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Akusun



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PostSubject: Kahjurk   Sat Nov 20, 2010 10:59 am


(picture shows it to be larger then intended)

- Huge Sand Worms that populate the sandy dunes of the Sida Desert.
- They sense Vibrations above them as they slither underground the sand.
- Any unfortunate creature to be near one will be attacked and Eaten in one upwards strike.
- Kahjurk stay away from cities because of the huge amount of vibration throw off their senses or make them Believe the creature above is too large to attack.
- Kahjurk are quite uncommon because of their size not many tend to be near each other.
- They have four major Teeth that look like a hawks talon surrounding their mouth used to help snatch and swallow.
- Above the Sand the only way to detect them is by what looks like a Dorsal fin above the sand.
- The dorsal fin is used to check temperature of the surface and check for hard rocks above them that may prevent Surfacing.
- Adults tend stay away from each other due to the powerful vibrations both make.
- reproduce asexually through budding, and only do so rarely, as they live very long lives from being difficult to kill.
- One can live an average of 70 years and a maximum of 240 if they aren't killed or fall prey some other unnatural death.
- Due to a long spawning cycle, they also spawn in groups and one Kahjurk is likely to have five or more offspring, most of which will slowly die off due to survival of the fittest.
- Along with the dorsal fin, small waves of sand will travel in the wake of a Kahjurk that is too close to, or at, surface level. They leave a trail of dust, as well, if they're too high up.
- Unless they're lying in wait, one can usually feel a Kahjurk coming from the rumble it generates.
-They're naturally cold blooded, so they never come out at night, because it's too cold, and spend much of their time at the surface during the day.
- They have a surprisingly slow metabolism, and will rarely move unless they're going up to the sun, hiding from the night, or going after prey. Migration occurs, but only if an area has not provided food in a week.
-Kahjurk can go without food for up to 7 weeks without dieing of Starvation. They mainly drink water from plants, or rain water.
- If they ever communicate, it's through high frequency sound, and only acertain animals can her it. Anything that isn't an elf, drow, or dragonborn, generally also won't be able to tell, though there are some exceptions.
- Food = any living, organic being that makes enough vibrations to be found by the Kahjurk.
- They are not very intelligent and process information mostly by Instinct.

If one does see this fin the safest way to avoid contact is to stop moving or Find a Large rock or hard place to stand to prevent it from detecting you or surfacing.


Last edited by Akusun on Wed Nov 24, 2010 10:14 pm; edited 2 times in total
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Phry

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PostSubject: Re: Kahjurk   Sat Nov 20, 2010 2:32 pm

This is cool and all.

But the RP isn't set in Sida.

These creatures will never see the light of day other than in stories or backstories set near/in Sida.

Just so you knew.
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Akusun



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PostSubject: Re: Kahjurk   Sat Nov 20, 2010 2:39 pm

Phry wrote:
This is cool and all.

But the RP isn't set in Sida.

These creatures will never see the light of day other than in stories or backstories set near/in Sida.

Just so you knew.

ya I know my goal is just to create more. If i create this who's to say there isn't a slimier creature of a different breed that lives in the main area's
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Phry

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PostSubject: Re: Kahjurk   Sat Nov 20, 2010 3:01 pm

Kinda makes more sense to be making lore entries for those creatures, then.

Relevant ones.
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Munroe
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PostSubject: Re: Kahjurk   Sat Nov 20, 2010 11:53 pm

Phry, not every lore entry has to be used in the RP. There's tons that aren't. It adds detail to the setting.

On that note, nice job, Akusun. Though I reckon Phear will have something to say about this...
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Akusun



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PostSubject: Re: Kahjurk   Sun Nov 21, 2010 12:01 am

Munroe wrote:
Phry, not every lore entry has to be used in the RP. There's tons that aren't. It adds detail to the setting.

On that note, nice job, Akusun. Though I reckon Phear will have something to say about this...

Thank you.

And is Phear in charge of Creature Creation?
If so this is just a suggestion thread so I should be safe. xD
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PostSubject: Re: Kahjurk   Sun Nov 21, 2010 1:02 am

Just sand worms in general, I'd say. He's known for having done them in the past.

But I could be wrong.
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Akusun



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PostSubject: Re: Kahjurk   Sun Nov 21, 2010 8:27 am

I've just been making basic creatures atm because I didn't see any on the Creature list. Is there a bigger Creature list I'm not seeing?
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Kain

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PostSubject: Re: Kahjurk   Wed Nov 24, 2010 5:41 pm

Pruned because off-topic.

Get back on topic and point out each other's flaws somewhere more appropriate (meaning NOT HERE).

On-topic: Sandworms are generally a staple of any sort of fantasy desert adventure. I'll support our own version, but I'd like to see the format of its presentation improved.. and some more details would be nice. A lot more, really. How do they reproduce, where do they generally inhabit.. do they move in groups or alone, etc etc etc... the general animal stuff.
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PostSubject: Re: Kahjurk   Wed Nov 24, 2010 6:59 pm

Akusun wrote:
I've just been making basic creatures atm because I didn't see any on the Creature list. Is there a bigger Creature list I'm not seeing?

No, our list is very small. Sad
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Akusun



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PostSubject: Re: Kahjurk   Wed Nov 24, 2010 7:30 pm

If I could make it open for anyone to add things to this I would. I'm just putting the idea out there if anyone wants to expand on it I'll gladly edit it in.
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Kain

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PostSubject: Re: Kahjurk   Wed Nov 24, 2010 9:57 pm

alright, well, how about these:

  • The vibration rule applies to other Kahjurk as well: Adults stay away from each other due to the powerful vibrations both make.
  • Only their young travel alongside an adult, and in packs.
  • They should reproduce asexually, and only do so rarely, as they live very long lives from being difficult to kill.
  • More details on lifespan: One can live an average of 70 years and a maximum of 240 if they aren't killed or fall prey some other unnatural death.
  • Due to a long spawning cycle, they also spawn in groups and one Kahjurk is likely to have ten or more offspring, most of which will slowly die off due to survival of the fittest.
  • Along with the dorsal fin, small waves of sand will travel in the wake of a Kahjurk that is too close to, or at, surface level. They leave a trail of dust, as well, if they're too high up.
  • Unless they're lying in wait, one can usually feel a Kahjurk coming from the rumble it generates.
  • They're naturally cold blooded, so they never come out at night, because it's too cold, and spend much of their time at the surface during the day.
  • Can't swim at all. Their bodies are too heavy and will not float, and there is nothing to keep them from losing their air.
  • They have a surprisingly slow metabolism, and will rarely move unless they're going up to the sun, hiding from the night, or going after prey. Migration occurs, but only if an area has not provided food in a week.
  • Kahjurk can go without food for a total of two and a half weeks. They mainly drink water from plants, or rain water.
  • If they ever communicate, it's through high frequency sound, and only certain animals can hear it. Anything that isn't an elf, drow, or dragonborn, generally also won't be able to tell, though there are some exceptions.
  • Food = any living, organic being.
  • The waste left by these creatures is often confused for large rocks. They also leave all their waste at the surface.
  • They are sentient, but their intelligence develops slowly, and with age. One that has lived to 70 will have the mind of the average six year old human. If one happens to live to 240, it will be as intelligent as a young adolescent human.


Thoughts?
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Akusun



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PostSubject: Re: Kahjurk   Wed Nov 24, 2010 10:22 pm

Thing's that I changed or deleted from your additions, Kain.

[*]They should reproduce asexually, and only do so rarely, as they live very long lives from being difficult to kill.
Added through budding for it makes the most sense.
[*]Due to a long spawning cycle, they also spawn in groups and one Kahjurk is likely to have ten or more offspring, most of which will slowly die off due to survival of the fittest. Decreased the amount because that many is Near impossible for Asexual reproduction.
[*]Can't swim at all. Their bodies are too heavy and will not float, and there is nothing to keep them from losing their air.
Found that to be a little pointless
[*]Kahjurk can go without food for a total of two and a half weeks. They mainly drink water from plants, or rain water.
A human can live for a month without dieing from starvation. So these things must be able to live longer.
[*]The waste left by these creatures is often confused for large rocks. They also leave all their waste at the surface.
Didn't see a point for a Giant worm to Surface to release it's Waste.
[*]They are sentient, but their intelligence develops slowly, and with age. One that has lived to 70 will have the mind of the average six year old human. If one happens to live to 240, it will be as intelligent as a young adolescent human.
Asexual reproduction prevents intelligence and any advanced functions for they must be Simple beings to be able to asexually reproduce.


Over all Really well done. Thank you for the contribution. Probably more then I did. xD
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Kain

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PostSubject: Re: Kahjurk   Wed Nov 24, 2010 10:32 pm

You're thinking too heavily in terms of the real world on certain subjects. Things work differently in Aeria, very differently. Reproduction doesn't have much to do with intelligence, and vice versa. Intelligence is tied to the mind as much as it is tied to the soul (which is a real and regularly used thing/subject in Aeria, perhaps its most important one).

As for how long they can go without food, eh, I just threw in some numbers. You're right, though, they can probably go for long periods of time. In addition, I'd like to add that they probably hibernate through the winter (we do have winter, right?)

I mentioned water because Sida borders a large body of water, and who knows, these things may not know where they're going. There's also the chance of an oasis.

I mentioned surfacing to release waste because it's not exactly going to decompose quickly if it's underground, and imagine this thing taking a shit over and over again. My thoughts are that it would start to get crowded down there.

I'm sure we can detail on a few more things, though I can't think of any right now.
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Pat
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PostSubject: Re: Kahjurk   Thu Feb 02, 2012 3:32 pm

Does anyone have any plans for this? Otherwise, I'm going to delete it.

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Kain

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PostSubject: Re: Kahjurk   Thu Feb 02, 2012 4:06 pm

I don't see why we can't accept it and have another creature entry. It helps when looking for things to throw at the players.

The fact that these are native to Sida doesn't mean they can't be used elsewhere. They can, if you're clever about it.
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Munroe
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PostSubject: Re: Kahjurk   Thu Feb 02, 2012 4:41 pm

Could use a bit of work. Maybe someone can volunteer to spruce it up.
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PostSubject: Re: Kahjurk   Thu Feb 02, 2012 4:42 pm

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Kain

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PostSubject: Re: Kahjurk   Thu Feb 02, 2012 4:43 pm

Kay. I'll do it.
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PostSubject: Re: Kahjurk   Thu Feb 02, 2012 10:43 pm


Kahjurk are giant worms that lurk in regions of the earth dense enough to support them, but loose enough to contain a degree of breathable air and use to propel themselves. Because of this, the majority of Kahjurk reside in Sida, but spread over the entirety of the landmass, because their food would be sparse in such regions. A Kharjuk spawn is born at a size of 12 ft long, 4 ft in diameter. By the time they are 15 years old, they are 24 ft long and 8 ft in diameter. When they reach adulthood at the age of 30, they become 48 ft long, and are a massive 16 ft in diameter. Elder Kahjurk, the mightiest of them all, reach an average size of 96 feet in length, 32 in diameter if they manage to reach their 50's. At this point, a Kahjurk is in its prime, and its lifespan shortens heavily. The longest a Kakjurk can live past this point is another 30 years. After 80, they die, for their hearts are unable to support their massive bodies, and once it weakens to a certain point, the creature dies. The creatures produce asexually, and though the exact method is unknown, it's been discovered that one can do this on its own. Due to this, they can reproduce anywhere, at any time, so their spawning cycle is rather long, coupled with their long lifespan and low risk of death.

Kahjurk have some peculiar traits. They possess a keen sense of tremorsense that grows as they age. Spawn can feel vibrations in a mere 20 ft radius, while whelplings feel up to 100 ft. Adults feel up to 500 ft, and elders can pick up vibrations accurately at an astounding range of 2,500 ft. There are some downsides to this: As they grow in senses, they can percieve more and more vibrations. Highly active areas tend to confuse and frighten a Kahjurk, because it believes an extremely large and powerful animal is nearby, so they stay away, typically remaining in wide open fields. Kahjurk are never found in large groups, either, sticking to, at most, groups of 5. Small Kahjurk are lead by larger ones, and communicate through high frequency sounds to be able to distinguish between eachother and other large creatures or sources of vibration. Elder Kahjurk are the most likely to be found entirely on their own. Spawn are almost never left alone, and whelps sometimes wander off. Adults can oft be found alone, though not always.

Kahjurk are cold-blooded, and have a slow metabolism, so they will rarely move unless they're going up to the sun, hiding from the night, or going after prey. Migration occurs, but only if an area has not provided food in a week, and they can go up to 7 weeks without starvation or dehydration. Kahjurk eat anything that moves, sometimes even rocks if they're soft enough, though this obviously does not provide nourishment. They receive hydration from plants and rainwater, underground reservoirs, and sometimes even rivers and streams.

When moving, a Kahjurk will send tremors in all directions, but the ones going in their direction will be far more rapid. Tremors going parallel to a Kahjurk are moderate in frequency, and those from one which is moving away are very low in frequency, and would be more like gentle rumbles. Beyond this, there are only two other methods of spotting a Kahjurk: by its communication, and its dorsal fin. The high-frequency exchanges between Kahjurk are only audible to any creature with hearing like or equivalent to an animal, so elves, dragonborn, kazuth and canis might hear it, but humans, gnomes, orcs, and the like, would not. The dorsal fin is a member that the Kahjurk uses to check for obstacles that prevent surfacing, surface temperature, humidity and moistness, and even wind conditions. It must rise to the surface to use it, and when it does, the fin leaves a trail of waves in the sand, and kicks up a large cloud of dust, as does the rest of its body. Contrary to popular belief, the fin is actually not the weakest point, but one of the strongest. It can and has been used as a weapon before.

When a Kahjurk is about to feet, it shifts slightly, angling its body upward, as it will prepare to surface. Alert and sensitive people may feel this initial rumble. After the vibrations of its prey have stopped getting stronger and begin to weaken, it immediately springs into action. The Kahjurk prefers to strike in a single upward leap, rising out of the sand, catching something in the air, with its claws, and dragging it back under to chew, devour and digest. If the initial strike fails, they will resort to rising half way out of the surface and chase after sources of vibrations with an open mouth, until it has caught the creature, or creatures, in its mouth, much like a blue whale catching shrimp. Afterward, it, submerges again. Their main weapons are the single dorsal fine, and for talon-shaped teeth, both of which are exceptionally hard, rivaling solid iron, but weighing half as much.

Kahjurk intelligence is questionable. Most aren't too bright, but they are believed to be sentient, and grow much smarter with age. A spawn may be akin to a 1 or 2 year old human. A whelp, a 4 year old. An adult would be an 8 or 9 year old, and elders can be as intelligent as an average human. In fact, some have been able to tame and communicate with them, but under very rare conditions. Due to their intelligence, the elders are, in fact, the most docile and least likely to strike on a whim or eat hungrily. It is speculated that they may possess a sense of morals, though this trait seems to vary highly between Kahjurk.

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Kain

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PostSubject: Re: Kahjurk   Fri Feb 03, 2012 2:29 pm

Done.

These things are now officially fucking scary (if they weren't before).
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PostSubject: Re: Kahjurk   Fri Feb 03, 2012 2:34 pm

You know what this means.

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Kain

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PostSubject: Re: Kahjurk   Fri Feb 03, 2012 2:37 pm

It's funny, I was thinking of that the whole time.
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PostSubject: Re: Kahjurk   Fri Feb 03, 2012 3:22 pm

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PostSubject: Re: Kahjurk   Fri Feb 03, 2012 3:23 pm

Bacon. Kevin Bacon.

Very Happy

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