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Approved Ælshiver

Tul

CLOWN GANG!!!
Approved Character
Messages
29
Race
Human
Profession
Clown Ninja Spy Funny Boi
Location
At the Market!
Character Sheet
Ælshiver

Habitat:
Ælshivers thrive in dense, dark forests, particularly within the Myrkvior basin of Ælheim where the ambient bio-electricity is plentiful due to the presence of Ældrassil.

Size:
Ælshivers are typically small, reaching lengths of about 6 to 8 inches when fully grown.

Biome Role:
They play a crucial role in regulating the population of certain creatures in the forest ecosystem by preying on weaker prey animals and smaller predators and scavenging on bio-electricity.

Life Cycle:
Ælshivers undergo a complex life cycle, starting as tiny larvae that hatch from eggs laid within the bodies of hosts. They then grow and develop within the host's nervous system, feeding on bio-electricity until they reach maturity.

Process for Symbiosis:
Symbiosis with an Ælshiver is rare and challenging to achieve. It typically occurs when a host successfully fends off multiple parasites and retains only one within their nervous system. Due to the presence of only a single individual attaching to the host the Ælshiver cannot breed and lay eggs that would inevitably kill the host therefore a metamorphosis begins. Normally the attached Ælshiver causes the body to produce more and more electricity that it's brood would feed on. this does not happen however as their is no brood. the Ælshiver absorbs this excess electricity and grows along the length of the hosts spine reinforcing it and insulating it with electricity absorbing fat, the nervous system will them be re-insulated in an agonizing process that completes the melding of the Ælshiver to the host allowing it access to it's electrical powers. This process takes about 3 months the last two weeks of which are agonizing.

Cultural Significance:
In elven culture, Ælshivers are both feared and revered. They are seen as symbols of resilience and adaptability, as well as harbingers of change and transformation.

Description:
Ælshivers resemble elongated, translucent worms with faint bioluminescent patterns running along their bodies. They possess small, hook-like appendages that allow them to latch onto the nervous system of their hosts.

Description Post Symbiosis, along with physical changes to the host:
After achieving symbiosis, the host may experience subtle physical changes, such as a faint glow emanating from their skin, particularly during moments of heightened emotion or when discharging bio-electricity.

Harvesting/Hunting:
Ælshivers hunt by seeking out hosts with weak bio-electric signals, often targeting creatures that are injured or fatigued. They can also detect changes in the local electrical fields, allowing them to locate potential hosts.

Notable Features:

Ability to drain bio-electricity from hosts' nervous systems.
Adaptability to various environmental conditions within the forest.
Communal behavior, often found in groups within host bodies.

Notable Features post Symbiosis:

Enhanced bio-electrical stores in the host, granting the ability to discharge electricity through touch. capable of discharging enough electricity to stun creatures twice their size and potentially kill those that are their equal in size.
Heightened awareness of changes in the local electrical fields, providing a form of heightened sensory perception for the host.
An insulated nervous system that is near immune to damage from outside electrical force. this does not grant immunity to electrical burns only a resistance, but it would be near impossible to tazer them or stun them with electricity.
 

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Wild Magic:

When the host's nervous system reaches symbiosis with the ælshiver within, it will fuse with their spine and impart the following effects.

Minor Merit
Yes

50/250 XP - Minor Ability
Heightened awareness of changes in the local electrical fields, providing a form of heightened sensory perception for the host.

100/250 XP - Minor Ability
An insulated nervous system that is near immune to damage from outside electrical force. this does not grant immunity to electrical burns only a resistance, but it would be near impossible to tazer them or stun them with electricity.

250/250 XP - Major Ability
Enhanced bio-electrical stores in the host, granting the ability to discharge electricity through touch. capable of discharging enough electricity to stun creatures twice their size and potentially kill those that are their equal in size.
꧁══════════• ༺༉ { Approved } ༉༻•══════════꧂​

I've adjusted the notable features into a Wild Magic but this is otherwise approved!​

꧁══════════• ༺༉ ❁ ❀ ❁ ༉༻•══════════꧂​
 

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Antarok is a living forum roleplaying game with experience-based progression where time flows in the game as it does in the real world.
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