of his favorite lineages, but they were mostly kept as backup to keep certain genes in the pool in case one of his prized vhalkai was killed off. A notable individual among the feral stock is simply known as Ferus, though Ferus eventually managed to break away from the automatons when being exercized in a hidden courtyard, and ran off. Security was improved at this point. His current location is unknown. His scientist, Lumis, would provide a cocktail of potent drugs that would block out their sapient mind, causing them to behave on instinct alone. Because of Lumis being in charge of these \"Ferals\", they are not treated well at all and are usually kept packed up in tiny cages, tended to by the Emperor's Automatons. These 'Feral' vhalkai act on instinct alone, and do question orders. Zarkhan was worried the drugs could effect their nymphs, but those descended from the Ferals show no difference from those descended from vhalkai within the army.<\/p>\r\n<p data-indent-direction=\"false\">vhalkai are all assigned ID numbers. These are used in the Emperor's notes to track the individual. He keeps their family trees very carefully tracked.<br \/><br \/>The format of the ID number is as follows<br \/><br \/>G#[Number of Generation]-[Letter denoting their bodytype]-[Important Lineage Abreviation if there is any]-[Sire]+[Dam]<br \/><br \/>Their name would be listed after this with an abbreviation next to it. If two had the same abbreviation, the rest of the ID number would tell him what he needed to know. <br \/><br \/>An example would be<br \/><br \/>G13-A-Vherr,Vhel-Lar+Vir: Keldris<br \/><br \/>This denotes a 13th generation vhalkai of the average bodytype, bearing the lineages of Vherra and Vhelos, child of&nbsp; Larion and Virek, with their name added. <br \/><br \/>vhalkai are quite aware of their ID number, and even to a point what they mean. They know it tells who their parents are and they know it's used to track their lienages. This, however, is all they know so they do not see it as odd. The Emperor awakens them from the Time Chambers, and they are told that he is their creator, and that he created them, saved their ancestors from being abandoned and that they exist to serve him and his Empire. Very few question this.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Generations and Lineages<\/strong><br \/><br \/>The generations have passed more quickly than otherwise due to the use of time chambers, using rare and powerful magic fueled by Zarkhan himself.<br \/><br \/>Vhalkai are separated by Generation, though later generation vhalkai are separated by their lineage or purpose.<br \/><br \/>Generation 0 - Taken directly from the Abyss after they were abandoned, Zarkhan modified them to make them fiercer and stronger. He started with around 50 individuals chosen from the many he brought in. Those that showed traits he preferred, he modified and trained, those that did not he simply abandoned back in the Abyss. The Pale Emperor was unaware of this. They closely resemble regularvhessen. Vhessen were created with the aid of the Life Tree's reamains in the core of Enterra, thus each one of the Generation 0 is genetically unrelated to every single other one. The Life Tree's influence in addition to the malleability of Void allowed Zarkhan to modify them far more than he would have been able to otherwise. Some features are exaggerated, but subtly, but there were limits to what he could do to them. From there, he would need to breed those who displayed desired traits together.<br \/><br \/>The 2nd generation looked very similar to the 1st generation, and real vhalkai characteristics didn't start to appear until the 3rd and 4th generation. Each generation was highly modified using magic, and a strange otherworldly science he discovered around the place he founded his Capitol City before to bring out and strengthen the traits he wanted, and he continued to carefully pair them together making fully sure to track whose line came from who.&nbsp; He started adding his own blood to the mix, using intensive magic, experimenting with a powerful were-like beast form. The first attempts failed, but once he succeeded, every vhalkai was given the Wereform, including even gen1, as he was still making use of them at that time.<br \/><br \/>Around the 5th generation, all vhalkai had the massive beast form.&nbsp; Around this generation is when vhalkai traits were becoming far more clear. They were significantly larger than normal Vhessen. Longer spines on their limbs, thicker in build, larger horns. The beast forms made them even tougher. Many from this generation were quite aggressive and could be hard to manage. This problem grew worse with each generation until he started working on it around Gen 8.<\/p>\r\n<p data-pm-slice=\"1 1 []\">A few different bodytypes emerged at this point, and he started working on different lineages. The lean, fast build, the average build, and the large and impressive brute build.<br \/><br \/>Around the 8th generation, the Shadowed Emperor noticed that exaggerating these traits caused them to become more aggressive, so he started working on making them more docile and obedient. Some earlier generation vhalkai were added to this line. Due to strengthening the traits he wanted to come out, this had little effect on their size and strength.<br \/><br \/>Around the 10th and 11th generation, they were pretty close to what he wanted them to be. Docile and obedient, with powerful beast forms, large, and excellent soldiers.<br \/><br \/>12th and 13th generation was when he got exactly what he wanted, and the vhalkai body type was truly set in stone.&nbsp; Towering tall, but not to the point of losing mobility, fiercely loyal and obedient, intimidating... perfect in every way. While some rebelled, vastly more remained right at his side.<br \/><br \/>Starting at the 13th generation, Zarkhan started keeping a few siblings of those who had the best genes caged up and raised like simple beasts, to make breeding them far easier. His scientist, Lumis, would provide a cocktail of potent drugs that would block out their sapient mind, causing them to behave on instinct alone.&nbsp; Because of Lumis being in charge of these \"Ferals\", they are not treated well at all and are usually kept packed up in tiny cages, tended to by the Emperor's Automatons. These 'Feral' vhalkai act on instinct alone, and do question orders. Zarkhan was worried the drugs could effect their nymphs, but those descended from the Ferals show no difference from those descended from vhalkai within the army.<\/p>","field3":"<p data-pm-slice=\"1 1 []\">Vhalkai are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other vhalkai that they work well with. These duos often balance eachother out and have a sense of comradry about them.<\/p>\r\n<p data-pm-slice=\"1 1 []\">The alpha of a pack (Packs are referred to as Squads, the alpha being the Commander) is not based on strength or dominance, but rather the age and experience. Warbred do not fight for dominance, but rather settle naturally into a pack dynamic based on their abilities. They become stressed if their pack gets too large, so when they start getting to the upper limit, the youngest members would leave to find other wanderors to establish their own pack. This, of course, is not seen in action as vhalkai are highly controlled.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai become very depressed when alone, and prolonged isolation can lead to a severe decline in their mental health.<\/p>\r\n<p data-indent-direction=\"false\">In barracks or designated sleeping areas, the Emperor typically provides each vhalkai with their own bed, though partners share quarters. Despite having individual sleeping spaces, squad partners often choose to sleep together. They sleep noticeably better when cuddled up with another vhalkai. They are known to groom eachother. Not to clean, but because the act is soothing and helps both vhalkai bond.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are very open and accepting. If you befriend a pack, they'll accept you as one of them, treating you just as they treat their fellows, though being gentle with smaller folks because they are quite aware of their size. They're empathetic and attentive to the needs of eachother and those around them. A vhalkai will be able to tell if you are upset in an instant, and will try to make you feel better.<br \/><br \/>They are very pack oriented. The strongest and most experienced of them becomes the leader. The pack alpha is not chosen based on their dominance, and despite their fierce nature, they don't fight for it. Their heirarchy forms naturally based on the individuals in the pack.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai are surprisingly affectionate, and love physical contact. When off duty, and not training or sparring, they can often be seen laying together and cuddling, often with one resting their head in the other's mane. They will nuzzle and touch snouts sometimes, and when one becomes distressed, gentle licks and nibbles along the antennae can calm them down and make them feel better.<\/p>\r\n<p data-indent-direction=\"false\">They are extremely loyal, both to their pack and the Emperor and Empire as a whole.<\/p>\r\n<p>A vhalkai's mane, antennae, tail, and posture is very important for reading their mood. The movement of the antennae, the position of the mane, position of the head, movement of the tail, all of that can convey a lot without a single word.<\/p>\r\n<p>Warbred growl, roar, huff, chuff, grunt, and even let out a low chitter or chirping sound when greeting or happy. Their vocalizations are very low and beastly.<\/p>\r\n<p><span style=\"font-weight: 400;\">&nbsp;Squad structure consists of the Commander, the Second (Like the pack beta) and the rest of the squad.&nbsp;<\/span><\/p>","field4":"<p><strong>Diet<\/strong><\/p>\r\n<p>Vhalkai are obligate carnivores. Though they can eat fruits, vegetables and other things, they require a high protein diet. They have high caloric needs due to their Beast form, so they have healthy appetites.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><strong>Lifespan<\/strong><\/p>\r\n<p>Vhalkai live roughly 150 years on average. They can live a bit longer if they are healthy, but they don't make it past 160-170 without a lot of help. They tend to retire at around 100 years old. They go from nymph to adulthood in about five years in the time chambers, but if growing naturally, they grow up at about the same rate as humans. They molt into their fully adult form around 16 to 18. They have a clear line between childhood and adulthood. Once they have had their first heat, they go molt their last childhood shell, and emerge as their fully adult form and won't grow anymore. Unlike humans, who grow gradually and become sexually mature before they are physically mature, Enterrans (vhalkai included) do not become sexually mature until they are physically mature.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\"><strong>Physical Characteristics:<\/strong><\/p>\r\n<p data-indent-direction=\"false\">On average, vhalkai stand around 10 feet tall, though they can be anywhere from 9-12 feet on average. Some individuals can be taller or shorter, depending on their lineage. Vhalkai have thick, tough chitinous plates covering their huge, muscled bodies. Beneath the plates on their back and chest are thick, naturally armored bone scutes. The scutes around the chest are in two pieces, allowing the chest to expand and contract with their breath. Unlike actual insects, vhalkai also have an endoskeleton, which provides their main structure. The chitinous covering acts as natural armor.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have manes running down the back of their necks and along their shoulders, This often ends around their mid back, though individuals with exaggerated\/amplified manes can have this mane extending up to halfway down their tail, though this is incredibly rare. The mane consists of the long, thick guardhairs that are the hongest around the hunched shoulders and the thick, soft undercoat. The vhalkai's guardhairs are quite tough while remaining flexible, and can be used to make very nice paint brushes. A vhalkai's molted chitin can be crafted into incredibly tough and lightweight armor. If the soft undercoat is taken out of the soft, leathery plate over the shoulders and down the back that grows the mane, it can be spun into a really nice yarn. It contains some of the Voidic power, meaning that, despite being pitch black, it can actually help keep one cool.<\/p>\r\n<p data-indent-direction=\"false\">The throat, belly, and underside of the tail is made of thick, leathery chitin resembling tough skin, which is flexible and furred. The chitin beneath the man, also, is thick, leathery, and flexible. They retain a scruff into adulthood, and do retain a bit of the scruffing response their nymphs have. One warbred grabbing another's scruff in their jaws can cause a momentary stagger as they reflexively try to curl with tail curling against their side around their back legs.<\/p>\r\n<p data-indent-direction=\"false\">Vhalkai have smooth heads that bear a superficial resemblance to skulls. It is not made of bone, however, but rather a thick leathery chitin that is white or off white in color. They have black eyes that have a subtle white glow forming their iris and slit pupil. They have sharp plates that form their teeth, built for slicing and slashing. vhalkai can not chew very effectively, instead slicing their food into smaller bits with their teeth and swallowing. Their top teeth fit over their lower teeth, forming an almost scissor-like connection. Their teeth can slice through even solid bone with terrifying ease. They have long fangs, though these saber fangs are more for display and aren't actually that sharp. The very front teeth look pointed, but are more blunt, as they use them to carry nymphs by the scruff, or pull away bits of meat so they can slice them up with their back teeth and swallow.<br \/><br \/>Vhalkai are solid black in color, though the shade of this black can vary slightly. They don't have visible markings. Older vhalkai's chitin will begin to dull as they age as their manes begin to grey. A vhalkai's head is always white or off white. WIth their black eyes, their head bears an eery resemblance with their skull. Their real skull is actually black in color, though follows the shape of their head.<\/p>\r\n<p>&nbsp;<\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Abilities<\/strong><\/p>\r\n<p data-pm-slice=\"1 1 []\"><br \/>Vhalkai have a fair amount of natural abilities.<br \/><br \/>- Wereform. This is in the section beneath, but all vhalkai have a massive werelike beast form.<br \/><br \/>- Toxin Tolerance: Vhalkai can handle a lot more toxins than normal bugs.&nbsp;<br \/><br \/>- Pain Tolerance: Vhalkai have HIGH pain tolerance. They can handle WAY more than any normal bug. A vhalkai can shrug off injuries that would make any other bug unable to do anything but scream or lay there shaking.<br \/><br \/>- Regeneration: While this isn't instant, vhalkai have a very strong rate of regenerating. Wounds, even serious ones, heal much faster than normal bugs. This is also connected to their Wereform.<br \/><br \/>- Abyssal Roar: This is something any vhalkai can be trained to do. They unleash a terrible roar that shakes the very air around them and makes the ground quiver. It is felt more than heard, making your bones rattle within you. It can send a bug flying and inflicts low-level Void-based Damage, leading to one feeling exhausted and slow. While the Abyssal Roar takes a lot of energy to unleash and vhalkai usually have to regather their energy to do it again, it is highly effective. They often have Void tendrils appearing around them and everything around them going dark while unleashing this ability. Other than that, vhalkai (Aside from early generation\/higher void content vhalkai) can not summon or control Void tendrils.<br \/><br \/>-Growl-speech: vhalkai, like their Vhessen ancestors, do not have a proper voice, but they can snarl, growl and roar. They are known to take this natural growl and force it to form words, allowing them to communicate with other bugs who can't hear their void-speech. It gives them unnatural, growly guttural beastial voices, which can take some getting used to.<br \/><br \/>Beast Connection: This is, in essence, their connection to their Inner Beast. This connection fluctuates, and strengthens when the vhalkai needs it. Such as when exposed to toxins, or injured, or frightened; the Beast form connection rises stronger and gives the vhalkai more of what they need, sometimes to the point of causing a transformation if they aren't transformed already, before drawing back when no longer needed. This has its drawbacks, however; vhalkai do not handle anesthetic well at all due to this constantly shifting connection. They have to be given enough to knock out the Beast, but when the Beast is knocked out the connection ebbs causing there to be way too much of the medication in their system, leading to an immediate overdose and death. As such... a vhalkai can not be put under for a surgical procedure. If one is needed... they just have to take it. They have intense pain tolerance, but even that makes them grit their teeth and growl.<br \/><br \/>Soul Focus: Much like their Vhessen ancestors, vhalkai are able to focus on the Soul energy within them to heal and repair damage. They are trained to direct this healing flow outward and into their comrades, allowing vhalkai to heal eachother if needed.<\/p>\r\n<p data-pm-slice=\"1 1 []\">&nbsp;<\/p>\r\n<p data-pm-slice=\"1 1 []\"><strong>Vhalkai Wereform<\/strong><br \/><br \/>-The vhalkai wereform or Beast form originates from a bioengineered virus, heavily modified with both magic and science to give a vhessen a secondary form. Many failed experiments were done before the Beast form was perfected. At this point, ALL vhalkai were given the serum. The Wereform can be passed on from one vhessen to the next with blood contact, so a normal vhessen can gain the beast form. The blood of the vhalkai must come in contact with an open wound on a normal vhessen for the wereform to pass on. It is not transmitted sexually or through the bite, but is passed to offspring. Vhessen born with wereform do not go through any of the symptoms of catching the virus, and can shift fluidly from the moment they hatch. A hybrid must have high enough Void content for the virus to take hold, as it takes advantage of the malleability of Void as well as the dravhokonus side of initial vhessen creation. There are several stages after initial blood contact.<br \/><br \/>Stage 1 - Asymptomatic. This dormant stage lasts 3-6 months depending on the individual. The infection is silently spreading, undetected by the Vhessen's immune system. Once exposed to vhalkai blood, there is no cure. It can not be reversed.<br \/><br \/>Stage 2 - Illness. The vhessen becomes very sick. Symptoms include high fever, tremors, vomiting, headache, dizziness, exhaustion, severe constant body aches, and weakness. Every cell in the Vhessen's body is being twisted and changed at this point, and it is not pleasant. Lasts 2-4 weeks. As miserable as it is, this stage never kills the Vhessen.<br \/><br \/>Stage 3 - The illness goes away. As its symptoms fade out, the vhessen experiences several strange new symptoms, increasing in frequency as the virus finishes doing its work. The Vhessen will feel a frequent burning in their chest, slowly spreading until their entire body experiences this burning sensation, usually brought on by strong emotion. Their appetite will slowly increase until they are eating way more than they were before. Their pain tolerance will start to increase as well as regeneration abilities appearing, strengthening.&nbsp; Finally, they will become more wild and instinctive with heightened senses.<br \/><br \/>Stage 4: Completion - The First Shift. This can either happen on its own, or triggered by a burst of strong emotion. The first shift is by far the worst. Even with their newfound regeneration and pain tolerance, the Vhessen will experience so much pain, they often scream. It feels like every bone in their body is being broken into pieces as every joint is twisted and stretched apart, every muscle pulled tight to the point of tearing. Cracking, popping, creaking, and various other sounds you'd expect of such a transformation are heard as their screaming turns to a gutteral snarling and growling, and finally a loud, earth-shaking roar once they've turned. The pain fades away, leaving them dazed and panting. They will remain in Beast form for several days as their body adjusts before shifting back to their natural form. The first several shifts are uncomfortable and painful, but none nearly as bad as the first. After the first few, shifting stops hurting and is natural to the Vhessen. Upon completion, the werevirus can be passed on to their young.<br \/><br \/>Vhalkai always have perfect control over their Beast forms. They do not go mad or become more aggressive, but can be wilder and more instinctive. There is no loss of cognitive function, no going \"wild\" - if a vhalkai wouldn't attack you in natural form, they won't do so in Beast form.<\/p>","field5":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai enter a heat cycle once a year, in mid to late Spring. They are gravid for around 8 months. They lay an egg, which has a soft leathery shell. The egg will hatch within a few minutes of being laid, serving more to protect the mother from the nymph's claws and horns than a proper egg shell. vhalkai nymphs are born with their eyes closed and unable to move very well on their own, though they will crawl their way to their mother's belly to knead at the pouches and lap up the milk that comes out. During the nymph's first two weeks of life, the vhalkai mother's milk has a special unique composition that makes it much more beneficial to the nymph. They do much better when they have this special milk during their early life which is why the Emperor leaves them with their dam for two weeks before taking them away. They open their eyes when they are about a week old, and can move around by their second week, their movement and behavior reminiscent of a very young kitten. Vhalkai often become upset and distressed when it is time to give up their nymphs, but their loyalty to their Emperor is strong enough that they rarely ever resist. Their duty is to the Emperor, after all. Their nymphs belong to him, not them.<\/p>\r\n<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai usually only have a single egg. Being gravid is quite a bit harder on a vhalkai than it is on a normal Vhessen. They can, rarely, have 2 eggs. IF somehow they have 3, the entire clutch usually fails. Vhalkai before generation 5 can still have full clutches, but most commonly have 1, rarely 2.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Some details on vhalkai milk and a very young nymph<\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/125_155_Ec2aoCNiDQTM0mx.png\" alt=\"\" width=\"1110\" height=\"896\" \/><br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><br \/><br \/>A hatchling, they emerge from the egg within a few hours of the egg being laid. Their eyes start off closed, but gradually open as they become more mobile during their first couple weeks of life. They at least double their weight during this two week period due to a special composition of their dam's milk.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/112_141_E8DuWmoAgSs5xPa.png\" alt=\"\" width=\"749\" height=\"482\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage vhalkai. They tend to be lanky and scruffy, looking desceptively scrawny, until they near the end of puberty. Their mane starts off incredibly soft and downy, but as they enter adolescence, their adult guardhairs begin to grow in. More guardhairs come in with each molt, causing them to look extremely scruffy for several years, until they finally have their full adult mane. They are considered an adult once they go through their first heat cycle. Once the first heat ends, their transformation into their adult form is complete once they molt their last adolescent shell and emerge with the impressive mane of an adult vhalkai.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\"><img src=\"https:\/\/www.cryptid-creations.com\/images\/pages\/0\/123_152_msmiwycI0cqP8Iy.png\" alt=\"\" width=\"819\" height=\"655\" \/><\/span><\/p>\r\n<p>&nbsp;<\/p>","field6":"<p data-indent-direction=\"false\" data-pm-slice=\"1 1 []\">Vhalkai have a few different bodytypes.<br \/><br \/>The most common is the average. The average vhalkai stands between 9-12 feet tall, though 10 or 11 is the most common. They are powerful and muscled, though have some leanness to them, allowing them to have some speed. <br \/><br \/>The speedy bodytype tends to be a little taller than the average vhalkai, but this is due to longer limbs. They weigh less and are quite lean. speedy vhalkai are known for their incredible stamina and speed. When pushed, any vhalkai can run for a couple days without stopping to rest, but the speedy lineage, when needed, can make it twice that long at a full run. It exhausts them and they need a lot of time to recover, but they can outrun and outlast any other vhalkai lineage. speedy vhalkai are known for having what could be called a case of the \"Zoomies\", where they gallop all over the place with their head and tail up. If there are two, they will chase eachother all around at blinding speeds, stop from time to time, go into a playful bow, then take off again. <br \/><br \/>The 'dwarf' bodytype is the rarest of the vhalkai builds, as it comes from a mutation that can be traced back to a single individual and the gene is recessive, which means that some careful linebreeding needs to be done with healthy individuals that do not show some of the health problems some later generation vhalkai have.&nbsp; dwarf vhalkai are usually kept around the Capitol as they are valuable, and the Emperor is trying to get a few good, healthy lineages with them that are only distantly connected. dwarf vhalkai stand around 5-6 feet tall, and 5-6 feet tall at the shoulders. They often have exaggerated manes, which makes them look fluffy, and they almost always have fluff on the chest and have slightly longer fluff on their belly and throat. Dwarfs are incredibly spunky, all of the ferocity and strength of a normal sized vhalkai in a much smaller package. There are some crosses between dwarfs and speedy vhalkai, though getting a more slender dwarf has been harder than anticipated, as dwarf type vhalkai tend to be stocky and thick in build. Dwarf vhalkai can not be bred together. The nymph will be stillborn, much like double merle syndrome. Because of this, vhalkai are incredibly rare.<\/p>\r\n<p data-indent-direction=\"false\">The brute bodytype is one of the most valuable, though they also tend to have more age related health problems as they get older. Brutes can stand 10-14 feet tall, though some very rare individuals can get up to 15-16 feet tall. There is only one individual that has this 16 foot tall size, one of the brute lineage founders named Jorgensen, though he retired early due to problems in his hips and joints. Brutes are extremely powerful with enhanced power to their Abyssal Roar. Brutes are thick, and almost always have exaggerated manes and extra fluff. Their claws are longer, and their beast forms even more feral in look than other vhalkai types. Despite their massive size and incredible strength, brutes are known to be incredibly docile and calm. Brutes are hesitant to get up and do much unless ordered to. Due to their impressively big horns, Brutes are most often used for their intimidation factor, but when sent into battle, they are extremely strong. Brutes are terrible at turning, and are unable to leap or jump due to their size and weight.<\/p>\r\n<p data-indent-direction=\"false\">&nbsp;<\/p>\r\n<p data-indent-direction=\"false\">Maneless: Mutation. Rare, due to the Emperor selecting against it. Maneless vhalkai are more armored than their maned counterparts, but the gene is tied to volatile aggression and they are far harder to control. Most maneless do not make it through training, as the Emperor sees them as useless and they are culled. The first maneless to make it is Artaxus, and all subsequent maneless in the army were trained extensively by him to calm their volatile nature. Maneless vhalkai are a lot more vocal, as their mane is very important to their bodylanguage. Mane position antennae position, posture, all convey mood without a sound. Maneless will go straight to growling and grumbling instead of lowering their head, pinning their antennae, and bristling their mane. This makes a mildly irritated maneless vhalkai look pissed off. Other vhalkai have trouble reading their intentions, so generally leave them alone.<\/p>","field7":"<p data-pm-slice=\"1 1 []\"><strong>Other Notes<\/strong><br \/><br \/>- Vhalkai have a VERY high pain tolerance. They can feel pain, but it barely bothers them. Even if severely injured, they can and will keep fighting. Many will continue to fight until they are dead, or so severely injured they pass out or can't move anymore.<br \/><br \/>-Vhalkai are naturally very loyal to their Emperor, but also to eachother. They tend to be stationed in squads, of 6-12 vhalkai in an outpost, serving under their Commander and the Commander's second in command. Vhalkai are always stationed in pairs, these pairs often balancing eachother out. Partners are often bunked together in the barracks.<br \/><br \/>-While fierce and often used as an elite police force, vhalkai are surprisingly friendly when not under orders. They are surprisingly docile, due to breeding for obedience. vhalkai are very unlikely to attack or be dangerous unless ordered to. They can be downright lazy.<br \/><br \/>-Vhalkai are incredibly tough, with natural regenerative properties tied to their Beast forms. Their Beast form was engineered from Zarkhan's own abilities. As such, their beast form does somewhat resemble a Dravhokonus in some ways. In some ways they can be compared to Werebeasts, though they don't become a different creature, just a beastial version of themselves.&nbsp;<br \/><br \/>-Vhalkai generally have large horns, making their heads appear bigger with longer snouts and jagged, sharp jaws.<br \/><br \/>-Unlike normal Vhessen, vhalkai have a voice, sort of. They are able to produce a thunderous growl. This growl can be forced to form words, giving them a guttural beastial voice that can be frightening until one gets used to it. They are still able to use Voidspeech.<br \/><br \/>-Vhalkai still have Shades, and their shades do tend to stick around for a while after they die. Due to being fairly low void-content, however, vhalkai shades don't last too long. BUT like normal Vhessen, if the Shade is stabilized, the body can be repaired\/healed. A vhalkai is not truly dead until their shade fades away.<\/p>"}},"title":"Vhalkai (Warbred)","is_visible":"1","summary":"Genetically engineered werebug supersoldiers that have been selectively bred for generations to create an obedient and powerful warrior.","utility_tag":["wip"],"page_tag":["Enterra","A Tale of Two Brothers"]}
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