By Tooth And Claw Dragons

Fauna of the Realms

Welcome to BTACD's fauna page - here you will find all of the unique non-sentient animals that populate our Realms! This can include but is not limited to: pet species, mounts, prey animals, and all sorts of others. We currently have 65 fauna species and 3 Primordial Beasts!


These creatures may be found in any and all Realms.


Classification: arctic antelope. Rarity: very common.

A very common type of antelope that has evolved to cope with extreme arctic conditions, native to Ristell but now widespread in every Realm with icy biomes. They have varied sizes, most comparable to a springbok at their smallest and an eland at their largest; males are often larger than the females and more heavily muscled, though the inverse of this has been noted. Both have crystalline horns, often curved or pronged, that resemble structures made of ice set above long and expressive ears. They're gifted with thick, full manes and fur that can grow over a foot long along their necks, chests, backs and tail, sometimes around their hocks and fetlocks as well. Unlike other antelopes, the arcalope has delicate clawed paws with serrated edges for easier navigation across the sheer ice of their home. Arcalopes can be found in various shades of blue, purple, pink and white, though darker coloration is very, very rare.

Arcalopes have commonly become prey for dragons and other large predators that inhabit arctic biomes. However, most adults are able to harness the element of ice to some degree to defend themselves - be it icy breath or snow manipulation, in varying degrees. Caution must be used when hunting large groups, and those young or inexperienced may lose their lives to a herd defending itself, frozen to death and unable to be recovered.


Classification: elemental canines. Rarity: uncommon.

Much like felidae, canidae are elementally-gifted animals. However, that is where the similarities end - beyond one being feline and the other canine. Canidae are known to be found in the shape of a variety of different dog breeds (however they are never wolves, though wolflike breeds have been noted before), and have been sighted in all different Realms. It is said, however, that canidae evolved from dogs once kept unprotected in the magestorms of Evylon, since bred and brought through many worlds through domestication.

Canidae may best be described as false elementals. They are living, breathing, physical creatures that are so elementally attuned these elements manifest upon their pelts without harm to themselves. Canidae generally only have one elemental affinity, but two related elements have been noted - but never more than that. As a canidae ages, their element begins to surface upon their pelt, until eventually the entire dog is covered in whatever affinity they are aligned with. Due to the difficulties in elderly canidae interacting with the world, most do not live to see old age - and those that do are pets who wear specially-designed, enchanted objects to keep their magic contained.

A canidae is unable to utilize their elemental affinity consciously, and cannot control what it may harm. Fire and lightning canidae are often seen only in the wild, as they can't be kept safely as pets past puphood. Earth and dark canidae are quite popular, as they are traditionally very easy to keep. Those individuals with a single element will also be immune to their particular element, though dogs with two are still subject to being harmed by outside elemental attacks.


Classification: small and dangerous sarka chicken. Rarity: common.

The cockatrice is a small forest & jungle breed; they're very venomous, and are hunted for their venom to make strong poisons. Related to the sarka, thought to have originally been the offspring of a smaller feylizard-like sarka variant, who began interbreeding with various types of bird. The lizard-sarka have since died off, leaving their hybridized offspring to create their own species that many have begun to call the 'cockatrice'. A cockatrice may have a barbed tail, feathered or bat wings (hybrid wings being a very rare variant). They have birdlike heads with a jagged beak, shape and size depending on what type of sub-breed of bird they're based off of. Most have scales along the body, tail; the head and feet are dark in color, with white being a rare variation. Feathers are almost always a shade darker than the scales. Their beady eyes are orange, sometimes red and yellow, and their talons are large and very sharp.

Much like gryphons, farther down the generation-line markings can get very strange coloration-wise, and hues can be very bright. Generally, they're much smarter the farther away from the original sarka and bird parents that they are. All cockatrice can't use telepathy or talk at all, but communicate in squawks and whistles that may hurt to those not expecting it. Any powers are like a sarka's, except somewhat weaker; deafness can result from a loud shriek, or momentary paralysis, but nothing more unless stricken by five or more all at once.


Classification: glass-winged, draconic dragonfly. Rarity: common.

The dracodarnis is a large, territorial insect originating in Evylon, bred by elves to protect their gardens against pests. Since their initial creation, dracodarni have spread across the Realms both of their own accord by way of portals and by way of intentional transportation. Both males and females possess two pairs of their signature stained-glass, bat-shaped wings, which serve them a dual purpose. These bright colors are admired by other individuals in mating displays, but dracodarni are also known to use their colorful wings to focus sunlight toward plants that would otherwise receive too much shade. Certain elements to the colors and patterns of their wings are passed on through generations, allowing breeders to determine if two individuals descend from the same line. In comparison, the spines that decorate the tail of a dracodarnis are as unique as fingerprints, and have little to do with ancestry.

Though they are rarely aggressive toward species they do not consider prey, when threatened a dracodarnis may resort to using its fang-like mandibles or the spines that adorn the end of its tail to drive away a perceived threat. Minuscule claw-like protrusions line each of their legs, giving them the ability to hold onto prey whether landed or in flight. Depending on where they were hatched, individuals may employ various hunting methods. Some may use the sun-catcher like properties of their wings to draw in unwary pests while others prefer aerial pursuit. To those that breed them, they are affectionately known as 'glasswings' or 'garden guardians'.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the zirus species!

However, they will have the history and appearance of their fauna species.

Energy Snake

Classification: energy-eating snake. Rarity: uncommon.

An energy snake is rumored to be related to the snakekind, though the truth of such claims have never been proven. They range in color from natural tones to bright colors and patterns, and are marked by the ridge of horns along their eyes and two horns on the tip of their tails.

Their bite almost always contains venom. Small doses drain energy in limited, non-lethal amounts through the victim's contact with the ground of the same Realm a snake is in (if said victim leaves the Realm, the connection is broken and the effects of the venom fade). If there's an abnormally large amount of energy present, it drains faster, also resulting in a very happy snake. The only danger of this is a fever that rarely can reach deadly levels. However, a large dose can drain energy very quickly; fever is instant, and can kill within hours. The only known cure is killing the snake.


Classification: tiny gryphon. Rarity: uncommon.

Faegryphs are thought to be distantly related to feylizards; they are tiny gryphons that come in an assortment of colors and shapes, but often grow no larger than a small cat. Small-avian shapes - such as songbirds and hummingbirds - are common, as well as small-animal other halves (commonly lizards, squirrels, mice, and other such things). While they have no magic, faegryphs are nonetheless gifted with great speed and stealth, able to become all but invisible in most areas. They are commonly used as messengers and scouts in places feylizards cannot go.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the gryphon species!

However, they will have the history and appearance of their fauna species.


Classification: undead, ravenous spirit-wolf. Rarity: rare.

A Famine is essentially an undead Vystrian wolf, those corrupted by distress at being unable to find their pack in the Spirit Realm. The Famine retain a vague semblance of what they had been like in life with similar features and faded markings. As they undergo this change, however, their appearance also alters: ears take on an elongated, tattered look and their eyes shift position and split, with two more appearing at their ear tips. These extras allow the Famine to see behind them but the vision is limited to an x-ray like appearance, while their main eye - the one which appears where the original eye had been - detects infrared radiation. The final eye, located under and to the fore of the main, gives them exceptional night vision. Over time their eyes take on a faint glow which intensifies the longer they exist in this form, perhaps the only method to determine their age, which slowly turn white the older they become. Many also grow patches of longer, coarse hair, usually along the spine, tail and ankles, though the precise area and expanse varies between individuals. Any wounds they possessed before they became a Famine remain as do those they receive after the change, some healing to a point where they seem scar-like while others maintain the appearance of an open laceration.

The Famine are able to be killed only by removing their head or in the same manner of their death if it was not natural. They are unable to consume normal food, as anything which was once living turns to ash in their mouth; instead, they subsist on the energy of dead souls. Exclusively solitary creatures, they fear their old life and any reminders of it, eventually developing an intense hatred for anything related to their past and blaming their previous pack for the life they have been forced into as their memory fades and becomes corrupted. For this reason, those whose familiar follows them from the Soulplane often end up killing their companion. While Famine do not truly feel pain, their mind creates a similar sensation to make up for the lack, though it is often far less intense than true pain. They are not capable of reproducing.

In cases where a wolf dies after its familiar and later becomes a Famine, their familiar will usually be reunited with it through the Soulplane once more, though it loses almost all sense of self and acts more like a servant than a companion. These undead companions have a skeletal appearance and glowing eyes similar to their Famine counterpart.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the Vystrian wolf species!

However, they will have the history and appearance of their fauna species.


Classification: unique, elemental cat. Rarity: common.

There exists a diverse, feline species across all the Realms called the felidaen; often referred to as felidae for a single individual; felidaen for plural, though 'feli' has also been recorded. They originate from Xaeri, and now can be found anywhere across all worlds. Most can have wings, horns, two tails, extra toes, and other such mutations, as long as they follow the guidelines of their elemental affinity. Each felidae is aligned with a specific element, and rarely breed outside of their own kind. Hybrids between felidaen are occasionally allowed, but usually end up either one or the other. Hybrids between species, however, is always permitted and usually ends up being a mix between the two. Housecat and felidae hybrids are not uncommon, and the offspring will inherit much of its parent's power. Most felidaen generally cannot speak beyond normal cat-sounds, though some are capable of telepathy, and others can write through various means (such as dipping their tail in ink).

All felidaen types have both a Xaeri name, and a common name, save for the hellcat; they can be called both. Most felidae types usually wear a pendant showing what type of felidae they are; that, or some sort of paint. One or the other is usually chosen, if not, most felidaen look like normal house cats, save for a few mutations/other features. the pendant or talisman is engraved with a rune, any shape, size, color, or anything of the sort; but only one rune per class. Hellcats do not have these.

They can be any sort of cat you desire, provided it's small-ish (Caracal, Bobcat, Serval, Lynx, Fisher Cat, Housecat, etc), and they take on traits of their element (like a thundercat would constantly be surrounded by a static field). They can only have an affinity for one element, and it usually manifests itself on he cat's first birthday. Most felidaen rely heavily on their magic, and so their physical strength is greatly diminished, and they can "run out" of magic if they exhaust their powers. They must then rest for a period of twenty-four hours.

KRAELI: thundercat; lightning element

  • -constantly surrounded by a static field.
  • -can control lightning, meows/roars/purrs/cat sounds hold an element of thunder in them.
  • -wears a pendant engraved with the rune of K.

ZEREF: firecat; fire element

  • -very hot to the touch, sometimes have sparks fly off of their pelt; pelt sometimes begins to burn with little to no damage, and can be put out at will.
  • -control fire, heat, sometimes lava.
  • -wears a pendant engraved with the rune Z.

JAILEN: windcat; air element

  • -leaner, usually more graceful than their brethren. always has air circulating around them, even if very faint.
  • -can control wind, air, even create dust devils and miniature tornados.
  • -wears a pendant engraved with the rune J.

KENZOU: watercat; water element

  • -have webbed paws, sometimes gills hidden in the fur. rarely, ears may take on a more ribbed and webbed appearance.
  • -can swim very well, dive, and hunt for fish; can control water, summon rain, and lift moisture from the ground.
  • -wears a pendant engraved with the runes K and U.

ISELI: earthcat; earth element

  • -very heavily built, with large claws and broad paws. usually have a fine coating of dust along their backs, and sometimes have small flowers or thin vines that grow out of their fur.
  • -can move rocks and boulders, raise stones from the ground, grow plants, heal flowers, etc etc.
  • -wear a pendant engraved with the rune I.

LITHAE: icecat; ice element

  • -frost gathers on their pelt. some may have icicles hanging from the muzzle, belly, or tail.
  • -can control ice, frost, cold air, and freezing rain.
  • -wears a pendant engraved with the rune L.

FAELIS: lightcat; light element

  • -often glows, and usually have light pelt colors. eyes are almost always luminescent.
  • -control light energy, light, can also bend rays around them to appear invisible or just a shadow.
  • -wears a pendant engraved with the rune F.

DN'EIREN: shadowcat; dark element

  • -usually dark-pelted; shadows cling to them like spiderwebs.
  • -can control shadow, darkness energy, and become invisible at night and in dark places.

SAI'JAN: glowcat; non-elemental

  • -have several tendrils, similar to catfish whiskers, and the longest of which have bio-luminescent glowy bits at the end. ears have a a similar tendril coming from the tip, like a tuft of fur.
  • -body is also covered in bio-luminescent spots along the chest, along the ribs and side of the animal, and the face. tail forks at the end, and between them is a similar bio-luminescent glowy bit.
  • -color of the glow can vary, depending on the individual, and they don't specialize is elemental magics, but rather on reiatsu and energy devouring.
  • -wears no pendant.

TAE: bladecat; non-elemental

  • -non-elemental class of felidaen with blades hidden within their pelt, much like the rathar. bigger than most other feli, often found with blade-like ram's horns and sharply-bladed claws.
  • -wears a pendant of a broken metal blade.

HELLCAT: demoncat; general info

  • -have the proportions of a larger cat species (tiger, cougar, leopard, etc), but unrestricted in color and markings. around the same size as other felidaen, perhaps slightly larger. follow the demon Kingdoms, described below.
  • -runes that glow with the hellcat's personal reiatsu line their sides in patterns unique to each feli, sometimes also found on their heads, legs and tails as well. smaller runes surround those that mark each of the demon hellcat kingdoms. each hellcat MUST have these runes.
  • -when born, appear to be normal housecats; gain hellcat features as they age.
  • -many have a normal-cat guise.

HELLCAT: demoncat; WAR Kingdom

  • -sometimes have ram's horns.
  • -quite large, ports barbed claws like raptor-hooks at the back of each paw. thornlike protrusions line their spine and tail.
  • -runes shown are a combination of W and R.

HELLCAT: demoncat; PESTILENCE Kingdom

  • -almost always have amber eyes.
  • -pelt often seems wispy; poisonous to the touch. longer claws with venom pockets as well.
  • -runes shown are a combination of P and E.

HELLCAT: demoncat; FAMINE Kingdom

  • -very likely to have wings.
  • -lean, built delicately, very fast. have saber-fangs, and longer tails.
  • -runes shown are a combination of F and E.

HELLCAT: demoncat; DEATH Kingdom

  • -most have horns behind their ears
  • -beneath their fur, scales cover the shoulders, back, neck and dot around the eyes.
  • -runes shown are a combination of D and H.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an athyra of the deathcat species!

However, they will have the history and appearance of their fauna species.


Classification: tiny dragons. Rarity: very common.

Feylizards are common, tiny dragons that generally grow no larger than the size of a small dog; all have colors that are aligned with their abilities, unlike their much-larger cousins. Most only have marking colors relating to their element; other marking colors unrelated or not enhancing to their primary power are very rare (such as a Red fire-based feylizard having grey, ice markings). The most common base and marking colors are directly related to their primary, such as a White having green markings, resulting in a light-aligned feylizard with an added healing ability.

Common colors can have any accent marking, be it common, uncommon, or rare; however, a rare base and a rare marking color is unheard of. Other than colors, however, the designs and style of feylizard are as free as their larger counterparts. They can look like any type of legged dragon, though more serpentine species are rarer; western and wyverns are most common. They can be scaled or furred, feathered or webbed, have frills or horns or any sort of decoration possible.


  • grey tones = ice
  • blue = water
  • light blue = air
  • red = fire
  • orange = lava/magma
  • gold = lightning
  • light green = earth


  • white = light
  • black = dark
  • green = healing
  • dark green = poison
  • yellow = sound


  • dark blue = emotional influence
  • crystalline = camouflage
  • silver = metal manipulation
  • purple = reiatsu
  • violet = luck/probability
  • color-changing = teleportation

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the dragon species!

However, they will have the history and appearance of their fauna species.


Classification: normal wolf. Rarity: very common.

Forestwolves were originally seen as dumb, malformed eucyons in the First Realm; they were brought over like many sentient species, and continued to breed and multiply despite their lacking of sapient intelligence. When Time took the eucyons and transformed them into wolves, these creatures were no different - they were changed as well, and set back upon the Realms to live their lives as they willed.

However, forestwolves as they came to be called never regained their lost intelligence, nor harnessed any sort of magic or ability of any kind. They may be found in both natural and unnatural colors, but lack the mutations and growths of Vystrian wolves, and are considered animals by even their more advanced wolven brethren. Many forestwolves are hunted by larger predators, but are best known for harassing the lone traveler on the roads between cities.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the wolf species!

However, they will have the history and appearance of their fauna species.

Gambey Horse

Classification: common pony. Rarity: exceedingly common.

While similar in function to the Middling, this shorter equine is often used for children's mounts and smaller humanoids. Though bred to be docile for use by the common people, this pony still retains a bit of spirit and playfulness. Excellent jumpers and fast despite their small size, the often make good courier mounts.

Colors noted: Black, Bay, Brown, Chestnut, Grey, Roan, Dilutes common. Pintos rare. Appaloosas are not seen.

Based upon: Welsh Section B, Connemara, New Forest Pony.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.


Classification: three-eyed, undead crow. Rarity: rare.

A gorecrow is generally depicted as a three-eyed crow will dull black feathers and scarlet irises; middle eye is usually darker and/or a different color than the normal ones, is slightly bigger, and located on the forehead. Most gorecrows are primarily denizens of Hell, though can be found wherever the dead may roam. They may be able to sense ghosts, and will follow undead, considered viable companions to any necromancer. Though they are undead themselves, they may be found picking at carrion or diving at members of the freshly dead for food.

They are created via necromancy gone wrong; instead of the soul drawn back into its former body, the soul is misplaced in the body of a normal crow (often found near the dead anyways, being scavengers). The crow either transforms into a gorecrow, developing the third, demonic eye - or the susceptible bird dies, releasing the spirit back into the Soulplane and away from the necromancer who failed. The newly-trapped soul loses its humanity and sense of self becoming a nearly-mindless creature, driven only by instinct and the dark magic that lay within. Gorecrows can be seen expressing longing or mourning if present watching a necromancer work - often thought that the soul within is longing to be set free. All gorecrows are immortal, slain only with strong magic of light, charred to ashes by fire, or a clean beheading.

Lunar Butterfly

Classification: moon-aligned butterfly. Rarity: uncommon.

Also called 'wisps' in many human cultures, the lunar butterfly is a mythical, yet very real, creature wreathed in mystery. They are generally large (3-inch wingspan) butterflies with decorative wings that glow with white light. White extends along the leading edge of each wing, and expands in decorative patterns unique to each insect. The color and shape of the wing varies with each as well as the designs of other patterns on the non-white parts of the wing.

During the day, their glow disappears into flat white, and grows at night, only when the moon rises. The brightness of glow wanes and waxes with the moon (ex. on a new moon, only the heart of the whitest markings would glow; on a full moon, the white would glow as brightly as the moon itself). When flying, this glow makes them seem like small flickering lights, and are frequently spotted by travelers moving by night. Sometimes, they are mistaken for a lamp or lantern, and unwary travelers may follow them off of beaten paths to unknown fates in the middle of the wilderness. Sometimes, lunar butterflies are regarded as good omens when spotted up close; but a bad omen when spotted from a distance. Elves revere these creatures as creations of the gods, and honor them whenever they're found in the woods.

Rarely, a lunar butterfly will choose to help one in need, usually someone lost as mentioned above. They're most partial to children and Lunar dragons, they may connect telepathically with them on nights of the full moon only.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the zirus species!

However, they will have the history and appearance of their fauna species.

Middling Horse

Classification: common horse. Rarity: exceedingly common.

The breed most commonly owned by the average humanoid, the middling is a docile mount. The average intelligence is low, but they are diligent workers and are very easy to train for a variety of tasks including riding, packing, and pulling carriages. While height varies, they typically have a stocky build and remain very sound throughout their lives.

Colors Noted: All, pinto and appaloosa rare.

Based upon: Stock breeds.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.


Classification: shortlived elemental snake. Rarity: uncommon/rare.

A small, but powerful, type of non-sapient pseudo-elemental that takes the shape of a snake. These serpents manifest as magical or elemental energy, born of energy storms, magestorms, godstorms, or reiatsu storms, more rarely found as a byproduct of great magic use infused with strong emotion. These snakes commonly don't have corporeal forms, but bodies made of whatever magical substance gives them life. Most are several feet long at most, though few will reach upwards of twenty, and others may not be more than a handful of inches from snout to ethereal tail. Most elements show up as specific classes of serpent, though the types and structures vary from individual to individual.

Mlithirr, commonly known as 'skeels', can be found in any Realm and under multiple conditions. Thought to be shredded souls trapped and given form by an abundance of energy, mlithirr show a small semblance of intelligence, though never true sapience. They last for days to weeks after manifestation before dissipating when their magic runs dry, unless sustained by alternate means. They are creatures that are in constant levitation, unable to settle on solid surfaces without damaging them regardless of their size or magical alignment. They have visible eyes and mouths that glow with bright color, believed to echo the aura of the spirit their form manifested from. Most often, they are considered very dangerous, and may attack with their magic with little to no provocation. However, rarely these skeels may be docile, and able to be tamed by patient and wary mages.

The chart beneath holds their varied appearances, as well as how common they are when birthed in a magical storm or magic overuse/emotional use.

Fire: common

  • viper typing, most commonly resembling rattlesnakes in the vague triangle shape of their heads. bodies consist entirely of flames, embers and/or smoke.

Water: uncommon

  • viper typing, most commonly resembling water moccasins in the vague, but sharp triangular shape of their heads. bodies consist entirely of water, mist and/or swirling rain.

Air: common

  • colubrid typing, most commonly resembling vine or whip snakes in the slender, sharp shapes of their heads and form. bodies consist of wind and air, as well as visible distortion where they pass.

Earth: uncommon

  • python class, and the largest of the mlithirr. bodies may consist of leaves, vines, wood, rock or sand. great variation in size and color.

Lightning: common

  • elapid class, most commonly resembling hooded cobras, though an uncommon few will lack the vague hood-shape. bodies consist of various colors of lightning.

Ice: uncommon

  • colubrid class, most commonly resembling the hognose in the upward curve of their vague snouts. bodies consist of ice, snow, and/or swirling sleet.

Light: common

  • colubrid class, of most common smooth-bodied types. incredibly varied in color. bodies consist of all shades of light, with a constant bright glow that may be difficult to look at directly.

Dark: common

  • boa class, of most common types. bodies consist of shadow, darkness, and can be any dark color, though the most common are blacks, reds, blues and purples. difficult to see except in strong light or midday.

Energy/Aura: common

  • most varied of the mlithirr and can be of any snake class. bodies consist of pure energy or reiatsu in any form and color. most dangerous of all.
Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the elemental species!

However, they will have the history and appearance of their fauna species.


Classification: giant, aquatic snake-eel. Rarity: common.

Ophidians are found commonly in the deep oceans, generally keeping away from the shore. They are massive creatures best described as a sort of snake or eel. Serpentine in appearance, they sport a large, often spined dorsal fin from head to tail, with two smaller fins just behind their gills. They have a wicked set of curved, ripping fangs, and are not afraid to put them to use. Their coloration is almost invariably blues, greens, and teals.

Of similar size and shape, ophidians share a unique relationship with leviathans; they are both a predator of, and prey animal to, this intelligent race, and constantly compete with them for survival. Ophidians are dangerous prey to hunt, and a larger specimen may kill an average leviathan with ease. Thus, when hunting ophidians, leviathans must be careful to avoid larger serpents, and only go after those they may physically overpower.


Classification: large, snakelike desert worm. Rarity: uncommon.

Sandworms are large, predatory worms that dwell beneath the sand; they have sizable plates covering the tops of their fleshy bodies, and scutes protecting their bellies. Some may sport large, snakelike hoods, and may have brighter coloration than their fellows. All non-plated flesh is the same color as the sand, and is relatively easy to harm.

While sandworms are predatory, they serve as mutual predators to the leviathans beneath the sands; they hunt smaller leviathans, and larger leviathans may hunt them in turn. Most are capable of harming any creature, and they are exceedingly physically strong.

Santelmo Moth

Classification: demonic moth. Rarity: rare.

An offshoot of the entrancing, benevolent lunar butterflies, santelmo moths attract young children who do not know any better. They appear as larger than normal moths with dark coloration and glowing markings unique to each individual. This glow is a remnant of their relation to lunar butterflies, but with a much darker purpose; it is this shimmering light that draws away the children that these creatures make their meals.

To most, it is unknown what exactly happens to these children. Some say that these creatures morph into their true form once they are sure they have drawn them sufficiently away from other things that would steal their prey, and consume the souls of the young. The bodies are rarely recovered, as they begin to disintegrate after being touched by the moths' foul magic. Thankfully, these abominations are endangered, as these creatures often drive away the very species they use to disguise themselves away - their very existence inspiring fear among the locals, forcing them to either hunt the moths down or starve them of their preferred prey.

Against those with stronger spirits, a santelmo moth has little defense; its true form may not attack physically, and their spiritual attacks can be deflected by one with a stronger soul. Their physical bodies are just as fragile as a true moth's.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the zirus species, a true zirus sub!

However, they will have the history and appearance of their fauna species.


Classification: giant forestwolf. Rarity: uncommon.

The vargr are to forestwolves as direwolves are to Vystrian wolves. They are much, much larger - growing on average about the size of a horse - with larger jaws that have long, curving saber-fangs and crushing teeth. Their coats are shaggier, and they have longer claws to better grip large prey with, and thrive in a variety of different climes.

Vargr are very social, living in packs that range from five to twenty individuals, the majority of which follow basic pack hierarchy. Alphas are much larger and more powerful than those they lead, and pack leadership is often decided by strength alone. Lone vargr may take over forestwolf packs, though interbreeding between the two is rare and often results in sterile offspring.

Though vargr wolves may be tamed and trained, this is exceptionally difficult to do, and takes a great amount of patience and skill. Some - Icemarkians being the most common - take vargr pups to train, and often end up with capable, loyal mounts possessed of deadly cunning.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the Vystrian wolf species!

However, they will have the history and appearance of their fauna species.

Veryl Deer

Classification: normal deer. Rarity: exceedingly common.

The veryl deer, or swiftdeer, is a species of fauna originally native to Evylon, now found commonly wherever there are lush forests to dwell in. Colors and hues are usually muted, and while markings may be found, they rarely manifest. Females, called 'does', are often smaller in stature than their male companions and often travel in small groups. Males, called 'bucks', have large antlers that drop in the spring and regrow over the summer, used for both defense and courtship rights.

Swiftdeer are so named for their extravagant speed; they are very fast and may leap over great obstacles with ease, making them challenging for a hunting chase. They're commonly preyed upon by a variety of animals, however, and their venison is said to be very rich if somewhat sour in taste.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the Evylonian deer species!

However, they will have the history and appearance of their fauna species.


Classification: large surface-dwelling whale. Rarity: common to uncommon depending on region.

Also known as 'wavebreacher whales', especially outside of Noctis. A very large species of whale found primarily in Noctis, though populations have since been introduced to Felnova (several hundred years ago) and Xaeri (very recently). They may grow up to over two-hundred and fifty feet from snout to tail tip, and appear similar to the more traditional blue whales they branches off of, though their physiology is sharper, with heavy plates protecting their heads and backs, long tails, and paddle-like fins. Shimmering semi-translucent frills line their flanks, length and style differing from individual to individual, and long feather-shaped frills adorn the heads of grown females. A single large gem sprouts from their forehead between and in front of large, expressive eyes, one that enhances an otherwise-latent version of non-verbal telepathy, allowing the whakeira to impart images, feelings and memories upon one who cannot understand their song innately.

Three distinct populations can currently be found in the Realms; their native numbers in Noctis, a stable population in the oceans of Felnova, and a recent but established number in Xaeri. Both Felnovian and Noctisian whakeira have spread significantly enough to have regional variation in appearance near the equator (bolder colors, thinner plates, more extravagant decoration) and near the poles (lighter colors, thicker plates, more robust musculature) while Xaerin wavebreachers are most akin to their common types in the middle waters. Noctisian whakeira are commonly hunted by the sea peoples and their meat, hide and bones are traded throughout the kingdoms, even during times of war, though responsible hunters are careful to use widespread hunting grounds to not disrupt the species' natural population balance. In Felnova, the introduced population is carefully maintained by Yorije, though they are common prey of leviathans and dragons alike. These whales are very rarely, if ever, hunted in Xaeri. Whakeira gems, when harvested correctly, are very valuable items capable of long-distance telepathy magic - but must be quickly extracted and magically sealed, as they become immensely fragile soon after the whale's death. Thus, these rare gems have become black market items, and the attempts of the Sea Kingdoms of Noctis and the country of Yorije to control them are thwarted by crafty and careful poachers.

The majority of whakeira dwell in the upper layers of the ocean where the sunlight is rich and plankton are plentiful. They are peaceful, nomadic creatures that travel around the globe in small pods during their migrations. They feed by filter-feeding, and do not possess sharp teeth or tusks, much like blue and humpback whales. They are monogamous and usually mate for life, which contributes to their relatively low numbers, despite having a calf every two seasons. They also have somewhat slow growth, taking two years for a calf to reach adulthood, which is when they leave their pod and seek out their own partner. As water-aligned creatures, their abilities are mostly focused in water manipulation, usually defensively during extreme situations in order to flee from predators or danger. It is extremely rare for a wavebreacher whale to attack unprovoked, but not unheard of.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the atlantean species!

However, they will have the history and appearance of their fauna species.


Classification: wooly, omnivorous rhinoceros. Rarity: common.

The woolyhorn is large in stature, and dangerous in nature. A highly territorial creature, it is liable to charge with little provocation, ready to fiercely protect the area it has claimed. The sizable horn on its nose is its most notable threat, capable of goring a victim with ease, but it is not the only attribute that makes it formidable. It also sports a pair of saber fangs, sharp claws, a hefty weight, and tough skin underneath masses of shaggy fur.

Their coloration is typically some shade of brown, though colors from white through grey to black have also been noted. Many have coats may also display simple markings, such as spots or stripes.

Woolyhorns are known to be omnivorous in nature; while they dine primarily upon plantlife, they have also been noted to actively hunt, and are formidable prey for dragons and other such creatures. In some areas, hunting of woolyhorns by humanoids is considered too dangerous, and they are actively avoided.

Evylonian Creatures

These creatures may only be found in the Realm of Evylon.


Classification: wombat-like megafauna. Rarity: common.

A very large marsupial creature similar to a wombat, appearing to visually resemble bears and furry rhinoceroses without horns. They stand almost six feet at the shoulder and nearly ten feet standing on their hind legs, with large claws and protective spikes that line their backs. These spikes are able to be raised and lowered, and may be used in displays along with defense against predators.

Dyodontias are a migratory species that travel to warmer climes during the winter, and return north during the spring and summer. Males compete over females and territory often, and thus older individuals may be scarred from past battles. They are incapable of domestication, and only exist in the wild.

Elfin Deer

Classification: long-eared, delicate forest deer. Rarity: common.

The elfin deer is a species of deer that initially evolved through Evylon's magic from common swiftdeer, and now can be found widespread across all of Shiv'rann'aeli. It is unknown why certain populations were affected while others were not - the elfin deer exists alongside swiftdeer, and is capable of producing hybrid offspring. The largest of the elfin herds are found in the southern regions of the Heartwood Forest, and domesticated individuals can be found in almost every elf town, village and city. Dragons and other creatures hunt them, though most elves will only kill an elfin deer if no other food sources are available. Killing a domesticated elfin deer is a punishable offense in most cities, ranging from a hefty fine for its replacement to several weeks' imprisonment.

They are smaller than swiftdeer, and males sport both small antlers and sharp fangs for defense. These antlers can vary in shape, but appear intricate and curved when compared to a normal swiftdeer, resembling vines or roots twisted upon each other. Their colors range from a sandy brown to creams and oranges, with dorsal markings and facial masks being most common. Their eyes are often vibrant blues and greens, though other shades have been noted. Their ears are always very long, sometimes the length of their bodies, and are incredibly sensitive to any sound.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the Evylonian deer species!

However, they will have the history and appearance of their fauna species.

Elven Rohn'na

Classification: elven horse; Heartwoodian horse. Rarity: common.

Graceful and powerful, sometimes delicate and slender, the elven Rohn'na is a beautiful and intelligent equine said to be related to the Arcadian horses of Ristell. They are a small to medium breed with refined features, often sporting long manes and tails, with deep, expressive eyes. Often ridden bareback, or with decorative elven tack, these horses are best suited for forests and meadows, long grass and difficult terrain. They are swift, very brave, and exceptionally smart; they can be found in a variety of Realms, but exist in the wild only in Evylon.

Colors noted: Bay, black, grey, chestnut, palomino, and buckskin. White markings exceeding the confines of the legs and face are considered rare, and are the possible effect of nonpure blood.

Based upon: the Arabian, the Morgan, the Akhal Teke, the Saddlebred; any slender and graceful Earth horse type.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.


Classification: bird made of reiatsu. Rarity: rare.

A bird created of raw reiatsu, which preys upon mages by drawing them closer until they are close enough to attack. At first glance, they appear to be a small songbird forged completely of energy - the color of which and the shape often varies between individuals. So entrancing are their appearances that even trained sorcerers may be drawn in by their ethereal beauty, unaware of what they truly are until it's too late.

Upon a mage drawing close, it reveals its true form - a horse-sized screeching behemoth of a feathered, avian beast which proceeds to strike down the mage, attempting to consume not only their reiatsu, but their entire soul. They are entirely physical in this form, though their feathers may be bioluminescent - they may be found in any color and with any markings. Older en'nakai may utilize their reiatsu in focused blasts, but nothing more refined.


Classification: bear with owl features. Rarity: uncommon.

Owlbears are large, horse-sized Evylonian beasts weighing up to a ton and standing approximately 10' tall when bipedal; they are named as such for their similarities to a bear, except with owl-like characteristics. They have long arms and large claws upon their muscular feathered arms, and an owl-like face complete with large intimidating eyes, which induce paralysis or sedation through hypnotic suggestion within the gaze, hinting at slight psionic capability. Even were these eyes not so frightening, the giant claws give many travelers pause.

Unlike owls, they are incapable of flight.

Felnovian Creatures

These creatures may only be found in the Realm of Felnova.


Classification: small axolotl-like creatures associated with soap. Rarity: common (domesticated); rare (wild).

Originally created in Felnova, these friendly little critters are a popular pet widely bred and domesticated across the lands. Their soapy, bubbly, puppy-sized bodies act as natural cleaning agents for clothing, flooring, and other things of the public that often get dirty. They appear much like small water elementals, soapy in substance, and vaguely axolotl in general physical shape and appearance. They have only vague internal organs that process their food into energy, and produce no waste. It has been theorized that the blubblotls were once an experiment via the Order of Mages, using captured darklings and attempting to transmute their shadow element into water. Using a mixture of alchemy and magic, and utilizing feathers from a lixol'otl, they were partially successful, resulting in a handful of creatures to be dubbed the blubblotl.

Blubblotls are scavengers, feeding off of the dirt and grime that builds off of everyday objects and swept away by the rains into underground rivers. Certain underground rivers hold small, wild blubblotl communities, and can be located by all the thick froth floating about. Some blubblotls can even be found in sewers, cleaning away the impurities. Due to their soapy nature, they don't make for a good meal and have very few predators, explaining their friendly nature towards other creatures. However, if threatened, they will attempt to flee by leaving behind a thick bubbly trail in hopes of temporarily blinding the opponent and leaving a bad taste in predatory mouths. Blubblotls can regenerate injuries by soaking themselves in water, though they are traditionally short-lived, and have lifespans of ten to twenty years, barring physical overtax, neglect, or lack of water.

Blubblotls require being moist, preferring to have a water source close by lest they dry out and shrivel away. They can survive without a water source for about half a day, depending on the weather. Blubblotl owners who travel with their soapy companions will always have a small dark water container for their blubblotl to ride in, as blubblotls thrive better in dark, wet environments.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the elemental species!

However, they will have the history and appearance of their fauna species.

Celestial Warhorse

Classification: beautiful variant warhorse. Rarity: rare.

A variant of the Felnovian War, this strain was bred by a few breeders in Ibenia and the exact details of the mix are kept a secret. They are medium build warhorses, with moderate feather and their dark, mottled coats have an unnatural bluish sheen to them. They are rumored to have excellent night vision and are supposed to be the ultimate mount for nighttime or low light missions and skirmishes. There are only a few of these rare horses outside Felnova, and all have been geldings, gifted to high ranking knights. All of the breeding stock is kept close and are never offered to sell no matter how high the price.

Colors Noted: The Celestial comes in 4 shades. All have a bluish cast to the coat and mottling or speckles along the topline a shade or two paler than the coat. No other markings are seen in this breed. Midnight (blue - black with dark grey mottling or speckles along the topline), Dusk (blue-slate with medium grey mottling or speckles along the topline), Twilight (blue-steel with lighter grey mottling or speckles along the topline) and Umbra (blue-black with bright silver mottling or speckles along the topline.)

Based upon: Andalusian, Friesian, Hanoverian, Irish Draught

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.

Felnovian Warhorse

Classification: large Felnovian-bred warhorse. Rarity: common.

Large and imposing, the Felnovian warhorse was bred and built as chargers to carry warriors into battle. These horses are heavily built, though graceful in their movements, and have more stamina than any other breed. Though they aren't necessarily swift, they are exceptionally powerful.

Colors noted: Bay, black, grey, chestnut, palomino, and buckskin. Pinto is rare, though it's becoming more popular with the smaller warhorse breeds.

Based upon: the Friesian, the Andalusian, the Shire, the Percheron, the Lipizzaner and any other heavy or strong Earth horse type.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.

Nallamel Draught Horse

Classification: common workhorse. Rarity: common.

Supposedly a cross between the Middling and Felnovian Warhorse, the Nallamel Draught was developed in the area around the town of the same name. The goal was to breed a larger horse to be used primarily as a carriage horse and farm horse. They have the height and substance of a Felnovian War, but are more calm and tractable like the Middling. They are easy keepers, usually clean legged and with a sparse mane and tail.

Colors Noted: Black, Bay, Brown, Chestnut, Grey common. Roans and Dilutes are rare, Pinto and Appaloosa are very rare.

Based upon: Belgian, Percheron, Ardennais, Boulannais.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.


Classification: ground-dwelling drowish pet. Rarity: uncommon.

A scrunch is an oily-skin, raptor-like creature native to the underground of Felnova, taken and bred as pets for the drow of D'issan. They have no wings, and are dark colored, with usually pupilless eyes red in color. Blindness is a common problem, marked by pale or foggy eyes. If a scrunch has markings, darker markings are most common, with natural markings like spots and stripes being the usual pattern. Usually, scrunches have no markings and dark, colorless skin. They are stubby and short, mostly bipedal but has large arms to accommodate very long and powerful digging claws. Most have very long ears and very expressive, triangular faces.

While blindness is a common problem, their hearing and sense of smell is the best of any known Felnovian creature.


Classification: large galaxy-marked whale. Rarity: rare.

Large cetaceans with similar anatomy to a blue or humpback whale, capable of growing to be well over two hundred feet long over their considerable lives. They have long fins and curved tails, small dorsal fins, and two small pelvic fins. Most are grey, silver or white, rarely black or shades of desaturated blue, though all sport dorsal markings in various colors that resemble spiral galaxies complete with bioluminescent flecks of white, yellow and blue that resemble stars. They may have anywhere from two to eight eyes, depending on their age - the older a starwhal is, the more eyes it develops. These eyes are pupilless and can be of any color, though these usually reflect its galaxy markings. When out of water, the markings emit a strange, nebula-like cloud of energy, often thought to be a means of defense against aerial predators.

Common mythology theorizes that starwhals were once creatures of space, traveling through the Realm spheres in a dance among the stars. It's thought that the god Zacyn lured them to the oceans and they took a liking to the water, choosing to remain at the god's behest. They are the sacred animal of the Yorijian Starwhal Family, named after the great beasts, and it is against Yorijian law to harm or kill one within the country's oceanic borders. Pods of these magnificent creatures pass through Yorije several times a year following the ocean currents, though they can be found nearly anywhere in Felnovian waters. Outside of Yorije, they may be preyed upon by large dragons, leviathans, and kraken. Most live exceptionally long lives - many centuries - and do not breed often, making young starwhals a very rare sight and a good omen to those who watch the great beasts' passage.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the atlantean species!

However, they will have the history and appearance of their fauna species.

Vystrian Raven

Classification: unique raven. Rarity: common.

Common in and across Felnova, Vystrian ravens are large ravens with silver eyes (varies in shade, and may have flecks of another color; light silver with blue, dark grey with red, etc). noted to be different from common ravens by their eyes and slightly longer talons, as well as rare markings along the tips of the long flight feathers. They are incredibly intelligent, and are capable of learning other languages over the course of their very-long lives. The general lifespan of a Vystrian raven is usually numbered around six hundred. Their feathers lighten and eyes darken as they age; around three hundred, the black feathers would have turned silver, and at the end of a Vystrian raven's life, their plumage is pure-white.

Most are gifted with great stamina and sometimes non-elemental magic; power grows as they age, leaving very young birds quite weak compared to their older brethren. They are able to learn spells as a mage does with long practice, as well as more complex magic; white ravens are most often very skilled in the magical arts. Mages and magic users of any kind are prone to take these ravens as their companions or familiars, and the oldest ravens are said to have a unique connection to the Soulplane.

Kuraian Creatures

These creatures may only be found in the Realm of Kurai.


Classification: demonic deer. Rarity: very common.

Darkdeer are those deer commonly found in Kurai; descendants of ancient swiftdeer taken and changed by the demon gods, they fall into four separate Kingdoms as many Kuraian beasts do. All darkdeer are black in base coloration - they sport long fangs and clawlike hooves, while males don wide, branching antlers that do not shed. Though herbivores, darkdeer are highly territorial, quite large, and will defend their kind and kin ferociously against any would-be hunter.

Death darkdeer are have scarlet eyes, with red antlers and hooves; Famine darkdeer hold eyes that are an emerald hue, with green antlers and hooves; Pestilence darkdeer coloration has golden eyes, antlers and hooves - War darkdeer have eyes that gleam like sapphire, with blue antlers and hooves.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the Evylonian deer species!

However, they will have the history and appearance of their fauna species.


Classification: small, shadowy demonlings. Rarity: common.

Darklings are small, round creatures with the general shape of a four-legged orb, covered in thick black fur that seems to smoke, swathed in shadow. Shadows cling to them so much that away from light sources, they cannot be distinguished from their surroundings except by their glowing eyes. Each Kingdom has a different variant of darkling, with different eye color: red for Death, green for Famine, gold for Pestilence, and blue for War.

Darklings are found in quantity within each Fortress, and are kept as pets by the servants of their Kingdom's Lord. They devour trash and debris of any kind, including both organic and inorganic matter, and are particularly pleased by offerings of rotting carrion. Aside from an uncanny ability to remain unseen, darklings have no magical ability, though shadows cling to them as they do some shadowbeasts.

Demonic Horse

Classification: Kurai-based horse. Rarity: common.

The Demonic Horse is split into four different Kingdoms, much like their demon masters; they cannot interbreed between Kingdom, though they may with other breeds of non-demon horse. All have fangs. The traits are listed below:

Warhorses are very large, drafty breed; built heavily and very often over 17 hands. Some have split hooves, and are generally dark in color. Eyes are blue, and they have ram's horns curling behind their ears.

Deathhorses are somewhat smaller than the Demonic Warhorse, the Deathhorse is lankier and built more for speed than simple brute strength. More clever than their fellows, and loyal to a fault, these horses make great warsteeds and can be trained to kill much easier than any other breed. They have scarlet eyes and long, straight horns behind their ears - they often have longer fangs than most other Demonics. Some have small scales that grow beneath their sleek coat.

Venomhorses are the smallest and most versatile of the Demonics, Venomhorses look much like elven Rohn'na, and are often light in color. They have split hooves with venomsacks hidden inside of the hoofwall, as well as above their fangs. Any horns they may have are poisonous to the touch. Their eyes are gold.

Faminehorses are long and lanky, built for speed, the Faminehorse is a lean and tall breed that's most often used in races in Kurai. With a gentle disposition and a loyal, open mind, these horses are generally very easy to train, tame and ride. They have the shortest fangs of all Demonics and generally do not have horns, though some may develop small, vestigial wings and a long, whiplike tail. Their eyes are varying shades of green.

Colors Noted:
Warhorse: Dark colors; deep bays, liver chestnut, black. Lighter colors, unusual colors and the greying gene are not unheard of, but are quite rare.
Deathorse: Mostly blacks and bays, though other colors have been noted. Greying gene is more common than in Demonic Warhorses.
Venomhorse: Most normal horse colors can be found. However, unusual colors and bright markings are much more common in a Venomhorse than any other horse breed.
Faminehorse: Generally light colors; the greying gene is very common. Many will be bright bay, chestnut or palomino. Also, there are many more pintos than found in the other Demonics.

Based Upon:
Warhorse: Draft breeds; Friesian, Clydesdale, Andalusian, Percheron, etc.
Deathorse: Saddlebred, Warmblood, Mustang, Friesian.
Venomhorse: Arabian, Akhal Teke, Morgan.
Faminehorse: Thoroughbred, Saddlebred.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.

Hokaku Spider

Classification: giant, demonic spider. Rarity: uncommon.

Appearing as large, horse-sized arachnids, hokaku spiders are found specifically in Kurai and commonly hunt lesser demons for prey. They hide in specific, hidden holes much like the trapdoor spider on a much grander scale. From within this covered entrance, they lie in wait to ambush unsuspecting prey, beneath a door made of whatever materials present themselves and solidified with a thick coat of steel-strong web. These hideaways are completely sound- and light-proof, and can descend nearly fifty feet below the ground in a web-sealed burrow, at the bottom of which is usually an assortment of disintegrating bones and carcasses.

These spiders may come in a variety of body types, but share appearance similarities between them, and coloration depending on Kingdom. Their eyes, fangs, spikes, and claws all glow brightly with the color of their bloodline; mixes between the four are forbidden, and if two spiders of different Kingdoms encounter one another, they will often fight to the death. Death spiders have brown and red coloration, while their glow color is scarlet; Famine spiders have greens and teals in their body colors, while their glow color is green. Pestilence spiders have brown, gold, and yellow bodies, with their glow color being a gold; War spiders have blues, silvers, and blacks in their body coloring, and the color of their glow is always a shade of blue.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a true zirus of the zirus species!

However, they will have the history and appearance of their fauna species.

Pipe Fox

Classification: guardian spirit fox. Rarity: rare.

Pipe foxes are guardian spirits bound to a pipe after death, created by the first Demon Lord of Famine as a protective force for his royal children. They are long, slender, and have only two front legs. They can come in a variety of colors, ranging from natural fox colors, pastels, to bright, bold colors. Their pipes are often made of bamboo, but any pipe (including those used for smoking) can house a pipe fox. Since they are bound to their pipes, pipe foxes are relatively solitary, living with those who own their pipe. They originate from Kurai, though can be found rarely abroad.

They speak with growls, whimpers, and non-verbal communication. They are fully capable of understanding several languages, and are fluent in telepathic Demonic. Pipe foxes are guardians, and they protect who they fancy with their strong magics. They do have the ability to ward off evil and break curses by "eating" them. They are prone to using fox fire (which is composed of reiatsu), and can see spirits both benevolent and malicious. Since they are spirits themselves (with a physical manifestation) their lifespan is unlimited, though if their pipe is broken they must return to the other side. They can also be killed through beheading.


Classification: scaled, dragonlike bird. Rarity: common.

Thought to be a derivative of cockatrice, skree are small, scale-covered birds with short necks and bat wings, along with two reptilian tails tipped in spikes. The tops of their wings are covered in scale-feathers, along with a scale-feather tail fan, and bare, scaled legs much like chickens. They employ sharp beaks with teeth and very loud screeching wails as methods of defense, and may have varied abilities varying on which Kingdom they reside in.

War skree are the largest and strongest with large teeth and fangs; Death skree have extreme defensive capabilities, while Pestilence employs a venomous bite. Famine skree are seen as the only ones with true magic - they are able to siphon energy in small degrees, and loose them in short-range concussive blasts.

Most skree are used by the Kingdoms as message-runners, though wild ones exist in quantity outside of the Fortresses. Taming a skree is a long endeavor, as feral ones may attack on sight.


Classification: small, lava lindwyrms. Rarity: uncommon.

The yoganwamu are small, lindworm-like creatures formed of lava; they hatch out of corrupted bird eggs, superheated at hatching and slowly cool over their lifetimes. As such, hatchlings will look like beasts made completely of molten lava, while older ones may appear to be encrusted with black rock, until only their eyes remain. When they die, they appear to solidify into statues of obsidian, and have been noted to decorate demon homes if found. Yoganwamu do not live beyond ten years, and none grow to be more than two feet in length.

Lizzarkythian Creatures

These creatures may only be found in the Realm of Lizzarkyth.


Classification: various non-sapient dinosaurs. Rarity: common.

Fauxians are a breed of primitive, unintelligent saurians - dinosaurs with very little relation to saurians at all. Colors vary widely, and body types are often dictated by diet and subbreeds; meat eaters often have the appearances of raptors, rexes, and similar dinosaurs, while plant eaters often have the appearances of tri-horns, longnecks, and ornithopods. Others have been reported, such as omnivorous egg-eaters, scavengers, and other such creatures.

All fauxians share little of their saurian cousins' power, mutations, and intelligence. Some may rarely may be elementally gifted, though the use of such magic is primitive and unrefined. Tamed fauxians may be imported to other Realms as mounts or war-animals.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the saurian species!

However, they will have the history and appearance of their fauna species.


Classification: amorphous blobs. Rarity: uncommon.

Small, amorphous, gelatin-esque creatures that may alter their visible forms, usually mimicking that of other organisms and inanimate objects. These forms cannot change color or substance, and remain gelatinous in nature. The majority of jellies do not have more than one or two colors, though rare ones may sport a variety depending on the environment in which they live.

Most jellies have little in the way of actual intelligence, and their sounds are limited to slurps and gurgles. Their structures are influenced by surrounding elements; for example, if jellies inhabit an area close to a volcano, they attain a more molten, magma-like consistency. They incorporate the element into their attacks in addition to the usual morphing their limbs and tendrils into various implements of inflicting harm.

Jellies reproduce asexually via splitting, and often engage in this two-to-three times after eating a meal, which they consume by engulfing and smothering in highly acidic digestive enzymes. However, if a fledgling jelly does not find sustenance within a few hours, they will evaporate and die.


Classification: large, light-aligned axolotl. Rarity: rare.

The lixol'otl is a large, boldly-colored, partially feathered axolotl with peculiar light abilities; these amphibians are often the size of bears, and are generally living in or around Lizzarkyth's lakes, rivers, and swamps. Unlike their smaller cousins, lixol'otls are able to live both on land and in the water, though they need to remain close to water sources lest they dry out.

Though generally quite docile, lixol'otls may give sharp cries of alarm when in danger, summoning nearby fauna who come to their aide. They are also able to regenerate parts of their bodies, healing themselves even from the most grievous injuries, such as regrowing entire limbs or even pieces of their skull and brain. They are commonly preyed upon by dragons and roc'a, and it is counseled that they be beheaded to ensure proper death.


Classification: cat with peafowl features. Rarity: common.

Pavofelis, more commonly known as 'peacats', are a common animal found in the jungles of Lizzarkyth, though they have since been brought to other Realms as domesticated pets. They are the size of large, regular housecats covered in a coat of fine feathers instead of fur, longest at the ears, jowls and tail. Males generally have blue, teal and green coloration with longer, more decorative tail-fans and ear feathers, while females generally have smaller feathers and browns, tans, greys and blacks for their coloration. The inverse is also possible, and are seen as symbols to the lyzardfolk that nature follows no binary rules, celebrated wherever they are spotted. Sometimes, a female may develop male plumage partway through her life, and a male may develop female plumage, with shifting behavioral patterns that follow the change. Peacats may have any eye color, though the most common hues are reds, yellows and oranges.

Melanism, albinism, and piebaldism are common, and found in many individuals both wild and tamed. Pavofelis with partial melanism, called abundism, is also common, resulting in thick black, midnight blue or dark purple stripes or spots. Other genetic color mutations are rare in the wild, but uncommon in domesticated breeds, where such color abnormalities may be specifically bred for in captive populations. This includes but is not limited to leucism (pale coloration), erythrism (reddish coloration), xanthism (yellowish coloration), among others.

The pavofelis is a capable hunter that feeds primarily on small to medium rodents and reptiles, rarely birds (which they seem to avoid). As an obligate carnivore, a peacat must eat raw meat and often spends the majority of its time actively hunting. During the spring, those with colorful plumage will display their feathers to attract a receptive mate, and the pair will stay together until the autumn when kittens are commonly weaned. These displays are most often non-violent, though two individuals may hiss and yowl at one another in intimidation, rarely resulting in an actual fight.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the deathcat species!

However, they will have the history and appearance of their fauna species.


Classification: tortoise-shelled predator. Rarity: rare.

Native to Lizzarkyth, the tarasque is a large and slow-moving reptilian predator with six legs and two much smaller forearms, each tipped with broad claws. It has a large, knobbly tortoise-like shell that protects much of its body, though its long neck and thin tail are incapable of withdrawing as some species of tortoise and turtle can. Plates cover a thick, beaked head and trail partway down a muscular neck, and the tail is always tipped in a venomous barb similar to a scorpion's. Small horns in different variations may be found jutting from their orbital ridges, often small and slightly curved. They have no teeth, but their beaks are very sharp and capable of cutting through dragonscale. Some sport small, fleshy ears, and those adapted to Lizzarkyth's watery regions have developed gills and webbed claws. All are colored in shades of green, brown and tan, with their barbed tails being much brighter in reds, purples and pinks.

The majority of the year, the tarasque is docile, hibernating through the winter months and moving periodically in small territories deep in the jungles of their homes. They become active in the fall - their traditional hunting period - and are highly aggressive for several weeks as they seek prey and mates, devouring anything they come across including any hapless wayfarer that can't escape through the thick jungle vines. Once sated, they return to dormancy and lay their eggs the next spring, hatching little more than four weeks later. Lyzards who know of a local tarasque will often leave offerings in the form of animal prey for the beast and its young, preventing them from meandering into settlements in search of food.


Classification: tortoise with earthy shell. Rarity: rare.

The great titantoise are gigantic tortoises who's shells are made of rock and earth, often growing an assortment of plantlife after they reach adolescence. Though the young look like an average tortoise, if a little larger, they can be easily spotted by unique, brightly-colored and iridescent eyes. Sometimes, titantoises will have a large set of forward-facing horns. Otherwise, they often grow to titanic proportions, and may sport an entire ecosystem transported upon their backs.

Smaller titantoises are sometimes hunted by dragons and other large predators who may rupture one's shell; the meat within is savory and high in protein. However, this is an immensely difficult task, even though titantoises are slow and cumbersome, as their shells are protected not only by the earth upon them, but a very hard undershell beneath. Titantoises only feed rarely after they have grown into adulthood, and live for a scant hundred years before something called the 'dormancy' overtakes them. Once an elder titantoise reaches this state, they will simply fall asleep, and will become a part of the landscape surrounding them. No titantoise has ever awoken from the dormancy, so it is theorized that at some point during their slumber, their soul leaves them and they effectually die.

Millirandian Creatures

These creatures may only be found in the Realm of Millirand.


Classification: fluffy spider with feline features. Rarity: uncommon.

The felachnid is an unusual blend of cat and spider, covered in fluffy fur with a long tail and a feline head. They range in size from six inches to over a foot, and are thought to have been a product of a magestorm, reiatsu storm or godstorm early in Millirand's history. Most have eyes that can range from yellow and green to blue and lavender, and may have coats of any common feline color. Spots and stripes are equally as common, and both long-haired and short-haired versions have been noted, some of which are the product of many years of selective breeding.

Felachnids are common companions of mages and magic-users of many types, due to their affinity to sense or 'sniff out' items or magic, or those who have strong magical gifts. Especially common among human and dwarven mages, they are however looked down upon by the Millirandian elves, who see them as creatures that go against the natural order, and therefore have banned their keeping in elven cities. Both domesticated and wild felachnids are relatively docile, and dine on birds, small reptiles, and large insects as ambush predators. They are incapable of spinning webs, but do hold an immobilizing venom that can paralyze the limb of a fully grown human for several hours, though these bites are only potentially dangerous to the very young or very frail. Those that keep them as pets may affectionately call them 'spats'.

Kyukun Mountain Pony

Classification: shaggy pony. Rarity: common.

A short, stocky, shaggy little beast that runs in wild herds in the foothills of Millirand's Kyukun Mountains. These small ponies are very intelligent and canny, often leading those who try to capture them to believe they are no simple equine. They make difficult mounts, testing their rider at every turn, but are exceedingly brave and loyal once they learn to respect an individual. Once their rider is chosen, they won't accept another for the duration of their lifetime. For those chosen by these beasts, they make great mounts in rocky or uneven terrain, especially in cold regions. They typically don't do well in warm climates.

Colors Noted: Grey, Double Dilutes, Leopard Appaloosa. While other colors are found, those that are not light colored or mottled (to blend in with the snowy landscape) tend to fall more often to predators, making finding darker colored ponies in the wild rare and usually such individuals are usually young.

Based upon: Shetland Pony, Dales Pony, Camargue Pony, Fell Pony, Dartmoor.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.

Millirand Drafthorse

Classification: draft horse. Rarity: common.

A very large draft breed created from Felnovian warhorse stock, bred exclusively for size and strength. They are workhorses located across Millirand's farms, and have been exported to other Realms over the many long years since their creation. While loyal and trainable, Millirand draft horses are too slow and cumbersome to use as war mounts, and thus they lead lives tilling fields, pulling carts, and carrying heavy loads across long distances. Their stamina - and sheer size - is unmatched even by Kuraian breeds.

Colors noted: Bay and black are most common, but chestnut, buckskin, and pintos are also possible. Grey is rare. Dilution genes are very rare but noted, and cremello horses are prized among most others as the pride and joy of farmers and horse breeders alike.

Based upon: Percheron, Shires, Belgian horses, Clydesdales, and Dutch Drafts.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.

Millirand Racehorse

Classification: Millirand-bred running horse. Rarity: common.

Built for speed, though not as intelligent as the elven horse, nor as big as the warhorse. Utilized primarily for message-running, entertainment racing, and bred outcrosses to other breeds. Long-legged and fairly thin, with long necks, and short manes/tails.

Colors noted: Pinto, bay, black, grey, chestnut, roan, palomino, and buckskin. Cremello and dilute genes are found as well, though rarely.

Based upon: the Thoroughbred, racing Arabians, and racing Saddlebreds.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.


Classification: leonine walrus. Rarity: uncommon.

An enormous walrus with leonine features and long, sharp tusks - ranging about sixteen to twenty feet long and weighing close to five tons. Its face wields two massive tusks, each about five feet long, and hard enough to dig through the hardest of ice without so much as chipping. Most rosleorus have white or silver coloration, with their manes being typically darker, matching their tusks. Treasured for its nutrient-dense blubber, valuable tusks, and high quality fur, it is widely sought after for the various resources it has due to its anatomy. A single rosleorus fetches a hefty price-tag if everything is intact.

However, it is a dangerous creature to hunt - in addition to its fearsome fangs, it is also capable of utilizing a deadly ice-element breath weapon, and thus should be approached with great caution. Among arctic-dwelling peoples and the jotuns of Sud'rlund, these creatures are known as 'blubber kings'.

Sud'r Mammoth

Classification: giant, icy mammoths. Rarity: common.

Sud'r Mammoths are gargantuan mammoths that populate the colder climes of Millirand. So massive, in fact, that the mighty jotun use them as mounts. Some of the older ones are able to breathe freezing air from their trunks. The jotun sometimes use their woolly hide for thick clothing. In addition to their coats, their tusks sell for a small fortune, often being used in blacksmithing to create ice elemental weapons and the like, as they are a great conduit for ice elemental reiatsu.

Sud'r Mammoths are sometimes preyed upon by dragons, which are one of the Mammoth's few natural predators. Herds relied upon by jotuns, and those mammoths who have been domesticated, are kept close watch over by guards armed with enormous longbows.

Noctisian Creatures

These creatures may only be found in the Realm of Noctis.


Classification: mammalian eel. Rarity: common.

A creature of medium size, the abaia is a magical species of eel with mammalian features that lives in the oceans and deep lakes. Found primarily in Noctis, these creatures may be found in any color, have faces much like otters, with short webbed forelegs and a long, eel-like tail.

Abaia are preyed upon by multiple species, but have the ability to summon short, localized storms when threatened, and thus are considered dangerous game. These animals are best killed in stealth, before they notice a hunter, lest their magic find a target.


Classification: gem-scaled snake. Rarity: uncommon.

Gemsnakes have colorful crystallized scales, which are considered to be highly valuable. They are most commonly found in the caves and caverns of Noctis that are rich in mineral ore and rough gemstones, and it is rare to find them anywhere else. They typically flee from other races as a defense mechanism due to being hunted for their scales, and are known to be relatively intelligent, able to remember friends and enemies for years after the first meeting. Their primary diet consist of small rodents and birds, but is added to by gemstones where they live.

A gemsnake will breed only a few times in its life, laying only three to four eggs each time. On average, they can grow up to six feet in length, and have been observed to live to be ten or fifteen years of age.


Classification: gem-encrusted tortoises and turtles. Rarity: uncommon.

The gemturt, and its larger cousin, the land-bound gemtort, are found to be an uncommon sight within the Noctisian oceans. While they are primarily found in small pockets of relative safety throughout Noctis, they are also occasionally kept as pets and their shells are often used as decoration. Now seen as more of a luxury alive than dead, the gemturt is recovering in number after it was hunted and killed for years for their beautiful, natural gemstones.

Growing out of the center of either the top or bottom of a gemturt's shell are large gemstones that reflect (or possibly dictate) each individual gemturt's shell color and general color scheme. Increasing in size, color, and complexity in its light refraction in time with the gemturt's physical age, these creatures come in a plethora of colors, ranging from the stereotypical green of a turtle, to the deep blue of a sapphire, and beyond. Most gemstones fall within the same color range, even if scales and hide are completely different.

Gemtorts are much like gemturts, save for the fact that they are land-based; they exist on the sky continents of Noctis, and may be found washed up on oceanic islands after having fallen to the ocean far below. Gemtort shells may be found beneath the ocean, as some may not make it to land before drowning. As such, they are rarer than their gemturt cousins, and may be considered endangered.


Classification: Giant, flying jellyfish. Rarity: uncommon.

While visually similar to their sea-borne cousins, Skykings instead ride the currents of the air, and are primarily found in Noctis. They are very, very large, and may reach up to thirty feet in diameter, multiple times that in length. Their colors range across much the same spectrum, though blue is very common so as to blend in with the seas from above.

They are predatory in nature, and will devour anything that gets trapped in their tendrils - most do not need to feed more than once a month. When hungry, they are very dangerous, but after a recent feeding they are almost entirely docile. When in this state, they are much easier to hunt, and serve as prey for large creatures who may manage to bring one down.


Classification: island turtles. Rarity: rare.

An aquatic cousin of the titantoise. Unlike the titantoise, however, titanturtles begin life with bright blue, crystalline shells - these shells glimmer and shine, blending with the water, until they are large enough to begin their adolescent transformation. When they reach adolescence, sand deposits begin to adhere to the blue shell, and plantlife begins to take root as they progress to adulthood. A fully adult titanturtle will have a shell that is entirely covered in sand, rock, trees, and other flora, while the bottom remains a shimmering blue. They are fully aquatic, and may be seen as large, moving islands at sea, though smaller specimens may be found in large lakes - though they cannot survive long there. Titanturtles are known to grow much larger than titantoises.

Titanturtles are preyed upon by leviathans, kraken, and sometimes ophidians who are large enough to crack their shells through constriction. Otherwise, titanturtles are generally left alone. Most titanturtles live around two hundred or so years before they come to a point where swimming have become very difficult, whereupon they beach themselves on an island and fall to the dormancy there. Many rock outcroppings on remote islands are rumored to be dead, ancient titanturtles from years long past.

Ristellan Creatures

These creatures may only be found in the Realm of Ristell.

Arcadian Horse

Classification: desert-dwelling horse. Rarity: common.

The Arcadian Horse is a beautiful cousin to the elven Rohn'na; with dished faces and large, expressive eyes, they are considered one of the most desirable breeds in any Realm. They have high-set tails and slender builds, with arching necks and sleek coats.

Originally bred from Rohn'na stock brought into Ristell thousands of years ago by sol'tera nomads, attempting to mimic desert unicorns in their beauty. Very visually similar to the desert unicorns that live so closely with the nomadic sol'tera tribes, Arcadians are used as mounts by Ristell natives, and are held sacred by their founding species. Pedigrees of Arcadian horses are treasured things, and impurity in a bloodline is found expressly wrong to the point where if a purebred mare is bred by a stallion of a different breed, that mare (and her foal) will be considered 'tainted' and may be put to the sword.

While Arcadians have little in the way of magic, they are known for their stamina and may withstand the desert heat with ease. Among the fastest of all horse breeds, they are prized for their speed in other Realms, and may fetch hefty prices in non-Ristellan markets.

Colors noted: bay, black, grey, chestnut, and roan.

Based upon: specifically Arabian.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become an equus of the unicorn species!

However, they will have the history and appearance of their fauna species.


Classification: large, predatory rabbit. Rarity: uncommon.

The daithaas is a carnivorous species that shares a resemblance in form with rabbits or hares. However, these lagomorphs stand out with their unique characteristics, making them a formidable predator in their natural habitat. One of the most striking features of the daithaas is its deep tawny fur, which provides excellent camouflage in its environment. The fur is adorned with black spots scattered across its body, further enhancing its ability to blend into its surroundings. This pattern helps the daithaas to remain inconspicuous while on the hunt, enabling it to approach its prey undetected. In terms of size, the daithaas is approximately similar in size to a jackal. This dimensions provide it with a balance between agility and strength, allowing it to navigate various terrains and take down prey that may be larger than itself. The compact and muscular build of the daithaas ensures that it can pounce on its prey with precision and deliver a swift, decisive strike.

In terms of hunting strategies, the daithaas relies heavily on its remarkable speed, much like a cheetah. It possesses long, slender legs that are built for swift movement, allowing it to reach impressive speeds in short bursts. This agile creature can accelerate rapidly, closing the gap between itself and its quarry within seconds; its agility provides it with a significant advantage in pursuing and capturing prey, making it a formidable predator. Due to their size and skill in packs, most sapient races - especially humanoids - steer clear of these 'death rabbits', though dragons and gryphons make sport of the challenge in hunting one. However, sizable packs are dangerous even to those with natural magics and protections; thus hunting them is ill-advised.

Additionally, daithaas are pack hunters, displaying highly developed social behaviors. It thrives in a tight-knit group, cooperating with its fellow pack members during hunts. Pack hunting enables the daithaas to tackle larger and more challenging prey, utilizing strategic teamwork to bring down their quarry. The pack members coordinate their movements and communicate through a range of vocalizations and body language, enhancing their effectiveness as a hunting unit.

Karkino Hippo

Classification: water-storing, crab-shelled hippo. Rarity: common.

The karkino hippo is a large hippopotamus native to Ristell, and come in an assortment of pale colors gracing their hide, with bolder, often patterned hues decorating the crab-like shell and plates that cover their backs. These plates stretch from their head, down their back, to cover their entire upper regions with protective chitin, their exact configuration depending on the individual. Karkino tusks are often the same color as this chitin, and may be harvested for use in a variety of things by those that hunt them. Jewelry featuring these tusks is very popular with nzani.

Karkino hippos are aggressive and territorial, very protective of their surroundings and their young. They store water in their shells, which allows them to live in the Arcadian desert with ease; sol'tera commonly warn travelers with the means to hunt them to look for the karkino upon the sands if their waterskins should run dry. It should also be noted that karkino hippos do not produce milk, but instead feed their calves with nutrient-rich water.


Classification: bovine camels. Rarity: common.

Large and physically impressive, kuyuthans - or kuyuthan cattle - are large bovines with several camel-like attributes that allow it to survive in the Arcadian desert's immense heat. They are heavily muscled with a camel-like single hump and two-toed, flat feet. The tips of their partially-hooved feet are metallic and have the consistency of metal, as do the large, spiked horns bulls sport. These horns never shed and grow throughout the kuyuthan's life, are known to be hollow inside, and never regrow if broken or removed.

Kuyuthans are social animals, and often travel in herds of anywhere from ten to thirty members. Bulls are highly aggressive and very territorial, and each herd is usually led by the strongest bull. They serve as prey for a multitude of predators, as well as domesticated cattle by sol'tera and other desert-dwelling peoples. Domesticated animals are generally smaller than their wild kin, and are used for their meat, milk, fur, and horns.


Classification: rideable, burrowing lizards. Rarity: uncommon.

Landsharks are Ristellan reptilian creatures ranging in size from a small horse up to being as large as elephants, with strong bodies and bullet-shaped head covered in spines and plates for protection and ease of digging. Coloration varies, but they are often found in sandy tones, browns, silvers, and golds.

In spite of their name, they have no relation to sharks - though several types may share similarities to their aquatic namesake. Capable of tunneling through softer surfaces at surprising speeds, landsharks terrorize the land much like true sharks terrorize the deep. Uncommonly, they are found in other desert regions, though are not nearly as numerous as Ristell.

In spite of their ferocity, they are often tameable, and some have managed to ride these vicious beasts. They're considered exceptional war-beasts for desert-dwelling species, and are very loyal and trainable to patient masters.


Classification: desert-dwelling herd animal. Rarity: common.

The ramal, or ramalbeasts, are sandy-colored hoofed animals that live within the deserts of Ristell. Because of their group instinct, sol'tera find them easily domesticated, and used as beasts of burden. Even-tempered, if skittish at times, they make good general riding creatures as well, though are nearly twice the size of a common Archadian horse.

When threatened, they half-bury themselves in the desert sands, leaving only their bone-colored faces revealed. One can easily mistake a hiding ramal as a skull, and even experienced searchers and tamers find it difficult to track them when they are hidden.


Classification: Anubis-like desert jackals. Rarity: uncommon.

Windhounds, or sandhounds as they are sometimes called, are found only in the deserts of Ristell. Typically found with dark coloration and various markings of any color, bright-eyed, with long tapered ears that resemble long triangles with thin upper tips. In Arcadia, they are known as omens of death, and are often feared by visitors who hear sol'tera stories of their appearances; however, this has been hotly debated. Windhounds live in packs of around ten members, with one being singled out as the alpha. They are skilled hunters, and will eat almost anything, including humanoids - though this rarely happens.

Capable of being domesticated (although greatly frowned upon) they are fairly loyal animals and make good hunting dogs. Many of these animals have scars on them, and members with too many scars may be driven from their packs. While not sapient they are fairly intelligent, and once domesticated take commands fairly well.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the Vystrian wolf species!

However, they will have the history and appearance of their fauna species.

Xaerin Creatures

These creatures may only be found in the Realm of Xaeri.


Classification: canine/lupine elk. Rarity: very common.

A very large breed of elk with unusual canine features. They are found in an assortment of browns, tans, russets and creams, with white and black individuals very rare, but noticed. All elgr have a lupine tail, and jaw structure that resembles more a dog or wolf than cervid; though they are herbivores, they use these fangs to defend themselves from both hunters and predators alike. This has given rise to the 'swamp buck' legend, due to their propensity to flounder in water. Males - called bulls or bucks - will grow large, impressive antlers that get larger with age and shed in the spring; females - called cows or does - do not.

Elgr do not make the traditional bugles, bleats, and whistles that traditional elk do; instead, they employ barks, growls, roars and howls like a wolf or dog. Bull elgr typically have deep, resonant voices while cows are much higher pitched and quieter. Calves are very quiet, though will break into a puppy-like yapping when startled or sensing danger.

In Xaeri, elgr are often left alone save to hunt, though when taken abroad they have been made into mounts due to their large size, and captive herds may be found in other Realms. Domesticated elgr are affectionately referred to as 'barklers', and bull elgr antlers are widely used in decoration, tool crafting, and a multitude of other things.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the Evylonian deer species!

However, they will have the history and appearance of their fauna species.

Grand Boar

Classification: winged boar. Rarity: common.

A boar roughly the size of a dragon, with feathered wings and metallic tusks similar to steel. They have the ability to breathe fire - in addition to acting as a projectile, this fire breath can superheat the tusks, making this beast's tusks all the more dangerous. Their thick, dark hides are completely fireproof, and leather tanned from harvested specimens are often used in fire-immune clothing and armor.

The wings only work for the females of this species - males often remain grounded in order to fight off would-be predators, and their wings are unable to attain lift, though they do flutter when agitated. As they mostly inhabit forests, flying predators are generally not a problem - even were there one able to pierce through the foliage, they would find these fearsome beasts quite formidable. However, to those hunters that may down a grand boar, their meat is considered delicacy, and such kills are widely celebrated. Xeriin tribes only rarely attempt this, but large animal predators fare much better, and so do so more often.

Harbinger Beetle

Classification: large, notoriously prophetic beetle. Rarity: uncommon.

A very large, dog-sized beetle with dark, iridescent coloration and large horns on both males and females. They tend to tap their claws when idle, and are said to foretell death to those unfortunate enough to hear them - which often comes if the beetle is actively hunting. They are capable of flying short distances, usually at night, marked only by their scarlet eyes.

Most harbinger beetles frequent wastelands and old battlefields, cursed places where they commonly feed on the small animals - mostly rats - that frequent them. However, they are fully capable of hunting and killing things as large as humans, though they make easy prey for larger predators willing to indulge in the meat of a heavy insect.

Divine Gift Notice!

When the Divine Gift item is used, this fauna species will become a member of the true zirus subspecies!

However, they will have the history and appearance of their fauna species.

Harmonizer Bird

Classification: songbird. Rarity: very common.

A beautiful songbird native to Xaeri, sporting plumage that consists of blues, purples, pinks, and the occasional gold. They have short, decorative and expressive crests, along with broad sweeping tails that sport two forking, wire-like ribbon feathers. Harmonizer birds are known to be very friendly, amicable, and easily tamed creatures that enjoy music and the company of those with the ability to sing (or even those with pleasant voices).

Harmonizer birds often gather in groups and sing in awe-inspiring harmony, much like a choir. They are known to have an amazing memory for tunes, often repeating songs they've heard years back with astounding accuracy. Thus, they are a favored pet of bards and minstrels.


Classification: antlered hare. Rarity: common.

A large species of hare most commonly compared to jackrabbits in size and build. Native to Zinofl in Xaeri, jackalopes are large lagomorphs with a pair of antlers growing from their skulls; these antlers grow throughout their lives and are never shed - likewise, both males and females have antlers, though the females' are generally much smaller. Their pelts can be of most any color, though are often desaturated, sometimes with spots, stripes or flecks of brighter color in the males. They have a mixture of sharp and blunt teeth, with some developing fangs or tusks thought to be another layer of defense.

While during the majority of the year jackalopes are docile and dine on plantlife in spring and summer, during the late fall and through winter they become aggressive and omnivorous, often attacking anything and everything within range of their antlers and teeth. Males compete for breeding rights in vicious fights that involve antler-sparring, clawing, and biting, often accompanied by shrieks and squeals as the combatants attempt to drive the other off. If fights should get too aggressive, the contested female may drive both males off, and seek another instead. Kits are born in mid spring, after the rut behavior has run its course. They are weaned by midsummer, and driven off by the fall.

Most peoples of Xaeri enjoy the presence of jackalopes, but warn foreigners against straying into their territories during the rut. Forest-Kin xeriin in particular may take a jackalope pet, and some domestication has been attempted, though the violent behavior during fall and winter has not been eradicated in full.


Classification: flightless, bipedal bird. Rarity: common.

The kayes bird is a large, bipedal, flightless creature that originate from the Nameless Desert of Xaeri, before spreading across much of Zinofl. They sport beaks that are much like an axe-blade, able to dig at high speeds or pick apart armor. The features of their head tend to vary between rooster-like crests, peacock like headdresses, and flickering reiatsu crowns. Most kayes have particularly bright plumage, with an assortment of colors and patterns.

Kayes range from six to seven feet tall, with slender legs and long, supple necks. They are extremely mobile, running up to speeds rivaling that of dragons in flight. In addition, they can jump high enough to clear castle walls with relative ease. They typically feed on smaller mammals while leaving larger ones alone, and are preyed upon by large, capable predators such as the deathcat and dragon. Kayes may be tamed and trained by mindful individuals, though they make very spirited mounts and dangerous pets.


Classification: omnivorous beast mount. Rarity: common.

The nebek is a beast that looks unlike many others; it appears, at first glance, to be a mixture of caprine, feline, and canine. They are tall, horse-sized, with long legs and lithe, muscular bodies; they have large, expressive ears that often end in tufts, along with an assortment of short facial spikes and large, rooting tusks. Their tails are short and fluffy, and both genders have full manes of fur that extend well past the sternum to the belly. Both have scales that adorn their legs and faces, and each have raptor-like talons on their hind paws. Males tend to grow beards and larger tusks, while females are beardless, smaller, and have less spikes.

Nebek in the wild are wary, dangerous creatures who feed on both plantlife and small animals, occasionally accenting their diet with carrion and bone marrow. They are seen alone or in groups of two or three, as they do not come together except to breed and raise young. Domesticated nebek - a favorite mount of the se'athkyn in Xaeri - are loyal, easily trained, clever animals who have greater speed, agility, and endurance than the average horse.

Light and Dark Creatures

These creatures may only be found in the Realm of Light and Dark.


Classification: elemental Birds. Rarity: common.

Lightbirds are are small, glowing birds which dwell in the Light Realm. They are sometimes used as messengers for the denizens of this Realm, and can be kept as pets. Their singing is pleasant to the ears and brings a sense of serenity and tranquility to the listener.

Darkbirds, on the other hand, are dark, shadowy birds. Their singing is not so much singing as it is a raven's cawing - often signaling its brethren to swarm a hapless victim to peck its eyes out and eventually peck it to death. They also 'steal' bright and shiny objects - by engulfing them and extinguishing any light that may have been emanating from the object.


Classification: tiny birds that exist in both Light and Dark Realms at the same time. Rarity: uncommon.

These unusual creatures have one soul, one consciousness, but two bodies; both appear to be birds not a few inches in size, their wings transitioning from feathers to web, and webbed frills gracing their faces and chests. Both have an inverse of each other's markings and colors; light mirrorlings tend to have warmer colors, while dark mirrorlings have colder hues.

The consciousness between them can only surface in one mirrorling body at a time, and the movements of both are always the same. Thus, whatever one mirrorling is doing in one Realm, its opposite is doing the same thing, leading to erratic, chaotic movements and ofttimes collisions with things via the one not in control. A mirrorling that has run into something will navigate around it for a moment, only to begin acting as the other once the object is passed.

If one mirrorling should be injured or killed, its opposite will survive for a matter of hours afterwards, before they too perish. Mirrorlings cannot exist outside of their Realms, and die very quickly if removed.

Spiritual Creatures

These creatures may only be found in the Realm of Spirit Realms.


Classification: spirit-spawned snakes. Rarity: rare.

Thought to be distantly related to the living energy snake, brightsnakes are extremely rare creatures native to the Spiritual Realms. They are rumored to be spawned from residual energy left behind by a Faded Spirit, formed into a new creature which lives off of spiritual energy. They are most commonly found in the Soulplane, with fewer being found in the Ghost Realm and Hell.

Brightsnakes are largely docile creatures, and for those rare few who are found in the Living Realms, they must be kept in contact with a living being for their own survival. While they will allow themselves to be held and petted, on the rare occasion one is provoked to anger, it can deliver a nasty, spirit-eating bite.

Omen Owl

Classification: ethereal owl. Rarity: rare.

Omen owls are ethereal owls that act as spirit guides as well as signs. Unlike most Spirit Realm creatures, the owl may 'appear' in the mortal Realms, though it is not actually there. The appearance of an omen owl may signify incoming death or catastrophe, though for whatever reason, they are not feared nor hated, but simply treated as a messenger with a message of inevitability.

These creatures cannot be considered entirely alive; nor, however, may they be considered dead. Omen owls are thought to be the constructed wishes and memories of Faded Spirits given form and gifted purpose by their goddess.

Prism Serpent

Classification: spirit snake. Rarity: rare.

Prism serpents are small, ethereal creatures which dwell in the Spirit Realm, and are surrounded by visible auras which seem to shift and change color. While they appear nearly identical to faded spirits, they are actually brightly-glowing creatures often in the forms of snakes or dragons no larger than a few inches long. Utilizing spiritual energy that they feed off of, they may morph into anything that they see for a brief period of time.

If they appear in the Living Realms, they may set off widespread panic and may be accidentally killed by those who believe them to be escaped faded souls.

Primordial Beasts

Before the One and the Void came together to craft the First Realm, there was another world, a primordial world, in which the One created himself. Without the balance of the Void, this world was destroyed, and the beasts and life upon it lost. However, the One remembered - and through his immortal memory, so do the gods.

Thus, the Ten came together and created three primordial beasts off of the template left behind from that first, shining world. These beasts were given life, but lacked much of the intricacies that modern living creatures possess - this is to protect said modern races from such beasts, as their ire would destroy the worlds. They do not need to eat or drink, and show no emotion; they wander, observe, and sleep, little else. These beasts are also genderless, and unconcerned with whatever they may be called. These great, titanic beasts may be seen and interacted with, but though they are careful not to accidentally crush smaller creatures beneath them or come too near civilization, they will otherwise ignore any who come within sight of them.

The Primordial Beasts may be seen traveling across the Realms in peace; they cannot be harnessed for good or for evil, and no magic affects them. They do not use portals, but cross into the Void itself to move from world to world, seeming to disappear into nothing at will. They cannot be killed, and reactions cannot be elicited from them beyond a passing glance. These creatures also seem to subtly warp time and space around them - arguments about where one was at any given time are commonplace, as they might be seen in two places (or even two Realms) at the same moment.

Different items of value may be rarely garnered from their passing, such as scales, shed teeth, fur tufts, and more. Such items have limited qualities of anti-magic, elemental absorption, and protective qualities, but do not last long when actively used. Thus, they are regarded as a curiosity over all.

Do note that these act more like NPCs; they cannot be created as characters nor given a Divine Gift! There is only one of each that can be seen in threads, but not controlled completely :D


Classification: primordial beast; sea bird. Rarity: only one in existence.

A massive bird with both saurian and batlike features. Blue and silver in color, it is covered both in luxurious feathers and fine scales, plumage that seems to ripple and change like water. Frills raise from its beaked head and its large wings transition from feathers to webbing like long, grasping fingers. Its tail is long and serpentine, ending in a webbed frill to best propel it in both sea and air. When in the sky, its spread wings trail rainclouds and thick, heavy mist.

Faes'vaeyen'n spends time in both sea and sky, but is most commonly encountered in and around the water. When swimming, it dives very deep, where only the glow of its eyes might be seen; it sleeps in the deepest caverns of the ocean, and may slumber for long periods of time. It is most commonly sighted during the afternoon and late evening, but may be seen in multiple times. Its cry is much like a mixture of hawk and owl, a screeching wail to a whistling hoot. The name 'Faes'vaeyen'n' means 'wild storm touched' in Draconic.

Often referred to as female, though pronouns vary from sighting to sighting.


Classification: primordial beast; saurian tortoise. Rarity: only one in existence.

Largest of the Primordials, this is a beast that appears most as a cross between a tortoise and long-necked saurian, carrying a mountain upon its shell much like an oversized titantoise. It's body is covered in brown scales, smallest on its long neck and whiplike tail, and largest upon its thick legs and clawed feet. Its shell is a deep green color, both where the shell itself is visible and the thick vegetation that covers flat, valley-like areas. A mountain reaches for the sky across much of this shell, jagged and capped in snow. Clouds follow this beast and often shroud it, especially when asleep.

Learnovastrumvah is commonly found wandering the land, seen most often around dawn and dusk hours. Curiously, it may take to the ocean as well, and swims as a titanturtle does, though much more slowly. It is in the ocean and most unexplored places of the worlds where it may slumber, and sighting a 'new mountain' on the horizon is considered an excellent omen by various peoples - especially if the sun rises behind it.

Often referred to as male, though pronouns vary from sighting to sighting.


Classification: primordial beast; sky leviathan. Rarity: only one in existence.

A titanic, feathered leviathan that appears most like a whale with draconic features. This Primordial Beast is tan and brown, with sky-colored blue marking the belly and multiple glowing spots down the sides of its body; these glowing spots leave afterimages in their wake, and glimmer in streaks as the great creature moves. Three small feathered wings can be found on either side, along with massive horns that lift above its eyes. Spikes raise from its back, and its maw is jagged with hide-and-bone teeth.

Seinagareesah spends much of its time flying through the sky; it may be seen most commonly at noon and midnight. It may uncommonly delve into the sea and swim as true leviathans do, sometimes not surfacing for days or weeks at a time. Its call sounds much like a cross between a whale and bird of prey, and resonates through the soul. The name 'Seinagareesah' means 'sky serpent feather' in Draconic.

Often referred to as male, though pronouns vary from sighting to sighting.