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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>\r\n<p>Wardens have a form of ancestral memory, through special spores passed from parent to cub. These spores carry with them knowledge and some nebulous memories. The reason some wardens are able to understand the languages of other races is because of wardens in their lineage that knew this and passed this through these special spores to their offspring.<br \/><br \/>These spores can be shared with humans and other races as well. While not as effective, it can pass enough knowledge for the human to communicate with the warden. The warden must use very simple words and concepts, due to humans not being able to hear infrasound, but it can allow conversing, where the warden understands you, responds, and you are able to understand it.<br \/><br \/>The spores do have side effects, however. They make you feel lethargic, feverish, itchy, give you a runny nose and make you sneeze. They also produce a euphoric feeling, producing something like a mild high. This lasts until the immune system fights off the spores, which varies depending on the strength of the immune system. The spores are not dangerous, but the body reacts to them as if they are so it's technically a sort of allergy.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<p>Wardens do not have stomach acid like other creatures. Instead, their stomachs contain a blend of potent fungal enzymes that break food down. The enzymes found in the smaller stomach are different incomposition than the enzymes in their main large stomach, which slowly breaks down harder to digest materials into their components to extract their nutrients.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>\r\n<p>It is thought to be impossible for wardens to produce hybrids with other races. It is possible due to their unique eldritch nature, but extremely unlikely. For one, wardens rarely interact with other races, much less in ways that would lead to interbreeding. Second, warden fertility is incredibly low. The chance of conception is low even between their own kind. And third, their biology is very different from humans. While conception could happen, the chances are incredibly low and the hybrid would be caused by the warden's unique eldritch nature.<\/p>","field6":"<p>Wardens can vary in their coat color, bone growths, mane type, shape of their tail and ears, and general build.<\/p>","field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>\r\n<p>Wardens have a form of ancestral memory, through special spores passed from parent to cub. These spores carry with them knowledge and some nebulous memories. The reason some wardens are able to understand the languages of other races is because of wardens in their lineage that knew this and passed this through these special spores to their offspring.<br \/><br \/>These spores can be shared with humans and other races as well. While not as effective, it can pass enough knowledge for the human to communicate with the warden. The warden must use very simple words and concepts, due to humans not being able to hear infrasound, but it can allow conversing, where the warden understands you, responds, and you are able to understand it.<br \/><br \/>The spores do have side effects, however. They make you feel lethargic, feverish, itchy, give you a runny nose and make you sneeze. They also produce a euphoric feeling, producing something like a mild high. This lasts until the immune system fights off the spores, which varies depending on the strength of the immune system. The spores are not dangerous, but the body reacts to them as if they are so it's technically a sort of allergy.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<p>Wardens do not have stomach acid like other creatures. Instead, their stomachs contain a blend of potent fungal enzymes that break food down. The enzymes found in the smaller stomach are different incomposition than the enzymes in their main large stomach, which slowly breaks down harder to digest materials into their components to extract their nutrients.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>\r\n<p>It is thought to be impossible for wardens to produce hybrids with other races. It is possible due to their unique eldritch nature, but extremely unlikely. For one, wardens rarely interact with other races, much less in ways that would lead to interbreeding. Second, warden fertility is incredibly low. The chance of conception is low even between their own kind. And third, their biology is very different from humans. While conception could happen, the chances are incredibly low and the hybrid would be caused by the warden's unique eldritch nature.<\/p>","field6":"<p>Wardens can vary in their coat color, bone growths, mane type, shape of their tail and ears, and general build.<\/p>","field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#223 13 November 2023, 13:52:37 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>\r\n<p>Wardens have a form of ancestral memory, through special spores passed from parent to cub. These spores carry with them knowledge and some nebulous memories. The reason some wardens are able to understand the languages of other races is because of wardens in their lineage that knew this and passed this through these special spores to their offspring.<br \/><br \/>These spores can be shared with humans and other races as well. While not as effective, it can pass enough knowledge for the human to communicate with the warden. The warden must use very simple words and concepts, due to humans not being able to hear infrasound, but it can allow conversing, where the warden understands you, responds, and you are able to understand it.<br \/><br \/>The spores do have side effects, however. They make you feel lethargic, feverish, itchy, give you a runny nose and make you sneeze. They also produce a euphoric feeling, producing something like a mild high. This lasts until the immune system fights off the spores, which varies depending on the strength of the immune system. The spores are not dangerous, but the body reacts to them as if they are so it's technically a sort of allergy.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>\r\n<p>It is thought to be impossible for wardens to produce hybrids with other races. It is possible due to their unique eldritch nature, but extremely unlikely. For one, wardens rarely interact with other races, much less in ways that would lead to interbreeding. Second, warden fertility is incredibly low. The chance of conception is low even between their own kind. And third, their biology is very different from humans. While conception could happen, the chances are incredibly low and the hybrid would be caused by the warden's unique eldritch nature.<\/p>","field6":"<p>Wardens can vary in their coat color, bone growths, mane type, shape of their tail and ears, and general build.<\/p>","field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>\r\n<p>Wardens have a form of ancestral memory, through special spores passed from parent to cub. These spores carry with them knowledge and some nebulous memories. The reason some wardens are able to understand the languages of other races is because of wardens in their lineage that knew this and passed this through these special spores to their offspring.<br \/><br \/>These spores can be shared with humans and other races as well. While not as effective, it can pass enough knowledge for the human to communicate with the warden. The warden must use very simple words and concepts, due to humans not being able to hear infrasound, but it can allow conversing, where the warden understands you, responds, and you are able to understand it.<br \/><br \/>The spores do have side effects, however. They make you feel lethargic, feverish, itchy, give you a runny nose and make you sneeze. They also produce a euphoric feeling, producing something like a mild high. This lasts until the immune system fights off the spores, which varies depending on the strength of the immune system. The spores are not dangerous, but the body reacts to them as if they are so it's technically a sort of allergy.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>\r\n<p>It is thought to be impossible for wardens to produce hybrids with other races. It is possible due to their unique eldritch nature, but extremely unlikely. For one, wardens rarely interact with other races, much less in ways that would lead to interbreeding. Second, warden fertility is incredibly low. The chance of conception is low even between their own kind. And third, their biology is very different from humans. While conception could happen, the chances are incredibly low and the hybrid would be caused by the warden's unique eldritch nature.<\/p>","field6":"<p>Wardens can vary in their coat color, bone growths, mane type, shape of their tail and ears, and general build.<\/p>","field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#222 13 November 2023, 13:37:37 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>\r\n<p>It is thought to be impossible for wardens to produce hybrids with other races. It is possible due to their unique eldritch nature, but extremely unlikely. For one, wardens rarely interact with other races, much less in ways that would lead to interbreeding. Second, warden fertility is incredibly low. The chance of conception is low even between their own kind. And third, their biology is very different from humans. While conception could happen, the chances are incredibly low and the hybrid would be caused by the warden's unique eldritch nature.<\/p>","field6":"<p>Wardens can vary in their coat color, bone growths, mane type, shape of their tail and ears, and general build.<\/p>","field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>\r\n<p>It is thought to be impossible for wardens to produce hybrids with other races. It is possible due to their unique eldritch nature, but extremely unlikely. For one, wardens rarely interact with other races, much less in ways that would lead to interbreeding. Second, warden fertility is incredibly low. The chance of conception is low even between their own kind. And third, their biology is very different from humans. While conception could happen, the chances are incredibly low and the hybrid would be caused by the warden's unique eldritch nature.<\/p>","field6":"<p>Wardens can vary in their coat color, bone growths, mane type, shape of their tail and ears, and general build.<\/p>","field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#221 13 November 2023, 13:17:58 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue. They have tusks that jut up from their lower jaw. Their jaws are muscled with a powerful bite force, with the back teeth designed for crushing with the front teeth designed for gripping. The front teeth are often used to carry their cubs by the scruff.<br \/><\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#220 13 November 2023, 13:16:34 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue.<\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Plural: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue.<\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#219 13 November 2023, 13:07:13 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue.<\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue.<\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with.<\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#218 13 November 2023, 13:05:44 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue.<\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with. <\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size, due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal creatures, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<\/span><\/p>\r\n<p> <\/p>\r\n<h5><span style=\"font-weight: 400;\"><strong>Physical Description<\/strong><\/span><\/h5>\r\n<p><span style=\"font-weight: 400;\"><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. While they lack eyes, they do still have eyebrows.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are usually in shades of dark blue, almost black, green, or teal. They usually have light blue or aqua speck markings on their bodies that glow with their natural bioluminescence. Their mane resembles that of a lion, often wrapping around their neck fully, though it can cover less. The texture is shiny and silken. The mane very often falls over where the eyes would be. Their fur is shaggy and thick, but surprisingly sleek. It feels damp to the touch, despite being dry. If one were to touch a warden, they would be cool to the touch, but produce an inner heat from their metabolism. Despite feeling cool and damp, their breath is hot.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have boney growths on their upper arms, around their sides, over their shoulders, and a line of boney spines down their back. This is usually pale in color, but can have hints of yellow or green to it. It is always noticeably lighter than the body. <\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have long ears with a pronounced curl around the end, which are actually the tendrils they use to echolocate. Some have mistaken these strange ears as horns, though they are flexible. They twitch and glow when in use. They can be used to emote. While wardens do not see with light, their echolocation is shockingly precise, allowing them to read body language, gestures, and posture. They have trouble tracking quick movements, so Warden gestures are usually slow and deliberate.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Their face superficially resembles a feline face, with a flatter muzzle a bit closer to humanoid shape. Their nose, in shape, somewhat resembles a big cat, but this resemblance is superficial. They have fluff on their cheeks that can be compared to the fluff on a Lynx.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They appear anthropromorphic in their build with digitgrade legs and large paws armed with sharp, tough claws. Their pads are thick and tough, able to grip the ground. They are surprisingly light on their feet, despite being large, bulky creatures, standing between 10-12 feet tall on average with a thick, muscular build. A warden can move comfortably on all fours, and will often drop to all fours when charging. They move shockingly fast for such a large creature.<br \/><br \/>While they do not have eyes, Wardens can see you quite well. You get the distinct feeling of being watched when they turn to face you.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They have a long, uniquely textured tail, the movement of which can be a good gauge for a warden's mood. Surprisingly, their tendrils are actually able to detect light, though this is not used towards sight. It seems to be connected to detecting the bioluminescence of other wardens.<br \/><br \/>Their tongue is wide and forked, feeling almost velvety and slightly rough like a dog's tongue.<\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p>Some theorize that wardens once had an alliance with early humans when they were hiding underground from a strange dangerous darkness alluded to in old tales. This theory is reinforced by the ruins of ancient cities that can often be found deep underground. They have what appear to be shrines and statues in honor of the warden, and many still have a warden still dwelling there. <br \/><br \/>One in particular is a warden known as the Phantom of the Deep. This unique warden is seen as a bit of a local cryptid by those living above its ancient city, and tell tales of a pale warden of great size, calm and quiet. The ruins this warden is said to dwell in are extensive, denoting a city that was once huge and thriving.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p>In temperament, wardens can actually be compared to huge and dangerous cats, or tigers. They prefer to be left alone, only want interaction on their own terms, and tend to bond very closely with one or two people if they bond with anybody at all. Unlike a tiger, however, wardens are sapient, so one does not have to worry about a random attack if they do manage to befriend one. They are intelligent enough to hold back their wild instincts. Wardens are also not hunters or predators, so they have no prey drive or desire to hunt or chase. Their aggression is purely territorial and defensive in nature.<br \/><br \/>Despite being massive, powerful and dangerous eldritch monsters, they are sensitive creatures, easily overwhelmed and overstimulated, which leads to aggression. While many wardens are highly territorial and attack anything deem as a threat or invader, others will simply observe and only attack if provoked. <br \/><br \/>When not aggressive, wardens can actually be fairly curious. They are safer to interact with outside of their territory, as their territorial instincts are less apparent. While they don't like physical contact unless they trust you, a warden can become incredibly affectionate when they do bond with somebody. They will do a feline head bump, purr, or simply follow you around and settle nearby. A very closely bonded warden may lay curled around the person they've bonded with. <\/p>\r\n<p>They become very protective of their chosen Favorite Person, and can be incredibly possessive and territorial.<\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size, due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#217 13 November 2023, 00:58:31 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size, due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Warden digestion is unique, and rather slow. They have two stomachs, to a point. One stomach that the easier to access nutrients are extracted from their food, and a second stomach, which is quite large, where the rest of their meal will be broken down by enzymes very similar to the enzymes put out by various molds and other fungi. This process is a lot slower, so wardens will eat the fungal buds from their sculk colonies and easier to digest stuff for quick energy boosts, while eating harder stuff, such as deadwood, bone, and other similar difficult to break down stuff goes to this second stomach. <br \/><br \/>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Mostly just the solids. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<p>While there is little to no odor when they relieve themselves, getting sick is another story entirely. It's rare for a warden to vomit, but when they do, they empty both of their stomachs, and the smell is absolutely foul. It can be compared to something that has been sitting in the back of the fridge molding for who knows how long combined with stagnant bog water, sour and downright rotten. It looks as horrible as it smells, and there's more than would be expected from a creature their size, due to the size of this secondary stomach.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>\r\n<p>Wardens have a form of ancestral memory, from special spores a warden dam passes on to their cubs. These spores carry with them knowledge the warden can use later on as well as some memories, though the memories are more nebulous. An example of the function of these spores is how all of the descendants of a warden known as the Phantom are able to understand several human languages, and even speak a few limited words because of the spores passed down through the generations. Wardens are rare, and breed extremely slowly so this passage of knowledge from parent to offspring provides a clear advantage in their survival. This means that warden grudges will often pass down through the generations. A warden that has had a bad experience with humans, will pass on this aggression towards humans to their cubs, and along down the line making wardens from that lineage more aggressive and dangerous, while those who have had better experiences will pass that down, creating less dangerous and aggressive wardens.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#216 8 October 2023, 15:18:02 UTC
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{"data":{"description":"<p>Warbred are massive and powerful werebug like creatures, genetically engineered using magic and science by King Zarkhan in the Kingdom of Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Warbred are impressive and imposing creatures that serve as an extension of the Shadowed King's power over his Kingdom.<\/p>","field1":"<p>Warbred Vhessen are highly modified creatures, far removed from their ancestors, the regular Vhessen that wander Lumivalis and thrive there.<\/p>\r\n<p>They were created by King Zarkhan, commonly known as Blackwyrm, or the Shadowed King. There will be more information about him and his kingdom once that page is added<br \/><br \/>Warbred 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 Warbred will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient Warbred. The King takes the nymphs when they are about two weeks old, as they do better with at least a little time with their dam. The warbred will be anxious and antsy and a little depressed for a while after the nymph 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 Warbred 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 Warbred. Upon leaving the Chamber, the young Warbred 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 Kingdom. Warbred the King intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<\/p>\r\n<p>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 Warbred 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.<\/p>\r\n<p>Those who highly disappoint the King 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 Warbred 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 Warbred from lineages he hasn't bred before may be cause for suspicion, as well as Warbred 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. While Lumis is responsible for most of the cruelty inflicted on the Warbred in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The Warbred belong to him, after all. He created them. Warbred 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 Warbred is sent over. Early generation\/elder Warbred have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation Warbred are proving to have some health problems starting to crop up in connection to some of the traits the King is trying to encourage.<\/p>\r\n<p>Warbred are the result of several generations of modifications and selective breeding, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p>By and large, Warbred are a new species. They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed King holds them close. <br \/><br \/><\/p>\r\n<p>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>Warbred are separated by Generation, though later generation Warbred are separated by their lineage or purpose.<\/p>\r\n<p>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 Warbred species. Because the predcessors were created using the power of an ancient Root of the Life Tree, 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>It took a while for the Warbred 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 Warbred 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>Because of this, all Warbred have their massive beast form. He was still working on improving them, so hadn't made use of them within his Kingdom 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>The King 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>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>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 Warbred 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 King's Automatons. These 'Feral' Warbred 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 Warbred within the army.<\/p>\r\n<p>Warbred are all assigned ID numbers. These are used in the King'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 Warbred of the average bodytype, bearing the lineages of Vherra and Vhelos, child of Larion and Virek, with their name added. <br \/><br \/>Warbred 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 King 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 kingdom. Very few question this. <br \/><br \/><\/p>","field3":"<p>Warbred are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other Warbred that they work well with. These duos often balance eachother out and have a sense of comradry about them.<\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred become very depressed when alone, and prolonged isolation can lead to feelings of depression and sadness. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">In barracks or designated sleeping areas, the King typically provides each Warbred 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 Warbred. They are known to groom eachothers. Not to clean, but because the act is soothing and helps both Warbred bond.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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 Warbred 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. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They are extremely loyal, both to their pack and the King and Kingdom as a whole.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\"> <\/span><\/p>","field4":"<p><strong>Physical Characteristics:<\/strong><\/p>\r\n<p>On average, Warbred stand around 11 feet tall, though they can be anywhere from 9-12 feet on average. Some individuals can be taller or shorter, depending on their lineage. Warbred have thick, tough chitinous plates covering their huge, muscled bodies. Unlike actual insects, Warbred also have an endoskeleton, which provides their main structure. The chitinous covering acts as natural armor.<\/p>\r\n<p>Warbred 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 warbred's guardhairs are quite tough while remaining flexible, and can be used to make very nice paint brushes. A warbred'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>Warbred 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. Warbred 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 \/>Warbred are solid black in color, though the shade of this black can vary slightly. They don't have visible markings. Older Warbred's chitin will begin to dull as they age as their manes begin to grey. A Warbred'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> <\/p>\r\n<p> <\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>","field5":"<p><span style=\"font-weight: 400;\">Warbred 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. Warbred 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 Warbred 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 King 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. Warbred often become upset and distressed when it is time to give up their nymphs, but their loyalty to their king is strong enough that they rarely ever resist. Their duty is to the King, after all. Their nymphs belong to him, not them.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\">Some details on Warbred milk and a very young nymph<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> <\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage Warbred. 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.<\/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>","field6":"<p>Warbred have a few different bodytypes.<br \/><br \/>The most common is the average. The Average warbred 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 warbred, but this is due to longer limbs. They weigh less and are quite lean. Speedy warbred are known for their incredible stamina and speed. When pushed, any Warbred 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 Warbred lineage. Speedy warbred 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 Warbred 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 warbred have. Dwarf warbred are usually kept around the Capitol as they are valuable, and the King is trying to get a few good, healthy lineages with them that are only distantly connected. Dwarf warbred 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 warbred in a much smaller package. There are some crosses between dwarfs and speedy warbred, though getting a more slender Dwarf has been harder than anticipated, as Dwarf type warbred tend to be stocky and thick in build.<\/p>\r\n<p>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 Warbred 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>","field7":"<p>More Soon<\/p>","parsed":{"description":"<p>Warbred are massive and powerful werebug like creatures, genetically engineered using magic and science by King Zarkhan in the Kingdom of Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Warbred are impressive and imposing creatures that serve as an extension of the Shadowed King's power over his Kingdom.<\/p>","field1":"<p>Warbred Vhessen are highly modified creatures, far removed from their ancestors, the regular Vhessen that wander Lumivalis and thrive there.<\/p>\r\n<p>They were created by King Zarkhan, commonly known as Blackwyrm, or the Shadowed King. There will be more information about him and his kingdom once that page is added<br \/><br \/>Warbred 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 Warbred will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient Warbred. The King takes the nymphs when they are about two weeks old, as they do better with at least a little time with their dam. The warbred will be anxious and antsy and a little depressed for a while after the nymph 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 Warbred 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 Warbred. Upon leaving the Chamber, the young Warbred 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 Kingdom. Warbred the King intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<\/p>\r\n<p>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 Warbred 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.<\/p>\r\n<p>Those who highly disappoint the King 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 Warbred 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 Warbred from lineages he hasn't bred before may be cause for suspicion, as well as Warbred 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. While Lumis is responsible for most of the cruelty inflicted on the Warbred in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The Warbred belong to him, after all. He created them. Warbred 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 Warbred is sent over. Early generation\/elder Warbred have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation Warbred are proving to have some health problems starting to crop up in connection to some of the traits the King is trying to encourage.<\/p>\r\n<p>Warbred are the result of several generations of modifications and selective breeding, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p>By and large, Warbred are a new species. They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed King holds them close. <br \/><br \/><\/p>\r\n<p>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>Warbred are separated by Generation, though later generation Warbred are separated by their lineage or purpose.<\/p>\r\n<p>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 Warbred species. Because the predcessors were created using the power of an ancient Root of the Life Tree, 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>It took a while for the Warbred 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 Warbred 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>Because of this, all Warbred have their massive beast form. He was still working on improving them, so hadn't made use of them within his Kingdom 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>The King 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>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>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 Warbred 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 King's Automatons. These 'Feral' Warbred 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 Warbred within the army.<\/p>\r\n<p>Warbred are all assigned ID numbers. These are used in the King'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 Warbred of the average bodytype, bearing the lineages of Vherra and Vhelos, child of Larion and Virek, with their name added. <br \/><br \/>Warbred 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 King 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 kingdom. Very few question this. <br \/><br \/><\/p>","field3":"<p>Warbred are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other Warbred that they work well with. These duos often balance eachother out and have a sense of comradry about them.<\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred become very depressed when alone, and prolonged isolation can lead to feelings of depression and sadness. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">In barracks or designated sleeping areas, the King typically provides each Warbred 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 Warbred. They are known to groom eachothers. Not to clean, but because the act is soothing and helps both Warbred bond.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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 Warbred 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. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They are extremely loyal, both to their pack and the King and Kingdom as a whole.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\"> <\/span><\/p>","field4":"<p><strong>Physical Characteristics:<\/strong><\/p>\r\n<p>On average, Warbred stand around 11 feet tall, though they can be anywhere from 9-12 feet on average. Some individuals can be taller or shorter, depending on their lineage. Warbred have thick, tough chitinous plates covering their huge, muscled bodies. Unlike actual insects, Warbred also have an endoskeleton, which provides their main structure. The chitinous covering acts as natural armor.<\/p>\r\n<p>Warbred 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 warbred's guardhairs are quite tough while remaining flexible, and can be used to make very nice paint brushes. A warbred'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>Warbred 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. Warbred 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 \/>Warbred are solid black in color, though the shade of this black can vary slightly. They don't have visible markings. Older Warbred's chitin will begin to dull as they age as their manes begin to grey. A Warbred'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> <\/p>\r\n<p> <\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>","field5":"<p><span style=\"font-weight: 400;\">Warbred 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. Warbred 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 Warbred 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 King 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. Warbred often become upset and distressed when it is time to give up their nymphs, but their loyalty to their king is strong enough that they rarely ever resist. Their duty is to the King, after all. Their nymphs belong to him, not them.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\">Some details on Warbred milk and a very young nymph<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> <\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage Warbred. 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.<\/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>","field6":"<p>Warbred have a few different bodytypes.<br \/><br \/>The most common is the average. The Average warbred 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 warbred, but this is due to longer limbs. They weigh less and are quite lean. Speedy warbred are known for their incredible stamina and speed. When pushed, any Warbred 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 Warbred lineage. Speedy warbred 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 Warbred 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 warbred have. Dwarf warbred are usually kept around the Capitol as they are valuable, and the King is trying to get a few good, healthy lineages with them that are only distantly connected. Dwarf warbred 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 warbred in a much smaller package. There are some crosses between dwarfs and speedy warbred, though getting a more slender Dwarf has been harder than anticipated, as Dwarf type warbred tend to be stocky and thick in build.<\/p>\r\n<p>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 Warbred 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>","field7":"<p>More Soon<\/p>"}},"title":"Warbred","is_visible":"1","summary":"Genetically engineered werebug like Super Soldiers created with a combination of science and magic that have been selectively bred for generations.","utility_tag":["wip"],"page_tag":["Enterra","A Tale of Two Brothers"]}
#215 8 October 2023, 15:01:01 UTC
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{"data":{"description":"<p>Warbred are massive and powerful werebug like creatures, genetically engineered using magic and science by King Zarkhan in the Kingdom of Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Warbred are impressive and imposing creatures that serve as an extension of the Shadowed King's power over his Kingdom.<\/p>","field1":"<p>Warbred Vhessen are highly modified creatures, far removed from their ancestors, the regular Vhessen that wander Lumivalis and thrive there.<\/p>\r\n<p>They were created by King Zarkhan, commonly known as Blackwyrm, or the Shadowed King. There will be more information about him and his kingdom once that page is added<br \/><br \/>Warbred 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 Warbred will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient Warbred. The King takes the nymphs when they are about two weeks old, as they do better with at least a little time with their dam. The warbred will be anxious and antsy and a little depressed for a while after the nymph 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 Warbred 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 Warbred. Upon leaving the Chamber, the young Warbred 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 Kingdom. Warbred the King intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<\/p>\r\n<p>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 Warbred 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.<\/p>\r\n<p>Those who highly disappoint the King 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 Warbred 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 Warbred from lineages he hasn't bred before may be cause for suspicion, as well as Warbred 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. While Lumis is responsible for most of the cruelty inflicted on the Warbred in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The Warbred belong to him, after all. He created them. Warbred 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 Warbred is sent over. Early generation\/elder Warbred have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation Warbred are proving to have some health problems starting to crop up in connection to some of the traits the King is trying to encourage.<\/p>\r\n<p>Warbred are the result of several generations of modifications and selective breeding, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p>By and large, Warbred are a new species. They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed King holds them close. <br \/><br \/><\/p>\r\n<p>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>Warbred are separated by Generation, though later generation Warbred are separated by their lineage or purpose.<\/p>\r\n<p>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 Warbred species. Because the predcessors were created using the power of an ancient Root of the Life Tree, 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>It took a while for the Warbred 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 Warbred 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>Because of this, all Warbred have their massive beast form. He was still working on improving them, so hadn't made use of them within his Kingdom 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>The King 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>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>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 Warbred 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 King's Automatons. These 'Feral' Warbred 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 Warbred within the army.<\/p>\r\n<p>Warbred are all assigned ID numbers. These are used in the King'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 Warbred of the average bodytype, bearing the lineages of Vherra and Vhelos, child of Larion and Virek, with their name added. <br \/><br \/>Warbred 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 King 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 kingdom. Very few question this. <br \/><br \/><\/p>","field3":"<p>Warbred are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other Warbred that they work well with. These duos often balance eachother out and have a sense of comradry about them.<\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred become very depressed when alone, and prolonged isolation can lead to feelings of depression and sadness. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">In barracks or designated sleeping areas, the King typically provides each Warbred 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 Warbred. They are known to groom eachothers. Not to clean, but because the act is soothing and helps both Warbred bond.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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 Warbred 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. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They are extremely loyal, both to their pack and the King and Kingdom as a whole.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\"> <\/span><\/p>","field4":"<p>Compared to regular Vhessen, Warbred stand an average of 10-12 feet tall, excluding the horns. Some lineages can get up to 13 feet tall, or even 14 feet tall with one individual unusually large at around 16 feet tall. They are powerful and thick in build, muscular, and naturally armored. Their claws are longer and sharper compared to regular Vhessen. Over time, a few variants have started to show. The tall, lanky fast lineage, lighter with longer limbs and incredible stamina are one variant that he's found useful and has been preserving several lineages of. The speedier Warbred tend to be energetic. While less docile than other variants, they are still obedient enough to be useful. There is the large variant, which can get up to 14 feet tall minus the horns, though some individuals get too big and this causes a lot of health problems. These huge \"tanky\" Warbred are wide and muscular and powerful, but they are slower than the average Warbred and tend to have much bigger horns, which can weigh their heads down and cause neck pain. They hit HARD, but are slow with low agility and low stamina. They are meant more to be impressive and strike fear in a battle with their terrible roar, which is several times louder than other Warbred variants. Finally there is the \"Dwarf\" variety, rising from a Warbred that got a random mutation that made them as tall as a normal, average bug in natural form. They have all the strength of an average Warbred packed into their smaller bodies, and are much lighter. They can jump, leap, climb, and get places other Warbred can not. They do tend to be a lot spunkier than others, but they are incredibly useful. ANY with this mutation are kept close and bred, most often with the faster lineages to try to create agile, quick, slender scouts.<br \/><br \/>More Soon<\/p>\r\n<p> <\/p>\r\n<p> <\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>","field5":"<p><span style=\"font-weight: 400;\">Warbred 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. Warbred 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 Warbred 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 King 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. Warbred often become upset and distressed when it is time to give up their nymphs, but their loyalty to their king is strong enough that they rarely ever resist. Their duty is to the King, after all. Their nymphs belong to him, not them.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\">Some details on Warbred milk and a very young nymph<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> <\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage Warbred. 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.<\/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>","field6":"<p>Warbred have a few different bodytypes.<br \/><br \/>The most common is the average. The Average warbred 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 warbred, but this is due to longer limbs. They weigh less and are quite lean. Speedy warbred are known for their incredible stamina and speed. When pushed, any Warbred 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 Warbred lineage. Speedy warbred 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 Warbred 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 warbred have. Dwarf warbred are usually kept around the Capitol as they are valuable, and the King is trying to get a few good, healthy lineages with them that are only distantly connected. Dwarf warbred 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 warbred in a much smaller package. There are some crosses between dwarfs and speedy warbred, though getting a more slender Dwarf has been harder than anticipated, as Dwarf type warbred tend to be stocky and thick in build.<\/p>\r\n<p>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 Warbred 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>","field7":"<p>More Soon<\/p>","parsed":{"description":"<p>Warbred are massive and powerful werebug like creatures, genetically engineered using magic and science by King Zarkhan in the Kingdom of Reinvari. They have their smaller bipedal form and their massive Beast form. Known for their loyalty and power, Warbred are impressive and imposing creatures that serve as an extension of the Shadowed King's power over his Kingdom.<\/p>","field1":"<p>Warbred Vhessen are highly modified creatures, far removed from their ancestors, the regular Vhessen that wander Lumivalis and thrive there.<\/p>\r\n<p>They were created by King Zarkhan, commonly known as Blackwyrm, or the Shadowed King. There will be more information about him and his kingdom once that page is added<br \/><br \/>Warbred 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 Warbred will follow these orders without question. Those that do not, are not bred. This has furthered the selection towards docile, loyal, obedient Warbred. The King takes the nymphs when they are about two weeks old, as they do better with at least a little time with their dam. The warbred will be anxious and antsy and a little depressed for a while after the nymph 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 Warbred 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 Warbred. Upon leaving the Chamber, the young Warbred 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 Kingdom. Warbred the King intends to breed are kept in outposts around the Capitol, while others are sent to less important outposts.<\/p>\r\n<p>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 Warbred 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.<\/p>\r\n<p>Those who highly disappoint the King 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 Warbred 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 Warbred from lineages he hasn't bred before may be cause for suspicion, as well as Warbred 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. While Lumis is responsible for most of the cruelty inflicted on the Warbred in the hidden facility, Zarkhan is fully aware and simply turns a blind eye because in the end, he gets what he wants. The Warbred belong to him, after all. He created them. Warbred 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 Warbred is sent over. Early generation\/elder Warbred have healthy and strong genes that are somethings bred back into certain lineages to increase their health as later generation Warbred are proving to have some health problems starting to crop up in connection to some of the traits the King is trying to encourage.<\/p>\r\n<p>Warbred are the result of several generations of modifications and selective breeding, and are known for being big and powerful Vhessen, towering over their already tall ancestors.<\/p>","field2":"<p>By and large, Warbred are a new species. They are only seen within the borders of Reinvari itself, as they are a specially created and modified creature and the Shadowed King holds them close. <br \/><br \/><\/p>\r\n<p>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>Warbred are separated by Generation, though later generation Warbred are separated by their lineage or purpose.<\/p>\r\n<p>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 Warbred species. Because the predcessors were created using the power of an ancient Root of the Life Tree, 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>It took a while for the Warbred 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 Warbred 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>Because of this, all Warbred have their massive beast form. He was still working on improving them, so hadn't made use of them within his Kingdom 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>The King 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>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>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 Warbred 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 King's Automatons. These 'Feral' Warbred 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 Warbred within the army.<\/p>\r\n<p>Warbred are all assigned ID numbers. These are used in the King'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 Warbred of the average bodytype, bearing the lineages of Vherra and Vhelos, child of Larion and Virek, with their name added. <br \/><br \/>Warbred 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 King 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 kingdom. Very few question this. <br \/><br \/><\/p>","field3":"<p>Warbred are highly social, forming packs naturally. The are most effective stationed in groups of 8-15 individuals, and often bond closely with one other Warbred that they work well with. These duos often balance eachother out and have a sense of comradry about them.<\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred become very depressed when alone, and prolonged isolation can lead to feelings of depression and sadness. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">In barracks or designated sleeping areas, the King typically provides each Warbred 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 Warbred. They are known to groom eachothers. Not to clean, but because the act is soothing and helps both Warbred bond.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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 Warbred 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. <br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Warbred 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.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">They are extremely loyal, both to their pack and the King and Kingdom as a whole.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\"> <\/span><\/p>","field4":"<p>Compared to regular Vhessen, Warbred stand an average of 10-12 feet tall, excluding the horns. Some lineages can get up to 13 feet tall, or even 14 feet tall with one individual unusually large at around 16 feet tall. They are powerful and thick in build, muscular, and naturally armored. Their claws are longer and sharper compared to regular Vhessen. Over time, a few variants have started to show. The tall, lanky fast lineage, lighter with longer limbs and incredible stamina are one variant that he's found useful and has been preserving several lineages of. The speedier Warbred tend to be energetic. While less docile than other variants, they are still obedient enough to be useful. There is the large variant, which can get up to 14 feet tall minus the horns, though some individuals get too big and this causes a lot of health problems. These huge \"tanky\" Warbred are wide and muscular and powerful, but they are slower than the average Warbred and tend to have much bigger horns, which can weigh their heads down and cause neck pain. They hit HARD, but are slow with low agility and low stamina. They are meant more to be impressive and strike fear in a battle with their terrible roar, which is several times louder than other Warbred variants. Finally there is the \"Dwarf\" variety, rising from a Warbred that got a random mutation that made them as tall as a normal, average bug in natural form. They have all the strength of an average Warbred packed into their smaller bodies, and are much lighter. They can jump, leap, climb, and get places other Warbred can not. They do tend to be a lot spunkier than others, but they are incredibly useful. ANY with this mutation are kept close and bred, most often with the faster lineages to try to create agile, quick, slender scouts.<br \/><br \/>More Soon<\/p>\r\n<p> <\/p>\r\n<p> <\/p>\r\n<p><img src=\"https:\/\/64.media.tumblr.com\/77bd8b2ecc92e20fd0a7e76e4b672fa0\/5b5333d5baa39dc3-9d\/s540x810\/860a922f30ddadb932db9228d2cc5ffbbbbad0d2.gifv\" alt=\"\" width=\"540\" height=\"294\" \/><\/p>","field5":"<p><span style=\"font-weight: 400;\">Warbred 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. Warbred 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 Warbred 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 King 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. Warbred often become upset and distressed when it is time to give up their nymphs, but their loyalty to their king is strong enough that they rarely ever resist. Their duty is to the King, after all. Their nymphs belong to him, not them.<\/span><\/p>\r\n<p> <\/p>\r\n<p><span style=\"font-weight: 400;\">Some details on Warbred milk and a very young nymph<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> <\/p>\r\n<p><span style=\"font-weight: 400;\">A teenage Warbred. 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.<\/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>","field6":"<p>Warbred have a few different bodytypes.<br \/><br \/>The most common is the average. The Average warbred 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 warbred, but this is due to longer limbs. They weigh less and are quite lean. Speedy warbred are known for their incredible stamina and speed. When pushed, any Warbred 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 Warbred lineage. Speedy warbred 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 Warbred 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 warbred have. Dwarf warbred are usually kept around the Capitol as they are valuable, and the King is trying to get a few good, healthy lineages with them that are only distantly connected. Dwarf warbred 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 warbred in a much smaller package. There are some crosses between dwarfs and speedy warbred, though getting a more slender Dwarf has been harder than anticipated, as Dwarf type warbred tend to be stocky and thick in build.<\/p>\r\n<p>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 Warbred 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>","field7":"<p>More Soon<\/p>"}},"title":"Warbred","is_visible":"1","summary":"Genetically engineered werebug like Super Soldiers created with a combination of science and magic that have been selectively bred for generations.","utility_tag":["wip"],"page_tag":["Enterra","A Tale of Two Brothers"]}
#214 6 October 2023, 04:17:50 UTC
Page Updated
Length: 38376 (+158) - Show Raw Data
{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions. My version of the warden mob from Minecraft with a bunch of fun personal lore.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly.<\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the Depths","utility_tag":["wip"],"page_tag":null}
#212 20 September 2023, 00:09:16 UTC
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{"data":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly. <\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null,"parsed":{"description":"<p>Deadly Eldritch fungi that resemble strange, eyeless cave lions.<\/p>","field1":"<p><span style=\"font-weight: 400;\">Singular: Warden<br \/>Pulral: Wardens<br \/>One warden, two wardens<br \/><br \/>Wardens are fungal beasts, deeply connected to a unique fungus known as sculk found deep underground. Where there is the strange dark eldritch fungus, there will also be a warden and where there is a warden, there will be the dark sculk. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand between 10-12 feet tall on average, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Wardens have a symbiotic relationship with sculk, which to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back. A warden's voice can be compared to the groan\/moan\/meow of a tiger combined with an infrasonic rumble and their unique clicking\/chittering.<br \/><br \/>Wardens entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about wardens and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Wardens are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young wardens still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. The instinct for young to leave the territory and settle far away helps with genetic diversity, and keeps warden populations fairly healthy. They breed so rarely that genetic issues from inbreeding could be detrimental. Additionally, they can recognize the scent of one who is related which further helps avoid accidentally inbreeding.<br \/><br \/>These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many wardens do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how wardens somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the sculk patch. Smaller sculk patches are most likely a single wardens, and probably fairly young. Much larger sculk patches can sustain more wardens, and thus are more likely to host one of these small prides. They usually only have a single older individual, but only large sculk patches will host a warden pride.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The dominant elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger wardenss. wardens prides always have one larger more dominant individual among them, because without them the younger wardenss are far more likely to fight eachother over territory. The bigger wardens has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a warden will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents for a time. Wardens, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a wardens pride will have two large older wardens, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, wardens do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care. Those that are exposed to humans or other creatures with genders\/pronouns when young, or taught about humans and other sapient beings are more likely to adopt a pronoun. Otherwise, they are simply referred to it\/its or they\/them.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Wardens are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive wardens are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Wardens are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their sculk growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. It feels cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Warden claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed. This also makes their attacks deadly, able to slash through even strong armor in a hit or two.<\/p>\r\n<p>Like any fungi, wardens function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their sculk growth. Their sculk growth produces special buds, which the warden will eat. They are rich in vitamins and minerals, and even simple protiens. Wardens tend to do best in areas with a fair amount of geothermal heat. Their sculk growth thrives on geothermal heat, which helps it break down and metabolise nutrients from the stone it's broken down. It also draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Wardens do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works incredibly similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. Their tendrils are sometimes referred to as ears, though their function is different. They have incredibly keen hearing. Their echolocation creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. It makes being in the presence of one of these creatures unsettling and scary. The layers of infrasound combined with this thrumming bounce back to the wardens's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, wardens do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside. A warden's unique vision would be compared to a 3D rendered environment, made of a static noise effect without color. Closer would be brighter, further would be darker, making it seem as if the warden is the \"light source\". Things that move show up much brighter compared to the surroundings, effectively highlighting things that are moving, causing them to stick out from the background. This is why you can escape detection if you are very quiet, but the warden will home in on you in an instant if you produce vibrations or move too quickly. <\/p>\r\n<p>wardens are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>wardens are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. wardens breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>wardens can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. wardens are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound wardens produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>wardens are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a wardens could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, wardens need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. wardens wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a wardens ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. wardens love bread if they can get ahold of it, though wardens will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. wardens saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the wardens decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a wardens and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, wardens pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the wardens's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a wardens around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Wardens breed infrequently, and have, in general, low fertility. They become fertile when their sculk colony is established enough, at which point they are able to be fertilized and carry an egg. Wardens, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile warden, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial wardens are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride or between a bonded pair.<\/p>\r\n<p>Wardens that live nearby eachother will often meet to mate when they are ready, so there are some wardens that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Wardens carry their egg for about 6 months. During this time, wardens will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their sculk produces increases as the warden will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the wardens is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Warden cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced wardens know how to calm their cub down and calm them calm so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Warden cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of wardens, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Wardens mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null}},"title":"Warden","is_visible":"1","summary":"The Terror of the DepthsDeadly Eldritch fungi that resemble strange, eyeless cave lions.","utility_tag":["wip"],"page_tag":null}
#211 16 August 2023, 08:06:06 UTC
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{"data":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Vardin do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works very, VERY similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. They have incredibly keen hearing. Their energy creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. The layers of infrasound combined with this thrumming bounce back to the vardin's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, vardin do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside.<\/p>\r\n<p>Vardin are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>Vardin are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. Vardin breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>Vardin can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. Vardin are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound vardin produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Vardin breed infrequently, and have, in general, low fertility. They become fertile when their fungal colony is established enough, at which point they are able to be fertilized and carry an egg. Vardin, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile vardin, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial vardin are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride.<\/p>\r\n<p>Vardin that live nearby eachother will often meet to mate when they are ready, so there are some vardin that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Vardin carry their egg for about 6 months. During this time, Vardin will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their growth produces increases as the vardin will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the vardin is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Vardin cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced vardin know how to calm their cub down and calm them down so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Vardin cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of vardin, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Vardin mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null,"parsed":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatures.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Vardin do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works very, VERY similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. They have incredibly keen hearing. Their energy creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. The layers of infrasound combined with this thrumming bounce back to the vardin's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, vardin do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside.<\/p>\r\n<p>Vardin are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>Vardin are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. Vardin breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>Vardin can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. Vardin are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound vardin produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Vardin breed infrequently, and have, in general, low fertility. They become fertile when their fungal colony is established enough, at which point they are able to be fertilized and carry an egg. Vardin, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile vardin, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial vardin are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride.<\/p>\r\n<p>Vardin that live nearby eachother will often meet to mate when they are ready, so there are some vardin that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Vardin carry their egg for about 6 months. During this time, Vardin will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their growth produces increases as the vardin will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the vardin is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Vardin cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced vardin know how to calm their cub down and calm them down so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Vardin cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of vardin, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Vardin mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null}},"title":"Vardin","is_visible":"1","summary":"Deadly Eldritch fungi that resemble cave lions. They are my version of the Minecraft Warden, with enough differences to be their own thing.","utility_tag":["wip"],"page_tag":null}
#210 16 August 2023, 08:03:35 UTC
Page Updated
Length: 34407 (+6466) - Show Raw Data
{"data":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Vardin do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works very, VERY similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. They have incredibly keen hearing. Their energy creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. The layers of infrasound combined with this thrumming bounce back to the vardin's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, vardin do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside.<\/p>\r\n<p>Vardin are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>Vardin are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. Vardin breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>Vardin can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. Vardin are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound vardin produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Vardin breed infrequently, and have, in general, low fertility. They become fertile when their fungal colony is established enough, at which point they are able to be fertilized and carry an egg. Vardin, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile vardin, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial vardin are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride.<\/p>\r\n<p>Vardin that live nearby eachother will often meet to mate when they are ready, so there are some vardin that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Vardin carry their egg for about 6 months. During this time, Vardin will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their growth produces increases as the vardin will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the vardin is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Vardin cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced vardin know how to calm their cub down and calm them down so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Vardin cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of vardin, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Vardin mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null,"parsed":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Vardin do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works very, VERY similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. They have incredibly keen hearing. Their energy creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. The layers of infrasound combined with this thrumming bounce back to the vardin's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, vardin do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside.<\/p>\r\n<p>Vardin are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>Vardin are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. Vardin breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>Vardin can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. Vardin are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound vardin produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":"<p>Vardin breed infrequently, and have, in general, low fertility. They become fertile when their fungal colony is established enough, at which point they are able to be fertilized and carry an egg. Vardin, unlike other fungi, reproduce sexually. They have both male and female organs, and do not really have a concept of gender. As they are both, and neither, at the same time. <br \/><br \/>When catching the scent of another fertile vardin, they will approach their territory, often carrying a peace offering of rotting wood. These encounters can be very dangerous with how territorial vardin are. Mating usually takes place outside of any established territory. The sire takes no part in caring for the cubs unless the mating happens within a pride.<\/p>\r\n<p>Vardin that live nearby eachother will often meet to mate when they are ready, so there are some vardin that have full siblings. Those who mate more than once will often get used to eachother, making subsequent matings a lot more safe and peaceful.<\/p>\r\n<p>Vardin carry their egg for about 6 months. During this time, Vardin will eat more than they usually do, drink more water, sleep more, become even more protective of their territory and will begin to increase and add to their nest. The fungal buds their growth produces increases as the vardin will eat a lot more while growing the egg and the cub within. <br \/><br \/>The egg is actually fungal in nature, resembling a puffball mushroom matching their fungal growth in color with little glowing blue specks on it. It will connect to the fungal growth and grow for another six to eight months, depending on how well established the vardin is.<br \/><br \/>The cub will chew its way out of the egg when it is ready. The shell of the egg will become the cub's first meal. <br \/><br \/>They are very small when they first emerge, and generally remain quiet unless in danger, and prefer to stay near the nest. They can be territorial and aggressive even at a very young age, and will bite and growl if provoked. Vardin cubs are very sensitive to sound, especially in the weeks after hatching, and this can cause them to become distressed if there's a lot of sound around them until they get used to it. This can make them snappy and aggressive, even towards their parent. This can be stressful for the new parent at first, but more experienced vardin know how to calm their cub down and calm them down so they are less aggressive. They will generally calm down after a bit, once they get used to things.<\/p>\r\n<p>Vardin cubs are very attached to their parent, though they are capable of being comfortable and happy alone in their nest for hours at a time. They do become curious sometimes, and will often wander around their parent's territory. Due to the fierce territorial nature of vardin, their cubs are very safe if they stay within the territory. They usually do on instinct, but occasionally will wander too far. The parent can find them easily enough, due to their incredibly sensitive noses.<\/p>\r\n<p>Vardin mature at roughly the same rate as humans, though they are much longer lived. They tend to instinctively leave their parent's territory around 20 years of age to find their own territory.<\/p>","field6":null,"field7":null}},"title":"Vardin","is_visible":"1","summary":"Deadly Eldritch fungi that resemble cave lions. They are my version of the Minecraft Warden, with enough differences to be their own thing.","utility_tag":["wip"],"page_tag":null}
#209 16 August 2023, 07:29:19 UTC
Page Updated
Length: 27941 (+5274) - Show Raw Data
{"data":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Vardin do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works very, VERY similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. They have incredibly keen hearing. Their energy creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. The layers of infrasound combined with this thrumming bounce back to the vardin's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, vardin do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside.<\/p>\r\n<p>Vardin are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>Vardin are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. Vardin breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>Vardin can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. Vardin are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound vardin produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":null,"field6":null,"field7":null,"parsed":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<br \/><br \/>Vardin do not have eyes. Their skulls don't even have eye sockets. Surprisingly, however, their brain has a structure that works very, VERY similarly to the part of the brains of creatures that process visual input. This is connected to their tendrils, which are attached to their ears. They have incredibly keen hearing. Their energy creates a constant driving thrumming which can be compared to the sound of a large, slow and deep heartbeat in its rythm. The layers of infrasound combined with this thrumming bounce back to the vardin's tendrils forming an incredibly clear picture of the world around them with shocking detail. Things moving very quickly or very small aren't picked up as well, but they can navigate through even twisted and cramped caverns with ease. Surprisingly, they are able to detect light through their tendrils. While they don't see with it, it does enhance the images formed by the vibrations, though bright light is painful and makes it harder for them to detect what is around them. For this reason, vardin do not like sunlight or bright light and generally prefer to remain underground unless it is dark outside.<\/p>\r\n<p>Vardin are incredibly good swimmers, able to spend a lot of time underwater before needing to come up for air. They are also resistant to high heat. Their fur holds their natural moisture against their skin and can prevent them from drying out for a surprising amount of time.<\/p>\r\n<div class=\"k31gt\">\r\n<p>Their internal biological systems works differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<p>Vardin are cool to the touch, though their metabolism does produce heat within their bodies. Meaning that they are warm inside. Their breath is warm, though their tongue and lips would be cool. Vardin breath, despite being a creature that generally consumes decaying organic matter, is surprisingly fresh smelling. It smells similar to petrichor, the smell right as it begins to rain, with a fungal undertone.<\/p>\r\n<p>Vardin can stand on two feet, or move on all fours equally as comfortably. Most individuals prefer to stand on two feet, though they tend to drop down to all fours when charging or running, as it is fast and efficient. Vardin are shockingly fast for their large size, and can get into surprisingly tight spaces. If you manage to escape their claws, they can hit you with a sonic shriek, a powerful ranged attack that does a lot of damage. A terrible shriek that can pass through even solid objects and do damage up to 60 feet away. It causes pain, disorientation, and can even break ribs and bones at close range.<\/p>\r\n<p>Due to the infrasound vardin produce, being near them can be incredibly unsettling. It can feel like a strange buzzing thrum in the back of your head.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":null,"field6":null,"field7":null}},"title":"Vardin","is_visible":"1","summary":"Deadly Eldritch fungi that resemble cave lions. They are my version of the Minecraft Warden, with enough differences to be their own thing.","utility_tag":["wip"],"page_tag":null}
#208 16 August 2023, 07:10:26 UTC
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Length: 22667 (-6) - Show Raw Data
{"data":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<br \/><br \/><\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<\/p>\r\n<div class=\"k31gt\">\r\n<p>The internal biological systems of a vardin work differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":null,"field6":null,"field7":null,"parsed":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardin<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<br \/><br \/><\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<\/p>\r\n<div class=\"k31gt\">\r\n<p>The internal biological systems of a vardin work differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":null,"field6":null,"field7":null}},"title":"Vardin","is_visible":"1","summary":"Deadly Eldritch fungi that resemble cave lions. They are my version of the Minecraft Warden, with enough differences to be their own thing.","utility_tag":["wip"],"page_tag":null}
#207 16 August 2023, 07:10:09 UTC
Page Updated
Length: 22673 (+9154) - Show Raw Data
{"data":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardins<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<br \/><br \/><\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<\/p>\r\n<div class=\"k31gt\">\r\n<p>The internal biological systems of a vardin work differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range. <\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours. <\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":null,"field6":null,"field7":null,"parsed":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardins<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<br \/><br \/><\/p>\r\n<p>Like any fungi, vardin function in the nutrient cycling in whatever ecosystem they end up in. They will often venture to the surface to gather deadwood and leaf litter, but also anything that has died and begun to decay. They seem to prefer old growth forest, and will also eat driftwood, or water plants that have washed ashore and started to decay. They also extract nutrients from the stone with their fungal growth. Their fungal growth produces special buds, which the vardin will eat. They are rich in vitamins and minerals, and even simple protiens. Vardin tend to do best in areas with a fair amount of geothermal heat. Their fungal growth draws in life energy, or soul energy, or just simply magical energy found around, which they use to power their abilities.<\/p>\r\n<div class=\"k31gt\">\r\n<p>The internal biological systems of a vardin work differently than any normal creature. They are eldritch fungal beasts, and they are deeply connected to the strange fungi that grow around their range. <\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Vardin are omnivorous with an herbivorous tendency. They are able to eat meat, but it must be starting to decay or cooked. They also eat bone, though digest this much more slowly. A fun side effect of this is that a vardin could swallow a small creature that passed away, digest the meat, and cough up the clean bones if they do it soon enough. It would be like an owl pellet or hairball, though it would smell pretty bad until the bones were washed. They wouldn't have any reason to do this, but it is possible. The bone from whatever they eat gets integrated with the growths on their arms and down their backs, as well as their claws and teeth along with minerals from the stone their fungi grow on.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Being fungal creatures, vardin need a lot of water. They drink a lot. It helps them digest, and helps keep them healthy and comfortable. Vardin wouldn't do well in dry heat, and would need to be around fresh water. Salt water would not work for them, too much salt would make them very sick, or even possibly kill them.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Like any creature, not everything a vardin ingests is broken down fully, and anything that doesn't get used is passed out the other end. Their body is quite efficient so what is passed is actually mostly odorless. It might have an odd fungal or slightly moldy smell, but wouldn't smell like the poop of a normal creature. This remains true even if they eat rotting meat. It contains a lot of micro-nutrients for the soil. Vardin love bread if they can get ahold of it, though vardin will often seek out rotting wood and leaf litter. This is one of the reasons they drink so much, makes the wood wet in their system, allowing them to break it down effectively. IThey can not digest fresh wood, it must be dead and rotting. Vardin saliva actually has a powerful antibiotic property to it. It kills dangerous germs on whatever the vardin decides to eat. The side effect of this is thay their saliva can actually completely get rid of infection, so if you know a vardin and it doesn't hate you and you get hurt, it can lick your wounds and keep them from getting infected.<\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>Due to drinking so much water, vardin pee frequently. It’s clear blue in color, and actually has a glow to it, though this fades within a few hours. <\/p>\r\n<\/div>\r\n<div class=\"k31gt\">\r\n<p>It functions to clear out metabolites and anything the vardin's body doesn’t need and to pass excess water, but it also serves a territorial purpose. The pee would have a very strong distinct smell but it wouldn’t be anything like a normal animal’s pee. The smell would be hard to describe, not particularly pleasant but also not particularly unpleasant. Just strange and very different. It’d be something that you’d easily recognize once you’ve smelled it once. A unique thing about it is there’d be no breaking down into ammonia and other toxic materials. It’d just break down into water and inert minerals, meaning that there’d be absolutely no contamination of the area around it. In fact, having a vardin around would be incredibly beneficial if you could get it to not want to sonic shriek you into the stratosphere, because it can eat stuff that would be unsafe, break it down, and basically pass plant fertilizer out the other end. A living composter, in a sense.<\/p>\r\n<\/div>","field5":null,"field6":null,"field7":null}},"title":"Vardin","is_visible":"1","summary":"Deadly Eldritch fungi that resemble cave lions. They are my version of the Minecraft Warden, with enough differences to be their own thing.","utility_tag":["wip"],"page_tag":null}
#206 16 August 2023, 06:40:38 UTC
Page Updated
Length: 13519 (+1642) - Show Raw Data
{"data":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardins<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>","field5":null,"field6":null,"field7":null,"parsed":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Singular: Vardin<br \/>Pulral: Vardins<br \/>One vardin, two vardin<br \/><br \/>Vardin are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardin have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardin entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardin and where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardin are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardin, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardin, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardin do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardin are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardin are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":"<p>Vardin are fungal creatures, but they have a lot of similiarities to flesh and blood creatures. The bone growths down their backs, on their upper arms, and around their sides are actually a form of chitin strengthened by the minerals they extract from the stone with their fungal growth, as are their internal skeletal structure. This makes their bones incredibly tough and surprisingly flexible. They are covered in thick, shaggy fur. This fur can be compared to touching the cap of a mushroom, but the mushroom cap is made of fur. Cool and almost damp, but actually dry. They have thick manes that can go all the way down their backs. Vardin claws are so hard and sharp they can dig through solid stone with surprising efficiency and speed.<\/p>","field5":null,"field6":null,"field7":null}},"title":"Vardin","is_visible":"1","summary":"Deadly Eldritch fungi that resemble cave lions. They are my version of the Minecraft Warden, with enough differences to be their own thing.","utility_tag":["wip"],"page_tag":null}
#205 16 August 2023, 06:25:06 UTC
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{"data":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Vardins are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardins have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardins are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardins entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardins where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardins are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardins, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardins, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardins do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardins are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardins are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":null,"field5":null,"field6":null,"field7":null,"parsed":{"description":null,"field1":"<p><span style=\"font-weight: 400;\">Vardins are fungal beasts, deeply connected to a unique fungus found deep underground. Where there is the strange dark eldritch fungus, there will also be a vardin and where there is a vardin, there will be the dark fungus. Their colors are similar to the fungi, nearly black with bioluminescent specks that glow blue. They have boney growths down their backs, wrapping around their sides, and on their upper arms. The length of these growths a good way to tell the age and strength of an individual. They stand an average of 12 feet tall, though grow larger as they age. They are fierce and powerful, dangerous and highly aggressive. Highly territorial.<br \/><br \/>Vardins have a symbiotic relationship with a unique fungal growth that seems to be a part of them and they a part of it, as they are always found together.<br \/><\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardins are sapient, capable of thought, reason and speech. Their language, however, is vastly different from the language of humans and they have trouble forumalating words. They can generally understand the speech of others alright, but have trouble actually speaking back.<br \/><br \/>Vardins entirely lack eyes. They see using echolocation, vibrations, and sound and have an extremely advanced sense of smell. They can navigate incredibly well in complete darkness, as they do not need light to see at all. <\/span><\/p>","field2":"<p>Not much is known about vardins where the creatures came from. They appear to be from another reality or another dimension, and have a lot of strange eldritch abilities and energy about them. While they have a connection to life energy or soul energy, they are not inherently magical creatires.<\/p>\r\n<p> <\/p>","field3":"<p><span style=\"font-weight: 400;\">Vardins are generally solitary and territorial, and tend to chase off things they do not want in their territories, but they do have some social instincts. Sometimes, they can be seen in small family groups. This can consist of an elder, who is a large and powerful dominant individual, and up to three smaller, less dominant individuals and any young they may have. Young vardins still instinctively leave their dam’s territory when they reach maturity, so these small groups are generally unrelated individuals. These family groups will usually only have one cub among them at a time, though sometimes two if their territory is established enough. The cub is usually fathered by the larger, more dominant individual, the one seen as the leader and the main one whose territory the others have settled in. While many vardin do live individually, these family groups aren’t unheard of in larger fungal patches in the Depths. They are generally referred to as a pride, due to how vardin somewhat resemble large fungal cave lions. The best way to know if there’s more than one is the size of the fungus patch. Smaller fungus patches are most likely a single vardin, and probably fairly young. Much larger fungus patches can sustain more vardin, and thus are more likely to host one of these small prides.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">The Elder, who is the leader of the pride, has a scent can actually be calming to territorial instincts in younger vardins. Vardin prides always have one larger more dominant individual among them, because without them the younger vardins are far more likely to fight eachother over territory. The bigger vardin has a calming influence on the younger smaller ones.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Sometimes, a vardin will pair bond with another. When this happens, this pair bond will last for life. Occasionally, for very well established pairs, their young will stay with them even after maturity for a time. They will always eventually go off to found their own territory, but if the territory is established enough, they may help care for any cubs born to their parents. Vardins, however, are long lived and powerful creatures, and don’t breed often. Because of this, they pour all their resources into insuring their cub reaches adulthood safely. The case of pair bonding is the only time a vardin pride will have two large older vardins, as they are too territorial otherwise.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Being eldritch fungi, vardins do not follow the same genders\/gender identities as humans and more flesh and blood creatures. They are all capable of siring and bearing young. More submissive, smaller individuals are more likely to be the one to carry a cub and can be seen as more “feminine” while the larger more dominant individuals can be seen as more “masculine”. However, this is more about their size and strength than their gender. They generally don’t understand gender, and don’t really care. Their Deep Eldritch language does not have gendered pronouns. They may see themselves as more feminine or more masculine, but otherwise don’t really care.<\/span><\/p>\r\n<p><span style=\"font-weight: 400;\">Vardins are very territorial, but if you stay out of their territory and don’t bother them, they’ll usually leave you alone. Younger, more aggressive vardins are far more likely to attack. The best way to avoid getting killed is to sneak past, stay out of their territory, don’t provoke them. Sometimes the best way to avoid provoking one is just not be detected by it. Once they decide to give chase, though, you are very unlikely to escape. They are fast, and have a deadly ranged attack as well that can send you flying even from a distance.<\/span><\/p>\r\n<p> <\/p>","field4":null,"field5":null,"field6":null,"field7":null}},"title":"Vardin","is_visible":"1","summary":"Deadly Eldritch fungi that resemble cave lions. Their species name loosely means \"Fungus Lion of the Depths. They are my version of the Minecraft Warden","utility_tag":["wip"],"page_tag":null}
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