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Dy'kluin
Topic Started: Apr 18 2017, 07:45 PM (4 Views)
KosmicBeast
Member Avatar
Inherit the Stars
Dy'kluin Information
Availability: Closed & Species
Somewhat open to public with owner permission only.


Species: Dy'kluin
Sub-Species: Dy'kluin, Theron Guard, Ry'luck, Dea'klyr
Life-Span: Uncharted
Height: 7-8 ft (Ry'luck)
10-15 ft. (Theron Guard)
18-23 ft. (Dy'kluin)
Weight: 25 lbs—2 tons+ (at most)
Length: 10-17 ft. (Ry'luck)
20-36 ft. (Theron Guard)
40-64 ft. (Dy'kluin)
Speed: 40-60 M.P.H. (Ry'luck)
20-30 M.P.H. (Theron Guard)
100-190+ M.P.H. (Dy'kluin)
Elements: Therons are elementals, meaning they can use different forms of elements
Chemicals: Liquid Nitrogen, Rapyne, Sulfuric Acid, Luciferin, Permafrost
Attributes: Necromancy (ascendancy over undead and life), Bio-luminescence
Breed Origin: Vinyl, Raum
Flight Capability: Yes and No
Personality: Dy'kluins are known to be volatile and malevolent. They're immoral and licentious; nearly hostile, causing grieving fear and pain when threatened or posed as to a threat. Dy'kluins could and can be vile if aggravated in the wrong way, which presumes their short breaking between snapping. Many are solitary, and are dependent on themselves, mostly due to how male and female Dy'kluins tend to try and lock jaws on one another's neck. Between the two species, the Dy'kluin hold the more vindictive and vigilant rage known to the species. The highly malicious form could be drawn at any time, an unexpected prediction to whether or not to inflict such cruelty. Dy'kluins gain their name not from their increasing anger, but from the lambent glow of their bodies. The more red on ones body indicates the higher rage and volatility that Dy'kluin presents and embeds. The more acidic like colors embedded over the hide means the more acidity it has within its blood stream. If a Dy'kluin generates both colors, but has more lighter colors, then it's presumed to be neutral and content, which is a good advantage, which also means it's a Ry'luck (the more content and tranquil of the species).

Breed Habitat: Dy'kluins tend to live in both polar, savanna, tundra, steppe, or desert like climates. Most tend to live in icy-like polar environments, which also gives them a more light white and gray like variation to their hide color. The darker the color of their hide, the less light is projected over their scales. Frost Dy'kluin live mostly in the polar climates and tend to stay there all year, hardly ever migrating due to their resistance and immunity towards the freezing sub-zero temperatures. The planet they inhabit is mainly conducted of mostly forestry, plants, trees and grasslands, hardly any polar caps—just one, which is at the very top of the planet. The colors are various between Dy'kluins, even in their sub-species, which rank from black to reds, yellow and oranges, blues and greens, indigo and amethyst—almost any color in the spectrum, but they have to inhabit to their environment and climate. Otherwise, they're vulnerable and weak towards other enemies or Dy'kluins.

Characteristics: The scales over a Dy'kluin's body are semi-permeable, which means they allow or prevent certain substances or light to pass through the membrane. Certain breeds are placed in specific areas of the planet, specifically indicating their scale color. Those who live in polar climates (or environment) tend to have light or Frost like colors embedded to their hide, which they're timid to the name of Frost Dy'kluin (not so common of a name). Dy'kluins that live in a tundra or savanna tend to have more of a tan, brownish like hide color to them with black or yellow markings. Many vary when it comes to skin pigment and environment. But the scales on a Dy'kluin are much like those of a Charmelon—they change due to their environment to blend in with their structure, thus allows them to hunt presumably better (which also indicates to their adaptation and evolution). The Dy'kluin have concrete talons that produce a glossy chemical over the bone in which helps strength the bone, creating another seal over the bone when it becomes tangled in a small skirmish or aggressive fight between prey or another Dy'kluin (or an enemy). There eyes, on the other hand, can also be fairly uncanny. Most Dy'kluin have the same pair of eyes, while as most of them have two different sets (e.g. one being a turquoise-blue, while as the other can be a deep amethyst or another separate color). For the Dea'klyr, their scales are translucent, meaning you can see their skeletal system through their own flesh, if they wish.
*When it comes to height, females are always larger than the males.

Chemicals: Many of the chemicals produced in a Dy'kluin's body help it protect itself against various of other dangers or even to submit and kill prey. The Permafrost helps the Frost Dy'kluin live and breathe when they thrive in negative temperatures. It helps reduce the negative impact of the cold temperatures freezing their blood and organs to where they cannot move nor function. Sulfuric acid is known to be the most deadly acid known to man, but is embedded within side of the Dy'kluin's cells and blood stream and some of their organs. When struck with a wound, their blood is secreted with a crimson color, which is normal for blood tint. That's the advantage they have when it comes to their own bodily functions, seeing as most predators, enemies and prey know nothing about the acid contained in their cells and blood stream. It even helps defend against those who try to oppose or kill it. Now, liquid nitrogen. How does that work? Liquid Nitrogen is embedded in a small organ beneath their stomach and kidney, producing the chemical at will without command. Their brain automatically transmits the command and the organ creates such a volatile chemical within their body. The liquid nitrogen acts as a paralytic weapon that is steeped at the tips of the spines upon its head, neck and spine. Rapyne is a connection to a highly infectious virus that seemingly is unknown in their body, but can be transmitted to others if they wished. It is highly recommended to stay clear and avoid a corpse of a Dy'kluin. An acidic-yellow liquid pours out from the body, which eats away the flesh and bone of the corpse, but can become highly infectious if one nears or tries to feed on the body (and can presume to be fatal). Can they ignite a flame? Yes, they can. Many confuse them as to be dragons, when they're not. When there is no other option left to them, Dy'kluins would result to using fire from their maw, which sprays two chemicals from two different tubes in their throat, the combining and exhalation to create a natural napalm (which can be highly potent).

Body Attributes: When dawn rises, their scales and hide are blunt and reflective, a glassy sheen covering over the flesh and hide, thus creating a texture much like that of a snakes—oily, smooth and sleek with shine. Acrylic like marvel glosses over their body with is expunged through the pores on their scales, creating an enriched robust like look to their body. Small spores jut from the top of a Dy'kluin's head, which are identified as small frill like spines you would find on a Lion Fish's spine. Tipped with a paralytic poison, Dy'kluins also inflict an acid within their blood stream which produces a iridescent glow inside of their mouth. Bio-luminescence is a naturally occurring form of chemiluminescence where energy is released by a chemical reaction in the form of light emission in which produces the chemicals luciferin (a pigment) and luciferase (an enzyme). The luciferin reacts with oxygen to create light. The luciferase acts as a catalyst to speed up the reaction, which is sometimes mediated by co-factors such as calcium ions or ATP. The chemical reaction can occur either inside or outside the cell. In bacteria, the expression of genes related to bio-luminescence is controlled by an operon called the Lux operon. There is even some thermal radiation that is produced, but this only occurs during mating season to attract a mate (male and/or female alike can produce such chemical). Their paws are duly equipped with four digits on each paw, which also harbor talons (not claws). Talons differ from claws. Talons are more sharply curved and are used to slice, rip, sear, grip, and penetrate, whereas claws are used for less likely reasons. On the side of their ankles and "wrists" of each limb there is a elongated talon that wraps around the ankle and wrist of each limb, some even only have it on the forelimbs (front) or on the forelegs (back), even some can have them on both. It only depends on the breed and species type. Dy'kluins are both bipedal and quadrupedal (meaning the can walk on two or four legs).

Most Dy'kluins distribute spikes along their spine, neck, or even small horns around the jaw lining. Even then, most of them (mainly the Dy'kluin) have a rack of spikes near the end base of the tail, which resembles a reversed form of a rib-cage, but smaller and more areo-dynamic—to help with their speed, flight (only for Dy'kluin) and battle. In order to fight tactically, they need less weight on their tail to create better balance and precision in where they hit.

Fighting Techniques: Like most predators, Dy'kluins mainly use their tail (the spikes and horns), talons and/or paws, flanks, sides, head, and jaws. Their teeth are strictly designed for crushing, ripping, tearing and severing flesh or crushing bone, meat, metal or any other solid they can penetrate. Dy'kluin tend to use aerial tactics more differently, seeing as they tend to either have membrane or feathered wings, which help hide the sounds of wind passing over or through the wings (or when air meets the wings). Stealth, agility, and balance is what helps the success of their battle, even then, knowing where to strike. The weakest points for a Dy'kluin is the underbelly, underneath the arm (arm pit), underneath the leg, chest, nape of the neck, base of the head, spine (if not protected by a thick sheet of large scales), and tail—if it is removed or bitten off. Mostly, the main point as to where a Dy'kluin would attack is the neck and underneath the belly and legs. They harbor the most in veins and arteries, in which if are severed could result to permanent damage, loss of legs, paralysis and/or fatality. Their teeth are designed to rip and tear through another's hide, given the advantage to know where to hit and penetrate to take down another Dy'kluin, enemy or opposing species.

Heart: Classified as a "heart", Dy'kluins technically do not have a heart. It is simply a small orb embedded within their chest. Dy'kluin have a small membrane that conceals or presents their orb, which is highly valuable to their body and life. Sometimes, even, the orb protrudes out of their chest, but is protected by a translucent bone that is increasingly barricaded and tinged with cells that are harder than diamond and cannot be pierced so easily. So the orb is well protected. Only a brand of metal called Vinyl can posses the harboring power to crack and pierce the bone. But such metal is rarely made. Their heart is the main connection link to their body, harboring all activity and functions to the brain, blood stream, organs, reproduction - all the systems in the body. Everything is restrained, commanded and functioned by the orb. Each and every Dy'kluin has a different color of orb. None are the same. Like the finger prints or DNA in our bodies, Dy'kluins possess individual orbs of their own, which act on most of their energy and power they restrain and inflict. Thus is how they become to be elementals.

Diet: Dy'kluins are carnivorous, rarely any herbivores or omnivores, but results can vary. Dy'kluins were built only to take down prey and tear through flesh. Large canine teeth rig along their upper and lower jaws, tinged with large molars and incisors in the back of the jaws that help crush and break bone. Dy'kluins normally eat some vegetation in their diet, pertaining mostly to fruit and some leaves. Other than that, Dy'kluins are entirely carnivorous.

Body Signs: Dy'kluins mainly express emotion or aggression through their body or with it. Crouching their bodies, producing the sounds of hissing and snarling would indicate a feral stance, one that is threatening or opposing. Flaring their feathers, wings and the spreading of their legs and body would indicate a challenge or fight between another male, female, enemy or prey (maybe even predator). Low reverberating hums and soothing ripples of color lingering over the body represents tranquility, content and neutral. They can be fairly furtive, even then, Dy'kluins produce more anger than any other emotion known to them. Shock or fear is disposed as the hammering of their tail against the ground or a small cowering of their tail between their legs (like a dog would do), or they would tend to lash our and cower back if they are suppressed by larger group or cornered (which could also result in their own death). They're highly powerful in their muscle structure and agility, making them highly strict and feral hunters, even in battle. Compassion, love or deep devotion is expressed with a small thrumming sound or vibration of the spines on their head and the reverberation in their throat and chest, along with a iridescent glow, mostly a turquoise-blue, over their hide in specific areas like the chest, flanks, neck, head (specifically the muzzle), and underbelly. Their eyes shift between their natural color to more of a neutral blue, gold or green color, the iris itself looking like tin-foil embedded in their eyes with striking orbs and color.

Ranks: Dy'kluins live in small communities or groups, but never do they travel together like a pack or a herd. They do intend to aggressively fight, which can become deadly and/or fatal. Ranks are depicted by their size, color, and sometimes even the hierarchy of the group would have colorful feathers lining the nape and spine of the neck. But that's not always true. Ranks are hardly classified, but never recommended between Dy'kluins and their sub-species. To separate the Dy'kluins from the Theron Guard, Dy'kluin and Ry'luck, only the Dy'kluin posses having wings, the Ry'luck and Theron Guard do not.

Pro-Creator: Like the dragons on Assyria, the Syneath, they have a Mother. A Mother is their pro-creator or progenitor of their race. Like wise, that means their Mother is a form of deity to them, but not entirely. Those of some do not believe that such a powerful and strict creature could even create such a hostile and cold-hearted creature, even then, condemn such power. Even then, the inevitable can be possible. The Pro-Creator, indeed, does have a name. She goes by various of names: Vry'kudrynn, Sanguinaide, Thyron, and plenty more. But her initial name is Dae'khylore, which means "the Mother of Blood." Why such a vile name? Because like all Dy'kluin, she was born in blood, along with her "children" (as to what they're called by her and how they mention themselves, and her to Mother). Dae'khylore, like all Mothers or "Gods", is hardly ever seen or even mentioned due to the fear of her name. The Father died years ago due to how most female Dy'kluins are like the Black Widow. They mate with them and then kill them, thus how they get the specification of Widow. The Father was Rynn'ovack, meaning "dark shadow." Nonetheless, Dae took that from him, evening out her own power as it became hers. Mother sees all, feels all, knows all and creates all. Meaning, she will decimate almost anything and can kill anything.


Sub-Species

Dy'kluin: The Dy'kluin are the indigenous, volatile, vindictive and powerful of all the species. Taken from the base of Mother, they resemble much of what she is and her own blood. What separates them from the Theron Guard and Ry'luck is their hide color, wings and the feathers along the nape of the neck and spine and even on the tail (sometimes even small or large pinions jut from the wings or tail). What also identifies them from the rest is the horns on their head, along with the racking spikes on their tail, plus they're the only ones that have the elongated talon around all four legs (given them five digits on all paws). Dy'kluin also possess having colorful and bright colors on their feathers, even on minor and major pinions or large feathers on their body. All Dy'kluins have a form of bio-luminescence. In the Dy'kluin, it is mainly harbored around the muzzle or face, oval like holes down the lining of their neck and flanks, some of their markings, tail and in thick streams on their underbelly. Dy'kluin are the largest of the entire species which makes them stronger, well built, powerful, and adapted. Dy'kluin are mainly built for speed and battle, thus explains their robust body structure.

Theron Guard: As their name is given, the Theron Guard are more like sentries or sentinels. They're more over Sovereigns, thus how they gained the title Sovereigns, compared to the Ry'luck and Dy'kluin. Theron Guards are built for hauling, smashing, breaking down, and hammering things, which is why their body is more built like a Rhino than any other species. Compared to the Dy'kluin, it is weak and ineffective when in battle against it, which is why they rarely meet with each other. Theron Guards tend to have a nasty habit of setting themselves on fire, though. It is to represent or ward off those smaller or roughly its size, but it nonetheless wards away the Dy'kluin. Their jaws are built to withstand the heat and structure of the Theron Guard (this gives the Dy'kluin their advantage to adaptation). Like wise, the Theron Guard harbors only an elongated talon around the back ankle, which is helpful to them when they push large objects or ramming into things. Thick spikes run along their shoulders, along with a large club of spikes near the end or at the end of the tail, which is how they manage to create substantial amounts of pain. At night, the Theron Guard produces their lambent glow mainly around on their body, as to where that's where everything is focused on. Thick, rough and muscular scales embed around its legs, shoulders and chest, and even the spine, harboring large accumulation of lambent dots around its eyes and face (like tribal markings, which Dy'kluin have also).

Ry'luck: Ry'luck are the smallest and most noble of the Dy'kluin species. Tending on their own business and highly content, they hardly manage to walk into the wrong path. Ry'luck, meaning "neutral state", never breach to the anger state that Theron Guards and Dy'kluin tend to have. Like the small creature that wraps around your shoulder or walks along your side, Ry'luck are mainly those small creatures that are like a small pet, but never do they tend to become one. Small spikes rig around their head like a crown with little feathers peaking around and under the horns, which gives off a mighty look to their structure and image. Likewise, they have a small reputation compared to the Dy'kluin. Along their bodies, the lambent markings only glow on their neck and flanks, no where else. Small dots harbor around their eyes, but are barely visible unless you are seeing them eye to eye. They glowing iridescent runs along their markings, their markings themselves harboring the bio-luminescent chemical in their bodies. Their tails are longer than their bodies, containing no spikes nor feathers, which helps their balance and speed. The one thing that separates them from the others is that they have the elongated talon only on their front paws, no where else. Some of them don't have any at all.


Availability Information

Open:
- Ry'luck
- Theron Guard

Closed:
- Dy'kluin
- Dea'klyr

Only close friends are allowed to make the restricted Dy'kluin (Syndicate is permitted only so far). And yes: these are still a WIP as of now. Some information needs to be recollected, altered, and added.
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