

Firebelly Pig
Jaalym
Kantra Birds
Miming Parrot
Necrophyte
Nharakzym
Razorol Dragon
Rock Crab
Targran Crabs
Veradin
Wiggy Toads
Winz-vigg't (The Airee-Airee bird)

Name of species: Firebelly Pig
Family: Mammal
Origin: An adaptation of some ancestral mammal to the deserts and other arid expanses of Ercus, and a relative of the common boar.
Habitat: Ercutian deserts, wherever their favorite food can be found.
Description: Not large creatures, they tend to be built little bigger than a toy poodle, although a few sows have been observed to grow uncharacteristically large, like a well-fed farm hog, under the right conditions. They have in common shovel-shaped hooves and snouts adapted to burrowing. Besides that, they have bristly sand-brown fur all over their bodies and are generally considered cute so long as they stay small, and they naturally have a strange, sort of sulfury smell about them.
Behavior: Firebelly Pigs in their native habitat bury themselves in the sand to keep cool during the hottest parts of the day and to keep warm when it gets cold at night. As plant-eaters without much in the way of natural predators, they tend to be fairly docile and gentle around other creatures, and like other pigs are relatively intelligent. In fact, they would probably make pretty good pets if not for the creepy stench.
Reproduction: Firebelly sows tend to grow large in preperation for having and supporting a litter. Under circumstances where there is plenty of food and water, pregnant specimens can grow to five times their normal size and have as many as ten piglets. Normally, however, they are restricted to only slight changes in size because of the amount of upkeep needed to maintain the extra bulk, and typically have litters of only two or three at a time.
Diet: The Firebelly Pig gets its name because it is the only known predator of the famously flammable Phoenix Flower. They have proverbial iron stomachs adapted for digesting the strange semi-toxic material found in the plant, and a sense of smell adapted for sniffing the distinctive stuff out. Their strange diet also leaves them vulerable to rare cases of spontaneous combustion. A common myth is that if you light a match and get a Firebelly Pig to eat it, it will erupt into a spectacular explosion. This is based in rumor rather than tested fact and is, of course, absolutely untrue. Probably.
Unique ability: Their sensitive noses are good for sniffing out the interesting substances that compose their favorite food, and thus an occasional domestic one will be employed for seeking sources of the chemicals for use in experiments or what have you.
Extra: Cliché as this may be, an enlarged sow can yield a great amount of very spicy meat, however it has to be prepared perfectly or its strange composition can cause painful, explosive diarrhea.
Submitted by Chris.

Name of species: Jaalym
Family: Predatory Placental Mammal
Origin: Created by the Dio when Fou Lu was made. Fed up by Volkain and Mercu's creation fisticuffs, he decided to add a little creature of his own, merely out of spite. Consequently, he made it a creature that could seemingly become one with the earth. (seemingly is the key word, folks)
Habitat: All of Fou Lu, wherever there are forests
Description: The Jaalym have red-brown fur that camouflages with the fallen leaves of a forest in fall, that changes with the season. In spring, it loses some of its red, and the brown becomes lighter. They have four long, muscular legs. The front legs have 3 very thick hooked retractable claws per paw. The hind legs have four nimble retractable claws for each paw. They have long necks that have 2 joints to allow the neck to lie flat on the Jaalym's back. The back of the head is flat and broad. It's eyes are small, and it has a long snout with needle-like teeth. It's tail is long and flexible, and can become a firm hook.
The skeletal make-up of a Jaalym is highly confusing. The ribs of the body, unlike the neck, head, and pelvis are made of cartilage. This allows the thin, already slightly flexible ribs to allow a fair amount of flatness without the bones breaking. However, this also causes these creature to not be quite as resiliant to something that fights back. The neck and head are made of hard bone, to ensure that a stumbling kick from an animal they just nipped can't kill them. The pelvis is made of hard bone because it would be very bad (not to mention inconvientient) if the male had to take into account that the area where reproduction takes place is being pushed in. The Jaalym penis is not large, so that they can remain all the more flat on the ground, so anything that needs that much more penetration would deny procreation.
The actual skeleton makes more sense. Their necks are double jointed, their front legs bend the oppisite way of human legs, as do the hind legs, and the rest of their body is much like a human's. The spine (though with several more flexible joints, to insure flatness), ribs, etc. are in the same places, much like a cat.
Behavior: Jaalym are clever hunters. They have bodies that are capable (with many, many joints) of lying almost completly flat on the ground. They lie on the ground, waiting for their prey. When a deer or something of the like comes along, they trip it with their tail, their neck springs forward to take a chunk out of its leg, and then launches itself on the weakened animal, using the huge claws on its front legs to get a firm hold on it, and tear the animal open with its hind claws. When the animal dies, its long snout is capable of getting into delicious nooks and crannies.
Jaalym are very territorial. They will allow a non-mate to pass through, but will let it be known that they are aware of the other's presense. The males welcome females into their territory, but if the female hunts while in it, they will not hesitate to drive her away.
Reproduction: When Jaalym attempt to mate, the female will make herself known in the male's territory by making a high-pitched trill. The female will approach the male, and the two circle each other, making a complicated dance with their tail. If the male accepts the female, he will expand a flap of green tissue in his tail to make a fan. If the situation is reversed, the female will let it be known that she accepts by cooing. The Jaalym mate for life.
When the male doesn't accept, he will roar loudly. If the female does not immediately leave, the male will first take a chunk out of her tail, then her leg, and so on, until she retreats or is chased out. If the female doesn't accept, she will trip the male with her tail. If the male does not immediately leave, the female will thwack it repeatedly on the head with her tail until the male retreats or is driven out.
A female Jaalym will have up to 2 pups at a time. She carries them inside her body for 7 months, during which she depends upon her mate for food. The father teaches the pups to hunt. Once they can take care of themselves, they remain 1 more year, so as to be taught by the mother how to attract a mate, how to create a den, etc.
Once a mate is chosen, neither Jaalym will allow others in their territory until the pups can take care of themselves. Any trying to pass through will be attacked by the male, and most often the pups who are with him will cause minor wounds. Once the pups can take care of themselves, they will attack all intruders for practice. Once the pups are gone, other Jaalym may enter the territory, but if they attempt to hunt will be set upon by the male and female.
If a mate should die, all related Jaalym (the scent is the recognizable factor) will be alerted by the living mate. This is often done by a trill inaudible to human ears that spans 100 miles. The Jaalym will come, and will hold funeral of sorts. The dead mate is covered by dead animal furs, then by earth, then by leaves. This is done by the entire family, and once the deed is done all the Jaalym will send up a cry that will span hundreds of miles. Once a mate dies, Jaalym will not seek another mate, unless they are still 10 or 15. In this case, normal mating rituals apply.
Diet: Jaalym will eat animals such as deer, horses, anything about that size. They are carnivores, they prefer to hunt their own food, but in emergencies will act like vultures. If they are starving, they will eat their children or mate.
Unique ability: Jaaylm can rearrange the muscles in their legs and chest to flatten, so that they may lie so close to the ground they are impossible to detect.
Extras: Jaaylm will live for about 60 years. Female Jaaylm are called sows, males are called colts.
Submitted by Slipstream.

Name of species: Kantra Birds
Family: Bird/Mammal
Origin: Originally, this bird was about the size of a small house cat. That was many many many years ago, and with time, they evolved...sort of. They were a very smart species that had been very spry, however flightless. They were quick on their feet and had small hard beaks, good for breaking up twigs for them to eat. Being quite intelligent for such a species, they kept away from most civilizations, instinctually knowing full well that they could end up with the same fate as the common chicken. Kantra birds used to live in huge flocks in dense jungle terrain, but as humans and elves expanded their territories, they had to constantly move from place to place to keep from becoming trapped and hunted.
Finally, the many flocks of birds had become captured or were forced into the cold mountains that they were not used to. Of those that were captured, they tried what they could to escape. Being as wily as they were, many were successful and escaped to the mountains with many others like them...however those that didn't usually died in the process. These were fairly independant birds, and so, they either died, or got free. Now, with almost every flock of them living in the mountains, they had to learn to adapt. Overtime, they grew accustomed to living very close together in the cold weather, keeping each other warm. Still, they continued dying. But over time, they got used to the cold and such. They grew in size as time went on, growing a thick skin and deforming a bit as well. This took thousands of years to occur of course, but none the less, it did happen.
As time went on, they had gained much stronger wings to fly with, and they increased to the size they are today. With their newfound abilities to fly, they began to spread out and live else where. Though, one unfortunate thing about this evolution is that even though they have large heads, their brains shrunk down and have become quite stupid compared to what they used to be.
Habitat: Low laying plains and other areas of little cover. Basically, anywhere out in the open with lots of room to fly. Temperature wise, they don't mind the cold, and are quite well known to live in snowy regions. Because of their large nostrils however, they do not like being in overly dry and hot arid regions, like a desert.
Description: Kantra Birds are quite large. About 16 feet long from behind to their head, with a wide, rounded off beak, usually orange in color. Their wingspan is of length needed for them to fly, and when standing on the ground, their average height is around 8 feet from their claws to the crown of their head. Their feathers are very small and numerous, usually a brownish grey in color, but they've been known to be white and brown from time to time. They have large feet with long black claws on them for anchoring themselves down the ground or for grabbing objects or their young and taking them places.
These birds do not have eyes, but rather large nostrils along their beaks that are highly sensitive. Infact, they can smell things in the air for miles on end, and even detect vibrations from distant locations at times. They use these to detect trouble before it reaches them, and to find their flocks.
These birds are very interesting because the females have tails. They're very long and tough, and are used in defense of their young as well as in mating. In defense of their young, the tail acts as a sort of whip, which the female can use to beat back their attackers. It also can be used to corral their young around when needed. In mating seasons, their tails let off a pheramone that attracts the males.
But the most irritating aspect is their rediculous cry. It's a very loud and annoying honk of sorts. Sounding more like a dying french horn gone bad, it often either makes people laugh at first, or pity the poor creature for making such a terrible sound.
Behavior: These creatures are very gentle. They have a very soft touch and are quite friendly as well. The only way to really anger them is to either attack them, threaten their young, or when 2 males fight over a female. When they're angry, they'll let out a long and winding cry, which though rediculous, is very loud and can hurt the ears if your too close.
When two males fight, they bash each other repeatedly with their oversized beaks until one gives in. They also flap their wings at eachother as well as scratch using their large clawed feet.
Other than, they aren't particularly smart.
Reproduction: They mate and reproduce like standard birds through the hatching of eggs. The eggs are quite large, about 3 feet high and grey in color. They have very thick shells as well, and so, are not usually very good to eat. The young hatch eventually, having to break out of the shell over the course of a few days.
Diet: The Kantra birds are vegatarians, who's primary diet is leaves and fruits. When they're young, mothers will gnaw on leaves and grass, using their saliva to break down the food particles, and let the young eat out of their beaks.
Unique ability: While the birds aren't all that special, they have very strong and resilient necks and beaks. Often times, they'll use the combination of these two things to knock down and break trees down so they may use them to make nests.
Extra: These birds are often domesticated for the purpose of transporting things from 2 points. Though they aren't all that fast when it comes to flying, it's still much faster than walking. Often times, it's used for sending messages from city to city. They've also been known to be used for times of war, by swooping over the enemy and having their rider throw spears down into the enemies ranks.
Submitted by Geist.

Name: Miming Parrot
Family: Birds
Origin: A druid got a bit too into his work. After centuries of studying and attempting to get animals to talk, this was the best he could do.
Habitat: Tropical areas, but distant relatives with lesser abilities live all over the world.
Description: A bright blue-and-red bird, it has no outrageous features except its slightly malformed beak, which is apparently made of dense cartilage instead of bone.
Behavior: The Miming Parrot is a curious creature, and one which likes to 'report' what it sees. It will go out of its way to find another thing with ears to talk to. Most animals avoid this chattering creature, but luckily it is an herbivore, and doesn't really mind.
Reproduction: Whereas reproduction tends to induce silly roars and squawks from all other animals, the Miming Parrot attracts a mate by making absolutely no sound at all. Indeed, once a male spies a female, he will deliberately stop his loud, obnoxious talking. He will go so far as to peck the female, to insure she notices his silence. The female may wait anywhere from five minutes to one week of silence before accepting. If two males compete for a female, they will fight in utter silence until one is incapacitated.
Diet: Nuts. Berries. Some leaves of trees. No coconuts, as their beaks are not firm enough.
Unique ability: They are surprisingly articulate. They have little to no idea of what they are saying, but they are able to communicate the names of things, and do so at all times. Very few animals live around Mimers. For this reason, Mimers will go out of their way to find another moving creature to talk to. If it sees something it finds particularly threatening or fascinating, it will fly for miles around to tell someone.
Extra: Because of their strange behaviors, some sentient creatures keep Mimers as scouts. More than one group of travellers has been saved because the bird squawked "TIGER!" or "SPEARS!" Then again, many more have died because they bird only ever said "NUTS! TREES! BERRIES!" They're really a lot more trouble than they are worth.
Submitted by Slipstream.

Name of Species: Necrophyte
Family: Undead Insect
Origin: The first necrophyte came into being as a sort of accident. In the ancient world, a powerful lich passed away; this too could have been called an accident, if that is what you call a rare poison slipped into someone’s food. Supposedly his passing was a spectacular sight to see, and his death throe was said to have utterly destroyed his beautifully maintained dinning room. He was laid to rest in a stunning crypt of elaborate design as a testament to his power.
It so happened that a small starving spider bloated with eggs, and on the brink of death, was brought along unintentionally with the exquisite robe of blue satin and gold lining that the mage was to be buried in. As its last act, the spider deposited its eggs on the now decaying flesh of the deceased magic-user. The eggs hatched and in the sarcophagus, the spiderlings feasted on the only food supply around, the blood and sinew of the mage.
Be it the potent necromantic magic still residing in the corpse, the poison lying dormant in the blood, or more likely a combination of both, the spiders evolved at an incredible rate until a new breed of creature arose.
Habitat: These creatures, aptly named (thank you) necrophytes, live anywhere death is prominent. Necrophytes primarily reside in ancient burial grounds, but they have been seen on the sites of major battles. The creatures do not need to eat food to survive; merely being around death gives them nourishment. The further away from death, the older the better, the weaker they become, until eventually they collapse, dry up, and dissolve.
Description: The necrophyte is roughly four inches long with 10 legs, eight are used for walking and two are baisically hands, only act as mandibles. In its mouth are two other sets of mandibles. Its tail no longer spins webs, but excretes two different types of poisons. The necrophyte has a deathly red and black coloring and looks very unnatural. It exists in a state between life and death. Oh, and they can jump. Their jumping is inversely proportional to the distance to the nearest corpse. The further away from a site of death, the shorter the necrophytes jumping distance is. The farthest it can jump is just over 3 meters.
Behavior: These creatures are hive-minded semi-intelligent little buggers that travel in swarms no larger than 144. The necrophyte will zealously defend its place of residence for instinctual fear of having the dead, and consequently its habitat, disturbed.
They will consume the flesh of the intruder, merely to keep its abode clean. They are natural guardians to ancient crypts.
Reproduction: A certain time during the year, winter naturally, the necrophytes will not automatically kill intruders to its nest. They will instead use its secondary poison to paralyze its victim and plant its eggs on the still living creature. The necrophytlings will burst from the eggs and consume the unwilling host 13 days later. The host somewhat regains body control after a week, and a day or two later has recovered enough so that the motor control and pain receptors are working perfectly, just in time for the hatching. This involves a lot of screaming and running around on the host’s part.
Diet: Flesh, but primarily for saving space in its dwelling.
Unique Ability: Poisonous. The necrophyte has two types of poison, one lethal to most living creatures, and one that paralyzes.
Submitted by Arrik D'Bryan.

Name of species: Nharakzym
Origin: A twisted variation of a deadly kind of slug usually found within the dense jungles of some of the Psychic Isles, the Nharakzym were created when said slug was taken and twisted with magical processes available to the Seeker Kingdom and their allies, the Cosmologists. The Nharakzym were a fairly special project. Asmodean originally wanted an elite vanguard of humans able to read minds, a sort of mixture between bodyguard and a cloak and dagger thing, with the intent on hunting down some of the more troublesome obstacles in the way of the Seekers. The experiment was headed by Cosmologist Polov and even the Supreme Seeker Asmodean himself at times. Not exactly known for their morals, the Cosmologist and the Seeker experimented with actual humans to achieve this, though it soon became clear that even the magically adept Seekers did not have the skill to manipulate the human body in such an extreme way (as Asmodean had suspected, due to the failure of similar projects earlier on.) So Cosmologist Polov drew on some previous research he had done with the brain slugs commonly found within the Psychic jungles, and took the project in a different direction. Finding the slug's simple body easier to manipulate and twist, Polov, with the aid of Asmodean, eventually created the Nharakzym. It was a long process, with many variations failing, but eventually the Nharakzym were born. They were named 'Nharakzym' by Asmodean, who explained that, translated into common, 'Nharakzym' meant 'The Hollowers.' When asked what language that was, he laughed maniacally, but otherwise did not offer an answer.
Habitat: Any non-aquatic enviroment, though left to their own devices they would seek warmer climates and lush vegetation. This is, of course, on their own, and their environment may vary according to their 'host' (See special ability.) Due to their diet, they're apt to stay around populated areas, however, and may in fact hide in the damper, more hidden parts of the city until they actually do acquire a host.
Description: The head of a beetle, with three long, delicate antennae protruding from it. This head is attached to a carapace of sorts, a segmented neck that looks almost like the leg of a crab. This neck, in turn, splits into three 'tails' that have black, obsidian spikes attached to them. The Nharakzym can either slither along or walk, with frightening speed, upon these 'tails.' When standing on their tails, they are about 3 feet tall.
Behavior: Created for specific purposes (to serve the leader of the Seekers) the Nharakzym have but one purpose in life: To find a 'host', and then to obey their master. Before they find their host, they are not truly capable of complex thought, and so will act with an eery animal intelligence, usually hunting alone. They will never stop hunting, however, until they have found their host. Usually, when searching for a host, they will wander the streets of cities at night, as hunting in daylight may attract undue attention. Once they HAVE found their host, they will usually hunt in packs to achieve their goal.
Reproduction: The Nharakzym do not breed individually. Instead, they are born from eggs laid by a Queen Nharakzym. The Queen Nharakzym (of which there is only one in existence, as of now, in the Seeker Castle) must consume at least three brains for each Nharakzym egg laid, making the Nharakzym a bit costly to manufacture and thus a a bit rare. Once laid, the eggs (which are large and round, with more of a mucousy, tough membrane than a shell) take a mere week to hatch, after which, for all intents and purposes, a Nharakzym is born.
The Queen Nharakzym itself is a gruesome spectacle. One is created when a normal Nharakzym binds itself with a female of any sentient race-human, elf, dwarf, it doesn't matter. This is on a much more physical level than when a Nharakzym simply chooses a 'host', however, so the Queen, after a month of incubation, comes out looking like some grotesque, bloated combination between human and insect. Perhaps the most terrible is that the victim is partially aware of what has happened to it all the while, but cannot do a thing about it. The Nharakzym will hunt and gather brains for their Queen, who is so morbidly bloated that it cannot move from the place where it is created.
Diet:The Nharakzym feast upon the flesh of members of the Psychic element, preferring, however, the brain tissue. Their prey can range from powerful archmagi to a simple peasant, as long as it is sentient and Psychic, the Nharakzym will hunt it.
Unique abilities: The gruesome ability of the Nharakzym is to hijack someone's mind. They will drive their tail spikes into the shoulders and spine of a victim, and thrust their beetle-like head in through the back of their skull. Once inside a victim's skull, they will secrete a magical substance (the magic in this substance is powered by eating the flesh of members of the Psychic element, so if they neglect to feed themselves they cannot use this ability). This substance will not destroy a victim's mind, but cause it to surrender it's will to the Nharakzym. Using it's antennae, the Nharakzym will then communicate messages to the victim's brain, actually 'borrowing' the victim's intelligence and in some cases personality to communicate and interact with the world around them. Once attached to a host, Nharakzym are insanely protective, casting powerful protective enchantments on their hosts that usually make them a difficult opponent to fight. Staring into the eyes of someone who a Nharakzym has possessed has deadly Psychic effects, as well. The Stare of a host can paralyze a person with fear and eventually drive someone insane, if exposed to it long enough. Usually, because their orders require them to work with other non-hosts, the hosts of a Nharakzym will cover their eyes and wear a sort of hood to hide the fact that theirs this insectoid thing sticking out of the back of their skull.
On their own, without their host, the Nharakzym are not nearly as powerful, though certainly a frightening opponent nonetheless. They move with a ghoulish speed, and their bite (which usually causes infections) is capable of punching through armor. The thing one really has to defend against, however, is them somehow scampering up one's back and punching a hole through one's skull-because then, you belong to Them.
Extras: All existing Nharakzym are 'trained' ones, that is, They were created to serve Asmodean, lord of the Seekers. As such, he controls Them once They are in host form-and since They live to serve him, there are no wild ones. This controls their spread, and they have only been sighted near the cities of Tergata and Nurimber-but of course, the Supreme Seeker is known to be somewhat unpredictable, and one can't trust that he'd contain them to these cities.
On another note, the existence of the Nharakzym is not wildly known, and those that do hear of them have little to no idea of their connection to the Seeker organization. Their name is not even known to those they prey upon-in Nurimber, those taken by the Nharakzym are commonly referred to as 'Them', and in Tergata, the growing population of Nharakzym that live in and around the Kingdom are referred to as 'Skullbugs'.
Submitted by Muffin.

Name: Razorol Dragon (lubricus dentis lacerta (Slice toothed lizard))
Family: Lizard
Origin: Although mostly unknown, evolutionist theory that at one point, it was an actual dragon. It is a smaller, much smaller, version of the majestic dragon to say the least. It may have also branched off from the crocodile family as well though once you see the beast; you decide that the dragon theory works better.
Habitat: The population is sparse and vastly spread out across the Noxious Swamp of Ercus. It likes the comfort of deeper portions of the swamp for fishing and then when mating season comes, they move to more land-worthy areas of the swamp. There must be at least one area in the Razorol Dragon’s territory that has a spot where some heat reaches.
Description: The beast is about the same size and stature of a wolf; its small stubby wings protruding from the back can make him appear slightly larger. These wings are also brightly colored but, more so for males of the species. Zoologists have decided that the reason for the bright colors is for courting rituals and yet, some argue that it is to scare even larger predators. The beast would only snap its jaw at the later theorist and abruptly swim away; nose up in annoyance. Usually colors range from any part of the spectrum. The older the lizard gets, the more intricate the designs are. Once the animal reaches about 30 years old, the colors start to dim and the wings become immobile to its back. The Razorol Dragon has a head that is elongated with two larger canines that overbite two lower canines on the outside of his enormous maw. The teeth of this particular aquatic lizard are as sharp as any man-made razorblade and its tongue is black and that speaks for the sticky venom that it shoots out of its mouth. The creatures eyes are deep green with a yellow rim and the pupils are thin slits of black. Just as any amphibious lizards, the Razorol Dragon has four eyelids. There are two that serve as sort of an invisible buffer between the creature’s eyes and the mucky waters it resides in and there are two that simply close the eyes all the way. The toes are webbed obviously for swimming purposes but they are also viciously equipped to tear apart virtually anything unfortunate enough to cross its path when hunger strikes. Apart from the stubby wings on its back, there are rows of tiny spikes that jut out from beneath its armor-like scales that start at the nose and work their way all the way down the perfectly muscled body of the monster to the tip of its tail. The tail is long and whip like at the very end, extending to about 15 feet in length at full grown. The lizard does not drag its stomach on the ground like a crocodile but, walks fully up on its legs and they reach to about 3 feet in length. A sort of exoskeleton of thick bone-like armor covers its shoulders and hind-quarters.
Behavior: Usually this animal remains pretty docile for its size. But, if it sees you as a threat, it will quickly mobilize into an aggressive and territorial monster. It is basically anything you would expect from a crocodile. They are more afraid of humans than most seem to think because of the history of extermination against them. However, if they are cornered, they will rear up on their hind legs to slash and bite and basically rip to shreads anything that got it into that most uncomfortable situation. They are solitary beasts. The female will raise her young and protect them until they are large enough to fend for themselves. Sometimes brothers will team up or sisters will team up and control a single territory but, that is very rare.
Reproduction: During the mating season, the females will gather in a specific central region of the swamp where the grounds are high and males will come in to impress their chosen mate with their wings extended, flashing their colors. After the process, the females will return to their territory and build a nest much like a crocodile would. A large gathering of leaves, twigs and mud make up the nest where they feel is safe from hungry critters that would take advantage of eggs and eventually baby Razorol Dragons.
Diet: A mix of fish, critters, and anything else of the red meat variety.
Unique ability: The unique ability of this creature is the ability to spit a black, sticky mess of acid-like liquid from a gland at the back of its throat. It can be projected about 17 feet ahead of the largest of these beasts but, the aim isn’t so good.
Extra: A skin of a Razorol Dragon is a prized possession among collectors and that is the cause for the gradual downsizing in population. Although how do you kill one of these things is beyond me.
Submitted by Nativity In Black.

Name:
Name of species: Targran Crabs
Family: Crustacean/Crab
Origin: The Targran Crab originated as a deep sea crustacean creature. It lived in the deep parts of the ocean and fed of the sponges that grew down there. Then, during one of Dio's temper tantrums, he raised of a great deal of land from under the ocean, which alienated the poor creatures on islands. From there, they began to adapt by dealing with their new environments by utilizing all their traits and instincts. It lurked in very dark waters and shallow lagoons. They would feed off all sorts of vegetation from algae to low hanging tree branches.
Habitat: Again, very dark waters. Often shallow waters as well. They are prone to coming up to the surface, being able to breath both above and below the water. They don't take well to sunlight, but they can deal with it if needed. Often, they are active at night, and can sometimes be seen traveling across islands during this time to begin their mating processes.
Description: The Targran Crabs can vary in color, but are usually red, grey, or brown in appearance. They have huge shells on their back that are oval shaped. 6 feet across and at least 3 feet wide in the center, they're quite intimidating. Their eyes and mouth are located in the center of one side of it, stemming out quite a bit (especially their big black buggy eyes) They have 4 long legs on each side of it's body that have the appearance of a spiders legs. Each leg ends in a large spiny and sharp point, good for fighting off all sorts of predators and for anchoring themselves to the ground. When full grown, these legs are almost 11 feet long, but are usually bent up and hold out much like a spider or some insects legs. Spines and barnacles usually grow all over their large bodies, giving them a very old appearance, even at younger ages. Essentially, they are mistaken for giant spiders, but in fact are crabs due to their hard shell and preference for the water.
Behavior: These creatures are very solitary and usually quite docile. They're not known to be aggressive or hostile, but they do not like being found. Often when found, they will take off, leaving whatever it is that has found them on their own. When pushed to a corner though, they are truly a fearsome creature as they are terribly strong and with their incredibly hard shell.
Reproduction: Simple spawning. A female lays eggs under the water and the male will fertilize them. The female then covers them under the ground while the eggs incubate themselves, and eventually hatch. However, they only lay a couple of eggs at a time and they spawn only once every few years.
Diet: Plants of all types. Whether it's leaves, algae, seaweed, or anything else that's leafy and green.
Unique ability: None really. They are able to breath in both the air and underwater, but that's all really. They're hard shell and powerful bodies are more than enough.
Extra: This Crab is commonly hunted for it's terribly hard shell. If one is able to slay it, you could make a very durable and lightweight armor out of it's shell.
Submitted by Geist.

Name of species: Veradin
Family: Reptilian
Origin: Born of the bowels of the Earth continent. A cruel trick of nature combined with a spark of life form the land itself. No one really knows how they came to be, they were just here. Maybe they have always been here. No one really knows for sure, but there are many speculations. Most say that they were placed here by Volkain, to destroy his brother's land because Dio would not make something like this. It has a random nature to its existence, and Dio being of Earth sturdy and solid, would not have made this creature that seems to change with each passing day... Like the wind.
Habitat: The bowels and caves of the Earth continent.
Description: This race of reptiles has many different variations and few similarities. They seem to move majorily bi-pedal, walking on two legs like a man with thick sturdy legs, and burly arms. Most commonly seen to have a flat head with a short mouth. Some have tails and others don’t. They tend to vary in color form vibrant greens to dull browns, an occasional white has been noted. Males tend to be larger and duller in color than females, who in turn are smaller and generally seem to be slimmer. Males have one common make they have a thick single claw on their right arm. They average 2' to 3' in height and weigh between 34lbs and 85lbs
Behavior: Aggressive to say the least, the veradin are a pack minded, territorial, omnivorous, killing machine. Although that is what we have seen of them. They kill and kill and kill, it seems as if their species is in a constant state of hate for itself. What seems to be tribes attack each other lands. They seem to care little for the surface dwellers that stumble down onto their land only attacking them if they are hungry or in need of hosts for their eggs. They seem to be semi-intelligent, with patterns ranging from small patrols in their land to attacking each other with sharpened objects. When it comes to pack life it is more like a community, with small groups around 17 to large almost tribes 85+. The leader is usually the alpha male. He is chosen through usually beating the previous leader or not being beaten by others.
Reproduction: They reproduce by an egg like spore implanted into, pretty much, any living thing. Though most creatures can’t carry a veradin egg to full term. The egg is implanted via the claw on the male’s right arm. Females of this race will take on multiple eggs at the sacrifice of themselves for a reason unknown to us at this time. A male only carries twenty eggs in its body all of its life. Once it is out of eggs they usually let themselves be used as hosts. Any creature used as a host that survives the full term of the egg will have a rude awakening as the hatchling eats the inside of the host. A hatchling will eat until it is strong enough to break free of the host’s body or the host dies.
The egg like spore once it is implanted in a host will begin its incubation process. Where it will take 6 months before the egg hatches. During this time the host will become tired quicker, eat more, have mood swings, and feel a stiffness where the egg is located. As the time gets closer to when the egg will hatch the host begins to become sick. The symptomes includes vomitting, dizziness, stomach pains and headaches. At the time of the hatching the host dies, if the host doesn't die right away it will usually die as the hatchling burrows and eats its way out of the host's body.
Diet: Meat, small cave fungus, and some soft mineral deposits
Unique ability: Variable nature (birth-maturity) = It seems that this creature's body, personality, and pretty much everything about depend on its host (the one to carry its egg). I.e human host - hatchling more human looking
Submitted by Kregar.

Name of species: Bufo Halocinaus - common names: Wiggy Toad (pl. Wiggies), Wart Prince
Origin: Another funny quirk of evolution. No magic, no human interferance. Just a mutation that worked out very well for the species.
Habitat: Cool marshy areas for preferance, but can be found in ponds and lakes in other cool, damp areas.
Description: The wiggy toad is about as large as a small adult's hand. It has relatively few warts and papery dark green skin. There are soft areas on the toad, fuzzy royal blue rings along the back. The eyes are slightly lower on the head, and the skull is longer and larger than a normal toad's. Other than that, there are no special features.
Behavior: It lives in the shorter grasses around lakes, ponds, and marshes. When afraid or when it comes into contact with more than its personal limit for water, it emits a gaseous chemical from its pores - a hallucinogenic to certain predators and the toad itself. Females may emit this chemical when laying eggs, as well. Once again, it is unremarkable in every other way.
Reproduction: Female wiggies nest in taller grasses. Their eggs are fragile, and so the females soak the surrounding land in their special chemical. During the spring, the laying season, male wiggies will race to the nests. The strongest and fastest may make it to the eggs, but the hurdle of the chemical remains. The male chemical negates the female's, but cannot dissipate the effects instantly. Thus, the male with the most powerful chemical regains orientation and is first to fertilize the eggs. Their offspring are pretty much on their own after that.
Diet: They eat what toads eat. Flies, that sort of thing. It is believed that certain insects in the area contribute to the potency of the chemical, but this is unconfirmed.
Unique ability: Wiggies emit a hallucinogenic gas as a defense mechanism. While it disorients most predators, it has a devastating effect on the main forms of sentient life (Elves, Humans, Ogrin, all that jazz). It goes completely to the victim's head. Reports of seeing dead loved ones, famous figures, and best friends are not unheard of. However, the most common documented 'sighting' is that of royalty. In some areas, wiggies are so common, hallucinations are taken as a given and ignored. Unsuspecting hikers, however, will run back with wild tales of how a prince has appeared in a puff of smoke. The effect wears off in five minutes, but the memories are crystal-clear.
Extra: The most sighted form of royalty is, indeed, a handsome prince.
Submitted by Slipstream.

Name of species: Winz-vigg't (The Airee-Airee bird)
Family: Flightless (Sort of) Bird, related to Ostrich.
Origin: Created and mostly destroyed by the rampaging energies of the psychic shattering, very small populations of the Airee Airee bird were left alive. Because of the difficulties of their reproduction until more recently, the birds were never used in any mass way, but were locally a very unique species.
Habitat: The eastern plains and forests of Valanthus, and recently, the psychic islands surrounding them.
Description: These birds stand anywhere from seven feet to nine feet when fully mature, and look something like a cross between an Ostrich and a Hawk. The head of the Winz-vigg't is something like a large, hooked mallet. Rectangular shaped skull with a large, curved beak with a hooked end, the beak is composed of highly dense keratin (the stuff your finger nails, and rhino horns, is made out of.) The beak has two large slits across it, which the Winz-vigg't bird uses to sound a trumpeting call. Airee-Airee birds all bear a crown of feathers located between their two eyes that stretch backwards three feet. These long feathers are lush and sturdy, and harden to the density of wood minutes after being plucked. The Airee-Airee bird stands on two sturdy, three jointed legs. They have three pronged feet, two facing front, one facing back, each toe ending in a small hook, and are webbed in a mucous substance that is water and dirt repellant. Their wings were also special to them. While large and flightless, their wings (which branched off near the front of the body and then shot back, which could be folded along the body from streamlined running), had slits that ran from shoulder to tip, and were functional whether the wings were outstretched or tucked.
Behavior: The Winz-vigg't bird, though given its viscous appearance at times, is actually a rather docile bird. They, given their small numbers, are territorial-pack beasts, and different packs of these birds will have different hood colors, and slightly different calls. When defending another, the beasts tend to lead forward, raking out with both claws before snapping with their curved beaks.
Reproduction: Because of the rampant energies of the Psychic shattering, the Airee-Airee bird laid one egg every year, it being about one foot elliptically. The shell is tough, leather like substance. Airee-Airee birds reach maturity after 6 years, and can live to be as old as 25.
Diet: Omnivores. Winz-vigg't birds feast on small animals, insects, fruits, vegetables and some plants, like wheat grain.
Unique ability: The Airee Airee bird, while large and flightless, has two unique attributes: its ability to glide and its ability to run across the surface of water. When an Airee Airee bird goes at any speed greater then a trot, it has the capability to run over a maximum of Seventy yards of water due to the webbing on its feet. This is achieved not by actually standing on the surface of the water, but by keeping air under the webbing and running fast enough. Similarly, an Airee-Airee bird can glide over empty air by collecting thermals under the slits in their wings, and are capable of actually producing the energy needed to keep them afloat. But, if making the energy themselves, due to the amount of energy needed for this task, they can travel a maximum of fifty yards (if they need to generate the energy on their own), and would be winded afterwards. However, if simply gliding on warm enough thermals, Airee-Airee birds can glide for as long as they remain energetic.
Extra: Trainers in the village of Skyrudder actually tamed some of these beasts, and they make fantastic mounts for most. Though, as mounts, the Winz-vigg't abandon their pack mentality due to the 'breaking' process, and refuse to ride with another Winz-Vigg't of the same gender (preferring the opposite sex), but will make exception for immature Winz-Vigg'ts.
Submitted by Voices.
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