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A World of Monsters. (An Encyclopedia on the creatures of the world of Null.)

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Foreword and Introduction.

TripleMRed

Active member
Author
Foreword.

If you are reading this, this means you have a copy of my book. If you have a copy of my book, then that probably means you're on my people's homeworld of Null. At the time of writing this foreword, we have yet to leave our world fully, though we are making advances into space flight. Some say we'll have our first orbital elevator in the next century or so, so short of contracting something awful or being stupid enough to wander outside the Great Walled Cities, all us natives should be seeing that happen in time.

If you're a native born to Null, then congratulations. You know how bad we have it first hand and will probably agree with everything I have to say in the next part. You should also feel proud that we're nearing the age of orbital elevators and interplanetary travel, but don't let it go to your head. We've still got plenty of time for our home to pull our ears off.

If you're an alien or some future colonial, then congratulations. You're able to survive in our corrosive atmosphere without instantly dissolving into a puddle of bubbling biomass or instantly contract any number of airborne diseases that would kill you horribly within the next few days. If you're reading this book on some distant planet, then feel free to continue reading and be grateful to the Lord or whatever other deity you worship that you were not born on our homeworld. If you are on our homeworld, however, then I have to ask upfront: What are you doing here?

If you're here to admire the culture first hand, good for you. Stay inside the walls, get your regular vaccines or whatever you outworlders need to not die to some terrible disease like Nerve Flare or Flesh Slough or something, and eat designated foods and you'll be good to go.

If you're here to admire the wildlife, see the natural landscapes, or otherwise not stay within the walls, then let me save you some time with these instructions: Either A) Find some vids or pictures to stare at them safely, B) go to a virtual zoo or something, or C)Save us and yourself some time and kindly slit your throat. It'll be faster and cleaner than what's waiting for you out there. Unless you have breakable bones, in which case, forget throat-slitting. Find a Slugger or a rail-pistol and blow your own brains out. Or ask someone to snap your neck. Either/or, really.

Or, you know, leave and never come back. That last one sounds far more reasonable and would save us all a lot of head aches by my estimates.

Anyway, yeah, not sure how much this will get edited or if it will even be green lit for the next edition, but if it makes it, remember this: Anything and everything in this book is dangerous. Well, okay, not literally true for us Oros and the other sapient races on here, but if you're an outsider, yeah, most likely, that's literally true. Without further ado, I present you my book that I've spent the last millennium compiling facts for, both from other sources and from first hand experiences.

Good luck, Godspeed, and Am's blessing be upon you. You're going to need it. [This digital copy of the book seems to have a note attached to the foreword. It reads 'Praise be to Am!' And a little praying angel doodle next to it.]

----

A World of Monsters. Encyclopedia, Arisa Continent.

7th Edition.

Date of production: 3050 A.A. (After Am.)

[This copy of the book seems to have a note attached to the information page. It reads 'Welcome to Hell', with a small smiley face attached to it.]

----

Introduction.

[Several sketches in black ink can be seen across the page. The first and largest one shows the world of Null from an orbital view. Two primary continents, divided by a large ocean, can be seen, with numerous smaller landmasses near, around, and away from them. Other sketches include some drawings of the civilized races and of some plants and animals, as well as buildings and landscapes.]

The world of Null is a dangerous place. This goes without saying for you reading this. We Oros and those other civilized races that live with us have endured a long, hard road of survival. As of the time of this writing, the Great Walled Cities are being raised here on our home continent of Arisa. A few more decades, and we will be able to live in relative peace.

But until they are completed, we will have to continue to endure. The normal walls of most settlements can keep some of the dangers out, but not all, and are useless for keeping out anything above the Large classification of animals, or even certain kinds of creatures below that size classification.

This book and its contents are a guide detailing many of the creatures that live on our world, from the eastern shores to the north-eastern mountains, from the great central rainforests and the southern heat planes, from the north-western deserts to the northern frozen wastes, to the Land of Giants to the far west. Not all of them, but most of the ones worth keeping an eye on, as well as descriptions of the various biomes they thrive in.

These will range from individual species, to whole families of them, to specific individual creatures that are unique and without equal. There will even be a section on the civilized races, for those Spirits that wish to know more about us without leaving the Spirit World. For us Mortals interested in learning more about the Spirit World, the encyclopedia 'A World of Spirits', written by a fellow scholar of mine in the Spirit realm of Lacuna, is also available for purchase in any location where you can purchase a copy of this book. [A note with a picture of a colorful stormcloud with a frowny face superimposed upon it, reads 'Angry Spirit Clouds.']

Let us waste no more time then and move on to the rest of the book.

[What would you like to read about first?]

Glossary:
-Introduction.
-Land.
-Sea.
-Air.


[>.....

>.....

>Land.]

(Hello, everyone. I'm TripleMRed and this is an ongoing, if slow to update, in-universe enclopedia/bestiary I'm working on for my setting. I've gotten two pages worth of content down on both SB and SV and will be transcribing the pages I've already done, as well as any future pages, on here as well. I am always open to answering questions, and will on occasion open up to allow for creature suggestions from the readers in order to add new and horrifying life to the world, provided I decide they fit. Suggesters will be properly credited for suggestion the creature idea when the time comes for it. First three updates are coming today, and then a new post every day afterwards until it's up to date, so stay tuned!)
 
Basic Breakdown and Slaughtering Shrike.
Land, biological basics.

---​

The creatures of the land all hail from seas, in some way or form at some point in history. Most mammalian life are relatively recent new comers to land, including us Oros, having only arrived from the seas in the last 20 or so million years. Reptiles, synapisids, amphibians and arthropods all arrived before mammals, though despite their comparative age, the exact 'ownership' of the land varies from region to region.

Regardless of their origins, nearly all life share some key biological basics. Namely, the presence of either a Second Stomach or a Mana Converter in place of an intestinal tract, though the less developed life forms still posses this portion of the digestive system and thus still need to defecate. Those with Second Stomachs tend to not be able to harness Mana as efficiently and thus are not as capable of normal magic as those with Mana Converters. These less outright magical creatures tend to be hardier and physically tougher to make up the difference, with some possessing Aether abilities in place of Mana based ones, though this is very uncommon among wildlife species.

[A note is attached to the page, depicting a stick-figure urinating in a latrine. Words next to it reads 'Now if only nature didn't need us to pee, we'd be set!']

Most life is also omnivorous, including most prey species. This means that, with sufficient numbers, prey are more than willing and able to overwhelm and consume their predators.

On top of this, all life possess redundant organ and neurological systems. A minimum of two hearts, sets of lungs, and so on is the norm among land creatures of all shapes and sizes. From the smallest bee or Flittermouse, to the largest Giant sized life form.

Regardless of their organ make up, all life possess a symbiotic relationship with a type of bacteria known as 'Sentinel Bacteria'. The bacteria varies in 'grade', but even at its lowest form, it assists in maintaining and repairing the body, allowing for all life to posses some measure of regenerative capability. This, combined with the redundant organs, nerves and generally tough flesh and/or armor of most life on land makes land creatures particularly hardy to take down for the most part. The highest grade of Sentinel Bacteria, like those found in the Oros and other Civilized Races, prevents them from being eaten by those lacking the same grade of Sentinel Bacteria. Attempts to consume such flesh would result in the consumer experiencing any number of effects, from the flesh spontaneously combusting in their mouths to the Sentinel Bacteria turning the blood into a powerful corrosive.

[A note is attached to the page. It reads 'Almost everything still wants to kill us though. Grandpap and Grandmarm said it's because we squandered Am's gift to us, and I believe them. Miss you guys so much!']

On the topic of corrosives, all water on Null possesses corrosive enzymes mixed in, emanating from the soil. Thanks to originating directly from the seas, all land creatures are immune to the corrosive effects of Nulls' water, though any stronger corrosives produced by living creatures or plants is another matter. Only those with the highest grade of Sentinel Bacteria are completely immune from corrosive damage. Toxic damage is another thing entirely. While all land life is immune to the toxins in the air pumped out from the soil, only a handful of select species are totally immune from toxic damage altogether. Most of the civilized races, including Oros, are not among those immune to all known toxins.

There are other biological quirks of note, but those belong to creatures of the air or the oceans, so let us move on to our first land creature.

---

Slaughtering Shrike.

[Sketches in red ink depicting a small, red bird with a serrated beak eating an animal skewered on a thorn, it's wings possessing a clawed thumb-like protrusion on each wing. The animal seems to be covered in a clear substance around its numerous wounds and, disturbingly, seems to be still be alive in the sketch.]

[A note is attached next to the sketch reading '7th Edition sketches are the best! 8th Edition's move to pictures was a mistake!!!' with an angry face drawn next to the words.]

Scientific Name Translation: 'Cruel Butcher.'

Average Size: Small scale creature, ranges from 4 inches to 8 inches/101.6-203.2mm's in height, depending on specific sub-species.

Average Weight: 3-8 ounces/ 0.085-0.227 kilograms.

Notable Sexual Dimorphism: Females posses longer tail plumes than males.

Habitat Range: Most non-frigid or desert based Biomes, particularly concentrated in woodlands and rainforests.

Summary:
Out of all the Avian life on Null, few are quite as visceral or brutal as the Slaughtering Shrike. A creature with a love for fresh meat to such an extent that it refuses to eat dead flesh, preferring it's meat fresh and alive. To facilitate this desire, the Slaughtering Shrike posses a toxic saliva that is capable of paralyzing its prey. This saliva also has a secondary and equally important purpose: to halt the blood flow from the wounds of its prey and prevent them from bleeding out or succumbing to trauma as they are slowly eaten alive. The only saving grace for these creatures is that the toxin effects their nervous system, meaning that they likely feel nothing and are inhibited by a drug-like haze over their minds.

Despite these measures to make their meals last, however, the toxic saliva is still deadly enough that it will slowly kill the prey it is meant to keep alive. Once their current prey inevitably expires, the Shrike moves on to hunt down its next meal, impaling it on a thorn or needle, applying its saliva unto the wounded region, and commencing the cycle of feeding all over again.

The beak is serrated with sharp, almost teeth like portions. These serve several purposes: To saw their way through tough bone, to grab hold of and pull out hard to grasp organs, and be a potent defensive weapon if they are attacked. The Shrikes take good care to avoid capturing particularly woolly prey animals, in order to avoid tangling themselves up and having to waste up to an hour sawing their way through the wool to free themselves. This makes Small prey animals such as the Wooled Field Flittermouse safe from predation by these creatures.

During mating season, bachelor males compete with one another to outfit their nest with an assortment of trinkets. What specifically these trinkets are varies from subspecies to subspecies, but the most gruesome involves a body-count competition to posses the most prey in order to impress females. Those males to be approached by a female will then court them with a ritualized dance, typically butchering their captured prey in gruesome and wasteful manner. This may be a way to show their hunting prowess, as they indicate to the female that they are good enough hunters to not only amass a volume of prey, but be good enough that he can waste the accumulated meals like they were nothing. This wasteful display is not as impactful on the Shrikes eating habits as some might think as they are omnivorous as with most creatures, merely having an extreme preference for fresh flesh. Once mated, the pair stays together for the rest of their lives, or until one is prematurely killed.

Due to their storage of toxic saliva within their bodies, most creatures avoid hunting Slaughtering Shrikes both due to the act leaving their mouths temporarily paralyzed as well as tasting foul. Most Shrikes die then due to being killed by plantlife or by particularly dangerous prey they underestimated in taking on. One species that either is not affected by the toxin or does not care are the Shinook, who simply chomp down on any Shrike they find as though they were another snack in the way.

The cruelty of the Shrikes is tempered only by the fact that their prey feel little to no pain thanks to the toxin. Otherwise, however, they are a symbol of the harsh and often cruel nature of our world.

Update: As a side note, Shrikes are rather independent and do not make for good pets. Some tamed Shrikes, however, are excellent for tracking down Flittermice populations for pest control or research purposes.

[A note is attached to the page. It reads, 'I knew a guy with a pet Shrike once. It tried to scratch my other eye out. Fun times!']
 
Wolf Hounds.
Wolf Hounds.

[Sketches in a variety of colored inks depicting canines performing a variety of things, including lazing about, looking at the sketcher with their tongues hanging out, and swarming a prey animal ten times their individual size. Oddly for Nullian Canines, they have thick but otherwise normal looking tails for canines rather than the long, thick ones ending in flared club-like ends most feral Nullian canines have.]

[A note is attached to the page. It depicts a yapping cartoon dog. Words next to it read, 'So cute. So yappy. So deadly. Best danger doggos.']

Scientific Name Translation: Swarm Dog.

Average Size: Medium scale creature, average of 5-6 feet long/1.524-1.8288 meters long.

Average Weight: Average of 200-250 pounds/90.72-113.40 kilograms.

Notable Sexual Dimorphism: Females have a tendency to have curved tails more often than males, though this is not definitive as either sex can have either style of tail.

Habitat Range: Most Biomes, propensity to inhabit woodlands and forests of all kinds.

Summary:​
A wide variety of canines exist in our world. We Oros, in fact, are canines, though our muzzles aren't as long as our feral counterparts nor do we have tails anymore. One particular canid species to be related to us are the Wolf Hounds. A sibling offshoot of the larger Wolf Tiger species, Wolf Hounds are not as individually intimidating or threatening. Even a Short body-type easily posses the strength to drop kick one of these creatures away, and they're dwarfs! That being said, however, there is much more to the Wolf Hounds than individual strength. As their scientific name suggests, they are deadliest in numbers.

Wolf Hounds are an oddity among canines. Rather than being loners or working in packs, Wolf Hounds share a wide stretch of territory with others of their kind. It is thus not uncommon to see them alone or in small groups roaming their homes for food or for a place to rest. Whenever they kill prey larger than a Small scale animal, they often produce distinct verbal cries in order to alert near by Wolf Hounds in order to share in the feast. This unity and seeming lack of centralization is both the Wolf Hounds greatest strength and greatest weakness, as a lack of a singular leading animal or group of leaders means that Wolf Hounds do not fully control their territories, being forced to share them with other predators either too strong or too numerous for them to deal with as they are now.

Their appearance varies from subspecies to subspecies, though they are all roughly the same size. Their tails can either be curled up or straight, though never long and with a flared, club-like ending as with most feral canines, with females having a propensity for curled up tails more than males. This is usually the safest, though not most accurate, way to check for gender from a distance. As with most other life on Null, their genitalia is hidden away by a genital slit rather than being external, though the presence of nipples are a clear indicator of females, if one is close enough to determine their gender in this manner. [A note is attached, reading, 'Our junk's hidden away too until puberty. Then it's out when we grow up. What's up with that?']

In terms of temperament, they are mercurial in nature. Most of the time, they tolerate the presence of the Civilized Races such as us Oros or a Chimera. However, if they are in enough numbers, they will be emboldened and start to try to bully or pick a fight with the Civilized Race in question. Once enough of them have been sufficiently injured or killed ,the rest of the 'pack' breaks apart and scatters into the depths of their territory.

The Wolf Hounds are renowned for their lackadaisical and seemingly care free nature. They are playful both with other predators that may eat them and prey they are hunting. One look into their eyes, however, reveals they posses the same level of cunning intellect found in all Nulliam life. Indeed, when alone in captivity or otherwise without an 'audience' to observe their antics, they become just as focused and unamused as most other canines. [A note is attached. It depicts a surprisingly good portrait of a serious looking Wolf Hound. Words next to it reads 'I like it better when they're silly.']

Wolf Hounds are rarely seen together for long. They do, however, stick together when raising offspring. Parents mate for life, and while they do not stick together for most of the time, when mating season comes around, they come together again to produce and raise pups. These family units are the closest thing to a true pack dynamic they have and only lasts until the current batch of pups are growing up, usually lasting two to three years. Once the pups are full grown, the family splits apart until the parents find each other again next mating season. [A note is attached. It reads 'I hope I have lots of kids when I find the right guy. They'll be cute and smart and awesome and not weird like me!']

Wolf Hounds bully smaller canines, but do not eat them. Shade Foxes and Night Jackals that are caught are often forced to play with the Wolf Hounds until the hounds get bored and leave them be. Wolf Hounds are in turn subservient to the larger Wolf Tigers, though they rarely interact save for a Wolf Tiger pushing a bothersome Wolf Hound out of its way. Younger Wolf Tigers, however, tolerate their more playful counterparts more, and will occasional enact play behavior with them. Wolf Hound mothers tolerate the presence of younger Wolf Hound in proximity to their pups and will even allow them to engage in play. [A note attached shows a Wolf Tiger and a Wolf Hound ganging up on an Oros, words reading 'Gang up on the bipeds!']

On occasion, a Large scale prey animal will wonder into their territory. While this event in and of itself is not rare, there will sometimes be occurrences of a 'Feeding Frenzy'. Through currently unknown trigger, once the prey is detected by a Wolf Hound, they will release a loud, powerful shriek that can be heard for miles around. When this happens, every Wolf Hound that has heard the cry will begin moving into the location of the cry as quickly as they can.

Once this has occurred, the first to arrive will test the waters of the prey, seeing what they can get away with. The playful nature of their probes hides the violence that is to come. Once enough hounds have arrived, and the prey determined to be capable of being dealt with, the Wolf Hounds spring their assault. Wolf Hounds do not form packs. They swarm.

The specifics of the ensuing assault varies from prey animal to prey animal, but the most common tactic is to use a number of hounds to confuse and bite at the joints of the prey before some of the larger and stronger hounds move in to swipe out the prey's eyes. Once this is accomplished and the prey is weakened enough, the hounds swarm the prey altogether and kill it by tearing out the throat through their combined effort. They then proceed to feed upon the corpse, defending the body from other predators with their combined numbers. Most corpses last only 2 or 3 days before they are picked clean by the Wolf Hounds. With the feeding frenzy over, the Wolf Hounds return to their regular lives of mucking about and resting. [A note is attached, depicting a number of cartoonish Wolf Hounds sleeping in a pile. 'Lazy dog pile' is written next to it.]
 
Beowulf.

Beowulf.

[Sketches depicting a large draconic-ursine creature with a wide, scute covered tail behind it. On sketch depicts it facing down a much smaller Oros on its hind legs, while another sees it spewing forth some kind of energy from its maw. Other sketches show various other related species, similar but different in key details.]

[A note is attached here. It reads 'Dad called these things 'dragon-bears' once. He fought one once and killed it with mom. Dad and mom are so cool, I gotta give them hugs next time I visit!']

Scientific Name Translation: Bee Hunter.

Average Size: Large scale creature, average of 12-15 feet/3.66-4.572 meters high on hind legs for mainline species.

Average Weight: Average of 4-5 tons, depending on subspecies.

Notable Sexual Dimorphism: Females tend to have longer, more noticeable ears than males. This is true across all species.

Habitat Range: Varies on subspecies, primary species resides in woodlands and mountain valleys.

Summary:​
Of all the mammalian life descended from the common ancestor of canines, felines, and others, few are quite as intimidating or as powerful as the Beowulf. The primary ursine species on our world, Beowulves are a diverse species, ranging a number of sub and related species. This particular article will be looking into the most common mainland species, as they are the most wide spread and numerically powerful of the Beowulf species. They are also superficially similar to the Supreme Beowulves that inhabit the Land of Giants to the far West. [A note is attached depicting a Supreme Beowulf looking down at a normal sized Beowulf. The bigger ones is saying 'heyo!']

The Beowulf is a sizable creature. Not counting its tail and standing upright on its hind legs, a common stance when fighting or searching for a meal among the woodland trees many call home, the Beowulf stands at an imposing 12 to 15 feet tall. The tallest Civilized Race among us mortals, the Chimera, only stand at a maximum of 9 and a half feet tall, though their average is around 8 feet tall. This, combined with their long, sharp claws and weight gives their already prodigious strength that much more power behind each strike. Fighting one alone is an extremely perilous prospect for any Civilized Race, though feasible for the most experienced of our kinds.

Each paw possess five digits, with their frontal paws having thumb-like exterior digits that allow the to grasp things in their long clawed limbs. Their claws, while primarily weapons, also serve as good tools for digging. Their scute-plated tails are broad and make for surprisingly good paddles. This allows Beowulves of even the main-line species to be deceptively excellent and fast swimmers. The shore line dwelling subspecies are often seen elegantly swimming through the water in search of prey.

Their furred flesh is extremely tough, the flesh alone being resilient even to modern day Slugger micro-rockets and rail-tech weapons, let alone the armored portions of their bodies which have been known to deflect armor piercing munitions at an angle. It is thus highly recommended to either fight these creatures with heavy weapons such as rocket launchers or rail cannons, armored vehicles, or ancient, rune-inscribed weapons whose potential exceed modern weaponry. Those lacking indestructible bones like the Oros posses are advised to avoid melee combat if possible. [An attached note depicting a fairly well drawn sketch of a Beowulf fighting a tank. Words next to it reads 'I've seen vids captures on the Mil-Net that show these things fighting our tanks. It's not pretty.' Another note next to it reads 'I've had to fix more than one weapon the grunts ruined trying to take on a Beowulf. Kinda cool, like I was there indirectly!']

In terms of food, as with most life, Beowulves are omnivorous. They will gladly consume anything they can find, including prey animals, other predators, fallen trees, and, if the desire takes them, rocks. They are territorial loners who, while willing to tolerate others crossing their territory, will not share it unless the other Beowulf is a mate or a relative. This is likely for the best as Beowulves working together, as mated pairs do while hunting, can be extremely dangerous to deal with.

Their preferred meals, for the main line species anyway, appear to be bees and their honey. A lone Beowulf can easily destroy an entire hive all by their lonesome, and large enough hives have been known to attract a large congregation of as many as 7 or 9 Beowulves at once, the largest non hostile gathering of Beowulves at a time outside of the fishing season. During the fishing season, as an array of fish swim upstream to spawn, even larger numbers of Beowulves will tolerate each others presence in order to harvest the bounty of fish making their way through the river systems. Consequently, the fishing season also tends to be around the same time as the mating season, thus courtship rituals tend to occur around the same rivers they harvest from.

When a male and female Beowulf encounter each other during the mating season, the two cautiously approach one another before standing on their hind legs and sizing each other up. A roaring contest ensues, seeing if the other breaks first, though typically only younger and weaker Beowulves back down and move on during this portion. Following the roaring contest, a ritualized, mock-battle ensues. The pair grapple, wrestle, and fight one another in such a manner that is not harmful to the other. This held back strength is relative, however, for if a Beowulf were to try the same level of effort upon a prey such as Oliphant, the prey would still be brutally killed. Once the mock battle ends, the pair finish assessing each other to determine if they are interested in the other. If they are, they mate and proceed to raise their cubs together. If not, they move on to try again with another Beowulf.

When fighting for real, however, be it against another Beowulf or another creature such as an Oros or Shinook, the results are far more brutal. Beowulves hold nothing back in their viscious assaults and use the environment around them to their advantage. This includes picking up and tossing large rocks as ranged weapons or even using fallen trees as make-shift bludgeoning clubs. If the opponent refuses to back down and run away, or is not killed quickly, then the Beowulves are not afraid to rely upon their secret weapon.

Held within their body is a specialized Mana fueled organ linked to their mana-converter that creates a toxic, corrosive, and extremely hot bioplasma. This plasma can be projected with enough power and focus to reach upwards to 30 or even 50 meters away from the Beowulf, giving them a powerful hidden breath weapon they hold in reserve, though their 'fuel' reserves are surprisingly high. A 'full' Beowulf can continuously project a stream of bioplasma upwards of 2-3 minutes. The current known record for longest bioplasma projection lasted nearly 4 and a half minutes.

The bioplasma itself is quite powerful: Even Ironwood Trees, known for being able to survive direct strikes with tank weaponry, are cut down with a long enough stream. As such, those in armored vehicles are recommended to either move out of the area or kill the creature quickly, lest their vehicle be destroyed outright. When the beam is used against another Beowulf or another creature with a powerful breath weapon, it is not uncommon for the other opponent to produce their own weapon and commence a 'beam battle' against one another. The results are both fantastical and destructive, as the ensuing combining blasts have been known to explode dramatically, leveling localized areas of forest and leaving the fighting creatures alive and ready to brawl. [A note is attached, depicting a pair of Beowulves engaging in a beam battle. The words read 'Camera didn't survive, but it was awesome to watch on the Mil-Net!']

Beowulves, as mentioned, are territorial creatures. However, they are deceptively patient and will give several warnings to those trespassing to move along before they engage in battle. As such, if encountered in the wilds, it's recommended to not engage it directly at first. More often than not, they will give a warning sound to you and allow you the chance to escape. It is recommended that you take this opportunity.
 
I liked the little notes and descriptions for drawings for the wolf hounds. Those made me chuckle.
 
Shinook.
Shinook.

[Sketches depicting several related equine like species, all of which have some form of armor. The Lesser Shinook posses only a broad, armored tail and mane of plates, while the Greater Shinook posses armored plates all over their body. One sketch depicts a Greater Shinook staring at the sketcher, it's face ever so subtly engraved with a look of mild disdain and contempt.]

[A note and photo is attached. The photo depicts a stained glass window showing a Normal Body Type Oros male punching out a Greater Shinook. The note reads 'Shimshon was Awesome. Best Saint and Pontiff, fight me!'

Scientific Name Translation: Contemptuous Emperor Equine.

Average Size: Varies on subspecies, Large scale creature, average of 12-13 feet/3.658-3.962 meters high on four legs for Greater Shinook.

Average Weight: Varies on subspecies, average of 5-7 tons for Greater Shinook.

Notable Sexual Dimorphism: Mares tend to have noticeable eye lashes compared to males. Head-mares tend to have a golden sheen to their armored plates.

Habitat Range: Depends on subspecies, primarily woodland and field biomes, as well as shorelines.

Summary:​
While nowhere near our closest relatives, few other beasts are quite as universally well known or as respected and feared as the Shinook equines. While the specifics vary from sub-species to sub-species, they are universally in possession of some manner of armored plates upon their form. Lesser Shinooks posses plated tails and manes, the tails resembling those of Greater Shinooks while the rest of their unarmored hide is covered in a very short, fine fur as well as a mass of scar tissue the longer they survive. Greater Shinooks lack manes, but posses a full canopy of armor from the tip of their nose to the soles of their bifurcated hooves.

Regardless of their subspecies, both kinds of Shinook are renown for their quiet demeanor and their notorious expressions. Lesser Shinooks tend to posses more contemptuous faces, a near constant scowl as they move through the world without the sheer size or armor coverage of their Greater Shinook counterparts. Greater Shinooks, meanwhile, tend to have more 'bored' expressions as the dangers of Null wash over their forms the majority of the time. They tend to grow contemptuous or annoyed expressions, however, at the sight of their arch enemies, the various Gryphon species, or something trying to fight them.

Lesser Shinooks tend to be more passive and prefer to be left to their own devices, using their greater numbers to form large, protected herds. Greater Shinooks, while forming herds as well, tend to break off far more frequently on their own. They are considerably more mercurial in temperament, one moment ignoring everything in front and around them as they trudge through their territory, the next suddenly and violently snatching up some unfortunate creature that wandered to close to be quickly killed and devoured as a snack. Those in forests seem to have an appreciation for Slaughtering Shrikes as such snacks. Both types are deceptively quiet for such large creatures and can sneak up on the unsuspecting, even those with keen hearing like us Oros.

This direct and blunt method of living belies the cunning behind their eyes, for they have been known to utilize advanced tactics both individually and with their herds in order to fight off our military forces. Their straightforward ways of doing things stems more from the fact that they normally do not face threats worth utilizing their cunning to deal with rather than lacking cunning altogether, and some rightfully argue that their straightforward ways of doing things are a form of cunning as their unpredictability makes them difficult to prepare for.

This seemingly unpredictable temperament makes them dangerous, as they are just as likely to ignore Civilized Races crossing their paths as they are to take offense and attempt to kill or drive them off. Greater Shinooks do not take kindly to other large predators in their domain and will not hesitate to attack until the opponent is dead or on the run. Most Greater Shinook hides, as a result, are covered in a myriad of scars from armor piercing claws attempting and mostly failing to punch through their armor. [A note is attached here. It reads 'Most critters have an anti-armor coating of magical origin over their claw strikes. The biggers ones have more powerful coatings. They still have trouble getting through Shinook armor. Yeesh.']

The armored portions of a Shinook are legendary in their toughness. Weapons fail to penetrate without some armor-piercing blessing placed upon them, and even modern day rail weapons struggle to do as much as dent the thickest portions without an armor-piercing blessing. Even then, Shinooks, particularly Greater Shinooks, are extremely hardy. A fight against one is as much a battle of attrition as it is a test of finding the right arms powerful enough to bypass their armor. Shinooks that inhabit mountain sides are frequently struck by lightning, something they literally shake off as though it were nothing. In fact, some actively seek out lightning during times of cold in order to be warmed up by the electrical strike against them. Fire also fails to scorch their plates and their flesh is oddly resilient against heat. [A note is attached here. It reads, 'Recommend munition: Ultra-dense tank rail cannon or Heavy Infantry Anti-Tank rail rifle scale tungsten penetrator with diamantium tip and an armor-piercing enchantment from either a Spirit, Runes, or a Magi. That's what the military guys I work with say from experience, anyway.']

Some would think that having such little experience with actual pain would result in Greater Shinooks being driven off from sheer agony if an attack managed to break through their armor and punch through their flesh below. This is not the case. Those that manage to actually, truly injure a Greater Shinook either earns their respect or their wrath. The former will be accepted as an honorary Greater Shinook and left be. The latter will be mercilessly run down and killed as violently as possible in retribution for this slight against them. The trigger honestly depends on the individual Shinook in question and their present mood at the time.

If one is equipped with a powerful enough weapon capable of punching through their outer armor, there are few places that striking them is suitable for taking them out quickly. Their bones are as tough if not tougher than their hides, and both their hearts are covered in an arrangement of plates similar to those on their flesh. Even Lesser Shinooks posses these armored hearts, making them deceptively difficult to kill as well.

Among their arsenal of weaponry include all of their bodily implements. Their teeth are as tough as the rest of their skeleton and make quick work of steel. While they cannot eat the flesh of Civilized Races like the vast majority of Nullian life, Shinooks stumbling upon fallen bodies of soldiers will more than willingly consume the armor that surrounds them. Modern day powered armor is thus an excellent source of metal-ceramic and nano-crystalline composites and the fuel cells of fallen armored vehicles are a great supplement of energy in their diet.

Their tails are broad, the plates at the edges sharp. This gives them a surprisingly effective cutting weapon via tail swipes, powerful enough to fell grown trees with a single cut. These swipes are accurate and the edges thin enough that a Shinook can easily cut the throat or belly of an Oros with a single strike each. The broadness of their tails also makes them good for swimming, though Shinooks do not 'swim' so much as they land on the bottom of a body of water then propel themselves forwards through sheer leg and tail power, 'trot-hopping' beneath the water's surface. This makes them deceptively good ambush swimming predators for those that live near bodies of water.

Hidden away from view in their throat and hooves are a set of Amplifier Organs. These give Shinooks extremely powerful strikes from their hooves and a sonic amplification effect for their yells. This means, their hooves can be used to create powerful stomping and kicking attacks, affecting the ground despite not having any geomancy magic in their systems. Their yells, when in water, are amplified into a sonic weapon capable of rupturing aquatic life with ease. On the surface, they merely serve as powerful suppression devices, though still capable of rupturing blood vessels if one is close enough.

One of their most destructive weapons, however, is the matter disruption field they posses. This field activates when they charge, enveloping their fronts in a half dome of visible energy. This field allows them to plow through armored structures from one end to the other like they weren't even there and severely damage the armor of anyone caught in front of them. Individuals without unbreakable bones like those of the Oros are advised to get clear, as a direct strike could potentially mean sever injury or death.

The Shinook are a complicated species. As mentioned before, they are herd oriented, following a lead mare, but are also independent enough that encountering one on its lonesome is a common prospect. The Shanook, antlered and more magical cousins of the Shinook, are more closely herd dependent and not as armored or as tough by comparison. The relationship between the two species is a straightforward one: The Shanook are more outgoing and attention-hungry compared to the comparatively insular Shinook, who promptly ignore their Shanook cousin's attempts to impress them and/or make them jealous over the Shanook's comparatively more diverse and powerful magical abilities.

Shinook families vary from subspecies and region, though all take care of the youngest with an uncharacteristically zealous and frightful demeanor. Attempting to approach a Shinook foal is dangerous when another, older Shinook is around, as the older one will guard their younger wards furiously, even if they are not directly blood related.

The Shinooks are a powerful, dangerous species of Large scale creatures, with the most famous instance of them in our history being in relation to the Ambaric faith, in which Shim of the Shon, Companion to the Prophet Am of the Bar and first Pontiff of the Ambaric Church, famously beat an entire herd of Greater Shinook into respecting him through the power of his fists alone. Since then, Shinooks have appeared as animals in heraldry the continent over, particularly the Greater Shinooks. [A note is attached. It reads, 'My birth city had Cacklers as part of their heraldry. Makes sense given we lived near a Cackle Mound, but Mom told me that they once tried to vote for Shinooks to be in the heraldry. I say they're cowards for not adding such hard core beasts on there!']

Disturbingly, evidence suggest that the Shinook and other similarly tough creatures were not this powerful in recent history. It seems as though that the more we advance, the more dangerous other life becomes to 'compensate.' The implications of this are dire and are probably related to our origins. Either an update to the current edition or the next edition will hold the answers after I have managed to have an audience with the Mediator. Until then, this edition will have to launch as is due to deadlines. [A note is attached. It depicts a decent sketch of an Oros woman with a single, crystalline horn emanating from her head seated on a throne. It reads 'The Great Unifier knows all. Probably. The Mediator is scary.']
 
Death Smile Serpent.
Death Smile Serpent.

[Sketches depicting sizable snakes in various positions, their scales colorful and vibrant. One depicts a Death Smile Serpent sleeping in a curled up manner. Another shows it performing its signature 'death's smile', it's lips pulled back and its teeth and fangs on display for all to see.]

[A note is attached. It reads, 'Only two things every give me nightmares. Bloodsuckers....and being bitten by one of these things. And I never even saw one of these things in real life!']

Scientific Name Translation: Death's Maw. [A note is attached. It reads 'I just call these things 'dangerious noodilious cuteious'. Just because their scary dangerous doesn't they aren't pretty!']

Average Size: Medium scale creature, 6-8 feet/1.83-2.44 meters long.

Average Weight: 450-835 pounds/204.117-378.75 kilograms.

Notable Sexual Dimorphism: Females tend to be larger than males and posses distinctive golden patterns near their heads.

Habitat Range: Rainforests.

Summary:​
There are few creatures on our world that are as universally feared as the Death Smile Serpent. A large, extremely brilliantly colorful snake, some stretching upwards of 8 feet long, the Death Smile is in possession to one of, if not the most, dangerous venom's on the face of all of Null. Their venom is so infamous, that it actually has it's own name: 'Hell's Breath.' Details to follow.

Despite their large sizes for snakes, Death Smiles are surprisingly quick and nimble. While they prefer to conserve energy, they will quickly slither to and from location after location in order to escape threats they cannot threaten away or to move in to fight a foe without resorting to their venom. They use their own mass as a weapon, curl around and crush foes with their muscular bodies, or even spit up potent stomach acid that is toxic in its own right as a ranged weapon. They are rather agile for their size, being able to out maneuver those unprepared for such quickness, making them lethal combatants even without taking their main venom into account. [A note is attached. It depicts a bandanna wearing serpent jumping in middair, its tail extended not unlike a kick. Words follow, reading 'Martial arts snek.]

Most of the time, however, they can be found resting or lounging about. A threatened Death Smile will not engage in combat or bite its foe if it can avoid it. Instead, they use their brilliant, glistening and colorful scales to warn off foes. If the enemy does not take the hint, then the Death Smile resorts to its signature 'smile'. They curl up their lips and display their teeth and large fangs as a final threat to their foe. Most things are smart or fearful enough to leave them be at that point. [A note is attached. It depicts a surprisingly good sketch of a closed mouth Death Smile. It reads 'They also have very cute cat smiles with their mouth's closed.']

Death Smiles are not a predatory species. While biologically capable of being omnivorous, and despite their sharp teeth, they are in fact an almost exclusively herbivorous. They consume a wide arrangement of fruits, fungi, and vegetation, ranging from plump Apa relatives to reedy stems from the ground. This may seem odd, however closer examination of their details reveals a dark reasoning behind this diet: The various things they eat are important in the creation process of their signature Hell's Breath venom.

The signature venom is an extremely potent and complicated mixture of neurotoxins, hemotoxins, and cardiotoxins amidst a variety of distinct bacterial based toxins. All of these work together to not merely kill their target, but destroy them utterly. Despite not having any corrosives within it, Hell's Breath's power is such that biological tissue rapidly breaks down, cells burst outright as the venom spreads. Even a Giant scale creature filled with a single dose of this venom will die an agonizing death within a handful of minutes. What makes Hell's Breath so insidious, however, is not its killing power. Rather, it is how it affects the neurological network. The first thing it does is hijack ones neurological networks and proceeds to overload them. Even the hardiest of beasts are brought low from sheer, overwhelming agony. Furthermore, the handful of individuals who have survived Hell's Breath report that the pain seemed to last for hours, and in the worst cases, days, despite Hell's Breath working in a matter of minutes.

This venom is so horrifying and deadly that most creatures have an instinctual fear of it. As a result, Death Smiles are only not a more wide spread species than they are due to their low breeding rates rather than due to being hunted down by predators. Thankfully, to some degree, Hell's Breath is resource expensive and time consuming to manufacture. As such, once a Death Smile runs out of doses, they have to take time feeding on the various materials needed to produce more Hell's Breath, relying on less effective and horrifying, though still potent, venom for defense, alongside their physical capabilities.

On the off chance something does kill a Death Smile, the serpent performs one last contingency upon death: It ruptures its venom sacks before using its death spasms to spread the various venoms throughout the body. Thus, even in death, they can still bring an agonizing end to the one that killed them if they attempt to eat the Serpent.

During the mating season, mating is fairly uncomplicated. Smaller males hunt down the larger females, who are distinguished by their golden scales running down their sides, and upon encountering each other, they bite one another to 'sample' the other's own supply of Hell's Breath. As the only creatures totally immune to the venom, they safely study the quality of the other's venom. If impressed, the two mate, the female internally developing a small litter of as few as 2 and as many as 5 pups. These numbers are typically enough to replace the losses for their species caused by accident or death by Civilized Race in the wild. [A note is attached. It reads, 'I asked one of my Chimera friends if maybe they're distantly related to Death Smiles. She said that would be awesome, but they're not. They checked. Bummer.']
 
Mimic Moth.
Mimic Moth.

[Sketches depict two different types of moths, both very large in size. Moths lack compound eyes, instead having a pair of singular, glowing eyes hidden behind a sort of organic glass like lenses to protect their eyes, as is common among all insectoid species of Null. Another common arthropodal trait on Null are the jawed mouths, not unlike the jaws of non-arthropodal life, lacking mandibles altogether. The Lunar Moths are in lighter, muted colors and have their antenna curving inwards, giving an appearance not unlike a crescent moon, while the Solar Moths posses brighter colors and antenna that circle around to form a circle. Furthermore, two illustrations depict them using their powers: One shows a Lunar Moth, wrapped in a dark glow, driving those around it mad, while a Solar Moth is barely visible due to the amount of light it is producing according to the sketches coloration.]

[A note is attached. It reads 'I had a Solar Moth as a pet when I was a teen. I called him Mr. Cool, because of the sunglasses he let me put on him. So cool!]

Scientific Name Translation: 'Lunatic Moth' and 'Sunspot Moth', for the respective subspecies.

Average Size: Medium scale creatures, both subspecies similar size. Roughly the size of a Normal Body-type's torso, though a range of anywhere from 2-4 feet/0.61-1.22 meters is known to exist.

Average Weight: Average of 75-110 pounds/34.02-54.43 kilograms.

Notable Sexual Dimorphism: Females tend to have notably larger antenna feathers than males, as well as a longer and cleaner 'coat' trailing behind them.

Habitat Range: Anywhere that is not in extremes of temperatures, particularly fond of forests of all kinds.

Summary:​
There are many natural curiosities on the world of Null. Like the floating landmasses in the skies, or the sheer, monumental stupidity of the Slough. But few curiosities are as famous, or infamous, as the Mimic Moth. Sizable creatures, the most common size being that of a torso of a Normal body type Oros [For reference, the average Normal body-type Oros stands at 6'5.], Mimic Moths receive their name due to the fact they have been known to mimic other creatures, with the precise nature of the mimicry depending on the subspecies. Mimic Moths come in two primary subspecies, the Lunar Moths and the Solar Moths, though other, wildly different Moths species have been known to exist and exist in biomes unsuited by the two primary Moth species.

The type of mimicry varies between subspecies. Lunar Moths tend towards mimicking emotional reactions they see. They pout, imitate yelling as well as laughter, crying, and seething glares, among other things. Solar Moths, meanwhile, mimic physical actions. If one sees an individual sitting in a relaxed position and, say, drinking something, then the Solar Moth will mimic the same posture and drink a beverage in a container as well. Both types of behavior has made them popular pets, particularly among the Bughunter Nation of Oros.

Regardless of their type, similar internal structures exist between them. Possessing an exoskeleton as with most insectoid life, this exoskeleton, while not the strongest, is capable of deflecting a glancing arrow strike at an angle. Their internal organs are redundant and their Mana Converters are large for their size, relatively speaking. Also as with most insectoid life, they posses glowing eyes. Lunars tend to have a blue eyes while Solars have orange ones. The most unusual thing about them, however, are their tongues. With an odd similarity to broad mammalian tongues, these flexible muscles are capable of rolling up into a makeshift straw to drink up liquids. As of the time of this writing, scientists remain baffled as to the evolutionary reasoning behind this, though one theory is that they developed these complex tongues in order to taste out toxic foods and avoid consuming them. [A note is attached. It reads 'Because tasting stuff is great. About time bugs learned this!]

In terms of capabilities and temperament in the wild, this is where the biggest divergence between the two takes place. Lunar Moths are nocturnal and notably more aggressive and enraged than their day abiding counterparts. This sour attitude partially comes from the fact that they are regular meals for Shriek-Wyrms at night. As a result, the take out their anger on any unfortunates that dare cross their path at night. Also known as the 'Lunatic Moth', the Lunar Moth posses the ability to drive other creatures temporarily insane.

The power of a Lunar Moth is a potent Aetherworks based power, a relative rarity among Nullian species. This allows them to target a wide array of creatures, be they magic immune or psionic resistant, though some creatures are more easily affected than others. Those affected suffer a wide range of derangements, though hallucinations are very common. The affected will fight for their lives against unseen opponents while the Lunar Moths flutter away, leaving them behind and at the mercy of the rest of the environment. This ability even affects machines and non-organic life, as security cameras and Golems are affected as well. The Lunar Moths are also know for having a particularly tough exoskeleton for an insectoid, particularly the skull, which they gladly use to headbutt other creatures into submission. The full strength of this headbutt can dent consumer grade steel and shatter aged bone, though it does little more than temporarily knock back smaller, unprepared creatures that incur their wrath.

Solar Moths, meanwhile, have a more tangible ability. They are known to create light from their bodies, powerful enough to blind anything looking their way. Even eyeless creatures such as members of the Hydra family line of beasts tend to be discomforted looking in their direction. Little heat is distributed through this action, but enough is produced to raise the temperatures around the mouth a considerable amount. In terms of temperament, the Solar Moths are more 'relaxed' and curious, willing to approach Civilized Races and inspect them from a safe distance, even mimicking them as they observe the Moth. [A note is attached. It depicts a cartoon moth sucking from a juice box while laying on its back on a bean-bag chair. It reads 'Mr. Cool loved his juice boxes. So cool!']

Both kinds of moths tend to live underground in sizable communities. Breeding occurs year round, and like the other members of the Giant Moth line of creatures, the Mimic Moths are unusual among arthropods in that they give birth to live young, their broods ranging in size from 10-20 caterpillars. These caterpillars feed on a wide range of underground foods, some wandering off on their own while others stay in a group and are taken care of by their parentage. Most of the Moths encountered on the surface are young individuals gathering life experiences before seeking out and integrating themselves into another Moth community away from their birth colony.

Between their interesting abilities and their worth on the pet market, the Mimic Moth has become one of the more successful large insectoid species to survive on Null. Intelligent, the domesticated ones seem to realize their increased survival when under the care of a Civilized Race, and thus do what they can to remain bonded to their owners and their families. [A note is attached. It shows a surprisingly good sketch of an eyepatch wearing Oros girl hugging a sunglasses wearing Solar Moth. Words read 'Miss you Mr. Cool! So cool!']
 
Shriek-Wyrm.
Shriek-Wyrm.

[Sketches depict some form of dragon bats, their snouts long and draconic, with their large ears trailing behind them. Their arms are their wings, with notable digits at the joint. Both posses fur, with particularly large pockets around their chests, tails, groins, and back. Females are larger than males, with long tails and four horns to the males' two. One image depicts one launching a sonic attack against an Oros solider, while another shows one creature flying and eating large insectoids.]

[A note is attached. It depicts a cartoon draco-bat that is significantly smaller than the ones displayed above. It reads, 'Funny how the little Bakke's are so tiny and cute and the big cousins are suped up monsters. Nature's funny like that.']

Scientific Name Translation: Bat Dragon.

Average Size: Very Large-scale creature, average of 15-20 feet/4.572-6.1 meters for males, 25-30 feet/7.62-9.14 meters.

Average Weight: Average of 5-7 tons for males, 12-15 tons for females.

Notable Sexual Dimorphism: Females are larger, posses 4 horns instead of two, and males have stub tails while females have long tails ending with clubs.

Habitat Range: Mountains and underground locations, though with a wide flying range putting them in most biomes.

Summary:​
Out of all of the species under the Flittermouse group of creatures, few took as far and drastic of a turn as the ancestors to the modern day Shriek-Wyrms. Fossil evidence indicates that the ancient Bakke precursor species that would develop into modern day Bakke's were exposed to an unprecedented amount of radiation at some point in the distant past. This caused rapid mutations over the course of a handful of generations, which would lay the cornerstone for the modern day Bakke family, which include the Shriek-Wyrms. The species of Spirits that are related to the Bakke breed, the Bet-Xara, display notable similarities to their mortal creature counterparts, but are differentiate a great deal in ways dissimilar to the relationships between other Spirit races and their beastly counterparts.

Massive flying creatures, the Shriek-Wyrms are distinct from other Bakke due to their more notable draconic traits, including possession of horns. As previously noted during the breakdown section, Shriek-Wyrms possess differing numbers of horns depending on sex. Males posses only two, while females posses four, with both types having their horns sweeping back over their heads. These horns are mostly for show, but are tough enough to survive Shriek-Wyrms utilizing their heads as weapons during combat, as well as an onslaught of offensive strikes to the scalp. The general rule is that the straighter and smoother the horn, the healthier the individual Shriek-Wyrm and thus the better perspective mate they appear to be. [A note is attached, depicting a drawing showing two cartoon Shriek-Wyrms, one male and one female. The male's horns are straight and sparkling, the female with her wings to her face as she awes over them. Words follow, reading 'Hey baby, check out my horns.']

Another notable aspect of the Wyrms are their patches of fur. While the precise coloration and texture varies from subspecies to subspecies, the placement stays the same. Being exceptionally warm-blooded creatures, these fur patches seem to be more of a part of their display rather than an integral part of their survival, though some subspecies with elemental abilities posses fur that generate and retain their respective elemental properties. This makes collecting shed Shriek-Wyrm fur a risky but lucrative task for those looking for elemental resources to stitch into armor and weapons but lack the funds or capabilities to harvest elemental minerals directly from the earth.

The claws of the species is notably very sharp. At the end of long, powerful legs, these claws are sharp enough to easily embed themselves into solid rock with little issue, and strong enough to not be broken should the Shriek-Wyrm be forcibly removed from their position. These claws are also able to be used with disgustingly good levels of accuracy. A Shriek-Wyrm can accurately gut an unarmored Oros, Cerberus or Chimera with a single pass by without stopping.

While various specifics and abilities vary on subspecies to subspecies, like the primarily underground dwelling ones having females with glowing tails to lure prey, the most common power among them is their ability to create sonic shrieks. They are capable of finely manipulating their sonic attacks to range from a continuous blast to a concentrated 'orb' of sonic energy with exceptional range, to an concentrated and narrow cone to affect everything in a path. These sonic blasts are powerful enough to rupture organs, splinter trees, and when directed at the physically weakest creatures, cause them to explode outright in a shower of blood and liquefied innards.

These sonic blasts are even capable of harming an individual from within armor, so a vehicle becomes more of a liability against these beasts than being on foot. As someone who has personally been blasted, I can easily say us Civilized Races can manipulate our ability to hear, otherwise listening to these shrieks for a long time would be particularly agonizing. [A note is attached. It depicts a cartoon Oros wearing head phones as a Shriek-Wyrm yells at them. Words read 'Haha, my head phones shall protect me!']

In terms of temperament, Shriek-Wyrms are territorial against other creatures they see as a threat. Their intellect means that they comprehend Civilized Races to be a threat, and thus despite the size disparity, will attack them upon several warning sounds and gestures not being heeded. They are known to get into massive fights with other Very Large and even Giant scale creatures, particularly Very Large insectoid species as they are seen by the Wyrms to be a very sizable food source.

Among the various insectoid species out there, they seem to have a fondness for consuming the various members of the Giant Moth family. Given their small size compared to the Shriek-Wyrms, it is theorized that either the insectoids contain more energy than previously expected, or the Shriek-Wyrms simply like their taste the most. Considering the scent of Giant Moths have been known to attract Shriek-Wyrms and drive them into a feeding frenzy, this seems the most likely explanation.

During their mating season, the smaller males go off to hunt while the larger females remain to defend their young. The males often harvest large quantities of insectoids, particularly Giant Moths, and return them to feed their mate and young. Dedicated parents, they are known to ignored less important threats, such as Civilized Races, in favor of more important threats against them, such as other large predators.

Dangerous creatures, they are ultimately easy to avoid if one remains in hiding, though this is not a guarantee as their echolocation allows them to spot hidden foes with remarkable accuracy. There is no need to wonder if they have found you or not. The closer they are, the more you'll feel their sound waves as they approach. [A note is attached. It reads 'Geez, that's not scary at all.']
 
Flicker-Tongue.
Flicker-Tongue.

[Sketches depict a bipedal, theropod-like prey creature, it's face narrow with a small mouth and a thin, flickering tongue. Their tails are long and muscular, able to allow them to use their feet as weapons. Some of them posses strong, solid crests, allowing them to headbutt objects out of their way. They are shown feeding with their tongues, sucking up fluids from a variety of flowers. Given the way some of them are drawn while moving, they are also exceptionally fast.]

[A note is attached. It reads, 'Flicker-Tongue meat is better than caffeine. I ate a whole steak once when I was a kid and I stayed awake for 5 days straight. It was so awesome!']

Scientific Name Translation: Lightning Foot.

Average Size: Medium-scale creature, 7-9 feet/2.13-2.74 meters long from chest to tail-tip.

Average Weight: Average of 450-560 pounds/204.12-254.01 kilograms..

Notable Sexual Dimorphism: Females are typically leaner and less bulky than males, with males of some subspecies possessing noticeable armored crests over their heads.

Habitat Range: Inhabit a vast array of biomes that are not the northern wastes or the southern volcanic regions.

Summary:​
Few prey species are as widespread and common as the humble Flicker-Tongue. Named after their constantly flickering tongues, a constant feature that is exhibited by all subspecies, Flicker-Tongues are also famous for their blistering speed and agility. Predators that lack a ranged attack or more esoteric abilities such as the Chesire family of felines teleportation abilities have to make due with slowly approaching this prey animal, or setting up an ambush. Failing to due either will result in the prey easily escaping.

Relatively fragile, Flicker-Tongues are nonetheless hardy enough to take an arrow shot through one of their hearts and remain able to run at top speed after wards. Internally, these hearts are the most interesting organ, as they are stacked diagonally from one another, a feature that makes it difficult to strike both hearts at the same time with a single attack. Their legs are also fairly durable, able to take much punishment that would otherwise cripple or slow down other creatures of similar build. [A note is attached. It reads 'It's true. We got to dissect a Flicker-Tongue for our biology class in uni, and those legs bones are tough to break!']

Flicker-Tongues posses a small a pair of arms, though there is evidence in their skeletal system as well as the fossil record that they possessed larger forelimbs until relatively recently, around the same time that they moved to an all liquid diet utilizing their tongues. Since then, they lacked a need for arms strong enough to hold down prey or anything tougher than a flower, instead making due with their feet in order to propel and defend themselves.

The feet of a Flicker-Tongue are one of their more interesting features. Their toes are able to 'lock' together to take on a spear like shape, their claws joining together to act as a single striking point. When threatened and unable to escape, Flicker-Tongues stand their ground by sitting on their long and powerful tails, using it to prop themselves up so their legs can be utilized. In this defensive mode, their legs move at a rate typically reserved only for machine guns, their sharp, spear like feet stabbing through even metal with contemptuous ease. Predators that have managed to corner a Flicker-Tongue are cautious, as they are aware of the deadly hidden power that lies within their prey's legs. Their tails are also able to be used as a makeshift whip weapon, the tip being able to be energized with matter disrupting forces. [A note is attached. It depicts a cartoon Flicker-Tongue accidentally cutting down a tree with their tail. Words read 'Whoops, not again.']

Some subspecies have crests forming on their males, with a subsequent reinforcement to their neck. This is not used for fighting or display. Rather, these crests are used to allow them to head butt their way through minor obstacles with ease, such as brambles, thick branches, and other similar roadblocks that would otherwise bind or slow down a speeding Flicker-Tongue.

Their speed is of note. The average Flicker-Tongue, on open and even terrain, are able to outpace any and all land vehicles that are not hover-bikes with ease, and have been known to keep up with even hover-bikes for extended periods of time. One notable subspecies, the Desert Flicker-Tongue, has been known to break the land speed record for living land creatures, with some capable of momentarily breaching the sound barrier due to the speeds they reach. It is not speed alone that make Flicker-Tongues so hard to catch, however. They are also very agile, able to easily make turns across rough terrain to escape their chasing predators. Some even use their speed to climb directly up sheer inclines in order to escape with their lives.

The source of the Flicker-Tongues energy to perform such feats of speed comes from a continent spanning species of flower known as Ambrosia Cups. The Ambrosia nectar within holds an extraordinary amount of energy within it, making them the perfect super-food for powering their Flicker-Tongues that almost exclusively feeds upon them. They are also noticeably toxic, with only the Flicker-Tongues being able to handle the specific types and blends of toxicity present.

Mating season is relatively infrequent, thanks to their numbers having relatively few predators capable of consistently hunting them down. Young grow fairly quickly to full size, though they do not reach sexual maturity for many years. It is uncertain as to why this is, but their survivability as a whole makes them able to sustain their losses despite the time it takes for them to reach reproduction age.

Flicker-Tongue venison, while once not as easy to get due to not being a livestock species, is extremely energy rich, capable of sustaining an individual for a long period of time while also being extremely delicious. In the modern day, with the replacement of most farms and much hunting following the invention of in-vitro meat, it is now possible to purchase Flicker-Tongue meat from the market at the same price as Mofu meat-wool or Oliphant flesh. Somewhat sadly, it would seem that the Ambrosia nectar that fuels living Flicker-Tongues is an important component in flavoring Flicker-Tongue meat, meaning that for the only way to experience something like Flicker-Tongue steak to the fullest, one must hunt an actual Flicker-Tongue. Thankfully, the Hunters Culinary Organization has Flicker-Tongues as a fairly cheap menu option to be hunted down for their clientele. One doesn't even need to be on a reservation list for their services in hunting Flicker-Tongue meat. [A note is attached. It reads 'It's true, I managed to get a whole dinner from one thanks to the HCO for only 850 Dollups and stayed up for three days doing work. It was great!']
 
Mofu.
Mofu.

[Sketches depict a sheep like creature, their wool managing to reach up and over their heads, covering their eyes and leaving only their smirking mouths visible. Sketches indicate that the wool, which has a solid appearance up close, is not in fact wool, but some sort of solid spongy material. The Mofu, when fully sheared, is lean with lean musculature, their eyes having an easy, lidded gaze to them. It looks very smug.]

[A note is attached. It reads 'Smuggest living things on all of Null, bar none. I bet my next paycheck on it!']

Scientific Name Translation: Meat Garden Sheep. [A note is attached. It reads 'Sheepius Smugius'.]

Average Size: Medium-scale creature, average of 5-6 feet/1.524-1.83 meters long.

Average Weight: Average of 150-180 pounds/68.04-81.65 kilograms without their coats.

Notable Sexual Dimorphism: Females have more noticeable smirks than their male counterparts, appearing akin to a 'cat smile'. [A note is attached. It reads 'In short, girls look smugger than boys. Well, okay, I've actually seen them, and it's more like 'I'm ten steps ahead of you' while the boys are all 'I'm top shelf cut, baby, and I know it'.']

Habitat Range: Everywhere without temperature extremes and with plentiful food to replenish their coats.

Summary:​
We have all heard the jokes. We've all made the jokes. 'That's one smug looking animal.' 'That's the smuggest mug I've ever seen.' So on and so forth. One cannot talk about the Mofu without getting into how utterly superior their facial appearance seems to make them appear. I am here to put it to rest: They do not seem smug. They are smug. The reason for this is a simple one. They have managed to evolve something that makes them invaluable as a resource and thus are not killed off when predators come for them: An edible coat that is delicious, nourishing, and easily replaceable.

The history of the Mofu among the Civilized Races is a long one. They were among the first species to be taken in as livestock and some historians believe them to be the origins of modern livestock farming. This is because, as previously mentioned, of their coats. Rather than wool, as some Ovid species tend to have coats of, their coats are made of a spongy deposits of fat and nutrients that is easy to remove without harming the Mofu. In essence, they have their fat deposits on the outside rather than the inside. The coat's precise texture and flavor varies from region to region, but all are easy to eat and highly delicious. Their actual flesh and organs beneath their coats, by contrast, is tough, stringy, and all-round unappetizing, thus incentivizing them being left alive to regrow their coats to be harvested later. [A note is attached. It shows an eyepatch wearing Mofu and words read 'I wish I was a Mofu so I could eat my own wool. I'd taste delicious!']

This coat has made the Mofu one of the single most successful prey species on the planet. Indeed, their status as 'prey' is arguable, as few creatures will bother eating the Mofu themselves for previously mentioned reasons, being content with allowing them to live due to the knowledge that they can function as a practically endless supply of meat in the future. The Mofus, being clever animals in and of themselves as with most other life, know this, and as such they are forever smug, knowing that short of accident or plant-life, few creatures will go out of their ways to kill the Mofu. Even the ever mercurial Shinook will not go out of their way to kill them, though they are displeased by the Mofus smug faces and thus put them in their places by pushing said faces into the ground with their hooves at all opportunities that present themselves.

As a consequence of this specialization, however, Mofus are not the most adaptable of species. While they can survive in a wide range of environments, they quickly suffer in extremes of cold or heat due to the surprisingly poor insulation of their 'meat coats'. Furthermore, they're not particularly fast nor strong, meaning that when they do encounter the off creature that will kill them, or deadly plant life, they can do little to escape short of sticking close to their large mixed prey-herds they tend to be a part of.

They are, however, remarkably tough, allowing them to survive damage that would proportionally be fatal to other creatures their size. Creatures large enough to put them entirely in their mouths regularly do so without harming the Mofu, their rough tongues expertly removing the 'flesh fleece' off of the Mofu before depositing the otherwise unharmed creatures back to the ground, covered in slobber and looking noticeably less smug than before the experience.

As mentioned, Mofus exist in mixed herds of prey where possible, particularly among the equally widespread Oliphants and Apos. While the Oliphants act as the muscle and the Apos act as the warning system, the Mofus act as the brains, guiding the herds from place to place and towards the safest of foods. Some predators have been known to follow Mofu only herds, or even coral them for their usage, with Mofus being near a predator's lair typically being their private food source, though ones that are fought over by other predators for access to. The most cunning, the Spider-Ants, have devised brutal and horrifying farming methods, however, that astounds researchers with their brutality. Needless to say, there's not a smug face among the unfortunate Mofus to be captured and coraled by Spider-Ants. [A note is attached. It reads, 'I've seen reports and mission logs from the soldiers I work with showing a Spider-Ant's Mofu 'farm'. It is beyond janked up.]

There is not set breeding season for Mofus. They make and raise their young as they wish, though they are careful to manage their numbers to avoid food shortages. The secret to their success lies in having enough food to replenish the lost wool that predators have been feeding on and letting them live over. As a side note, Mofus in Civilized Race care tend to be much happier and healthier, while Mofus in the wild, while successful and long lived, tend to be noticeably more twitchy and desperate for finding food. It would seem that beneath their smug exteriors, Mofus secretly fear losing their coats for too long, lest they lose their leverage for survival. Indeed, Mofu from the wild in captivity have been known to engage in stress eating despite their newfound safety, resulting in their coats growing to prodigious sizes and requiring handler aid to shear, lest they eventually become immobile and die. [A note is attached. It reads 'Wow. That's kinda sad, actually. Even the guys who game the system are messed up by being in it.']

One peculiar subspeces, the 'Rotten Mofu', manages to somehow be even smugger than the others. They posses a corrosive toxin within them, but while other Ovis posses only this in their spit, the Rotten Mofu posses this all over their bodies. Upon death, this corrosive spills out and rots them from the inside out, rendering them an even worse meal for their predators. As a consequence, however, their coats take longer to grow and don't have as close to a maximum size as the other Mofu species, thus making them even more desperate for food. [A note is attached. It reads 'Congratulations, you janked yourself.']

On a final note, Mofus in the wild also display an odd tendency to suffer accidents far exceeding most other life forms. While not enough to lower their numbers to dangerous levels, the phrase 'Luck of a Mofu' exists to detail someone who is constantly getting into accidents and accruing injuries therein. [A note is attached. It reads 'I had a cousin like that. She once got sent flying by an explosion into a rock crusher that turned on when she got sent in. The machine broke trying to break her bones, but it still took like half an hour to pry her out. We joke about it still every time we meet, but I think she's afraid of rock crushers now.']
 
Skulker.
Skulker.

[Sketches depict a wingless, quadrupedal avian like creature. It's feathers are depicted as being reddish in the sketches' ink, its sharp and serrated beak deadly, the rest of its face having a skull like quality to it.. The feathers appear to have stealth capabilities, as the creature is shown being able to mimic any material it is in contact with, allowing it to blend seamlessly with the environment.]

[A note is attached. It reads, 'I once wore a Skulker costume for Night of Masques as a kid. It was made with real Skulker feathers! Nobody could find me during the hide and seek game that night.']

Scientific Name Translation: Hidden Blood Raptor.

Average Size: Medium-scale creature, average of 8-9 feet/2.44-2.74 meters long, not including tail feathers.

Average Weight: Average of 1100-1180 pounds/498.95-535.24 kilograms.

Notable Sexual Dimorphism: Females have more serrations in their beak than males.

Habitat Range: Rainforests, rocky canyons, and other 'busy' locations to hide in.

Summary:
Stealth is a vital part of the world. Prey use it to hide from their predators, while predators use it to sneak up on their prey. Soldiers wield stealth to approach their enemies undetected and spies use it to steal away information without being noticed. Stealth in the natural world comes in many forms. It is as simple as coloration's on ones natural coat, all the way to using powers to completely cloak oneself with invisibility. Out of all the creatures that are masters of stealth, however, few are as notorious as the Skulker.​

Skulkers are a wingless member of the Gryphon family of creatures, having broken off from their mainline cousins somewhere around 3 million years ago at the earliest. The modern day Skulker possess a rudimentary approximation of a Gryphon, but only in profile and in biological traits such as their beak and thin tails ending in feathers. The most distinctive part of an uncloaked Skulker, aside from their red feathers, are their heavy, skull like faces. Closer inspection, however, reveals this to be a form of armored plating around their actual skull rather than being exposed bone as with some creatures like the Slinker. This armored plating also makes them capable of delivering powerful headbutts to their foes. [A note is attached. It depicts a cartoonish drawing of a bird skull wearing some sort of sport's helmet as a hat. It reads, 'I'm ready for the play offs, coach!']

The most vital part of the Skulker's camouflage capabilities are their feathers. These feathers are unlike any other in the natural world, and are a primitive precursor to the days before utilizing magic or other powers to totally conceal oneself. These feathers, along with the outer layers of exposed flesh such as their forearms and faces, are able to mimic the color and texture of their surrounding. Skulkers therefore match the current objects they lay against, to appear as a part of the object. Rocks, hillsides, trees, anything they can solidly grip to can be imitated. Combined with their ability to remain motionless for days on end and hold their breathing for hours, and the Skulker's relatively mundane stealth capabilities become increasingly difficult to detect. Detection by technology is further difficult due to some mild form of mystical field that renders their heat, neurological network, and heart beat undetectable by technological or magical means below a certain threshold of detection capability.

The feet of the Skulker's are both similar in build to one another, whereas most Gryphons posses different styled feet between their forelimbs and their hindlimbs. Three powerful fingers line their appendages, with grip strength to crush un-augmented steel with ease and with the subtlety to not ruin the material they are latching on to. The gravity affecting organ that aid Gryphons in flight has been modified to fit the Skulker's needs, allowing them to climb and latch unto steep surfaces with incredible ease without alerting their prey or foes.

The tail feathers of the Skulkers are similar to those on the edges of the wings of normal Gryphons. This means they can harden to metal strength and be launched with great force, as well as being able to regrow quickly. This provides the Skulkers with a potent ranged option when in combat with those that have detected them. Many soldiers and Hunters come back with scars on their power armor from a surprise attack by a Skulker's tail feathers being launched. [A note is attached. It reads, 'It's true, from the troops I've worked with. I mean, most of them aren't that bad, but they're a real surprise for those who weren't expecting to run into a Skulker on deployment.']

When a Skulker hunts, it usually hunts alone. However, never believe that there is only one Skulker, as they often form small hunting parties of between two to four Skulkers at once. The typical Skulker hunting method is to approach a prey from behind as quietly as possible before chomping down on the back of a prey's head or neck, whichever is less armored. Those they do not crush are savagely yanked about in order to break the neck. Skulkers do not perform these hunting methods upon Civilized Races, as they cannot feed upon us. As such, they will typically wait until ones back is turned before swiftly striking at vulnerable locations such as the back of ones legs before trying to tear out the throat. They are not usually territorial, but they are infamously murderous of Civilized Races they come across. [A large note is attached. It reads, 'They don't care who they target. One time during a field trip when I was 9, before my family and I came to the City of Byr, a Skulker somehow got into the city and park we were visiting. Me and like two other kids got our throats torn out in as many seconds before the school security guards fought and killed it.Maybe it wanted to kill me for wearing its kind as a costume or something. Anyway, got lots of ice cream during recovery and none of us died, so it's all good! Still look behind me whenever I'm in the park, though, even if the therapy helped a lot. (Though seriously, a kid shouldn't have two near-death experiences before they're ten, it's just wrong.)']

While much is known of their capabilities and hunting habits, not much is known about the Stalkers day to day activities. Unlike other stealth predators, who only employ their abilities during fights or while hunting, Skulkers tend to remain hidden for large portions of their lives. This makes it difficult to determine much about them, as those in captivity refuse to do more than sleep and eat, never engaging in other activity. This makes determining their mating habits rather difficult, but what is known is that parents typically have two-three young at a time, and spend upwards to a decade teaching them proper hunting techniques.

A quiet, cunningly savage predator, Skulkers are popular animals to hunt for status and armor as their feathers and flesh retain their camouflage abilities even after death. This makes them excellent sources for relatively cheap stealth suits and the odd costume, but the difficulty in finding them in the first place limits the amount of feathers available for usage in this manner.
 
Bloodbug.
Bloodbug.

[Sketches depict a sizable flying insect creature that seems to fill the role of a mosquito. The body is angular, with sharp edged angled chitin armor protecting them, the head is triangular in shape without a mouth and instead an armored proboscis sticking out via the triangular head's 'nose'. Four non-compound eyes in total are around its head, two at the farthest corners of the angled head and two angled to look directly forward. It lacks traditional antenna, instead having two short stumpy sensors protruding from its head. Further sketches show them drinking blood from animals and, surprisingly despite the name, other liquids such as tree sap.]

[A note is attached. It depicts a cartoonish Oros female with an eyepatch who is sick in bed, words reading 'They don't even drink our blood and they still manage to make us sick. Get janked, Bloodbugs!']

Scientific Name Translation: Bloodletting Fly.

Average Size: Small-to-Medium scale creatures, normal species range from 1-2 inches/25.4-50.8mm's in length, while the Great species ranges from 2-3 feet/0.61-0.914 meters long.

Average Weight: Normal species approximate average of 2-2.5 ounces/56.7-70.87 grams, Great species averages of 40-55 pounds/18.14-24.95 kilograms

Notable Sexual Dimorphism: Females tend to be larger than males and have larger wings even proportionate to their size, as well as having red markings on their heads, thoraxes, and abdomens.

Habitat Range: Normal species found everywhere without temperature extremes, Giant species invade on occasion from the Land of Giants to the West.

Summary:​
There are few insectoid species as wide spread, or annoying, as the humble Bloodbug. While their commonality is highly dependent on region and how many predators there are to cull their numbers, they remain one of the single most prolific bringers of disease in the known world. A Bloodbug's internal juices mixes with the fluids they drink, and when they are too full, they will often leak droplets as they fly on by. These droplets are often infused with a wide range of diseases, some minor and some major, making these pests the most common way for outbreaks to occur in settlements otherwise secure in spreading plagues.

Despite their name, the Bloodbug does not exclusively feed upon blood. They are opportunistic ygrovores who will gladly drink whatever fluids they come across. Blood, plant sap, anything will do, though they do seem to have a preference for blood where available. The armored proboscis they posses are able to generate a field of contained plasma that, while not capable of bypassing thick armor, is able to slice open thick skin, allowing them to drink to their tiny heart's content.

As previously mentioned, they are a major vector for disease, particularly those that are liquid borne and highly contagious. Even other animals are aware of this and will try to kill or evade Bloodbugs they encounter in order to minimize the wide spread of disease. Despite these efforts, over the years, Bloodbug induced outbreaks have always taken place. [A note is attached. It reads 'I sometimes wish I was born a Royalback. Having a high resistance to diseases is so cool! Not as cool as being able to laugh off lightning, but still cool!']

The most common predators for the Bloodbug are an array of birds of prey, particularly the Deadeye Hawk and the Diamontine Eagle, both being species that are highly resistant to disease. Other large insects also partake in consuming Bloodbugs, up-to and including the Giant Moth species, the Woodspire Mantis and the Ladybeetle, who are also fairly resilient to the diseases known to inhabit Bloodbugs. Among Civilized Races, only the Royalback Nation of Oros have the disease resistance to safely consume these creatures, though non-Bughunter Oros' distaste for eating insectoid meat diminishes the possibility of these creatures being used as a potential food source. [A note is attached. It depicts a surprisingly good sketch of a Bughunter Oros with their insect-based mask up over their head and ears, their face fur covered with the tell-tale greenish 'splatter' marking over their eyes. Words follow, reading 'I met a Bughunter when I was a teen, just before me and my family moved here to Byr. He was so cool, wearing a Murderpede's shell on his back like a cloak and mask. I almost believed him when he said that Ladybeetles taste great fried up with honey!']

One cannot talk about Bloodbugs, however, without noting the sizable Great Bloodbug species that hail from the Land of Giants to the West. They are large creatures, with wingspans almost as long as a Normal body-type's arm. While regular Bloodbugs only indirectly harm Oros, Great Bloodbugs are a genuine threat. They are large enough to seek out to control territory for themselves, fighting other large life forms to do so. They are quick and accurate enough that they can use their plasma coated proboscis' to slice open a Civilized Race's throat even with armor on. As an invading species that come from the Land of Giants every century or so, it is a regular purging event to kill them off before they can propagate their species in our lands.

During the mating season, Bloodbugs form sizable colonies in damp, hard to reach places. While the eggs they lay require damp soil to properly settle on, they require an abundance of blood in order to be properly nourished. As such, Bloodbugs begin to swarm during this time of year in order to extract the necessary blood to feed their growing eggs. Their numbers are rapidly depleted during this time period, but more than enough to bring blood to the eggs always survive, ensuring that the next generation of Bloodbugs can develop and and continue the species.

Bloodbugs, though pests they are, are ultimately a vital part of the ecosystem. Without their constant bringing of disease, life would not be capable of developing immunities to previous generations of diseases, despite the loss of life that follows. As distasteful as it might be, we have them to thank for many common natural immunities all species have to old diseases before the modern age of the vaccine. That being said, in the modern day of the vaccine, they are extremely useful in obtaining samples of new diseases to begin researching cures for, before outbreaks can occur. [A note is attached. It reads, 'Am says to be intrigued by all the life that exists. I know it's wrong to say it, but I wish these things would up and die. Sooo, yeah, Bloodbugs? Please die.' A smiley face is attached to the end of this note.]
 
Crash-Drake.
Crash-Drake.

[Sketches depict a bipedal draconic creature with some equine sensibilities and patches of relatively long fur on its forearms, running from the back of the neck to the start of the tail, and from the belly past the crotch to the underside of the armor plated tail. Their heads posses mammalian qualities such as long, slightly furred ears and lack scales save for armored plates running up the snout. The horns appear to actually be two extensions of a crest at the top of the creature's head, though they are solidly rooted in the head proper when looking at it from the side and back. Their feet are theropodic in nature, possessing three powerful primary toes, each tipped with a several inch long claw.]

[A note is attached. It reads, 'I got to ride one when I was a kid. It head butted me before and after I got on, I went sailing a solid 10 meters and I'm pretty sure it was holding back. It was so cool, I kept asking if it could keep head butting me again and again. Little me was funny like that.']

Scientific Name Translation: Gruff Dragon Horse.

Average Size: Large-scale creature, 7-8 feet tall at the head on average.

Average Weight: Average of 2-3 tons.

Notable Sexual Dimorphism: Females have better groomed fur patches than males and are more curved than angular males.

Habitat Range: Subspecies across all known biomes, mainline species naturally found in grasslands, steppes, and forests.

Summary:​
Steeds have been a part of civilization for many thousands of years. The first creature that was domesticated as a steed for Oros use was the sizable Wolf Tiger. However, the most successful and widespread steed among the Civilized Races hails from a peculiar beast known as the Crash-Drake. Large, tough, and loyal to a fault once a rider has managed to earn their trust, Crash-Drakes are considered second only to dogs in terms of animals that are considered friends to Oros kind in some cultures.

Crash-Drakes are one of the few remaining members of the Equinagon family of creatures, beasts with equine and draconic traits that branched off from the mainline Equine line some several million years ago. Indeed, one key feature that they retain linking them to their primordial equine lineage are their broad, armored tails, traits found in Equines such as the Shinook and Shanook species. Indeed, when looked at from behind without seeing the head or feet, one can easily mistake their rears for those of a Lesser Shinook.

This, generally, is where the surface level similarities end. The Crash-Drake is a bipedal animal, walking and running on their hind legs, their forearms used to stabilize them when feed low to the ground as well as to assist them in making sharp turns. These arms are muscular and strong for their relatively small size, complete with thick fingered hands capable of fine manipulation and holding objects. In theory, a Crash-Drake can be taught to operate a large pistol, though the realistic practicalities of this make it little more than a sideshow attraction than having any real life applications. [A note is attached. It depicts a cartoonish representation of a Crash-Drake wearing sunglasses and duel wielding a pair of revolvers. Words follow, reading 'Crash Drake Cop, the only law that matters!']

In terms of their social relationships, Crash-Drakes form roaming herds that rarely stay in one place for long, often taking care of their young while on the move. Their relationships with the other Equines in the world vary. While they have shown active disinterest for the Shanook, they show great deference towards Shinook, often bowing their heads low when in proximity of one. The Shinook, by extension, tolerate the presence of Crash-Drakes considerably more than most other species, as there have been no recorded instances of combat between Crash-Drakes and Shinooks taking place in the wild. Domesticated Crash-Drakes will aid their riders in beating back a Shinook attack, however, indicating that this behavior is likely learned in the wild rather than some inherent instinct.

Headbutting competitions among Crash-Drakes is common, as their horned heads are their primary weapon. In most instances, Crash-Drakes hit foes directly with their heads, using blunt force impact from the broad side of their horns and crests to deal damage and push back foes.

However, when going for deadly force, Crash-Drakes angle their heads so as to gore their fores under the ribs when possible. The back of their horns are sharp and, with powerful tugs from their forelimbs grasping and pulling their enemy, can result in them carving two deep gashes through the hostile's ribcage, potentially injuring or outright ruining their internal organs in the process. The 'Crash-Drake Blood Shower' is a disturbing sight to bare witness to, particularly when done to an unfortunate non-Oros Civilized species. [A note is attached. It reads, 'I have a great-grandpa whose a Spirit. Well, Mortalized Spirit. Anyway, he'd been out on patrol one day when he accidentally got a Crash-Drake angry at him. It did the 'Blood Shower' move on him and would have finished him off if his buddies weren't there to drive it off. I mean, regen meant he was up in no time, but he says he still has phantom pain from time to time. I know how that feels, with this dumb lost eye of mine.']

Omnivorous, as is the norm among Nullian life, Crash-Drakes have a fondness for energy rich roots, which their short but tough claws and strong arms make short work of unearthing. When available, however, they will happily dine on meat. While specifics of prey preference vary, the mainline species appear to have a taste for porcine flesh like that of the Rooting Tunnel Hog.

During mating season, mated pairs that are on their own make the journey to their herds, while unmated individuals seek out new herds to be a part of. Crash-Drake young, not unlike the young of a Civilized Race such as an Oros, is fully capable of independent survival at birth, though naturally they remain close to their parents and follow their migrating herds rather than break off on their own.

The relationship between Civilized Races and Crash-Drakes, as previously mentioned, is an old one. Crash-Drakes have been domesticated for millennia and have been used as everything from steeds to beasts of burden to simple traveling partners. Wild ones are also able to be tamed, but it is highly recommended against doing so. Domesticated Crash-Drakes have had thousands of years of breeding and social interactions with Civilized Races to trust them implicitly, while wild Crash-Drakes can be head strong and willful against their riders, even those that were raised from birth by Civilized Races.

It is said that only the most powerful of wills are able to control a wild Crash-Drake and earn their respect, though it is rare indeed to find wild Crash-Drakes that are willing to partner up with a rider in the first place that was not the one to catch it, indicating that there is some level of respect present for those who catch these creatures themselves. As such, it's much safer, easier and less time consuming to simply bond with an already domesticated Crash-Drake.

Grooming is an important part of Crash-Drake lives, particularly their fur patches. They meticulously keep them clean of debris, parasites, and other objects that might end up there, in order to keep themselves appearing as neat and tidy as possible, with females being the tidiest. As such, the fastest way to earn a Crash-Drake's trust, even a wild one, is to help groom them. They understand and express gratitude, and though this will not be enough to allow a wild Crash-Drake to allow a rider on them, it is enough to earn their aid in a fight. The notable exception to this is the patch of fur running from their belly to their tail. They do not allow for anyone or anything save themselves to groom that. [A note is attached. It depicts a cartoon Crash-Drake receiving a mane curling by an Oros female wearing an eye-patch, words reading 'Oh honey, you're going to be the talk of the town.']
 
Common Maulwurf.
Common Maulwurf.

[Sketches depict a bipedal mole creature. It has very short, fine fur, save the females which posses patches around their shoulders giving them a 'fur coat' feel. Their bodies are well muscled and mostly unarmored, save their forearms which posses plate armor growing over them. Their short fingers are articulated, but dominated by large claws designed for digging through dirt with ease. Their pointed snouts posses closed eyes, though sketches also show them with their eyes open, showing slitted pupils not unlike the Oros or Chimera, the coloration of the sketch indicating they glow. Some sketches depict them utilizing simple tools or holding Oros made tools as they inspect them.]

[A note is attached. It reads, 'Don't let their cute looks fool you, these guys can be crazy dangerous for miners up in the mountains.']

Scientific Name Translation: Worm Eater.

Average Size: Medium-scale creature, average of 6-7 feet/1.83-2.13 meters tall.

Average Weight: Average of 300-350 pounds/136.1-158.76 kilograms.

Notable Sexual Dimorphism: Females have notable patches of fur over their shoulders, giving them the appearance of wearing a winter coat.

Habitat Range: Underground regions and mountain ranges.

Summary:​
The Maulwurf family of creatures is a wide ranging and diverse family of beings. The Miniature Maulwurf is no larger than a common Flittermouse, while the Great Maulwurf hails from the Land of Giants and have been recorded at reach over 5 meters tall. The Common Maulwurf, however, is the most well known among the Civilized Races to live in the North Eastern mountain ranges, particularly the Oros of the Stonecutter Nation. The relationship between the two are ancient and complex, well worth documenting in their own, separate book, though they will be touched upon here.

The Common Maulwurf is a creature as tall as a Normal Body-type Oros, making them a sight to behold digging through the ground. Their oversized forearms posses Amplifier Organs that allow them to dig their claws through solid rock with ease. These Amplifier Organs allow their claws to be powerful enough to cleave through unaugmented composite armor, making them a potent threat even to modern day miners and soldiers.

Furthermore, they as with all Maulwurfs posses natural geomancy capabilities, making them perfectly adapted for living, moving and fighting below ground. Their geomancy, however, is tempered by the fact that Null's soil actively fights against attempts to control it mystically. Even the Aetherworks of Magi have a hard time manipulating the earth to their whims. As such, for the Common Maulwurf, this geomancy manifests itself in a relatively tame manner. It is used to help them dig through the soil, to make cover when they battle, and to utilize rocks and bits of metal as mystically launched munitions, at a speed and rate comparable to machine gun fired bullets. [A note is attached. It reads 'I've seen combat footage showing these guys doing their 'bullet rock' trick. It's both cool and scary. Scoolry. Coolry?']

The Common Maulwurf, as with all Maulwurfs, posses keen senses. They are able to accurately detect living creatures standing still on solid rock through their heart beats and flowing blood alone while digging. This makes them dangerous when they are on the move, but this ability does not seem to extend to when they are not digging. This has resulted in more than one incident where Stonecutter digging crews have accidentally borrowed into a Maulwurf made tunnel without the Maulwurfs being aware until far too late.

Their eyes are surprisingly adapted for seeing in the light, despite their often subterranean lifestyles. This does not mean that a sudden influx of light will blind them, however, for they more often then not keep their eyes closed, only rarely opening them. In addition for their surprising tolerance for light, their eyes have a distinct reminiscence to those of Civilized Races, particularly the Oros and Chimera families. Their pupils are slitted, not unlike our own, though genetic research has proven inconclusive as to there being a common ancestor between us and them in recent history.

Their primary food of choice appear to be worms of all sizes, though they are omnivorous and will gladly feed upon underground plants and fungi as well as nutrient rich mineral deposits. The most favored prey, how, are the Armored Drill Worms, who tend to bore through the mountains. These prey animals are one shared by the Stonecutter Nation, and as a result, there have been numerous recorded instances of battle breaking out over harvesting rights for these delectable creatures. [A note is attached. It reads 'Drill Worms are soooo good when you grill them up with bar-b-que sauce! I can't get enough of them, I once almost ate myself into a food coma!']

There is not truly set mating season, with parents tending to their young year round. Their family structures are eerily similar to the Oros, wherein select groups of older parent generations produce the majority of offspring at a time, with younger generations tending to search for mates relatively late in life. As a result, the most commonly encountered Maulwurfs are younger individuals who have strayed away from their colonies. More aggressive populations, however, form 'War Labors', wherein they congregate in large numbers to wage war against Oros Miners digging for resources. These forces are typically led by Great Maulwurfs who have taken up a leadership position among their smaller wards. [A note is attached. It reads 'I lived near one of the more docile colonies as a kid, so I never had to deal with those kinds of wars growing up. I had an old friend who said that fighting Maulwurfs was the Stonecutter version of fighting Spider-Ants.']

Not all Maulwurf populations are like this, however, and many remain ambivalent or even cordial to their Civilized neighbors. There have been many recorded instances where Common Maulwurfs have stumbled upon mining camps during break periods and have joined in on the feasting taking place, even bringing in their own food to share. It is commonly theorized that the Common Maulwurfs are on the road to becoming a Civilized Race, and there is evidence to support this argument. Short of an artificial uplift in the distant future, there is little telling of when exactly they'll make the full jump. [A note is attached. It depicts a cartoon Maulwurf wearing a mining hat eating a sandwhich next to an Oros miner. One word follows, reading 'Besties'.]
 
Smashhead.
Smashhead.

[Sketches depict a sizable theropod like creature, it's frame reminiscent to a Tyrannosaurs Rex. This is where the similarities end. Covered head to tail tip in natural plated armor, the beast lacks eyes, its face a solid mass of armor save a pair of slits near the front that are its nostrils. The teeth are actually extensions of the armor, though sketches of the mouth show it posses regular teeth within its jaws. It has four large toes on its two feet and two modest but still functionally sized arms ending in four digits. The tail is large and surprisingly flexible for such an armored portion of the creature, being able to be used as a weapon with deadly efficiency.]

[A note is attached. It reads, 'They're like nature's jackhammers. It's massive, eyeless jackhammers.']

Scientific Name Translation: Tyrannic Hydra.

Average Size: Very-Large scale creature, 25-30 feet/7.62-9.14 meters tall on average.

Average Weight: 20-35 tons on average.

Notable Sexual Dimorphism: Females tend to be a slightly brighter shade of red to the males.

Habitat Range: Subspecies noted across several biomes, but mainline species found in the Crimson Rainforests.

Summary:​
Very-Large scale creatures are the start of the size of species that are able to make the very ground shake with their footsteps, and few are as famous and well known as the Smashhead. An mutant offshoot of the Common Hydra and universally possessing only one head, the Smashhead has diverged heavily from their forebearers in a number of ways. The origins of this can be traced to extensive radiation exposure at some point in the distant past, resulting in the Smashhead's ancestors mutating into the precursors to their current form.

The Smashhead receives it's descriptive title due to the primary usage of its armored cranium as a weapon. Like all creatures in the Hydra family line, Smashhead's lack visible eyes, thus minimizing the amount of points on their heads that can be harmed. Combine this with their short, but strong and shock absorbent necks, and they are capable of repeatedly striking with their heads. They have been known to 'jack hammer' smaller foes into the dirt with repeated cranial strikes, and are known for smashing open or knocking aside tanks.

Their armor is resilient, but it is not as durable as, say, a Greater Shinooks on a comparable basis, relying instead on thickness. This results in it having a thicker armored form than that of the Greater Shinook, but only a comparable level of durability, meaning that they are susceptible to the same weapon's that a Greater Shinook would be. The Great Smashhead in the Land of Giants manages to outstrip their smaller brethren by a great degree in terms of durability on a comparable and relative basis. Still, despite this relatively low armor durability for their size, they are still part of the Hydra line and as a result posses freakish levels of regenerative capabilities. A terrible crack in their armor closes itself in a matter of moments if not seconds, depending on the individual Shashhead's regen capabilities.

In terms of camouflage, the Smashhead is various shades of red, with males tending to be darker and females tending to be brighter. Either works well in their primary homeland of the Crimson Rainforests, where plants tend to have red pigmentation in their leaves and bark. This makes them surprisingly good ambush predators, though they are more than willing to subsist off of carrion or simply bully other predators into giving them their meals.

One thing to note about a Smashhead is that it is fairly intelligent, even by animal standards. While Hydra's in general have enough emotional intelligence to take sadistic joy from toying with their enemies and food, Smashhead's are notably intelligent when it comes to fighting. They use everything from their sheer mass, to their powerful legs, to their thick and surprisingly flexible tail. While they cannot eat Civilized flesh like most other life, a popular attack they favor involves them them carefully picking up Civilized soldiers in their maws before tossing them in the air, followed by smacking them aside with their tails. [A note is attached. It reads 'Smashhead's would make the best wrestlers. They pull off all kinds of crazy moves, like this one time I saw one do a flying double kick on a tank which was sooooooo freaking cool, but also scary, but also cool!']

Theropodic in stance, the Smashhead posses fairly well developed arms for their size and weight class. While not particularly long or powerful, they are long enough and strong enough to pluck a soldier from the ground beneath them. When this happens, Smashheads are known to lean themselves low to the ground and drag the unfortunate individual through the soil while they move forward. [A note is attached. It reads 'Wiping the floor, they call it. Seen it happen once on camera, it was both really cool and really painful.']

One secret weapon the Smashhead inherited from their Common Hydra ancestors are their ability to fire bioplasma blasts from their mouths. These balls of roiling bioplasma have considerable range and are strong enough to melt through tank grade armor. The Smashhead therefore is extraordinarily dangerous to fight from within a vehicle, as they can exchange fire at a rate similar to their Common Hydra brethren. A word of warning to any who think that being close means they will be spared an accurate blast from the beast: They are able to fire with their mouth partially closed, resulting in the bioplasma exiting their mouths not as a glob, but as a close range area of effect spray. More than a few soldiers and hunters have been in critical condition from not expecting this attack.

Mating season tends to occur during the summer time, when their forest homes are at their hottest. Males compete in earth shaking matches, with the winner grabbing the loser by the throat with their maws, spinning them through the air, and then suplexing them into the ground head first. Once mated, males tend to search for food while females guard the nest and tend to their young. The most favored prey of the Smashhead appears to be the Oliphant, making them a dangerous burden to farmers in days gone by. When young Smashhead's are growing to adolescence, they begin to follow their parents during their patrols through their territory, learning the various life skills that adult Smashhead's display.

As a towering predator among the Crimson Rainforests, the Bughunter Nation of Oros that live in these regions tend to steer clear of them. Once in a blue moon, however, Bughunters are able to bring down one of these massive beasts thanks to ingenious usage of their lower tech weapons and equipment, particularly the usage of poisons to aid in felling the beasts. More than one Crimson residing Bughunter clan possess a skull of these mighty creatures on display for all to remember their brave deeds. [A note is attached. It reads 'Bughunters are awesome. They don't need no fancy tech to get the job done! I mean, I would never give up my fancy tech or my job fixing fancy tech, but that just goes to show how cool they are!']
 
Sobek.
Sobek.

[Sketches depict a large, semi-bipedal crocodilian creature with long limbs for a crocodilian. It's whole body is well muscled, the limbs in particular noticible due to their long length compared to other crocodile like creatures. Plated scutes run down from the back of their necks to the tips of their long, muscular tails. Images depict them performing complex attacks on creatures their own size, as well as using weapons such as fallen tree trunks or large rocks in their forelimbs' hands. Notably, there are gill structures around the sides of their bodies, indicating a water breathing ability.]

[A note is attached. It reads 'I always wondered why they weren't red because of the environment they live, but I realized I didn't care in the end, because they're so awesome!']

Scientific Name Translation: Sobek's Crocodile.

Average Size: Normally a Large-scale creature, ranging from 12-15 feet/3.66-4.572 meters standing fully upright, Very Large scale specimens ranging from 20-30 feet/6.1-9.14 meters tall have been recorded.

Average Weight: Normally 5-7 tons for normal specimens, Very Large scale specimens tend to be between 9-14 tons.

Notable Sexual Dimorphism: Females tend to have red markings over their scales, as well as red patterns running down their eyes down the sides of their bodies to their tails. Females are also usually larger than males.

Habitat Range: Known to inhabit large river systems, they are most often found in Blood Swamp biomes.

Summary:​
The number of Crocodilians across our continent of Arisa is sizable. A wide variety of variations and species can be found in rivers, shore lines, even desert regions with land locked variants. One particular species, however, stands out among its brethren due to the sheer amount of power and intellect on display: The Sobek.

Named after the first individual to research the species in depth, Hilias Sobek, the Sobek is a semi-bipedal creature, capable of spending most of its time on its hind legs and even standing upright fully. However, for fast or long distance running, the Sobek will get down on all fours and deftly move with a speed on land that blows off the scutes of other Crocodilians. The 'pouncing gallop-hop', as their signature movement is known, sees the Sobek quickly approach their target with a series of powerful, staggered pounces that do not allow the target to prepare for a head on assault. [A note is attached. It reads 'I've got trouble keeping track of fast moving things, I tend to get dizzy just watching these guys do their pounce hop thingy. Just one of those things that make me tweaked in the head, I guess.']

While subspecies have been noted to live swimming through the various large river systems of Arisa, the mainline species resides in the 'Blood Swamps', areas where the waters are tainted by an enzyme released by local plantlife that causes the waters to become dense and crimson like blood. The thick and hard to move in water only serves to highlight the sheer physical strength of the Sobek, as they are capable of moving through the water with little apparent difficulty.

The Sobek, as previously mentioned, are capable of bipedal motion. When not running down the target, they tend to move with only their hind legs, their arms held relatively close to the body as they move onwards. Their full size is often hard to determine, due to the signature slouch they tend to be in. When embroiled in a battle with a similarly large creature, such as another Sobek or Beowulf, they stand up straighter for the duration of the battle, only returning to their slouched walk when the danger has passed.

Sobek's are very intelligent. While all Crocodilians posses a level of cunning, the Sobek are the only known species with the intellect and capability to wield tools and even build rudimentary ambush traps. When in battle, they will pick up large rocks, fallen trees, and other objects in order to fight their enemy. What is most noticeable about the Sobek, however, is that their body structure, strength, and intellect allows them to perform a variety of complex combat maneuvers typically only seen in Civilized martial arts. They will perform complex throws, suplexes, and grabs in order to maintain their dominance in the battlefield. It's not uncommon for a Sobek to pick up a fallen foe across their own back, attempt to break the opponents back on their shoulders, before tossing them aside. Indeed, some martial arts such as wrestling can be traced back to observing and mimicking the Sobek's fighting styles. [A note is attached. Words read 'My parents tried to make me try out wrestling when I was younger. I wasn't good at it. I was, however, good at boxing, so there was that! Got called Lil' Powerfist by the coaches.']

While they are more than capable of using tools, the Sobek's main hunting style is a fairly straightforward one that is reminiscent to other Crocodilians. Typically, the Sobek will remain motionless in the blood red waters they call home, appearing like pieces of fallen trees poking through the crimson surface. Unlike their common kin, however, who simply wait for prey to arrive to them, Sobeks will actively leave bait in order to draw in prey creatures. One beast they never attack, however, despite their primarily herbivorous nature are the Sword-Walkers that move through the region. This uneasy but constant truce has been present since recorded history, with few fights breaking out that are known to Civilized kind.

Mating season among Sobek's is typically marked by female's having their notable red markings starting to glow as well as an increase in their aggression. What follows can only be described as a fighting contest between the female and prospective males suitors. Any male capable of besting the females are selected as mates, though due to the increased size and strength of the females compared to males, most settle for those males that managed to perform the best or last the longest in their earth shaking duels.

Once mated, females remain at the nest guarding their young, who are unusually weak and ill prepared for life alone, an oddity among Nullian species and crocodilians in particular. Males, as such, are tasked with the responsibility of hunting food, with fathers actually working together to take down larger prey usually ignored by individual Sobeks in order to ensure larger quantities of meat back at the nest. [A note is attached. It depicts several cartoon Sobeks, one of them pointing at a cartoon Oliphant and with words that read 'Screw that guy in particular.']
 
Powerfist.
Powerfist.

[Sketches depict a bipedal dragon like figure with a long, muscular tail and large, powerful looking forearms. Their snouts are armor plated with the most vulnerable portions being their golden eyes which peek through their armored brows. Their fists are shown as being covered by some sort of energy field, which appears to amplify their punches and can be extended outward in cones or as waves.]

[A note is attached. It depicts a cartoon Powerfist with cartoonishly large boxing gloves over its fists. Words follow, reading 'Punch-Happy Gym Vet.']

Scientific Name Translation: Boxing Dragon.

Average Size: Large-Scale creature, average of 17-21 feet/5.18-6.4 meters.

Average Weight: 7-10 tons.

Notable Sexual Dimorphism: Females have a sharper look to their hide, with more notable scutes and protrusions.

Habitat Range: Wide range of biomes, mainline species found in rocky regions such as near mountains.

Summary:​
There are many creatures capable of grasping things, particularly among the Draconic lineage. One particular species, however, has evolved to be a particularly good pugilist, to the point where they are primarily bipedal as adults. Often trudging through their environments with a stoop and their heads forward, the Powerfist is a fascinating species of dragonoid that exists on Null.

The most notable features of the Powerfists are their titular fists. Large in proportion, their forearms are covered in a dense layer of armor plate, with their knuckles having an area of armor that would assist in delivering damage while punching. Their fingers are thick, but with a surprising dexterity that allows them to finely manipulate the environment around them. This allows them to use simple tools, such as rocks and fallen trees, but most Powerfists prefer to resolve disputes with their namesakes alone.

When engaged in combat the Powerfists take on a stance and fighting style reminiscent to a boxer. They primarily utilize their fists, aiming for weakspots on their opponent such as joints and unarmored sections. They are more than willing, however, to use grabs, locks, and even their legs and large tail when needed. One notable fighting style that is common among Powerfists is the 'Pummel' which is a flurry of fast, hard strikes. Their arms become like blurs when in motion and it takes much concentration to maintain this attack. It's not uncommon for two Powerfists to begin a 'Pummel Duel', the winner either being faster or simply outlasting their opponent.

Despite their primary fighting style, however, the Civilized Races did not look for them for inspiration to develop boxing, as hand based combat is one of the oldest and most well developed aspects of fighting among us. Certain fighting styles, however, do take inspirations from them, though this is later on. [A note is attached. It reads 'I learned the Powerfist Pummel during Boxing. I'm still surprised how fast I can punch given that I'm a Normal!']

The Powerfist posses Amplifier Organs nestled within their fists. These Organs are what give them the 'power' in their name. Unlike most Amplifier Organs, however, those of a Powerfist have developed an unusually ability for a blunt force weapon. They posses the ability to envelope the fists in a matter-disruption field, which amplifies the forces of their punches by a notable factor, as well as giving them armor distorting abilities. They are also capable of projecting this field outward in waves by smashing them against the ground or, for older and more experienced individuals, firing the field outwards in a cone like blast. This field is less of a threat to Civilized Races, as our own biology is notably hardy against matter disruption, but over exposure to the field can still lead to an Oros or other Civilized being experiencing burns and, in the worst case scenario, catching on fire, never mind the destruction of their armor. [A note is attached. It reads 'It also makes the a nightmare for tank crews. The last thing you want is for your vehicle to ablate around you while you're still inside, or worse, be melting and crushed at the same time.']

The thick fingers of a Powerfist are tipped with short, blunt claws, which also makes them adapt at digging. Combined with their matter disruption field, and they are able to tunnel through solid rock in a matter of hours. Most Powerfists prefer the open air, however, meaning that this ability is primarily used to craft relatively shallow dens rather than elaborate tunnel systems.

As with most life, Powerfists are omnivorous, though despite their Draconic lineage, they have a fondness for eating trees and fungi rather than meat. The fast growing Rush Tree is a favorite of theirs, and many large mushrooms have been found to be reduced to chewed up bits in a matter of days. They do not seem to have a fondness for fungi that are underground, however, though the origins of this picky diet are a mystery. When it comes to meat, they will settle for any edible sources they can find, when the mood for flesh comes to them.

Mating season tends to occur closer to winter than most other seasons, due to their primary food sources being fairly plentiful even during this time period. Mating rituals are surprisingly tame, with Powerfist males and females choosing one another by pressing their fists and faces together. Parents typically have two-three young at a time, which they raise for several years, the young learning the skills of their parents as they grow. Each family grouping tends to have its own signature fighting style that is passed down through the generations. [A note is attached. It reads 'I think one of my hearts almost exploded at the thought of baby Powerfists punching things. So cute!']
 
Slugamander.
Slugamander.

[Sketches depict a limbed slug-dragon creature. The flesh is smooth save for the head, which is arrow shaped and seemingly armored with a plate at the front. A duel-split jaw opens and shuts below its head, the eyes located at the ends of the arrow head. Claws dot its digits and it is shown clinging to surfaces not unlike a gecko. Disturbingly, it appears to breath a plasma jet and spends its time submerged in lava.]

[A note is attached. It reads 'I ate a slug once when I was a kid. It was tasty, but it was so squishy and weird and uggh. Oh, and the toxin made me smell sound and taste dreams. That was fun!']

Scientific Name Translation: Burning Arrow-head.

Average Size: Large-scale creature, 9-11 feet/2.74-3.35 meters tall on their hind legs standing upright, not counting tail.

Average Weight: 1-2 tons.

Notable Sexual Dimorphism: None, monogendered species; all members of the species are hermaphrodites.

Habitat Range: Subspecies found all across the continent, primary species found in the volcanic Southern Heat Planes.

Summary:​
The Gastropod line of creatures are a wide spread and successful series of beings. They are also very diverse, with some having diverged and have grown skeletons in the distant past. One of the largest and most numerous of these skeleton equipped Gastropods are the Slugamanders. While various subspecies are found all over Arisa, the primary subspecies hails from the Southern Heat Planes. Somewhat amusingly, they are genetically related to the two limbed Gastropod known as the Slough. They are, however, far more intelligent than their relatives by a wide margin. [A note is attached. It reads 'I wonder if forest Slugamander's hate Slough's. I mean, come on, those things still have smooth brains. Smooth brains! What kind of stupid creature doesn't evolve past having a smooth brain!? Sloughs, that's the kind of stupid creature.']

The Slugamander is a quadrupedal creature capable of attacking and moving on its hind legs for an extended period of time. A descendant of ancient arrow-headed slugs, they are light for their size, a quality shared by all species of Slugamander. This light weight for their stature, combined with their sharp and strong claws, allows them to grip on and climb up surfaces, clinging to ceilings with ease. This allows them a level of mobility and stealth uncommon in the Heat Planes, thus making them one of the subtler predators there. They are also remarkable fast and agile for a member of the Gastropod line, meaning that they can easily surprise individuals not expecting their speed. [A note is attached. It reads 'How do slugs stay alive? If it wasn't for their toxin, their slow butts would all be dead.']

Their eyes, as with all Gastropods, are located on the ends of its arrow head's points. This gives it a remarkable field of vision, making it extremely difficult to sneak up on one without the use of a cloaking field or expert level stealth capabilities. The front edge of their heads posses a tough armor plate that affords them an excellent head butt for use in combat.

The mainline species of Slugamander is also exceptionally heat resistant. Many are found lounging in open pools of lava in the Southern Heat Planes, where they wait to ambush prey that get near. Some even lounge in the bubbling pools of lava found on the Volcanic Boiler Back that inhabits this region, living in symbiosis with their patron and acting as its defender.

The Slugamanaders' hidden weapon is the ability to spew forth a jet of bioplasma from its mouth. This jet is short ranged, but continuous and focused, allowing them to be used as deadly accurate plasma cutters capable of searing through solid rock and flesh. This makes them deadly predators for creatures protected from conventional flames by their rocky hides. The Magma Fish, for example, is capable of thriving in the sustained temperatures of open lava or magma, but their rocky hide quickly gives way to the extremely focused and high temperatures of the Slugamander's cutter. [A note is attached. It reads 'Note to self, ask biologists to invent tiny Slugamanders to act as blow torches. Reasoning: Because it's neat.']

Slugamanders also posses toxins, not unlike most other Gastropods, to defend itself. For long ranged attacks, it is capable of spitting out these toxins in a concentrated glob or as a medium ranged spray, affecting anything that is not properly vacuum sealed or otherwise lacking resistance to its toxicity levels. This toxin can also be used in its bites, giving it a venomous attack it can use on creatures too close for comfort but not armored enough to warrant its plasma cutter.

Their previously mentioned light weight precludes them from making frontal assaults against most creatures in their native biome, regardless of subspecies. As such, Slugamanders prefer using their variety of stealth capabilities to approach prey or an invading aggressor before striking. They are aggressive during a fight, though they rarely attempt to kill, settling instead to simply drive off competitors from their territory.

The tail of the Slugamander is long and muscular, making it a powerful tool in a fight. It's bottom also doubles as a suction surface, allowing Slugamanders to hang upside down for long periods of time. Most don't use this ability, though the ones that do prefer to strike their prey from above rather than from behind or from the sides.

As with many terrestrial Gastropods, the Slugamander is a hermaphrodite. As such, during the mating season, both parents wind up spawning young. Pregnant Slugamanders hide away in hard to reach lava pools, subsisting off of stored nutrients and any Magma Fish that comes too near as well as ores present in the lava pools themselves. Once the time is right, they spawn large numbers of young that are fully capable of surviving on their own at birth. These young have relatively recently been identified as the Molten Lava Slug, a creature once thought to be its own species. Unusually among Nullian life, the Slugamander does not take care of its young after they are born. The 'Molten Lava Slugs', go on to live independent lives, sustaining themselves in the mineral rich lava flows of their home for a number of decades before beginning the metamorphosis to become their adult forms. [A note is attached. It depicts a Lava Slug donning a hat as its parent watches. Words follow, reading 'I must go, mother, for I must work at the Lava Office doing Lava Office things.']

The Slugamander is not the most unusual creature to live in the Southern Heat Planes, though it is one of the most recognizable due to its oddities as a vertebrate descended from Gastropods. Their unusual life cycle and love for sudden attacks makes them a well known threat and a popular creature to imitate during practical jokes among the Firebrand Nation.
 
Quilvern.
Quilvern.

[Sketches depict a sizable wyvern flying through the air and in other poses. The Wyvern posses a pair of horns pointed towards the back of its head and a tooth filled angular hooked beak. The wings are large and covered in patterns, clawed digits notable at the location where the hand has evolved into the wing structure. The legs are powerful and ending in deadly talons, while the tail is long and covered in large quills at the tip. They appear to be launchable, going by several drawings.]

[A note is attached. It reads 'I asked my friend Chila if Quillverns are the dumb ones of the Laylarian line. She told me 'Hildra, I'm a Layla, not a giant Wyvern. I don't know.' I think she's just trying to protect their cred. XD']

Scientific Name Translation: Dragon Archer.

Average Size: Very-Large scale creature, 23-27 feet/7.01-8.23 meters tall at the shoulder when standing upright.

Average Weight: 13-16 tons.

Notable Sexual Dimorphism: Females tend to have longer horns than males.

Habitat Range: Valleys, forests, mountain ranges, and other locations with tall areas to roost in.

Summary:​
The Laylarian line of Wyverns is an extensive family line of related creatures. The mortal animal counterparts to the Layla Spirit race, these draconic creatures have some of the largest variety of beings under the mortal animal counterparts to any Spirit race. One particular subspecies that stands out is the simply named 'Quillvern', a subspecies that has traded the family line's elemental abilities for a more physical attribute: A large number of launchable quills at the end of the creatures' tails.

A Very-Large creature, Quillverns primarily habitat in any environment with tall locations to roost in. These include mountain ranges, the upper portions of valleys, canyons, and mesas, as well as forests with particularly large tree species such as the Hypora Tree. Particularly intelligent creatures, as all members of the Laylarian line are, the Quillvern lays many traps around their homes, using their quills for a variety of different trap layouts and types. Their preference for tall locations away from the ground also caused problems in the early days of skyscrapers, as many found themselves having their roofs become roosts for a number of Quillvern and other Laylarian species. [A note is attached. It depicts a cartoon Quillvern roosting at the top of a building, words reading 'living the high life'.]

Most Laylarian Wyverns have control over air and ice magics, with the Quillvern trading its ice capabilities for a series of deadly quills on its tail. As previously mentioned, these quills are able to be launched. Quillvern are able to accurately hit person sized targets standing still from over a a kilometer away while flying, though an alert member of the Civilized Races can easily get out of the way by being constantly on the move. Caution must be advised, however, for Quillverns are usually territorial towards Civilized Races for a Laylarian Wyvern and will come closer to engage intruders to their territory.

Omnivorous, as with most life, Quillverns have a taste for meat that precludes them to hunt large prey such as Oliphants and Apo, though they will gladly hunt any prey of sufficient size that they can carry back to their nest. They often supplement their diet with dead trees and large fungi, though they have been known as with most Layliarian Wyverns to have a fondness for consuming the Tipsia line of large flowers. This is a trait shared with their Spirit race counterparts, as many Layla love the taste of Tipsia nectar. [A note is attached. It reads 'I asked Chila if this was like an addiction thing. She just told me she could quit whenever she wanted. Totally an addiction thing.']

The deadly quills found at the end of their very long tails are rapidly replaced after being launched, giving the Quillvern a constant, almost endless supply when in battle. These quills are sharp enough to break skin with only a mild application of pressure and are launched with enough force to puncture modern body armor and the flesh beneath. Some older tank models have even been reported to suffer mission kills due to quills punching through and perforating their engine blocks. Furthermore, these quills can be launched in groupings of as many as 8 at a time in a shotgun like cone, as well as in sequence to allow for a rapid fire. Rapid fire is rarely used at a singular target due to the loss of accuracy, though they will spray an area in an arc with this feature. [A note is attached. It reads, 'Going by combat reports, they like to hover over a target area, spraying away with swings of their tail to try and pelt the Civilized Races they're fighting.']

When grounded, the Quillvern can move either bipedaly or with all four limbs, depending on circumstances, and make heavy use of their tails as weapons. They have a preference for using it like a spear in combat, one they have great accuracy and speed in using, making them deadly opponents even on the ground. It's thus recommended to try and sever the quill containing portion of the tail as soon as one can, though this area shows higher levels of regeneration than normal, making this a temporary measure until one manages to either kill or drive off the Quillvern.

During the mating season, males compete to gain the females' attention through a series of tests involving their skill with their quills. These shooting competitions typically involve shooting at specific prey species, certain predator species, as well as a series of tests set up by the female being courted involving having to shoot specific targets set up by them. The male to win this competition bonds with the female for life, with most lone Quillverns being encountered being bachelor males or females that have yet to find a mate. Mated pairs work together in all aspects of life, from hunting to fighting.

Newborn Quillvern lack their signature quills at birth, though they posses a series of bumps at the tip of their tail that serve as the beginnings of their quills that will grow in over time. Older siblings aid their parents in teaching their younger brethren how to properly use their quills during their maturation. Once they are fully grown, Quillvern leave their parents' nests to solidify their skills over the course of several years or even decades before attempting to find a mate of their own. [A note is attached. It reads 'I asked Chila if Layla babies are cuter than animal Wyvern babies. She showed me a picture of each and one of my hearts stopped, so I guess it's a tie.']

The Quillvern's adaptation is a deadly tool it has learned to put to good use and what makes it a deadly adversary. Their unusual aggressiveness for a Laylarian Wyvern also means they are the most commonly fought subspecies of them all. The Quills of the Quillvern have many uses in weaponry, as they make excellent spear tips and arrow heads, though the most individuals that gather these Quills are tight lipped on their exact collection methods. Given that Quillvern tend to take their prey away for consumption, the collection method likely involves daring and hair-brained fights against the beasts proper.
 
Goods in the World of Null, 1.
[A vintage poster is on display. It predominately features some sort of commercial sweet cider made of local fruit known as 'Apa'. The golden cider is packaged in clear glass bottles with their logo and a images of various Apa's lying next to it. The colors of the poster are slightly faded and the edges are slightly torn, but it is still in fairly good condition. Words read 'Have fresh Apa Cider everyday! Straight from the distillery's of Pop-Pop's, our new Apa Cider can be enjoyed any time, anywhere, any day of the year! Available anywhere Pop-Pop's products are sold in 7 flavors of Apa!']

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[An old, small pamphlet is on display. It features a series of weapons that appear to fire microrockets in place of bullets or slugs. The front cover reads 'World Weapon Committee: Intro to Sluggers.' The first page states 'Sluggers are almost as varied as as rail-weapons and old bullet launchers. Whether they're standardized .50 cal pistols or rifles, or the hulking 20mm Apa-Seed hand-cannons, they all fire the tried and true Det-7 explosive mass-reactive fuse warheads into a target.' The second page reads 'Remember, Sluggers are good against bare flesh, but have trouble punching through thick armor without using specialized armor-piercing heads. Be sure to keep at least one rail-weapon on your person for anti-armor purposes.' The final page reads 'The Slugger is a modern weapon for the modern age, but learning its strengths and limits will do you a world of good. Learn more at your local Weapon's Office or Militia branch.' The back of the pamphlet reads 'Remember the 3 S's of weapon's use: Safety, Security, and Solidarity.]

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[A post card is on display. It depicts a fleet of flying warships hanging protectively over a city. Words read 'Aerospace Corp, keeping the skies safe 30 hours a day, 7 days a week, 42 weeks a year.' A note is attached. It reads 'Well, 41.7 weeks a year, but rounding up is good too. XP']

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[A relatively new holographic poster is displayed. It features a series of synthetic anthropomorphic animals with clearly robotic arms and an aesthetic theme vaguely akin to that of old, well loved dolls performing on a stage as onlookers watch from various tables. They consist of a female dog, beowolf, and rabbit, and a male fox. Words read 'Raggity Ran's Bar and Stage Show, Performing for 15 years and counting.']
 
Springback.
Springback.

[Sketches depict massive dragon-tortoises ranging in size from those as very large tortoises to creatures that could be mistaken for hills when sleeping. The center of their shells feature a bubbling hotspring, which flows outward and waters the plantlife that grows in abundance on their shells. Some even have full on ecosystems of creatures living on their shells.]

[A note is attached. It reads 'Springbacks, the Animals of Am.']

Scientific Name Translation: Eternal Spring.

Average Size: Variable, most common are Giant-Class creatures, anywhere between 15-30 meters tall, not counting plantlife on shell.

Average Weight: 3570-10050 ton range for most common variants.

Notable Sexual Dimorphism: Males posses more angular features than females, and a slightly longer beak.

Habitat Range: World wide across all known biomes.

Summary:​
Tortoise and turtles are a diverse family of creatures on our world. They very greatly in size and form, with some like the Snap Jaw forming family units in the forests while walking on their knuckles, to the Liria's Spindisk, which moves in a spinning motion when attacking and uses its sharp edged shell as a weapon. Few, however, are as wide spread or as revered as the Springback.

Baring draconic heritage, it was long debated whether they are true Testudines or if they are a from of draconic creature that gained a Testudine form. In relatively recent times, however, their genome was fully mapped and searching their genetic history reveals an astounding fact: All other Testudines descend from the Springback's direct ancestors, with the Springbacks themselves being a modern evolution of this more primeval form. The modern Springback species has an extremely varying set of sizes. The most common, not counting the foliage growing on their outer shells, are about 15-30 meters in height, though specimens small enough to be used as a personal hot tub have been noted to exist and are considered a form of dwarf species. [A note is attached. It depicts a cartoon Springback with a halo of light over it. Words follow, reading 'Holy Hotubs!']

The Springback receives its name due to the hot spring of water on their backs. This spring stems from the central top of their outer shells, with foliage growing around the spring. These hot springs are often at a bubbling boil, giving the Springback the nickname of the 'Boiler Back'. In primitive times, Civilized Races used Springbacks as living boilers to boil food, which the Springbacks allowed without hesitation. The Springbacks' spring water is also known for having healing and restorative properties, with some records indicating that mortally wounded or even recently deceased creatures can be revived when submerged into the healing waters. The plantlife and creatures living on a Springback are also all very healthy and well taken care of while living on their host.

The exact temperature and mineral traces found in the hotsprings varies from variant to variant. Those in colder regions tend to have warmer waters while those in the volcanic regions have a higher mineral concentration. One subspecies, the Volcanic Springback, doesn't have water at all, instead having a spring of lava flowing from their shell. Because of this, a variety of volcanic region dwelling flora and fauna call the Volcanic Springback home.

Springbacks are environments in and of themselves. Their 'outer shell' is a layer of compacted dirt and rock that has fused unto its actual, 'inner shell' that serves as the bedding from which plant life can take root and grow. The outer shell tapers upward towards the edges, ensuring that anything that rolls or falls from the curve outside of the center does not fall off. This edge is extremely durable, almost being as durable as the flesh of the Springback itself. The micro-ecosystems on each Springback is constantly being changed and altered as whenever Springbacks mate, some of the inhabitants on their shells capable of moving will change patrons and live on them from now on.

Each micro-ecosystem is unique in composition. Some contain only prey creatures, sustaining themselves off of the plantlife around them, while others contain fully functional predator-prey ecologies, and some of the larger ones even have small communities of Civilized Races living on them. Springbacks that are not on the move will bury themselves unto the ground, leaving only their outer shells visible. These could be mistaken for hills if not for the tapered portions of the outer shell. These tapers also collect water from the seemingly endless eternal spring at the center of the outer shell. While water does fall out from the edges, these encircling pools contain many species of small water dwelling life including amphibians, fish, and amphibious reptiles. Some are even wholly unique species only found on Springbacks. [A note is attached. It reads 'I got to try some Springback fish once. It was sooooo yummy!']

Springbacks are a benign and calm species, making them well respected and beloved by Civilized Races the world over. Springbacks that enter Civilized Territories carefully avoid entering inhabited portions such as towns and villages, though they do nothing to stop Civilized Races from venturing unto their shells. Indeed, they do not care if individuals hunt or harvest from their backs, so long as there is not any severe damage done to the ecologies.

Indeed, Springbacks are slow to anger when attacked directly. However, the moment their back-ecologies are threatened, they immediately take on an aggressive and destructive attitude. When on the defensive, they harvest the moister from the air or, failing that in cold regions, the very snow and ice around them before spilling it out in a cloud of steam nearly a kilometer wide. Springbacks are surprisingly agile and fast for their sizes and builds, allowing them to beat hasty retreats while hidden by the steam cloud. The steam itself bares strange properties that interfere with sensors, both biological and technological. To further protect themselves, they also use of mystical shields they can summon to surround their backs in less than 5 seconds.

When on the offensive, they are able to utilize a variety of mystical attacks including manipulating the weather and ground in order to attack their foes. Their outer tapers are also sharp for their size, allowing them to be used as an offensive tool at close range. The secret weapon of the Springback, however, is a particular kind of energy manipulation that allows them to spit out particle beam blasts from their mouths. These have a range of upwards of 50 kilometers away, though they are direct fire only. They are also able to use a more conventional bioplasma blast, which can be tuned to fire an accurate bioplasma barrage at an indirect range of almost 200 kilometers away. [A note is attached. It reads 'In 2123, an artillery howitzer accidentally misfired and shot a round at a large Springback's, uh, back. The crew manning it got out of dodge in time before the Springback fired a Particle Lance at the artillery cannon in question. The round didn't even make it past the Springback's shield, it still managed to piss it off that badly though.']

The largest known Springback variants, with heights as great as 70 meters tall, have been known to live in the Land of Giants. These calm, peaceful creatures are beloved the world over and is even considered one of the patron animal symbols of the Prophet Am. The Ambaric Church consider these animals to be living embodiment of Am's bringing of peace given form. [A note is attached. It reads 'Praise be to the Springback, God's right hand animal after the Apo!']

(Special thanks to @ShadedExalt for helping me with this one.)
 
Wyrm.
(True) Wyrm.

[Sketches depict a massive armored snake creature. It is displayed in a variety of stances, poses and positions including several fighting Oros soldiers. Close ups of the head reveal a pair of swept back, vaguely ear like scales on its head, a common feature for Nullian snakes.]

[A note is attached. It depicts the Wyrm with a crown on its head, with words reading 'Snake King.']

Scientific Name Translation: Coiled Dragon.

Average Size: Very-Large to Giant scale creature, maximum known length of 20 Meters.

Average Weight: Up to a maximum known weight of 1570 tons.

Notable Sexual Dimorphism: Females have red markings running down their sides .

Habitat Range: Various subspecies found all over the world.

Summary:​
Out of all the types of serpents on Null, few are quite as important as the Wyrm species. The progenitor of most Serpentine life on Null, this is an ancient species whose only discernibly changes have been to become spread out as various subspecies across the various biomes of the continent of Arisa. A form of limbless dragon, the Wyrm serves as a proto-serpent from which most others descend from, though the limbed Chimeran Civilized Race and those species related to them have no relation to the Wyrms and the serpent life descended from them. Etymologically, while all draconic creatures are able to be referred to as Wyrms, they are known as True Wyrms due to their limbless nature, differentiating them from other creatures sharing the Wyrm name such as the Shriek Wyrm. [A note is attached. It shows a cartoon Wyrm pointing its tail at a Shriek-Wyrm, calling it an 'Imposter'.

The common Wyrm is a massive, armored being, their scales large and difficult to pierce. Their heads posses swept-back, ear like protrusions that can be noted on all other serpent species descended from them, at times this being the only link to their patronage. The longest known length they can reach is up to 20 meters long, though the most commonly encountered across all subspecies tend to be 10 meters long.

Their armored plates, easily able to deflect indirect hits from antitank grade weaponry, also double as a defensive weapon. These plates are sharp and can flare outwards, easily cutting anything that gets too close, at the cost of revealing the still very tough but much more vulnerable scaled flesh beneath. The one area of theirs that is not covered by these plates are their underbellies, meaning that more often then not, the best way to fight one on foot is directly from the front when they're uncoiled and ready to strike.

Despite their size and power, the Wyrms do not show much aptitude for coiling around their prey, unlike many of their descendants. Instead, they primarily strike their prey down with venom, which they can either inject with their fangs or launch from afar. This venom is quite potent, though nowhere as agonizing or dangerous as the Hell's Breath of the Death Smile Serpent. Due to their draconic nature, Wyrms can spit out a burning bioplasma from their maws, though they use a special concotive mix that makes the spray toxic as well as incendiary. Those that survive being burned can still fall victim to the toxin, and even those protected by armor can fall prey to the toxin if they are not careful. [A note is attached. It reads 'Wyrm venom is no joke. I was in a weapons' lab when a vial of the stuff got broken by accident on the other side of the room. I was woozy for hours!']

When in combat, they tend to use their large masses and surprising speed for their sizes against their enemies, mixing their breath weapons and their flared up scales. They are also more than willing to use their mouths as weapons, grabbing and tossing aside foes or picking them up and thrashing them about.

Even not factoring their armored hides, Wyrms are also extremely tough, able to survive being blown in half and either rejoining with their other half or even escaping and regrowing the rest of their forms over the course of several weeks. This makes them difficult to put down for good, as using weaponry that is too powerful can lead to them escaping in the chaos while leaving sections of themselves behind.

Primarily predatory in nature, they have a fondness for Oliphant meat when available. They do not swallow their prey whole, instead tearing chunks off of the body before swallowing that as with most serpents.

Mating season typically happens in the winter, with new born Wyrms being born in the spring. Young Wyrms typically remain with their mothers for several decades as they grow, eventually leaving when they reach about 8 meters in length. They go on to become primarily solitary creatures, rarely interacting with more of their kind outside of the mating season. Normally, two Wyrms encountering each other leads to a massive territory dispute battle that causes the immediate patch of forest to be dismantled in the ensuing fight.

Massive and ancient creatures, these living fossils show a glimpse at the origins of a species before the modern day. Due to their relation and nature towards most other Serpents, the Wyrm has been nicknamed the 'Father of Serpents' in some cultures, though the Chimera vocally oppose this as it is inaccurate, due to them having no lineage related them to the Wyrms. [A note is attached. It reads 'My friend Synthia is a Chimera and I asked her if she considered Wyrms cool. She said she did, but she said that her family line is way cooler.']
 
Razorwing Gryphon.
Razorwing Gryphon.

[Sketches depict a large Gryphon creature in a variety of poses. The creature posses ear like protrusions, cat like eyes, and a serrated beak on its head. It's feathers continue from its head to its mid section, where it tapers off down the back to until it disappears completely from its hind quarters, which are vaguely feline like though with what seem to be armored scutes sticking out from the short fur. The front legs are distinctly avian like, though clearly designed with the ability to grasp things as needed with their thick, clawed fingers. The tail is fairly long and ends in a spiked club.]

[A note is attached. It reads 'Uh, these guys. They're almost as big of jerks as Cacklers!']

Scientific Name Translation: Sword Wings.

Average Size: Large-scale creature, average of 13-15 feet/3.96-4.57 meters high on four legs.

Average Weight: Average of 6-8 tons.

Notable Sexual Dimorphism: Females posses longer ears compared to males.

Habitat Range: Mountain ranges, cliffsides, and other high altitude locations in the north-eastern portions of Arisa.

Summary:​
The Gryphon family line is a varied thing, featuring creatures small and relatively docile enough to be house pets, to Very Large-scale creatures infamous for their disposition and power. One of the largest, though not the largest, species are the Razorwing Gryphons. This species predominantly lives in high altitude locations in the north-eastern portions of Arisa, particularly in Stonecutter territory. As a result, they are one of the species that most often gets into conflict with the Stonecutters on the surface, due to the Stonecutters traditionally mountain dwelling homes.

Gryphons, Razorwings in particular, are known for their avian like fronts and feline like backs. Most Gryphons once possessed fully Avian features, though at some point in the distant past, they began to develop feline like features. Genetic study has unearthed a sort of merging point between the predecessor to most modern Gryphons and a feline species, a rare though not unheard of phenomena. This would make the modern day Gryphon a Genetic Chimera, though some species such as the Skulker have reverted back to their more original state through unknown means. More research still needs to be done. As a side note, the modern Gryphon's ancient feline fusion is a direct ancestor to the Cheshire line of felines. [A note is attached. It reads 'No wonder these guys are such pricks, they've got psycho DNA in them!']

One possible result of the feline portion of their DNA is a fascination with shiny objects. Shimmering glass or gems, shiny metal, all of it and more attracts them. They posses a peculiar interest in gold, however, hoarding it whenever they find a deposit. The reason for this particular fascination is unknown, though Gryphons have been observed to shave off and consume portions of their gold hoards, indicating a dietary origin for this behavior.

The Razorwing Gryphon gets its name due to the ability to harden and launch feathers at the edges of its wings. While hardening feathers is not an uncommon phenomena among Gryphons, indeed many posses a similar feature in their wings, the Razorwing stands out due to the sheer speed at which they can replace these feathers, allowing them to unleash numerous volleys in any one singular battle. These feathers are sharp, tough, and launched with enough speed to pierce modern body armor. It's thus recommended to be on the move when facing a Razorwing on foot, in order to avoid its
volleys.

These razor-feathers are not the only weapon at the Gryphons' disposal. Their claws are sharp even without an energy coating, allowing them to cut through metal with ease. Their front feet are also dexterous and strong enough to grab a hold of and pull apart structures, such as fortifications, large shields, or any unfortunate Neo-Golem to get caught in their grasp. Their long tails end in a spiked club that, while unable to be launched, are tough enough to survive extreme abuse. Their serrated beaks are also able to perform grizzly attacks, though they refrain from using it against unarmored Civilized Races due to the danger with ingesting Civilized blood for most species.

One notable attack they prefer to perform is to grab hold of a target before lifting them high up in the air and dropping them. Light vehicles, infantry, and Heavy Neo-Golems are all subjected to this. Modern tanks are too heavy to be lifted high up, though the Razorwing still posses enough strength to lift one a modest ways into the air before its strength gives out and it lets go. This attack isn't fatal to Civilized Races, but it is extremely disorientating and can leave one vulnerable to more attacks. [A note is attached. It reads 'When I was apprenticing for my mechanic skills, my teacher had me working on bots that Razorwing Gryphons trashed. It sucked hard, but it at least made me as skillful as I am today!']

The Razorwing is notable due to its peculiar diet. Namely, it prefers hunting equinoid creatures over most other life. As a result, they predominantly prey on Lesser Shinooks, as well as scavenging the remains of the much more heavily armored and dangerous Greater Shinook. This has led to a rivalry between the two family lines, as Shinooks will happily gang up to fight a Gryphon while Gryphons eagerly hunt the equines.

Mating season is infrequent, though when it commences, the normally solitary Razorwing begins to look for a mate. The courtship ritual is very simplistic and straightforward: Gifts of gold are exchanged between interested parties and, when accepted, quickly devolves into mating. Gryphons produce small litters of 3-4 kits at a time. These kits are born with simpler, malleable beaks allowing them to suckle from the teats of their mothers. Once their beaks begin to develop and harden into their adult beaks, they are weaned off the milk and taught how to hunt. Adulthood is rapidly followed by the youngsters leaving their parents' nests to strike out on their own.

The Razorwing Gryphon is a symbol among the Stonecutter Oros. They are seen as vicious, greedy creatures, though their strength is admired. As such, they are often seen as symbols for dangerous, but respected foes. Among other Oros, similar symbology is given to other species of Gryphon encountered the world over. [A note is attached. It depicts a cartoon Gryphon hugging a pile of gold, shouting 'mine'.]
 
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