Animal from Aesperia: Species: Great Blue Dolphin Type: - TopicsExpress



          

Animal from Aesperia: Species: Great Blue Dolphin Type: Mammal (Dolphin) Average Life Span: 70 years Habitat: Other World: Aesperia: They inhabit the waters equivalent to the European side of the Atlantic Ocean (given the Atlantic split Aesperia has), but only the northern Atlantic, they aren’t found south of the Canary Islands. And found through out the Mediterranean Sea equivalent. Physical description: They are bottlenose dolphins that grow between six and fourteen feet in length. They have a grey underbelly but a striking sparkly blue dorsal side, hence the name Great Blue Dolphin. History & Abilities: They are believed to have evolved from bottlenose dolphins thanks to the mystical cataclysm that created Aesperia. However it isn’t certain why this species appears on the far Western ocean that was formed from the Europe/Africa side of the Atlantic, while on the North and South American side which became the far eastern ocean of Aesperia bottlenose dolphins became the other creature known as Tolphins. The creatures are protected through out most of their range and many sea farers consider it bad luck to kill one as these animals have been known to save drowning sailors and even protect boats from aggressive sea monsters. There are even stories of adventurers who would befriend these creatures to such an extent that one would aid them as a mount to travel between islands (one such story exists in the equivalent of the Aegean Sea). They have impressive strength for their size and are believed to be smarter than one might assume them to be. They also have two four special abilities. 1: Psychic Link: able to sense when others in their pod or people they have befriended are in danger even when they can’t see or hear them. 2: Sonic Blast: they can create a sonic blast strong enough to punch a hole in a wooden ship, or even shatter a boulder. 3: Force Field: they can create a basic clear low level force field bubble to protect themselves or anyone or anything right next to them such as young, an injured mate, or even a rider. 4: Mental Illusions: Their psychic skill has one more power; they can create basic illusions to confuse enemies in order to escape. These are hallucinations in the mind of the target(s) so no one else can see them.
Posted on: Mon, 17 Mar 2014 18:58:30 +0000

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