Medieval & Fantasy Minecraft Roleplaying

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[Harvest] Fauna

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Fauna

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ARBORI
[Arbori Hide] A skilled craftsman can use their leather-working abilities to craft this hide into leather armor or fittings. This armor gives a better sense of camouflage to the wearer in nature's forests. The 'wood' of an Arbori is inseparable from its hide, and those skilled in leatherworking can create armor that is durable and light; the most exceptional hide is as resilient as chainmail against blades. Some lingering spirit of the creature haunts the armor, additionally granting it an equivalent resistance against occult magics.​
Masterwork Effect: A skilled leatherworker can work with the hide in such a way that the leather retains the wood grain patterns and natural foliage that the Arbori had accrued over its lifetime. This results in a natural camouflage that aids the wearer in temperate forest environments. The wearer may gain one step of advantage on stealth checks in such environments upon DM discretion. The craft must cover the torso for the wearer to benefit from this effect.​
Rarity: 3​

ASH HOUND & GINUR
[EmberFur]: Still slick with the hound’s flammable grease, the sleek black ash hide can, when lit, burn nigh-indefinitely—producing a low flame. Reeking of sulphur and brimstone, the material clearly remarks itself to a nose familiar with the hounds the hide draws from. Although able to be extinguished with water (or a lack of air otherwise), a burning article composed of ash hide will not be damaged by flame—but can still incidentally ignite flammable articles it touches if care is not taken. As a result, it makes clothing impractical unless specific care is taken to accommodate or mitigate spread.​
[Masterwork]: The sheen of the hide becomes near-metallic in appearance, a viscous vapor subtly coming off of it. It still carries the properties and defenses of leather. Masterwork Emberfur draws passive flames to it in a 1-meter radius—fire riding along the vapor to the article firstmost.​
Tier: 2​

DRAKODO
Once the carcass of this creature has cooled down after a few hours, it may yield the following:​
[Drakodo Hide] Drakodo hide is thick, bumpy, and rough. It is notoriously difficult to work with. In the rare occasion that enough workable leather is harvested, only the most experienced of tanners can successfully process Drakodo hide into Drakodo leather. Drakodo leather is a powerful insulator against all forms of energy, especially against heat, and retains enough material toughness to also serve against blades. A Drakodo leather glove could allow an individual to pick up and hold red-hot metal without experiencing any sort of discomfort. It provides chainmail equivalent saves against energy and physical attacks, and a custom plate equivalent save against fire.​
Rarity: 4​
[Drakodo Bones] Drakodo bones are naturally black, as if charred to coal. Identically to its leather, Drakodos' bones are extremely heat resistant, able to withstand heats on-par with molten rock before ever burning and crumbling.​

ELCHBAR

[Elchbar Hide] Elchbar fur is thick and matted to insulate heat, varying in colors from white, gray, to a dirty brown depending on the region. A tanner is able to work a pelt to form it into clothing that helps ward off the chilling bite of colder climates. Elchbar hide is thick enough to where it will hinder dexterous movements, but because of this it is one of the best insulators that residents of the north have been able to find. Some say a full attire of this hide will keep one from the coming of frostbite.​
Tier 2​

EMBERLARK
[Emberlark Beak] The beak of an emberlark is most like sandstone in its texture, and does not decay, even after death. Applied excessive force causes the beak to erupt in a small, controlled 'explosion' of fire, the pieces of the beak becoming sharp shrapnel that burn for nearly ten seconds before snuffing out. The force of the explosion is comparable to a strong punch, but only travels a few centimeters in each direction. As a result of the narrow beak, and its unnatural physical properties, skilled carvers can delicately 'chisel' the beak into an aerodynamic shape: perfect for arrowheads.​
Rarity: 3​
[Emberlark Flamefeather] Posterior feathers of the Emberlark that exhibits the bird's beautiful and wondrous light and heat capabilities. These feathers, like the beak of the Emberlark, are always warm to the touch. These feathers are simple in its use for its niche quality as a fletching arrow. Emberlark feathers can be crafted into beautiful cloaks that retain the heat of the feather and allow the wearer to shield against chilly and cold atmospheres. When moving- traces of embers will drift behind the cloak.​
This can also be used as an Alchemical ingredient through the grinding of the feathers into a powder of red or orange emberdust that’s warm to the touch. Once formed into an Inky elixir, the ink retains the orange-red color of the Emberlark.​
Rarity: 1​
EMPEROR SCORPION
[Scorpion Chitin] The steely hide of the Emperor Scorpion paves way for a chitin unlike any other. Expert tanners are able to extract the chitin, dry and weather it. Before it hardens, they’re able to shape it into serviceable armor that grants excellent protection against cuts, stabs and slashes. They come in shades of reds, blacks and whites. It grants protection equivalent to munitions plate against physical attacks, with a +2 bonus against cutting and piercing.​
[Masterwork] The most polished of chitin hardens to be even sturdier against cutting and piercing attacks (+3 total bonus against cutting and piercing).​
Tier 4​

GARULF
[Garulf Pelt] The pelt of a Garulf is the reward for the best hunters in the world, an honor granted by Theodra for slaying one who crossed them. The pelt grants its wearer the senses and smells of a wolf, giving them the ability to track their prey on a trail that would previously have been considered cold. So long as they have an initial trail or item to begin with, they can take a fresh scent of the recent few hours or more and follow it. Once removed from a killed Garulf, the pelt loses its tattoos.​
Rarity: 4​
Masterwork Effect: If a fresh Garulf hide is turned into a masterwork level craft, it will protect its wearer through the lingering influence of Theodra. When the wearer of the hide is being stalked, looked at, or otherwise threatened, the hide will twitch and alert its weather with a subtle nudge. It has no capability of giving a direction, but a warning nonetheless. Hunters are known to wear these hides as a ward against predators during their hunts, and wear them proudly as a trophy at other times.​
GIANT SPIDER
[Spider Silk] A single strand of giant spider silk is comparable in size to a smaller spider’s silk, however, it is nearly three times as strong. Due to the nature of its creators, giant spider silk is often harvested in smaller quantities, as webs are often disturbed or destroyed during a fight against the creatures. It is rare to have enough giant spider silk to craft anything more than a sweater, shawl, or small cloak. Gambesons and padded jackets weaved from this material offer identical resistances against attacks as steel chainmail.​
Masterwork Effect: A part of the refining process involves selecting threads that do not contain the adhesive produced by giant spiders from which this silk is produced. Although, particularly skilled tailors can weave in such threads into crafts of slippers or gloves to allow for extra grip for gloves and boots. Weapons are less likely to be knocked out of grip, climbing is easier, and it is much more difficult to be knocked off balance. (Heavy winds, shield charge, deck of a ship, etc.)​

Rarity: 3​
[Venom] An ingredient for alchemy. Extracting this venom and brewing it with crimsonwort essence will create a distinct poison.​

GRYPHON
[Gryphon Feather] Taking on a hue anywhere from deep brown to white, the feathers of a gryphon are a possession known only to a few. They are unnaturally big, larger than the feather of any known avian, and are incredibly strong despite being so lightweight. As such, a cloak or coat made of these feathers will allow the wearer to safely fall from heights up to five meters as long as they are not wearing heavy armor such as steel plate. The feathers beneath begin to lift and allow them to drift down at a rapid pace, arced at most, 10 meters away from where they perched. Carrying weights of 50lb+ more than their own weight will impede the effect. Wind direction is prone to affect the glide.​
[Masterwork] A masterwork cloak or coat will allow the user to glide on the winds as they fall from at most 10 meters high, safely protecting them from those heights and allowing them to take control of the direction of their fall up to 30 meters away, despite any heavy winds, as if they too glided on the wings of a gryphon.​
Tier 3​

MAULERKIN
[Maulerkin Hide] In the rare event that intact maulerkin hide is procured, the amount of leather that can be harvested is quite small. One maulerkin usually provides enough hide to craft a pair of gloves or boots. If enough are gathered, one may create larger pieces of clothing. If a maulerkin’s fur and hide are treated properly, one is greeted with a color that is a near-pure white. This aids as decent camouflage within the tundras.​
Rarity: 0​

MIME VOLAN
[Venom] An ingredient for alchemy. Extracting this venom and brewing it with crimsonwort essence will create a distinct poison.​
RED-FINNED FEROCITY
[Red-Finn Scales] Shades of blue-green scales can be cut from the hide of a Red-Fin. These can be used for tailoring gowns, cloaks or decoration for other light attire. They shimmer a silver sheen against light sources and provide some protection against rain and water drops, leaving the wearer dry beneath. Wearing a full attire of Red-Finn hide allows one to swim with more ease within bodies of water. Its defense properties are equivalent to leather.​
[Masterwork] A masterwork leather helmet of this hide allows one to swim further and deeper into the depths of the darkest waters. The pressures below will not bludgeon, crush or hinder the wearer.​
Tier 2​

SKIEELS
[Skieel Blood] A blue liquid, smelling strongly of the salty ocean and seaweed. This can be used for { Alchemy Purposes }​
UNICORN
[Unicorn Horn] The Horn of the unicorn can be carved and used for various things. The bone is often white, with speckles of glitter atop its rocky bone surface, and as strong as silver. When ground and used as an alchemical ingredient, it’s said to give one a more youthful appearance, as if rejuvenating from the process of aging.​
Tier: 4​

ECHO
[Echo Hide] This hide is matted and more frayed than most other fur hides. It tends to be sparse, varying in colors of browns and grays depending on its location of habitat. Echo hide has tufts of thicker dark-gray fur that is able to keep the wearer warm from the chilly air. Attires made from these hides tend to be decent camouflages within the forest locations the echo was found in.​
Tier 2​

WILDGROLL
[Wildegroll Fur] Wildegroll fur is dense and sports a mottled mix of dark browns, greys, and black matching the environment in which they were found. Patterns of wildegroll fur are unique as far as the animal kingdom is concerned. When tanned and treated properly, the hide’s natural colors can be accented to produce stunning contrast between the mottled patterns. Animals are familiar with the fear that the wildegroll produces their local ecosystems. Predators that are familiar with the wildegroll are less likely to target people who are wearing clothing made from the fur of such beasts.​
Masterwork Effect: Those wearing a masterwork cloak of the Wildegroll retain its musty scent, lowering the probability of being attacked by predators in the wild. Most natural wildlife will stay clear of one wearing it.​
Tier 3​

WUTGEIST
[Wutgeist Hide] This thick, heavy fur is an excellent insulator, capable of retaining heat in the coldest of winters. Its unique pattern of dark spots on the fur, which can range anywhere on the spectrum of gray, makes it instantly recognizable as a wutgeist’s pelt. The pelt can be worked into armor equivalent to leather in strength.​
Tier 3​
 
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