Description: Abral are massive, illusive creatures which stick to high altitudes and minimally-populated regions. They come in shades ranging from white-silver in the colder environments to soft blues and teals. They have feline bodies equipped with four legs and clawed paws capable of ripping into prey, as well as an impressive wingspan built to carry their great weight and the head of a bird with a short but sharp beak. From the back, they have dual 'tails' which are much like that of a cat's save for the great eyed 'feather' at the tip. These 'eyes' are sometimes used to intimidate other predators or other on-comers of various sorts so as to give the impression that they can see at all angles, though the feathered eye is purely decoration. They are migratory, like birds, live in packs (or prides), like wolves (or lions), and tend to make their nests high in the peaks of mountains or rocky precipices. They give live birth and defend their young to the death. Built with the strength to carry off large prey in addition to their own weight, they would be capable of carrying a magescian - or even two - if tamed, though such a feat would be impressive indeed.
Locations: Aisko & Terra Expanse during winter Size: Huge Element: Wind & Ice |
Description: The blood moon has sent waves of dark and conjuration magic down into the farmlands of Magesc, animating the pumpkins and creating a monster. The dark magics combined the squash and pumpkins together and gave the animated plants minimal intelligence and a voracious appetite for blood and other vegetables. Now farmers must defend their farms from their own produce, and it is causing havoc out in the country lands.
Locations: Farmlands of Soudul and Serenia, coastline of Ayr, and near settlements on Eowyn. Size: Medium Element: Nature & Conjuration |
Description: Arboas are surprisingly adaptable, migratory aquatic animals capable of making their habitats in either fresh, brackish, or saltwater. They are consistently dark with vibrantly colored spots, have slippery and scaleless skin similar to the texture of a wet frog, and sport bodies shaped something like a massively overgrown tadpole. They also have bulbous eyes, two large tusks on either side of their mouths and a ream of thin, bone-like spikes that follow the ridge of their spine and shoot upward.
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Description: The arrical is a large animal, 10 feet tall when it stands on its hind legs, it's heavy and muscled build makes it a dangerous foe. Covered in a thick fur coat with scaled patches showing through on its face and feet, the arrical also has three short but thick horns protruding from its fore head. The arrical has a silver, white, or gray coat and its scales are usually blue or purple. Its eyes are an angry red and embedded above each eye is a shiny silver stone: a moon stone.
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Description: Venomous and vicious, arvathi are known primarily for the ‘hypnotic’ stare of their six eyes — three on each side of their head — and the hallucinogenic nature of their toxin. They are large, vibrantly colored, snake-like reptiles which hatch stripless but fully self-sufficient.
Unlike most venomous creatures, arvathis are not immune to their own poison. Instead, their toxin accumulates in ever-greater quantities as they age and their bodies build reservoirs just beneath their skin to store the excess and keep it from poisoning the main functional parts of their bodies. These areas are marked by a change in skin and scale color — the ‘stripes’ of brighter color along their bodies — and can be used to tell how old an arvathi is. The older they are, the more stripes they develop. When they run from head to tail, an arvathi is almost certainly on its deathbed, because at that stage the excess poison will begin seeping into the main portions of their body, eating at their organs and driving them out of their mind. |
Description: Babosai are a strange mix between slug and centipede. About the height of 2 adult magescians and 4 times as long, this monstrosity is covered in a flexible exoskeleton. Bright orange and yellow are its typical colors, the larger they are, the darker their coloration. It has a single eye in the middle of its head and sharp and thick horns as well. The babosa can move surprisingly fast for its huge size, though only over short distances. Always hungry, the babosa will eat anything moving, and sometimes non moving things too.
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Description: Baowis are large, bear-like omnivores which come in many shades, usually something akin to their environment, the most common of which being browns, greys, and golds. Like bears, they are generally heavily furred, rounded and dense in body structure, and are extremely protective of their young. Unlike bears, they travel in packs — something like wolves — and, also like wolves, they have a very rigid social hierarchy within their packs. An alpha male or female (usually female) leads the pack and takes primary responsibility for dictating their migration paths, where they hunt, and what territory any given pack defends.
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Description: A large brownish spider about the size of a dinner plate...or your head. Non-poisonous, it relies upon it's surprisingly sticky and strong webs to catch prey. While its bite may not be poisonous, it it painful and can easily pierce most thick hides. Quite strong too, it has been known to bite and drag prey toward its webs where it then entangles the creature and can eat at its leisure. They prefer to live beneath the ground. Sometimes they take over nests from other burrowing creatures, or they may dig their own. They are a pest in cities where there are many tunnels for them to hide and breed in, as well as many rodents for them to prey upon.
Locations: Quite common all over Magesc. Size: Small Element: Earth |
Description: A larger, meaner, and nastier cousin of the bognotti, the borgnah lives mostly in the mountains and foothills of Eowyn and the valleys of Ayr. The size of a full gown magescian adult, they hunt anything that moves, though they prefer khehoras to most animals. They live in tunnels that they dig and are the ultimate sneak attackers. Their webbing, while strong, is not very sticky, so they tend to make traps and strengthen their tunnel walls with tier webbing more than make webs. Fast and strong, the borg, as it is sometimes called, make excellent predators and khehoras living near the Terra Expanse or on Ayr have learned to fly most places and not get caught napping out in the open., for a napping khehora is a free meal to the Borg. The same goes for magescians, you to are considered a delicacy, so be wary when venturing into areas where they live.
Locations: Eowyn & Ayr. Rarely seen on Serenia or Soudul. Size: Large Element: Earth |
Description: A nocturnal creature of sharp edges and teeth, the borlan is a predator to its core. It is a fearsome creature that is extremely aggressive and will sometimes attack with little to no provocation. Once the borlan attacks, it often doesn't stop until it's victim is dead. A patient hunter, it can and will stalk a prey for hours before striking. Sleek and deadly, it strikes from the shadows silently, often the only warning it gives is the flash of light across its armored body as it pounces upon its prey. Covered in a hard yet flexible armor, armed with razor sharp teeth and claws, the borlan is a deadly foe, and accounts for quite a few deaths of young
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Description: These tiny creatures are found everywhere, but they differ from each continent, so they will have a short bio in each continent with the specifics to each place. Bouken fur color varies from place to place. Their fur is short and fuzzy. The size of an adult's curled fist, their tiny size makes them hard to catch and hold onto. The main prey of many predators they have a cautious outlook and tend to run at any sign of danger. With big ears and eyes, they can see and hear far more than a magescian. Their thin tails are useful only in helping them balance as they skitter around. They are equally at home on the ground or high up in a tree's boughs or on a cliff face. They prefer to nest in tree hollows or small rock caves. Children love to go out catching bouken and try to turn them into pets. However, they are master escape artists and often run free after only a few days.
Locations: Everywhere Size: Tiny Element: Astral |
Description: A low to the ground mammal with a large feathered fan of feathers in stead of a tail, the boushkin is a nocturnal creature. Living on Ayr, it sleeps during the day buried in the ground with only it's tail feathers showing. It's tail feathers resemble a large fern that grows in the valleys of Ayr. During the night, they leave their mini burrow beds to dig for insects and rodents. Its stumpy legs and strong snout make it adept at digging but poor at moving very fast. It keeps to the night to keep away from most of the predators and is fairly intelligent. They have learned that fire means people, and people means easy to scavenge food, so many travelers on Ayr have their supplies raided at night, or find their tent and bags have a hole chewed through them as the boushkin tries to find things to eat.
Locations: Ayr Size: Small Element: Astral |
Description: Cah are massive, three-headed scorpion-like predators which have - unfortunately for many - adapted themselves to some very diverse climates on Magesc. Though there are of course some specific adaptations for those that make their homes in the more extreme climates, all cah share in that they have six, spiked and insectoid legs - three on each side of their massive bodies - an incredibly durable, armor like exoskeleton, three eyeless 'heads' with a ream of fine, viciously sharp teeth, two huge pincers at the front of their bodies and, perhaps most notably of all, a curved and barb tipped tail which they keep looming above them, poised and ready to strike. They 'see' by detecting vibrations with the ever-quivering, thin spines just above each of their legs where they connect to the body.
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Description: Cerlien are created by winter storms at sea; a mixture of wild magic, lightning, and ice. The stories say that they were one of Abaranox's creations that he tossed into the sea when it failed to be what he wanted. The cerlien resembles a snake made from ice that is twice the size of an aeduan dragon. It's translucent ice scales contains a strange mixture of roiling sea water and lightning. Its head is all mouth and teeth with slim slits for eyes that burn like lightning. Along it's spine is a sharp protrusion of white ice shards, and it has several fins that are made of ice.
A wild and temperamental as a storm, cerlien love to attack things and break them. The signs that a cerlien is following you is when you spot flashes of lightning in the sea below, or hear thunder when there is no storm. Locations: Oceans, prefers deep sea, but they do live along coast lines as well. Size: Huge Element: Water & Lightning |
Description: The daeruut are majestic deer-like creatures which have been rarely spotted within the forests and orchards throughout Magesc. It is said that they come to the aid of lost travelers looking for a way out of the depths of the forests and have been a beacon of hope for all magescians. They are said to have varying types of blossoms based on the trees surrounding them, and are said to suck up nutrients from the soil through their root-esque feet. Their fox-like flowery tails have also been said to be magical, as when rubbed against other trees and fauna they will grow blossoms or sprout branches.
Locations: Forests and Orchards on both Serenia and Soudul Size: Medium Element: Nature |
Description: Dalaks are stupid, noisy and usually smelly creatures with egregiously long tongues, webbed feet, and a birdlike bill/beak and body shape. Despite their birdlike bodies, however, they have no wings and, in fact, no arm structure whatsoever. They grab everything they need with either their quick, strong tongues or their feet and are quite capable of re-situating their balance to one foot and gripping with the other if need be.
Dalaks make grating honking noises — something like a cross between an incredibly loud duck and a fog horn — when mating, frightened, searching for food, bored, angry, happy, lonely, or depressed. As such, one might assume most anyone would avoid them if at all possible. Instead, quite to the contrary, dalaks have in fact been domesticated in large numbers. While plenty still run wild, large dalak farms exist and one can only imagine the pleasure farmers take in finally shutting the creatures up when it comes time to send them off to the butcher. Their meat is especially popular on Eowyn, largely because wild dalaks originated in the Terra Expanse, but they are also raised in smaller numbers on Serenia and Soudul. For reasons unknown, dovaa never seemed to develop a taste for the bothersome creatures, and while the occasional farmer attempts to introduce their meat on the Celestial Plane, none have ever succeeded in getting the flavor to gain in popularity. Locations: Eowyn, Serenia, & Soudul Size: Medium Element: Earth |
Description: Often simply called the "darv", the darvithri are a tribe about which very little is known. They dwell primarily in the rocky cliffs and peaks of Ayr, though some are rumored to have been spotted deep in the mountains of the Terra Expanse also. How they wound up in two such remote locations is unknown, but they appear to have at least some system of customs and social interaction much like magescians and khehoras though, undoubtedly, not so advanced.
They look like enlarged humanoid rabbits with long, hairless ears a snout and buck teeth but a largely man-like body, arms and legs. They sport two-pronged toes and a long, flexible tail with a single tuft of hair at the end and typically adorn themselves in minimalist tribal garb with vicious, crude weapons. Though they seem to speak some form of language all their own, contact with them has been minimal enough that no one has yet to officially decipher it, and as a whole the race is brutally violent, reacting to magescians and khehoras alike with all the ferocity of any other roaming wild beasts. A good number of darvithri have been seen making use of firani magic, but none of the other elements. Locations: Terra Expanse, Eowyn Size: Medium. About the size of a 7-10 year old magescian apprentice. Element: Fire |
Description: On nights of the blood moon, the draugur rise from within the dead trees where they've been sleeping. They dwell only in the swampy areas of Soudul, and many say that they are the avenging spirits of creatures hunted. A draugur resembles a shade of a bird, but its feathers are much longer and flow like cloth in the wind. They haunt the nights and their shrieks echo mournfully through out the forests. When they scent blood, the draugur flock to it to try and consume both the hunter and the prey. These are the rumors, in fact they are instead very much living creatures and not the dead. For the most part they lie hibernating in dark places that are filled with shadows. They do come out at night, but are never seen because they are shy and silent creatures. Until the blood moon rises, which is the signal for their mating season. Then they come out during the daytime, infused with enough dark power to resist the sunlight, and shriek to attract mates and challenge others. They are much more aggressive in this time, but need more blood to maintain their strength, which is why the scent of blood attracts them.
Locations: Swamps of Soudul Size: Large Element: Shadow, Blood & Wind |
Description: A strange creature that lives near the poisonous lake of Koralifel. A hard shell surrounds it, protecting its soft body. A long neck, legs, and tail emerge from holes in its shell. The legs are thick stumps that can move surprisingly fast. It's long neck is capped by a small round head with an enormous beak. Its tail, however, is by far the strangest. Long and thin, its whip like structure is capped by a small stinger. The poison in the stinger numbs the area where stung, and if injected in enough dose, can paralyze a creature. Healers prize this poison because it can numb a wounded limb for short periods of time. Its coloring is surprisingly bright for its homeland; with a red and black shell and gray skin with a red belly. The eyes are usually gray to black and its beak is bright orange. This creature usually meanders about, only bursting into a fast run when chasing prey or enemies.
Locations: Lake Koralifel, Soudul Size: Medium Element: Shadow |
Description: Dunkels are about the size of two adult magescian heads. They have short and wide bodies with large wings and ears. Nocturnal, their eyesight is bad, and they 'see' by using echo location.
A dunkel is the foe of all farmers. These small flying mammals have a taste for blood, domesticated farm animal blood. They do eat bugs, some fruits, and tiny mammals, but they prefer to feast upon large mammals the most. |
Description: Though not particularly large, eechibo are on the larger side of Magesc's "small" animals with the approximate body shape of a rabbit overgrown into the size of a fairly large dog. A grown eechibo stands somewhere between a grown magescian's knee and waist when it is upright on its hind legs. They sport a mouse-like face with wide, pure-black eyes designed primarily for life underground and proportionally huge, almost elephantine furred ears which they rely on to hunt properly above ground in the light. Though they are generally brown or tan, a few white, grey, black, or spotted eechibo exist. All eechibo sport a sharp, spiraled "unicorn" like horn on the top of their head, a curled, exoskeleton-encrusted scorpion-esque tail, and countless long, retractable claws on their forepaws.
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Description: Long ago a ysali dragon witnessed not only hunters killing its kind, but also killing many of the woodland creatures. It saw hunters attacking creatures not for meat which it could understand, but for the horns or claws or pelt... leaving the meat behind. Such waste and disrespect infuriated it and it cast a great spell, binding it not to himself, but to the land. The spell consumed the ysali's body and soul to create the elkun; a living creature made of tree and the blood of the fallen creatures. Every time a hunter kills a creature and leaves the body behind in a wooded area, the spell takes effect. The nearest tree starts to move and wrap the fallen bloody mess in it's roots. Over the next hour, the elkun's shape is formed from the tree's wood, leaving none of the remains nor tree behind. It then sets off to track down the hunter. They cannot leave the forests, and need only water and sunlight to live.
Locations: Forests of Aurinead, Serenia Size: Large Element: Nature & Blood |
Description: These vibrant, territorial saltwater fish come in varying shades of bright oranges, reds, and yellows, sometimes with pinks and fuschias worked in. Because of their larger size, in order to get enough food without wiping out the population of smaller fish in the area, erlkin tend to hunt either solo or in small groups of two or three. Finding more than five travelling together is incredibly rare and generally only occurs when an even larger outside predator threatens a given territory, forcing them to band together. Often, however, these temporary ‘allegiances’ are short-lived, and after the outside predator is discouraged, the remaining competing erlkin with fight each other to the bloody death to determine who will dominate the given area.
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Description: A long slim feline, this critter is a tree dweller. Long and lean, it's claws and legs are designed for climbing and jumping, not running along the ground. It's about a meter long with a third of its length being the tail. A long thick prehensile tail aids the fekarat in its climbing. It's coat can be anywhere from a pale orange-ish brown to a deep brown depending upon where its environment is located. They eat everything from nuts, insects, to small rodents. Its coloring can be anywhere from silver to deep blue. They can swim if they have too, but only in the most extreme situations cause they dislike the water.
Locations: Serenia Size: Small Element: Earth & Wind |
Description: A small rodent-like creature made of glass or porcelain, often equipped with wire filigreed antennae and wings, although the appearance of these can vary based on their origin location and how they were 'born'. These rodents are roughly an inch and a half to two inches tall, and tend to sit in a round manner, slinking around when needed. Highly susceptible to sunlight, they have an almost gargoylian reaction, freezing solid any time sunlight hits their shells. During this time, they basically return to being figurines until night time again. As a note, sunlight is a trigger, and testing has proven that being taken out of sunlight does not relieve the condition before the sun sets.
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Description: Ghargons are large, reptilian herbivores with massive back legs, an extensive tail used for both balance and defense against predators, horns, and a strangely shaped bill for a mouth. The ‘mohawk’ of feathers that runs from the top of their head down the back spine of their neck to their shoulder blades comes in many bright colors that vary from beast to beast, and these are often sought out to add decorative flair to outfits fashioned by aspiring tailors.
Despite being herbivores, garghons have been known to have a very temperamental streak, and may well charge, and attempt to trample a target with little to no provocation if they happen to be in a sour mood at the time. |
Description: A vivid green this fairly large (for a frog) sized frog has a long sticky tongue that can reach up to 1 meter (~3 feet) in length.
Unique in that it is both plant and amphibian, the groda has bright eye catching mushrooms growing off it's back, they have discovered that these mushrooms are highly toxic when consumed. |
Description: Grymsaers, also known as gryms, are spirits of the forest come to life. They model themselves after the people of Magesc in stature, with bodies of wood and bone.
They adorn their heads with flora that can be found deep within the forests as well as bones of deceased creatures that litter the forest floor. The flora and bones become one with the gryms and, as they grow older, the flora takes root and spreads over the gryms head. Sustenance for the gryms comes from the flora and fauna that lie within the deepest reaches of the forests. As they age, a gryms intricate headdress, that has grown with them over the course of their lives, begins to wither and break away. As a grym is coming to the end of their lifecycle, they begin to pull away larger bits of bone or flora from themselves to give as tokens to other gryms. These tokens are often added to the receiving grym as an adornment to their own bodies, most often to the same area that it was taken from. |
Description: Abronaxus created ibis specifically for the Celestial Plane from the beginning, deeming that their playful and harmless nature added life and spirit to his safe haven for the Dovaa without posing any threat. Ibis have since become a frequently-tamed and domesticated creature on the Plane (though some do run wild and inhabit the Plane’s wooded areas), often being sold as pets to the Dovaa and very rarely as pets to the wealthy outside the Celestial Plane. Some have snuck out of the Plane and made it to Serenia where they have begun to thrive.
Locations: Celestial Plane & Serenia Size: Small Element: Earth |
Description: Ikris are massive, larger-than-polar-bear sized canine beasts built to withstand frigid temperatures year-round if necessary. They sport thick coats which range from stark white to dark, grey-blues, have two pairs of horns, and four eyes: the top two for ranged and peripheral, and the bottom two for nocturnal hunting. They run in small packs with alphas (male or female) being the largest and hunters being smaller. Pups are aggressively protected due to their small size and vulnerability, but - if captured - can be trained up into fiercely loyal pets and mounts.
Locations: Aisko & Ayr Size: Large Element: Ice |
Description: Ittrits are large, bloodsucking swarm insects. Their wings are comparatively small relative to their bodies, and thus, though they can fly perfectly well and do often, they spend at least as much time on the ground like spiders or ants. They use their wings most often for ‘hunting’ trips where they swarm en-masse and crowd cover a live body to feed on. Like mosquitoes, they live off of the nutrients in blood, but instead of one long sucker, each and every one of their six legs is capable of piercing flesh and drawing in liquid.
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Description: Kahlikris are large, seahorse-like sea creatures approximately the size of a pony. Atop their long, equestrian head rests the upper half of a skull. A kahlikri's skull armor is a born-in type of secondary exoskeleton which exists attached to their body in addition to their inner skull. In addition to this, kahlikris typically sport two spiked and scaled wing-like fins at their back and a long curving tail adorned with two similarly spiked fins on either side. Kahlikris come most often in shades of soft blues, pinks and pastel yellows.
Kahlikris are primarily carnivores and hunt other aquatic creatures near the surface of the ocean in addition to, on rarer occasions, any magescians or khehora unlucky enough to cross their path unprepared to defend themselves. |
Description: Kargoths are mammoth-like creatures with elephantine trunks and tusks, three horns on the head, large, thin ears used primarily for shedding excess body heat, and long hair at the tip of their thick tail and four legs which act (in the case of the tail) as a method to sweep away unwelcome pests (mostly insects and small birds) and (in the case of the feet) to give some extra protection from the blistering sands and sun of their natural habitat.
Kargoths in the wild are migrating herd animals, much like horses, cattle, buffalo or elephants, and stampede when provoked or frightened. They are herbivores, their digestive systems incapable of properly digesting meat even in starvation situations, and their diet is composed of anything that dares grow in the desert - from fruits and nuts (rare treats) to shrubbery and even parts of small trees. |
Description: Kokkolru are massive, typically slow moving, aquatic omnivores. Covered with sleek, florescent blue scales, their bodies begin with a wide head and gaping mouth only to trail gradually off to a fairly narrow tail fin. A flexible, rippling fin covers the top ridge of their backs and a number of smaller propeller fins adorn their sides.
Generally the only times kokkolrus move fast are when hunting - a surprise burst of speed used to catch up on unsuspecting prey and swallow them whole - or when pursuing a mate. Most kokkolru travel in small to medium sized groups, but a rare few live and hunt solo. Locations: Deep Ocean. Size: Large Element: Water |
Description: The kugel is a tough critter, strong but slow. It meanders about the Terra Expanse and the surrounding desert during the heat of the day. It's thick padded feet protect it from the hot sands and it's tail, tipped with a ball made of solid bone, beats off many predators. An omnivore, it eats mostly small lizards, cacti and small desert shrubs while in the desert but in the mountain, it will eat trees, berries, grass, shrubs, small mammals!
The kugel has a slow pace normally, but when it runs, it can match a hastar for short distances! It can also turn quickly even while charging. If it weren't for its tendency to eat all the plants in sight, more farmers would use the kugel as beasts of burden. They tend to eat farmer's crops and are more trouble than their worth. Merchants also don't use wild kugels since they would probably eat up all the profits. Only those raised in captivity from birth are any good as beasts of burden. The wild kugels who have been tamed tend to |
Description: A small draconic like bat, this scaled critter is an annoyance. Their shrill hissing voices sound like someone scratching a chalk board. Their scales are usually brown to pale orange with swirling grayish makings. They have no arms, just a clawed wing that can be used to handle only the most basic of tasks. Be careful of their bite, it is poisonous! This poison is not useful except in battle. Similar to a ysali's poison, it hurts and drains the target of energy. They nest among tall rocks... or walls and statues if they have made their nest in a town or city.
Locations: Eowyn Size: Small Element: Nature & Earth |
Description: Lyru are modest sized, meaty birds with a healthy stock of feathers. A large portion of lyrus are domesticated and raised with clipped wings, flightless, for meat later on. This domesticated variety can be found on farms all over Magesc, as well as in the Celestial Plane. Wild lyru habitually nest in large flocks in mountainous regions, usually with many nests clustered densely in a given area, all their eggs laid and watched over carefully at around the same time. This allows the otherwise fairly unimposing animals to pose more of a threat to potential predators. In these cases, all the lyrus in any given nesting zone will defend any and all nests that are put in danger as if it were their own. While one lyru may not look particularly dangerous, an entire flock is more often than not enough to discourage most potential egg thieves. |
Description: Makkas are large snow beasts which look something like a cross between a bear and a rhinoceros: all the fur of a bear, but with extra horns. Omnivores by nature, makkas eat plant life in significantly greater quantities than their protruding canine teeth might suggest during the warmer months. Generally the largest meat source in a makka's diet during spring and summer is fish caught through holes in thin ice, but they also eat the meat of any predators they might kill in the process of defending themselves. Makkas travel in large herds, sleeping, fighting, and eating together, and often stampede unwary predators attempting to 'hunt' them.
Conversely, Makkas are also capable of hunting with great efficiency when plant life is scarce and often take to preying on whatever meat they can find during the winter months, becoming dangerous predators at that time due to necessity. |
Description: Small dark blue fuzzy worm like creatures, Metal weavers are form of silkworm. They consume bits of metal and raw ore found in their natural habitat. The digested metal is assimilated into the Metal weaver's thread when it spins it's cocoon making a form of silk much stronger that the normal already fairly durable material. Metal weavers are often found in large groups and are fairly docile insects tending to freeze up upon discovery by predators. It is fairly easy to raise one's own colony of metal weavers for the silk they provide.
Locations: Everywhere Size: Tiny Element: Earth |
Description: The notbjaovins are definitely odd looking: with long legs and a thick upper body, it looks like it could run forever. It's small but thick neck leads to a pointed face with large triangular ears; gives it a feral feline look. It's coat is a deep gray with littler gray spots. It's forward facing eyes are red and reflect the pale light of the moon. It has extraordinarily strong jaws, perfect for breaking bones. It is nocturnal and a lone predator.
Locations: Soudul Size: Medium Element: Shadow |
Description: Olboros are small, squirrel-like creatures with massive tails, elephantine ears, elongated snouts, stubby legs, and a tufted ridge of fur along the top of their head that looks something like a mohawk. They are generally shy but curious little hoarders who fill their burrows with a wide smattering of things that they collect over the course of their lifetime; they seem to have a special preference for beads, buttons, and scraps of colored cloth or thread. They are herbivorous with a strong taste for nuts and berries, usually live in mated pairs and have been known to use their tails as a defense mechanism either to: a.) puff it up and make themselves look larger or b.) curl up and hide completely beneath it in an attempt to disappear into the scenery.
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Description: Olrawks possess the feathered, oval bodies, rounded heads and wide, staring, luminescent eyes of an owl, the leathery, pronged wings of a bat, and a strange, almost fin-like tail similar to a stingray. Like owls, olrawks are nocturnal, build nests, and live in trees; they are also known to make a similar low, mournful hooting sound that is only slightly lower pitched and more raspy than earthly owls.
Unlike owls, olrawks are also capable of song, but on one very precise condition: they sing only for Raguati. Raguati legends state that this is a blessing, and olrawks are in fact a creation of Seren herself, designed as a warning to Asarei soldiers. The saying goes: “When the olrawk sings, beware — enemies are near.” Other, more Raguati-friendly legends suggest, however, that olrawks simply feel pity and mercy for the soulless ones, and sing as a gift to enhance their brief, limited lives. An olrawk's song is enchanting, and has frequently stopped even the most bitter-hearted of travelers in their tracks simply to listen. Locations: Olrawks can be found virtually anywhere with trees. They populate the forested areas in the mountains of Serenia especially. Size: Small Element: Wind |
Description: Onds are beetle-like creatures. They have the same colorful look as many beetles; purples, greens, yellows, and reds all shining from a black body. Though onds do not have to be black, they generally are. But these guys and girls, are special. Magic is everywhere, and these guys feed off of loose or extra magic floating around. They collect in large numbers most often when celebrations happen and love to play tricks on the party guests. Their tricks? Well anyone who isn't in a celebrating like mood; they will play a trick on. They do have magic, but not much. And its only used to play games. They appear to be able to manipulate the light and form illusions centered about their bodies.
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Description: Ordons are essentially tribal, humanoid reptilian lizard warriors. They hunt in groups across the Malro Desert and through the climbing peaks of Ayr, terrorizing unwary travelers and looting the spoils as they see fit. If they have a language, it is unrecognizable to magescians as their primary sounds come out in the form of hisses, snarls, and garbled screeches. They walk on two legs and fight with primal weapons, dressing themselves in a way that suggests they have a culture of their own, but whatever it is, they want nothing to do with outsiders from other races. When they clash over territory with the darvithri, the bloodshed is usually massive, sometimes virtually wiping out both opposing tribes before it ends.
Ordons have a very open ended palette and have been known to eat magescian and khehora meat when they can get it alongside whatever other creatures might cross their path. They are not picky, and will attack nearly anything that moves unprovoked. Many ordons have been seen making use of gaili magic with - on rare occasions - at least as much skill as a practiced gaili dovaa or khehora. They do not seem capable of tapping into any of the other elements, however. Locations: Malro Desert, Eowyn & Ayr Size: Medium Element: Earth |
Description: Quiswalows are a small cousin to the grymsaers. These avian creatures are solely found in the forests of Aurinead. Quiswalows reproduce by stealing twigs from the trees, bones from the small creatures they feast upon, and feathers from asarei or fellow dying or deceased quiswalows. Adding their own magic to these sticks and feathers brings a new quiswalow to life.
Quiswalows utilize photosynthesis and water as their primary feeding source. They also feed on small creatures living on the forest floor like worms and small rodents. Flying throughout the skies above the forests of Aurinead just hours before dusk gives the quiswalows enough energy to hunt the smaller creatures throughout the night. Upon the rising of the sun each day, the quiswalows begin to sing, filling the forests with an symphonic melody. Many asarei take to the forest for a walk amongst the trees in the early hours, offering the fallen or plucked feathers from their own wings to the quiswalow in thanks for their soothing songs, |
Description: Rajshas are feline, predatory mountain dwellers built with bodies similar to a large lion or saber-toothed tiger with long, goat-like horns that travel back from their heads, a sizable mane, and two prominent tusks. They travel in small prides of ten to fifteen members, raise their young to adulthood, and usually live on high, rocky plateaus or inside shallow caves. They are impressive climbers and capable of leaping incredible distances when need be both as an escape and as a predatory measure, as well as simply for ease of travel in the treacherous rocklands they call home.
Although curious and intelligent, rajshas are predators and instinctively wary of unfamiliar visitors to their hunting grounds. As such, they are generally territorial and vicious when reacting to Magescians or unfamiliar Khehoras. Much like cats large and small on earth, rajshas enjoy a game of hunt and chase, and have been known to toy with wounded prey for amusement. Locations: Ayr. Can be found all over the continent, but they usually make their homes at fairly high altitudes. Size: Large Element: Earth |
Description: Rhamidons are voracious and bloodthirsty desert carnivores which generally hunt either alone or in small packs, loners tending to be the largest and most vicious. Their favorite catch is an unwary kargoth, alone and unprotected by their herd, but rhamidons do occasionally work in large groups to intentionally provoke kargoth herds with the intent of preying on those that get left behind in a stampede. In addition to kargoths, a rhamidon will hunt and consume any meat source ill-fated enough to wander within range of their sense of smell. They are a frequent terror on merchants trying to transport goods through the heart of the Malro Desert.
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Description: The riistaja is a lone predator that dwells along the banks of Koralifel. Bulky but with long legs, the riistaja is a nocturnal hunter hunts in two ways: silently from the trees or silently from the grass. It prefers short chases, and can reach very high speeds over a short distance, but it does not do so well for long runs. A very good climber, the riistaja is equally at home in the tress or on the ground. The riistaja is usually a deep purple to black color with blue or green spikes running the length of its body down its spine. Its eyes are an eerily pale color, which glow when the moon light reflects off the eyes or after it has killed.
Locations: Near Lake Koralifel, Soudul Size: Medium Element: Shadow |
Description: The trask, or more commonly known as "swamp beast", appears to be a living gooey blob of swamp, often times with rocks and plants growing from it. It lives only in the deep canyon swamp areas of Ayr and is almost a myth due to the rarity of sightings. Many accuse hunters of being drunk when they claim they saw a trask. But the rumors persist about a creature who is a a piece of living swamp. While it prefers to melt into the swamps and hide rather than fight, the trask is fully capable of holding it's own!
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Description: Treants are tree spirits of Everwinter Plateau. Created from the magical energy of the plateau, they come alive amongst the flora that exists there.
Treants first grow as what seem to be small trees and, once old enough, produce their magical heart and can escape the confines of the soil. They live to be hundreds of years old and, the older they are the larger and more powerful they become. They are sustained by magic and magic alone. As long as they have their heart, they are able to grow back any broken branches or tendrils. If the magical energy that makes up a treant’s heart is snuffed out by fire or extraction, so too will the life of the treant. Treants are able to manipulate surrounding flora and take advantage of the fierce bond they have with the creatures of the plateau to attack their foes. Locations: Can be found in a decreasing population all around the Everwinter Plateau on Ayr. Size: Medium to Huge Element: Nature |
Description: An aquatic reptile, the triefen has no legs or hands, but instead has a finned tail and in place of its arms are wing like fins. Its thick skin is covered in tiny scales that are harder than they look and vary in color depending on where the triefen lives. The blue and purple triefen live in the costal waters around Soudul and the brighter red, orange, and pink triefen live around Serenia.
The triefen cruise around the coastal oceans eating crustaceans and small fish while it lives its solitary life. When summer hits around Eowyn, something in the waters summons all the triefen to it for breeding. Each year they migrate to lay their eggs along the beaches at the foot of the Terra Expanse where is hits the ocean before heading back to their homes. A triefen will travel this distance five times in its life before it comes to Eowyn to die. |
Description: Ukkobaks are large, vicious, serpentine monsters which dwell exclusively in the swamps and lake areas of Soudul. They are amphibious, capable of moving at least as fast in the water as on land, and completely carnivorous. While blind and eyeless, they hunt with a very specific, attuned gift given to them by their goddess: they ‘see’ only that which fears them. Should a hunter manage to perfectly tame their own fear, they could walk directly past an ukkobak entirely undetected. Mastering such a feat, however, is easier spoken of than accomplished in practice.
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Description: Uruus are small, exceedingly hairy herbivores. Almost as dangerous in combat as butterflies or cotton candy, an uruu’s primary defense mechanism when threatened is to puff up, appearing almost to “explode” into something nearly four times its previous size. This is all for show, however, and if their intimidation tactics do not seem effective, they will immediately curl up and attempt to roll to safety. If they are cornered without a visible escape route and fluffing up does not work to scare off a predator, an uruu may resort to latching on to and ‘gnawing’ on their attacker. Since they are toothless, with mouths designed only for softening and chewing up the softest of plant life, this is not a particularly effective attack maneuver, but at least they are enthusiastic about it.
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Description: The vinara are icy fuzzy insects who hibernate all year until the first snow falls. Then they appear all over the magescian world; small snowflake sized balls of pale blue fluff with 4 wings that resemble ice shards. When they fly, their wings beat quickly and emit a soft tinkling sound. They have two bubble eyes with many facets that are gold in color. During the night, their large golden eyes glow softly.
Vinara, during the winter, are constantly on the move; seeking mates and food. You will find them mostly around lakes, ponds, glades, and grooves of trees. They often congregate in great numbers, sometimes looking like a snow storm. When they do this, it sounds like a mixture of glass continuously shattering, small bells tinkling, and a low hum more felt than heard. |
Description: Vispirii are large, insectile hoarders. They sport six twiggy legs, two antennae, countless rows of sharp, narrow, spine-like teeth, an elongated abdomen with a vicious toxic spike at its end, and two to four sleek, translucent wings. Their armour-like exoskeletons are incredibly damage resistant and dotted with vibrant fluorescent spots which have been known to change color in seconds, sometimes even flickering. Magescian scholars believe this color change can signify a number of things — changes in temperature, a search for a mate, a vispiri sensing danger and calling for help, etc. — but most agree that they are used as a primary form of communication between a vispiri and its hive mates.
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Description: The voraz is a semi-sentient plant. It's limited intelligence makes it dangerous, but since it is rooted in place, they can be easily avoided. With its 6 eyes closed, the voraz looks like a large beautiful flower hanging upside down. It's color is almost always a blue or purple, though rare red ones have been spotted. The voraz eats anything it can catch. It puts out a sweet scent that draws unwary animals and insects to it. Once within range, the voraz suddenly extends its flexible stem and bites down upon its prey. Voraz are found on Soudul and can grow like a parasite from a large tree limb, or from the roof of a cave or building. It has been known for voraz seeds to become stuck in the ceiling of a ruin or building. A voraz lives and dies where its seed first settles. If uprooted, this plant will die within a few hours. Air is not good for its roots.
Locations: Forests of Endeldarth, Soudul Size: Medium Element: Nature & Shadow |
Description: A strange occurrence happens when the blood and blue moons rise in the autumn and spring. Strange balls of blue or green fire with vague faces glowing from within them start to appear. They are most common about graveyards and battle fields, though they have been spotted frequently in the misty valleys of Ayr and swamplands on Serenia and Soudul. Anyplace where there has been a recent death or place where many have died in the past are haunted by these strange floating balls of fire. The only noise they make is a soft whisper; almost like they are trying to say something, but you can't understand what it is. Those who have listened to the whispers of the will-o-wisps are driven mad and die soon after if they are lucky. Rumors say that that the will-o-wisps are souls of the dead returned to life briefly to remind the living of what has been lost. A will-o-wisp is a dangerous foe, when angered they unleash unearthly screams and their flames suddenly unleash heat. Ghost like, non magical weapons won't damage them, and runic weapons barely hurt them.
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Description: Wraiths are thought to be the spirits of magescians past. They arise during the month of blood moon and are much stronger than they look. Their wails can be heard for miles. If caught by one, beware, as they will not hesitate to blame you for all of their woes.
Locations: Anywhere there has been death. They linger about graveyards and old battlefields, haunting swamps and forests where people have died. Size: Medium Element: Shadow |