[center][img]http://imgur.com/DDNyrye.png[/img]
[font=constantia][size=4][b]Origins[/b][/size]
Flesh Beasts are a dangerous race of Mirrors that are created when a Mirror is corrupted by a plague before death causing all of their skin to rot and become translucent enough where bows can be seen through the muscles. But unlike other zombie-esque mirrors, they can be brought back to the light of sanity. Under their conditions though, they can produce Flesh Beasts that are wild and voracious depending on the environment in which they are hatched.
[u][b]Subbed! No need to ping![/b][/u]
[u][b]RULES:[/b][/u]
[left]~ Please be kind and respectful.
~ I name the Flesh Beasts to make myself feel better about them not going unnamed.
[color=transparent]xxx[/color]If you want a rename scroll, I can provide one for you.
~ I would [i]prefer[/i] these go to permanent homes
~ I can hold a Flesh Beast for up to 3 days.
~ I will give every hatchling individual lore to make them more special but feel free to add to/change it.
~ Each Flesh Beast and their Variants will be sold for 100 kT/G[/left]
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Flesh Beasts are a dangerous race of Mirrors that are created when a Mirror is corrupted by a plague before death causing all of their skin to rot and become translucent enough where bows can be seen through the muscles. But unlike other zombie-esque mirrors, they can be brought back to the light of sanity. Under their conditions though, they can produce Flesh Beasts that are wild and voracious depending on the environment in which they are hatched.
Subbed! No need to ping!
RULES:
~ Please be kind and respectful.
~ I name the Flesh Beasts to make myself feel better about them not going unnamed. xxxIf you want a rename scroll, I can provide one for you.
~ I would prefer these go to permanent homes
~ I can hold a Flesh Beast for up to 3 days.
~ I will give every hatchling individual lore to make them more special but feel free to add to/change it.
~ Each Flesh Beast and their Variants will be sold for 100 kT/G
To be considered an official Flesh Beast, they can either be born from the following Flesh Beast Pairs or have their colors/genes. Flesh Beasts Lore Tidbit
[center][font=constantia][size=4][b]Directory[/b][/size]
[url=http://www1.flightrising.com/forums/drs/2389635/1#post_2389635]Rules[/url]/[url=http://www1.flightrising.com/forums/drs/2389635/1#post_32020461]Genes[/url]/[b]Newbie's Guide[/b]/[url=http://www1.flightrising.com/forums/drs/2389635/1#post_32020467]Registry[/url]/[url=http://www1.flightrising.com/forums/drs/2389635/1#post_32020471]Apparel and Other[/url]/[url=http://www1.flightrising.com/forums/drs/2389635/1#post_32020472]Affiliates[/url]/[url=http://www1.flightrising.com/forums/drs/2389635/1#post_32020474]Pinglists[/url]
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[font=constantia][size=5][u][b]Part 1: Flesh Beast Basics[/b][/u][/size]
[font=constantia][size=4][b]Chapter 1[/b]: How Eye Color Affects Flesh Beasts[/size]
[font=constantia][size=4][u][i]Plague:[/i][/u][/size] Flesh Beasts born in the Scarred Waste are found to be the most hostile and uncontrollable. Their nature reverts back to that of a wild animal and will tear into anything that remotely looks like food. Like most mirrors, they tend to hunt in packs but are more dangerous when cornered alone. I advise backing away slowly until you are a safe distance and running as fast as you can in the opposite direction.
[size=4][u][i]Earth:[/i][/u][/size] Dragonhome born Flesh Beasts are stable minded and prefer staying in fairly small groups of 3-4 close friends/family. They are easiest to connect to and show the most emotions. Granted they do not show strong emotions, but they can say if they are happy or sad about something. Most have a connection to the earth and prefer to have their homes underground or in a dark, earthy atmosphere.
[size=4][u][i]Ice:[/i][/u][/size] Flesh Beasts originating from the Southern Icefield tend to be calm and analytic. They prefer solitude and cold corners as well as being surrounded by their favorite fossils and scrolls. While they aren't entirely stable, they will only attack if they have gone too long without food or feel threatened. While it is still recommended to keep a safe distance from these Flesh Beasts, they are not overtly hostile.
[size=4][u][i]Light:[/i][/u][/size] If a Flesh Beast is born in the Sunbeam Ruins, they are more susceptible to mutations akin to those of Emperors in which they fuse with others around them upon their awakening. Unlike Emperors though, this includes any species that may have died with the Flesh Beast. The larger the grave, the bigger the problem it creates. Light Flesh Beasts are Ravenous and will kill and eat anything on sight, friend and foe alike. Because of this, they do not make relations and are always `Lone Wolves`. Should you see one of these abominations with pale yellow eyes, it may very well be too late.
[size=2](Will have more elemental eyes added later)[/size]
[font=constantia][size=4][b]Chapter 2[/b]: Eating Habits[/size]
All Flesh Beasts prefer meat over anything else but if they move to a water territory, then their diet will consist of mostly fish.
~[i]Plague[/i] Flesh Beasts binge eat at a constant given a food source. They have a See-Food-You-Eat-It feeding schedule.
~[i]Ice[/i] Flesh Beasts tend to starve themselves until their hunger gets the best of them and they leave the comfort of their home to go hunting on instinct. Most usually last a week starving themselves.
~[i]Earth[/i] Flesh Beasts eat at a more normal rate, breakfast/lunch/dinner type of schedule.
~[i]Light[/i] Flesh Beasts hunt without rest or remorse, always on the move for their next meal.
[font=constantia][size=4][b]Chapter 3[/b]: 'Lone Wolf' Flesh Beasts[/size]
Some Flesh Beasts decide to 'go rogue' and do their own thing. While they aren't as strong as Flesh Beasts that hunt in numbers, they quickly develop their own quirks. Some may become fast runners, some may gain preference of hunting while airborne, or they might learn to burrow and ambush their prey. Whatever their specialty, 'Lone Wolf' Flesh Beasts are the most dangerous and should be avoided at all cost. Just because they hunt alone, doesn't mean large dragons are safe because usually their developed abilities provide aid in stunning and killing large prey. As the number of these creatures grow, you'll need to watch your step out in the wild.
[font=constantia][size=4][b]Chapter 4[/b]: Hoarding and Territories[/size]
[font=constantia][size=4][b]Chapter 5[/b]: Flesh Zealot[/size]
The unnerving union of a Mirror Zealot and a Flesh Beast, created within the bowels of the Cult of Mor to further Her influence on the Draconic world. These slender impostors are covered in glaring red eyes all over their bodies, while, in most cases, their main head's eyes are blank, white, decoys. Their scales are small but incredibly hard, having the texture of sharkskin or sandpaper, leading to enemies injuring themselves when coming in contact with one. They're prideful in their lineage and generally stay away from regular dragons, with Mirrors and other plague-borns being a rare exception. [size=1]Written by KyuuBird[/size] Should a Flesh Zealot have eyes matching the eyes on it's body then it is a pure-blooded version of these monstrosities and is to be feared.
[font=constantia][size=5][u][b]Part 2: Lich Beasts[/b][/u][/size]
[font=constantia][size=4][b]Chapter 1[/b]: Lich Beast Creation[/size]
There are 3 ways that a Lich Beast is created.
[i]1:[/i] A Flesh Beast of any elemental variant goes through long exposure of the Tangled Wood's black ooze.
[i]2:[/i] At least one of the parents of a Lich Beast has heavy affliction with necromancy and this causes a hatchling to be in a state similar to a Flesh Beast but the flesh is a dark purple and decays at a much faster rate.
[i]3:[/i] Two parenting Lich Beasts have a nest together.
[font=constantia][size=5][u][b]Part 3: Swamp Haunts[/b][/u][/size]
[font=constantia][size=4][b]Chapter 1[/b]: Swamp Haunt Notes[/size]
Made when a dragon is left rotting in the mire or just general bodies of water
Use the poison created from their state of decay to kill their prey
[indent][size=2][i](it could be that their skin is crackly cause maybe they tend to live close to earth territory?
or maybe too close to arcane morphing themselves with some bugs cause magic can do that
arcane is the land of "literally everything happens cause magic and you cant fight magic")[/i][/size][/indent]
[font=constantia]Bee-Gene wings are so thin they are translucent and those are their veins you're seeing.
Hatchling Notes: Wings are extremely fragile so they prefer to lurk in swamps/forests and/or have protective tendencies towards their wings.
Because the wing membrane is so fragile their wing arms are super powerful.
Wasp-Gene bodies are also easily damaged, causing most to turn to ambush predation (by land or by small bodies of water) or night hunting.
The survival rate for Full Wasp/Bee Swamphaunts is low but not impossible.
They just sink in bodies of water.
They wouldn't just be wings they'd be utilized as actual limbs they could hit with / maybe even walk/swim with, much similar to a 3rd set of legs.
Tend to grow abnormally long wing-arms due to their swimming tendencies.
Some with Bee wings tear out the fragile fibers to avoid catching them on anything or just avoiding the hassle of protecting them in the long run.
Part 1: Flesh Beast Basics Chapter 1: How Eye Color Affects Flesh Beasts
Plague: Flesh Beasts born in the Scarred Waste are found to be the most hostile and uncontrollable. Their nature reverts back to that of a wild animal and will tear into anything that remotely looks like food. Like most mirrors, they tend to hunt in packs but are more dangerous when cornered alone. I advise backing away slowly until you are a safe distance and running as fast as you can in the opposite direction. Earth: Dragonhome born Flesh Beasts are stable minded and prefer staying in fairly small groups of 3-4 close friends/family. They are easiest to connect to and show the most emotions. Granted they do not show strong emotions, but they can say if they are happy or sad about something. Most have a connection to the earth and prefer to have their homes underground or in a dark, earthy atmosphere. Ice: Flesh Beasts originating from the Southern Icefield tend to be calm and analytic. They prefer solitude and cold corners as well as being surrounded by their favorite fossils and scrolls. While they aren't entirely stable, they will only attack if they have gone too long without food or feel threatened. While it is still recommended to keep a safe distance from these Flesh Beasts, they are not overtly hostile. Light: If a Flesh Beast is born in the Sunbeam Ruins, they are more susceptible to mutations akin to those of Emperors in which they fuse with others around them upon their awakening. Unlike Emperors though, this includes any species that may have died with the Flesh Beast. The larger the grave, the bigger the problem it creates. Light Flesh Beasts are Ravenous and will kill and eat anything on sight, friend and foe alike. Because of this, they do not make relations and are always `Lone Wolves`. Should you see one of these abominations with pale yellow eyes, it may very well be too late. (Will have more elemental eyes added later)
Chapter 2: Eating Habits
All Flesh Beasts prefer meat over anything else but if they move to a water territory, then their diet will consist of mostly fish.
~Plague Flesh Beasts binge eat at a constant given a food source. They have a See-Food-You-Eat-It feeding schedule.
~Ice Flesh Beasts tend to starve themselves until their hunger gets the best of them and they leave the comfort of their home to go hunting on instinct. Most usually last a week starving themselves.
~Earth Flesh Beasts eat at a more normal rate, breakfast/lunch/dinner type of schedule.
~Light Flesh Beasts hunt without rest or remorse, always on the move for their next meal.
Chapter 3: 'Lone Wolf' Flesh Beasts
Some Flesh Beasts decide to 'go rogue' and do their own thing. While they aren't as strong as Flesh Beasts that hunt in numbers, they quickly develop their own quirks. Some may become fast runners, some may gain preference of hunting while airborne, or they might learn to burrow and ambush their prey. Whatever their specialty, 'Lone Wolf' Flesh Beasts are the most dangerous and should be avoided at all cost. Just because they hunt alone, doesn't mean large dragons are safe because usually their developed abilities provide aid in stunning and killing large prey. As the number of these creatures grow, you'll need to watch your step out in the wild.
Chapter 4: Hoarding and Territories
Chapter 5: Flesh Zealot
The unnerving union of a Mirror Zealot and a Flesh Beast, created within the bowels of the Cult of Mor to further Her influence on the Draconic world. These slender impostors are covered in glaring red eyes all over their bodies, while, in most cases, their main head's eyes are blank, white, decoys. Their scales are small but incredibly hard, having the texture of sharkskin or sandpaper, leading to enemies injuring themselves when coming in contact with one. They're prideful in their lineage and generally stay away from regular dragons, with Mirrors and other plague-borns being a rare exception. Written by KyuuBird Should a Flesh Zealot have eyes matching the eyes on it's body then it is a pure-blooded version of these monstrosities and is to be feared.
Part 2: Lich Beasts Chapter 1: Lich Beast Creation
There are 3 ways that a Lich Beast is created. 1: A Flesh Beast of any elemental variant goes through long exposure of the Tangled Wood's black ooze. 2: At least one of the parents of a Lich Beast has heavy affliction with necromancy and this causes a hatchling to be in a state similar to a Flesh Beast but the flesh is a dark purple and decays at a much faster rate. 3: Two parenting Lich Beasts have a nest together.
Part 3: Swamp Haunts Chapter 1: Swamp Haunt Notes
Made when a dragon is left rotting in the mire or just general bodies of water
Use the poison created from their state of decay to kill their prey
(it could be that their skin is crackly cause maybe they tend to live close to earth territory?
or maybe too close to arcane morphing themselves with some bugs cause magic can do that
arcane is the land of "literally everything happens cause magic and you cant fight magic")
Bee-Gene wings are so thin they are translucent and those are their veins you're seeing.
Hatchling Notes: Wings are extremely fragile so they prefer to lurk in swamps/forests and/or have protective tendencies towards their wings.
Because the wing membrane is so fragile their wing arms are super powerful.
Wasp-Gene bodies are also easily damaged, causing most to turn to ambush predation (by land or by small bodies of water) or night hunting.
The survival rate for Full Wasp/Bee Swamphaunts is low but not impossible.
They just sink in bodies of water.
They wouldn't just be wings they'd be utilized as actual limbs they could hit with / maybe even walk/swim with, much similar to a 3rd set of legs.
Tend to grow abnormally long wing-arms due to their swimming tendencies.
Some with Bee wings tear out the fragile fibers to avoid catching them on anything or just avoiding the hassle of protecting them in the long run.
A close call, and a reminder that only the strong survive. This dragon is a veteran of many battles and has the scars to prove it.
4000
Veteran's Shoulder Scars
Apparel
A close call, and a reminder that only the strong survive. This dragon is a veteran of many battles and has the scars to prove it.
4000
Veteran's Eye Scar
Apparel
A close call, and a reminder that only the strong survive. This dragon is a veteran of many battles and has the scar to prove it.
4000
Darkened Leg Scar
Apparel
A close call, and a reminder that only the strong survive. This dragon is a veteran of many battles and has the scar to prove it.
0
Darkened Arm Scar
Apparel
A close call, and a reminder that only the strong survive. This dragon is a veteran of many battles and has the scars to prove it.
0
Darkened Eye Scar
Apparel
A close call, and a reminder that only the strong survive. This dragon is a veteran of many battles and has the scar to prove it.
0
Mummy Starter Kit
Chests
Contains the White Linen Head, Neck, Chest, Arm, Leg, Wing, and Tail Wraps. 7 items.
5800
Black Linen Wrapping Set
Chests
Contains the Black Linen Head, Neck, Chest, Arm, Leg, Wing, and Tail Wraps. 7 items.
6800
Leather Wrapping Set
Chests
Contains the Leather Head, Neck, Chest, Arm, Leg, Wing, and Tail Wraps. 7 items.
5800
Second-Hand Bandages
Chests
Contains the Bloody Head, Chest, Neck, Arm, Leg, Wing, and Tail Wraps. 7 items.
6800
Plague:
Skeletal Chimes
Apparel
A plagueland breeze is best accompanied by a cheerful rattle of skeletal chimes. (Riot of Rot Holiday Item 2015.)
0
Carapace Arm
Apparel
A tattered banner and carapace of a fallen foe adorn this fierce scavenger. (Riot of Rot Holiday Item 2017.)
0
Sanguine Plumage
Apparel
A set of crimson head feathers provides the wearer with a mysterious air.
0
Scavenger's Tatters
Apparel
A warrior's kilt, crafted from the bones of fallen foes. (Riot of Rot Holiday Item 2016.)
0
Boneyard Tatters
Apparel
The tattered, degraded remains of a pilgrim who has bested the Abiding Boneyard. There's something not quite right about this dragon's face... (Riot of Rot 2013 Holiday Item)
0
Bone Antlers
Apparel
An impressive set of antlers, but they probably aren't natural.
1450
Pale Roundhorn
Apparel
It is said that dragons with spiral horns have an affinity for balancing on the sides of sheer mountain cliffs.
1250
Ebony Antlers
Apparel
An impressive set of antlers, but they probably aren't natural.
1450
Onyx Roundhorn
Apparel
I wouldn't get in the way of a dragon sporting a pair of these stubborn horns..
1250
Tawny Antlers
Apparel
An impressive set of antlers, but they probably aren't natural.
1450
Ice: Black, White, and Brown Wooly sets
Icicle Chains
Apparel
Enchanted chains freeze and bind the wings of prisoners. Only those acknowledged by the frost may wear them unencumbered. (Crystalline Gala Item 2018.)
0
Frigid Fugitive Shackles
Apparel
The frozen-over limbs of this dragon are forever bound by frigid shackles.(Crystalline Gala 2014 Holiday Item.)
0
Chillspike Collar
Apparel
This frozen accessory becomes more or less of a fashion statement depending on the temperature of the room. (Crystalline Gala 2015 Holiday Item)
0
Roving Seafarer's Armcuffs
Apparel
A pair of bracers covered in thick, matted fur. They stink of the ocean and are bound tightly with rotting twine.
1650
Roving Seafarer's Legcuffs
Apparel
A pair of leg cuffs covered in thick, matted fur. They stink of the ocean and are bound tightly with rotting twine.
1650
Pillager's Fur Armwraps
Apparel
A pair of bracers covered in dense otter's fur. They smell of the forest and are bound tightly with twine.
1850
Pillager's Fur Legwraps
Apparel
A pair of leg cuffs covered in dense otter's fur. They smell of the forest and are bound tightly with twine.
1850
Raider's Fur Armwraps
Apparel
A pair of bracers covered in coarse fur. They stink of battle and are bound tightly with sinew.
1950
Raider's Fur Legwraps
Apparel
A pair of leg cuffs covered in coarse fur. They stink of the battle and are bound tightly with sinew.
1950
Earth: Bleak, White, Red, and Brown Birdskull sets & Dented Iron set
Sanddune Rags
Apparel
Scavenged clothing may sometimes be all that's available. Make do.
0
Eroded Crystalhide
Apparel
A calcifying layer of sandstone and granite is beginning to form and several large, radiant crystals are jutting from the shoulders. (Rockbreaker's Ceremony 2013 Holiday Item)
0
Crystalhide Treads
Apparel
A calcifying layer of sandstone and granite makes the perfect pair of treads. (Rockbreaker's Ceremony 2014 Holiday Item)
0
Tarnished Steel Armor
Chests
Contains the Tarnished Steel Belt, Boots, Gauntlets, Gorget, Helmet, Pauldrons, and Tail Cuffs. 7 items.
6550
Solidscale Armor Heap
Chests
Contains the Solidscale Shoulder Guards, Chest Guard, Bracers, Greaves, Tail Guard, Wing Guard, and Helmet. 7 items.
9400
Familiars They Actually Get Along With:
Plague:
All Riot of Rot Familiars and Blight Nymph
Rat King
Familiar
Long live the king.
4500
Ghostly Rat Lord
Familiar
Neither fanrats nor sewer sludge are responsible for this horror.
4500
White Rot Deer
Familiar
After a season, wood ear deer enter a second stage of life. This veteran is an even more effective guardian.
2000
Dire Hyena
Familiar
10x more awesome than a regular hyena.
1000
Undying Featherback
Familiar
Magic is required to slay an undying featherback and put it to rest.
4700
Carrioncorn
Familiar
The dreaded carrioncorn is said to stampede in massive herds throughout the Abiding Boneyard, sometimes locked in vicious battles with resident vultures over rare food sources.
2750
Malevolent Spirit
Familiar
A lumbering mass of bones. This shambling horror is draped in rotting cloth and surrounded by a shroud of thick mist.
7500
Death's-Head Stag
Familiar
Some consider it a harbinger of misfortune, but most dismiss such omens as old-wyrm's tales. (KS-sponsored by Windswept.)
1500
Earth:
All Rockbreaker's Ceremony Familiars and Boulder Nymph
Armored Greatowl
Familiar
It is arguable whether the armor makes the owl more or less deadly. Without the armor their flight is nearly silent.
2500
Terra Tortoise
Familiar
Knows nothing about nothing.
2000
Wood Ear Deer
Familiar
This creature has little in common with its mammalian namesake. Wood ear deer are cultivated to protect dryads' secluded groves.
2000
Tunnel Hydra
Familiar
That groundquake isn't an erupting volcano. Steer clear of the vents if you don't want to play an unpleasant game of whack-a-head.
4725
Wasteland Collector
Familiar
These scavengers return to a Golden Idol with the trinkets they were able to collect.
1000
Armored Duskflapper
Familiar
Thousands of years of evolution have granted this bat hardened armor to protect against falling magmatic debris.
2525
Parda
Familiar
These evolutionary oddities lay eggs but nurse their young. They also chirp!
2550
Driftwood Baron
Familiar
The toxins found in the venom of Driftwood Barons have been used to combat the onset of several strains of Wyrmwound plague.
0
Ice:
All Crystalline Gala Familiars and Snowflake Nymph
Frosted Pocketmouse
Familiar
Though they can thrive in a variety of climates, frosted pocketmice are known for their tenacity during harsh winters.
1500
Spectral Duskflapper
Familiar
In a peculiar feat of biological engineering, these rough-hide bats are brimming with a blue-hot internal combustion that can cause an explosion if one is not careful around them.
2525
Riptide Clipper
Familiar
Watch your step!
2350
Shatterbone Vulture
Familiar
In a stunning natural role reversal, the undead Shatterbone often finds itself center of attention of other carrion birds.
2750
Arctic Hippalectryon
Familiar
This Hippalectryon emits a frigid aura.
2650
Apatite Fisher
Familiar
Feasting on a diet of crystal-scaled fish has had a dramatic effect on the plumage of this crane.
2650
Crystalhide Jester
Familiar
Knock knock! Who's there? Crystalhide Jester! Who? A turtle cannot write or finish a joke.
5100
Wintermane Bowman
Familiar
A good eye and a steady hand are required to shoot while galloping.
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