Khalimorph Species Ref Sheet [CLOSED (part-open) SPECIES]
It's finally out there! Took forever and a day, but now you all know what these "Khalimorphs" I keep referencing are.
Species Description (for those who find my text hard to read):
About:
Khalimorphs are a female-only race of creatures hailing from a planet called Shrrgralyn. A friendly, social, and highly-inquisitive race, khalimorphs spend there lives in massive clans or tribes consisting of between 200-5,000 members each. Considered among the weakest of Shrrgralyn's species, khalimorphs are hunted when alone by the other species, their chief predator being the skyscreamers. To defend themselves, they have two "claws" that extend from each wrist, with an arsenal of venoms and poisons stored and produced in a collection of small sacks surrounding their heart that fill each pair of claws at a single thought. The creature simply lays out the poisons in their head, choosing one which then fills the claws through veins just under the surface. The toxin is then released once the claw breaks the skin. When their life is threatened, khalimorphs have the choice to burst the sacks surrounding their heart to provide them with a quick, painless death. Common toxins for a khalimorph to contain can cause a wide variety of effects ranging from momentary to longterm paralysis in multiple forms, loss of senses, unconsciousness, death, and one such that pulls the victims worst fears to play out in front of their eyes.
Head Description:
The stripe on a khalimorph's head ends about halfway down the back of their necks, and is unique to the individual. Patterns can be the same, but colours HAVE to be different. They can have hair, but the roots are grown from a small patch just behind their ears on their stripe. Their snouts are very long, reaching nearly a foot and a half from their nose to their cheeks, and their mouths are filled with small, razor sharp, thick teeth which act in place of both canines and molars. Their tongues are normally a length of 4” with a creamy white colour, though khalimorphs have the unique ability to increase and decrease the length of their tongues, being able to change the colour and pattern across the surface. They are covered in small, slightly sticky hairs that allow them to grip smooth objects with them, and the hairs can absorb liquids. In the event that one should need to leave in a hurry, this feature enables a drink to be absorbed and taken on the run, without worry of carrying a way to store it. There is no maximum length to how long a khalimorph’s tongue can become, but they can shrink no shorter than one inch from where it connects at the back of the mouth. The end of the actual tongue is even with the end of their stripe. The foot-long ears to either side of their heads always have light coloured fuzz coating the inside (from white to yellow in colour), and while normally perked strait out, they have the ability to bend slightly inward when saddened. Their ears act to convey emotions, detect sounds, and signal others to different situations. The fuzz on the inside of their ears can turn completely dark with any colour from bright pink to deep, dark red when they blush or grow angry.
Body Description:
Khalimorphs are fairly short, reaching a maximum height of 5' 8" under perfect conditions. The primary fur of a khalimorph never has markings of any kind, being a solid colour. Though khalimorphs of lighter colours have been known to dye their fur with intricate tribal markings using the blood of other khalimorphs, who can have blood of any colour imaginable (their blood does not change colour, but there is no specified blood colour among the species). Their tails can reach a maximum length of nine feet, and being both dextrous and durable allows them to work as an extra limb. With their lack of defenses, khalimorphs have learned to use their tail and tongue as a means of suppressing their opponents when fighting, coiling each around parts of the body to act like a restricting trap or even wrapping around one’s throat with the ability and strength to crush their windpipe.
Their forepaws have four fingers and a thumb, much like that of humans, equipped with eleven paw-pads each, one on the palms and two on each finger. Their pads are small, slim, and covered with non-noticeable, microscopic hairs that allow them to climb vertically up surfaces. Their normal claws are small and retractable, but sharpened to provide as many efficient weapons as possible. Their hind paws are much the same, but different in appearance. While they have the same microscopic hairs, the hind paws have only four toes with five paw-pads. Claws on the back feet are non-retractable, so that they can dig into the side of a surface as the khalimorphs scramble up it.
Reproduction:
Khalimorphs reach an adult age after eight years, but are sexually mature at sixteen. That being said, a khalimorph has an infertile reproductive track. In order to reproduce, a khalimorph has to be uninhibited or “sober” of mind, making the conscious decision to “mind-meld” with another male or female. Mind-melding is much like telepathy, opening the partner’s mind to the khalimorph while at the same time the khalimorph will sink a pair of four inch fangs (grown only when the combination of chemical produced when mating is present) into the area where the neck joins the shoulder. The khalimorph’s saliva produces minor healing properties, repairing the damage with a lick, but once mind-melded the genes gathered from the blood will be transmitted to the offspring, which is born after a four month gestation period. Any creature that mind-melds with the khalimorph within that four month period will have its genes passed to the cub as well. Only once a mind-meld is made will a khalimorph be fertile.
A khalimorph very rarely has more than two offspring at once, and if then it’s rarer still that they all survive. The usual amount is one cub per gestation. Once the cub is born, the mother will usually be the one who provides it with a name. The name is written on a small wooden plaque, hung about the cubs neck with the birth date on the back, and the cub is left in the middle of nowhere to fend for themselves until they learn to read the information on the tablet. Clans will refuse sanctuary to any cub unable to read their own name, and more often than not cubs cast away their tags after that time. A cub will stay with the first clan who accepts them after that time, and will rarely leave for longer than a week from the safety of the group. If the cub is unnamed, then the front will remain blank and they must make a name for themselves.
Eating & Hunting:
Khalimorphs are omnivorous, feasting primarily on fruit, vegetables, water-dwelling creatures, and occasionally a tykthios. More often than not they will make off with tykthios kits, and very rarely will make off with the foot-long eggs of the most intelligent race on the planet, the carnivorous draconae. When hunting and gathering, khalimorphs will leave the clan home in groups of twenty on average. They’ll travel by treetop, hanging down from their tails to see below them. While in such a large group, normally only one khalimorph will challenge the target prey. When it seems as though the one will fail, then the others will step in to help.
Khalimorphs eat only once a day normally, waiting until the collection party returns to eat as a clan. Meat can be eaten raw or cooked, in which a giant bonfire will be built in the centermost cavern of the den with the meal set in a ring surrounding it. Whatever the khalimorph would prefer heated they simply grab with their tongue and hold over the flames, the hairs on their tongue protecting them from being burned.
Housing & Social Structure:
Khalimorphs live in large dwellings that are hollowed out of any nearby terrain over several miles. Trees, mountains, stone, sand, and the normal ground all serve as possible dig sites for a clan home. Referred to as a “den,” they will usually consist of several large chambers with a plethora of smaller caverns, all connected by a series of tunnels easily traversable by most. Khalimorphs love visitors and extended guests, so they will always have spare caves to use as guest rooms for others.
The clan operates beneath the guidance of a series of “elders”: khalimorphs who have proven that they possess skills and abilities to be respected among the collective. On occasion, a fellow clan member may challenge an elder for their position as head of the clan, and the two will dual to the death for the leadership position. The loser of the two will be honoured in a burial ceremony where their ashes will be fed to a cask of bioluminescent beetles, to then be passed out among the clan as well as any guests currently residing in their company and eaten.
Very rarely (meaning hundreds or even thousands of years between moments), the elders of every clan momentarily share a strong, telepathic bond amongst themselves of a khalimorph individual that is deemed the “Queen of Realms” to the inhabitants of Shrrgralyn. They are granted a unique leadership role over the entire planet, and given the highest of respect by all. Every creature on the planet bends to the Queen’s whims, and she is used as an ambassador to any who stumble upon the curious world. In addition, she gains the unique ability to open portals to any neighboring planets during a period of rotation around a star, and can traverse distances across the surface of the planet through shadows and darkness alone.
In order to prove that the khalimorph in question is the Queen of Realms, they are told to choose three members of any race that classify as a family member, a close friend, and a loved one. With these three, the khalimorph is sent to attempt to take down a healthy bull skyscreamer. Should they be slain during the hunt, then there would be no Queen for that period of time. But if the skyscreamer falls, a feast is held to honour the new Queen using all food collected during that morning’s hunt along with the carcass of the slain beast. The top of it’s skull, the leather from it’s wings and it’s tail are made into an elaborate cloak for the new Queen, and the next week is spent meeting with her new subjects in her cloak. (hopefully done)
Queen of Realms: Raven Tearsong
Species Description (for those who find my text hard to read):
About:
Khalimorphs are a female-only race of creatures hailing from a planet called Shrrgralyn. A friendly, social, and highly-inquisitive race, khalimorphs spend there lives in massive clans or tribes consisting of between 200-5,000 members each. Considered among the weakest of Shrrgralyn's species, khalimorphs are hunted when alone by the other species, their chief predator being the skyscreamers. To defend themselves, they have two "claws" that extend from each wrist, with an arsenal of venoms and poisons stored and produced in a collection of small sacks surrounding their heart that fill each pair of claws at a single thought. The creature simply lays out the poisons in their head, choosing one which then fills the claws through veins just under the surface. The toxin is then released once the claw breaks the skin. When their life is threatened, khalimorphs have the choice to burst the sacks surrounding their heart to provide them with a quick, painless death. Common toxins for a khalimorph to contain can cause a wide variety of effects ranging from momentary to longterm paralysis in multiple forms, loss of senses, unconsciousness, death, and one such that pulls the victims worst fears to play out in front of their eyes.
Head Description:
The stripe on a khalimorph's head ends about halfway down the back of their necks, and is unique to the individual. Patterns can be the same, but colours HAVE to be different. They can have hair, but the roots are grown from a small patch just behind their ears on their stripe. Their snouts are very long, reaching nearly a foot and a half from their nose to their cheeks, and their mouths are filled with small, razor sharp, thick teeth which act in place of both canines and molars. Their tongues are normally a length of 4” with a creamy white colour, though khalimorphs have the unique ability to increase and decrease the length of their tongues, being able to change the colour and pattern across the surface. They are covered in small, slightly sticky hairs that allow them to grip smooth objects with them, and the hairs can absorb liquids. In the event that one should need to leave in a hurry, this feature enables a drink to be absorbed and taken on the run, without worry of carrying a way to store it. There is no maximum length to how long a khalimorph’s tongue can become, but they can shrink no shorter than one inch from where it connects at the back of the mouth. The end of the actual tongue is even with the end of their stripe. The foot-long ears to either side of their heads always have light coloured fuzz coating the inside (from white to yellow in colour), and while normally perked strait out, they have the ability to bend slightly inward when saddened. Their ears act to convey emotions, detect sounds, and signal others to different situations. The fuzz on the inside of their ears can turn completely dark with any colour from bright pink to deep, dark red when they blush or grow angry.
Body Description:
Khalimorphs are fairly short, reaching a maximum height of 5' 8" under perfect conditions. The primary fur of a khalimorph never has markings of any kind, being a solid colour. Though khalimorphs of lighter colours have been known to dye their fur with intricate tribal markings using the blood of other khalimorphs, who can have blood of any colour imaginable (their blood does not change colour, but there is no specified blood colour among the species). Their tails can reach a maximum length of nine feet, and being both dextrous and durable allows them to work as an extra limb. With their lack of defenses, khalimorphs have learned to use their tail and tongue as a means of suppressing their opponents when fighting, coiling each around parts of the body to act like a restricting trap or even wrapping around one’s throat with the ability and strength to crush their windpipe.
Their forepaws have four fingers and a thumb, much like that of humans, equipped with eleven paw-pads each, one on the palms and two on each finger. Their pads are small, slim, and covered with non-noticeable, microscopic hairs that allow them to climb vertically up surfaces. Their normal claws are small and retractable, but sharpened to provide as many efficient weapons as possible. Their hind paws are much the same, but different in appearance. While they have the same microscopic hairs, the hind paws have only four toes with five paw-pads. Claws on the back feet are non-retractable, so that they can dig into the side of a surface as the khalimorphs scramble up it.
Reproduction:
Khalimorphs reach an adult age after eight years, but are sexually mature at sixteen. That being said, a khalimorph has an infertile reproductive track. In order to reproduce, a khalimorph has to be uninhibited or “sober” of mind, making the conscious decision to “mind-meld” with another male or female. Mind-melding is much like telepathy, opening the partner’s mind to the khalimorph while at the same time the khalimorph will sink a pair of four inch fangs (grown only when the combination of chemical produced when mating is present) into the area where the neck joins the shoulder. The khalimorph’s saliva produces minor healing properties, repairing the damage with a lick, but once mind-melded the genes gathered from the blood will be transmitted to the offspring, which is born after a four month gestation period. Any creature that mind-melds with the khalimorph within that four month period will have its genes passed to the cub as well. Only once a mind-meld is made will a khalimorph be fertile.
A khalimorph very rarely has more than two offspring at once, and if then it’s rarer still that they all survive. The usual amount is one cub per gestation. Once the cub is born, the mother will usually be the one who provides it with a name. The name is written on a small wooden plaque, hung about the cubs neck with the birth date on the back, and the cub is left in the middle of nowhere to fend for themselves until they learn to read the information on the tablet. Clans will refuse sanctuary to any cub unable to read their own name, and more often than not cubs cast away their tags after that time. A cub will stay with the first clan who accepts them after that time, and will rarely leave for longer than a week from the safety of the group. If the cub is unnamed, then the front will remain blank and they must make a name for themselves.
Eating & Hunting:
Khalimorphs are omnivorous, feasting primarily on fruit, vegetables, water-dwelling creatures, and occasionally a tykthios. More often than not they will make off with tykthios kits, and very rarely will make off with the foot-long eggs of the most intelligent race on the planet, the carnivorous draconae. When hunting and gathering, khalimorphs will leave the clan home in groups of twenty on average. They’ll travel by treetop, hanging down from their tails to see below them. While in such a large group, normally only one khalimorph will challenge the target prey. When it seems as though the one will fail, then the others will step in to help.
Khalimorphs eat only once a day normally, waiting until the collection party returns to eat as a clan. Meat can be eaten raw or cooked, in which a giant bonfire will be built in the centermost cavern of the den with the meal set in a ring surrounding it. Whatever the khalimorph would prefer heated they simply grab with their tongue and hold over the flames, the hairs on their tongue protecting them from being burned.
Housing & Social Structure:
Khalimorphs live in large dwellings that are hollowed out of any nearby terrain over several miles. Trees, mountains, stone, sand, and the normal ground all serve as possible dig sites for a clan home. Referred to as a “den,” they will usually consist of several large chambers with a plethora of smaller caverns, all connected by a series of tunnels easily traversable by most. Khalimorphs love visitors and extended guests, so they will always have spare caves to use as guest rooms for others.
The clan operates beneath the guidance of a series of “elders”: khalimorphs who have proven that they possess skills and abilities to be respected among the collective. On occasion, a fellow clan member may challenge an elder for their position as head of the clan, and the two will dual to the death for the leadership position. The loser of the two will be honoured in a burial ceremony where their ashes will be fed to a cask of bioluminescent beetles, to then be passed out among the clan as well as any guests currently residing in their company and eaten.
Very rarely (meaning hundreds or even thousands of years between moments), the elders of every clan momentarily share a strong, telepathic bond amongst themselves of a khalimorph individual that is deemed the “Queen of Realms” to the inhabitants of Shrrgralyn. They are granted a unique leadership role over the entire planet, and given the highest of respect by all. Every creature on the planet bends to the Queen’s whims, and she is used as an ambassador to any who stumble upon the curious world. In addition, she gains the unique ability to open portals to any neighboring planets during a period of rotation around a star, and can traverse distances across the surface of the planet through shadows and darkness alone.
In order to prove that the khalimorph in question is the Queen of Realms, they are told to choose three members of any race that classify as a family member, a close friend, and a loved one. With these three, the khalimorph is sent to attempt to take down a healthy bull skyscreamer. Should they be slain during the hunt, then there would be no Queen for that period of time. But if the skyscreamer falls, a feast is held to honour the new Queen using all food collected during that morning’s hunt along with the carcass of the slain beast. The top of it’s skull, the leather from it’s wings and it’s tail are made into an elaborate cloak for the new Queen, and the next week is spent meeting with her new subjects in her cloak. (hopefully done)
Queen of Realms: Raven Tearsong
Category Artwork (Traditional) / All
Species Unspecified / Any
Size 1280 x 953px
File Size 401.4 kB
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