INTRODUCTION

There are so many beings who inhabit this vast and complex galaxy: Elves, Callitherans, Ekmans, Humans — the list is endless and startlingly varied. Tomes and holojournals are filled with the exploits and disasters of those who have carved their names into the lore of our world. Empires rise, heroes fall, villains rise. So then what about the other inhabitants, the beasts that live alongside us? Creatures that, because of their inability to communicate with us, perhaps, don’t necessarily make it into the history texts? This is a field guide, cataloging just some of the amazing organisms that populate the vast niches and ecosystems of our planet. Its main purpose is to help identify and explain the behaviors, feeding patterns, instincts, and defensive mechanisms of these incredible beasts.

ABADA

Identification: Abada. Element: Null. Dlvl: 8. Social Unit: Herd (15–30). Diet: Herbivore. Habitat: Deciduous forest, boreal forests, grasslands. Status: Uncommon.

Abada are a small monohorn species indigenous to small forests, woodlands, and plains. Marked by their wild, white fur and valuable horn, Abada—when fully grown—are no taller than a boar or small donkey, making them one of the smallest animals in the Ceridae order. Being so small, Abada have evolved to hide well in forest brush so that they are seldom seen by predator and hunters, preferring flight over fight survival tactics in the wild.

When threatened, Abadas use low-level speed magics to defend themselves and make a quick escape. The horn of the Abada is their only means of attack, coupled with their speed boost spells, an adult Abada can run through a tree with a charging speed of 99.8 km/h, making them capable of piercing through a full oak tree. The horn of the Abada is also the most rewarding loot of a defeated Abada, the horn is used for basic boost potions and netting a reasonable reward in trade markets.

Today, wild Abada hold little significance other than high-level hunting game. Along with their horn, Abada meat while low gain is very rich while their white fur is an excellent offering to forest and hunting Loa before the next hunt.

AMANITAS

Identification: Amanita láspi. Element: Flora. Dlvl: 2. Social Unit: Cluster (2 — 5). Diet: vegetation and residual magical energy. Habitat: Deciduous forest, boreal forests. Status: Common.

Quadrupedal mushrooms and the most common species of the Amanita family. The Common Amanita, or simply Amanita, is a fauna-shroom identified by its bright-red cap and four stumpy legs. Widely dispersed across the globe, Amanita share a symbiotic relationship with common fir, pine, birch, and cedar trees in forests. Rooting underneath tree trunks for protection and nourishment while the Amanitas emit a phosphorus-like magical energy that helps feed the trees of the forests they inhabit. Amanita energy can make trees grow wildly and rapidly, making overgrown tress out of once ordinary flora. Nocturnal creatures, Amanitas uproot and commute mostly at night, their hollow, ornate, luminescent eyes piercing through the darkened forests like a pair of flashlights. They also emit a faint, bioluminescent glow at night, a result of their phosphorescent energy they give to the trees during the day.

The Amanita’s distinctive red cap is not just a trademark feature, but as hard as rock and ideal for protection against predators while they root underneath trees. Used as both a shield and for offensive attacks against predators, Amanitas are known for throwing the entire weight of their body against predators to wound them at an average weight of 15.4kg.

In society, Amanitas make popular familiars for children growing up in forested areas. Amanita caps are also used in many popular forest-based dishes and once harvested from a dead Amanita, the cap is properly cleaned, dried, and prepped for use in many soups, curries, and even potions. If fried just right, Amanita caps are even capable of producing a mild hallucinogenic effect once eaten.

AQUA SLIJ

Identification: Slij Vétta. Element: Water. Dlvl: 7. Social Unit: Globs (5—50). Diet: Omnivorous. Habitat: Beaches, Shallow seas, Urban areas. Status: Common.

Aqua Slij are the weakest of the slij species gifted in water elemental magic. Other than that, they’re not that far off from a common blue slij. Aqua Slijs’’ gelatinous form is a more liquid-blue coloration when compared to the common slij’s jelly. They can be found along beaches and shallow seas, but unlike other water-based himbas, seem incapable of submerging their body in the ocean depths. Aqua Slij live in pretty large globs with an average 12—20 slij per glob, and are even capable of coexisting with multiple globs sharing territorial borders. Like all slij, Aqua Slij are omnivorous and opportunistic feeders that will try to consume just about anything. Regarding the Aqua Slij, their diet consists mostly of crustacea, fish, and the occasional plant or red meat.

While they slowly wade across the sandy shores, Aqua Slij cast water spells to expose prey from their hidden homes beneath the sand and sea. Once knocked onto the dry land and stunned by attacks, the slij has a nice, safe meal to consume. Aqua Slij spell knowledge ranges from low-level to a few mid-level water spells, nothing too dangerous to the prepared traveller. Like many water-aligned creatures, they are very vulnerable to electrical attacks, and can even be frozen if their body temperature is lowered.

Their jelly also retains water elemental properties and can be used as coating to buff weaponry and defenses with water protection, but unfortunately these effects don’t apply to a person if the jelly is consumed, it does taste like fresh watermelon though.

BAROMETZES

Identification: Ovis Barometz. Element: Flora. Dlvl: 3. Social Unit: Flocks (5—20). Diet: plants, sunlight, water. Habitat: Grasslands, plains, deciduous forests. Status: Common.

Common creatures found around the world, Barometzes were once thought to be artificially brought to life like golems or wild robots, but are actually naturally growing flora-fauna that have adapted to a specific form. Resembling a featureless lamb sculpted like a topiary bush, Barometz are most commonly found in wide-open plains and grasslands that border forests. Barometz have two mouth-like appendages: a secondary mouth underneath their snoot-like protrusion that functions like a normal jaw designed to chew and digest large shrubs and fruit, and a more commonly seen proboscis-like root that extends from the snoot. Barometzes typically feed by using the proboscis-root and the roots that grow to form the feet, the Barometz anchors itself into the ground and is immobile until it quickly detaches the hoof-roots so it can move again. Using so many rapidly extending roots to feed on other plants makes grazing faster for the Barometz, but feeding can take up to 3-5 hours. When a Barometz is done feeding, a nearly circular ring of withered death forms where the Barometz was, the plants completely drained of all liquids. Due to the merciless effect a Barometz has on the land, they typically try to spread out from the rest of their flock when grazing, but Barometzes are competitive grazers and claiming territory for feeding can get competitive.

The ideal area for a Barometz to graze is one plentiful with shrubbery and grass, that way both mouthes can be put to use like all the roots. Areas rich with vegetation can become competitive battlegrounds for Barometzes, the aftermath scarred with powerful floral magic. In some cases, Barometzes can even become cannibalistic, their roots entangled with one another until one of the Barometzes’ heart-seeds are crushed by the other Barometz. However, Barometz never attack other creatures and prefer to quickly flee from all perceived threats.

Barometz have relentless appetites and are concerned only with grazing and overgrazing on the land is a common occurrence where Barometz live. Flocks of Barmoetz can also become overpopulated, and where natural predators are not swift enough to even out their numbers, Barometz hunting season and even mandatory culls are necessary. Barometz flocks near civilized areas are heavily monitored to make sure overpopulation doesn’t drain the natural landscape, and government-hired hunters are often contracted to wither the numbers of an overgrown flock. Fortunately, Both the heart-seeds and detached roots are salvageable loot that can be sold for a small reward. Once dried and dehydrated the roots make a tasty snack, while the heart-seeds are a rare ingredient for entrées from around the world.

BEACH SEILKIS

Identification: Monpanti Paliped. Element: Water. Dlvl: 7. Social Unit: Bobs (30—300). Diet: Fish, crustacea. Habitat: Beaches, shallow seas, ocean depths. Status: Common, conservative.

The Beach Seilki is a paliped marked by its close-set eyes, wide face, and large claw-tipped flippers and tail. They are one of few palipeds found in tropical climates, and spend just as much time resting on beaches as they do hunting in the ocean depths. Feeding mostly on bony fish, cephalopods, and crustacea, Beach Seilkis dive to depths of 46 to 70 m (150 to 230 ft) and eat up to 2.9 kg (6.5 lbs) per day. On land, Beach Seilkis use their special, shovel-like back flipper to dig shallow beds where they rest in the cool sand to calm their tired bodies down.

Spending most of the daytime on beaches, Beach Seilkis' front flippers are more muscular than most. Their large, front flippers are designed to dig deep into the sand and anchor the seilki while the back flippers are fused together to form one big spade-like digging flipper. In the ocean, this makes the Beach Seilki slower than most other seilki species and more vulnerable to aquatic predators. When threatened, Beach Seilkis will use their powerful flippers to anchor themselves into the sand and throw heavy volleys of sand with their gigantic back flipper. Though not a powerful or lethal attack, the blinding sand will leave an opening for the Beach Seilki to make its escape or for the rest of the pack to attack the irritated victim with its sharp teeth and bony flippers.

BEARS

Identification: Ursus Dirus. Element: Null. Dlvl: 15. Social Unit: Solitary. Diet: Omnivore. Habitat: Deciduous forests, boreal forests, rainforests. Status: Common, conservative.

Carnivorous mammals of the forests, Bears are caniforms consisting of eight species that inhabit the various forests of the world. Common characteristics of modern bears include large bodies with stocky legs, long snouts, shaggy hair, plantigrade paws with five nonretractile claws, and perhaps most famous: their carapace-like patches of armor. Through a process known as magical mutation, Bears have evolved an outer layer of protection that grows randomly along the forearms, shoulder blades, and back as the Bear grows to maturity. Around reaching adulthood, some of these armor patches will grow outward to form rocky spikes to protect the Bear from vicious predatory rivals like dragons or trolls.

Excluding the Polar Bear who is mostly carnivorous and Panda Bear who feeds almost entirely on bamboo, Bears are omnivorous animals with varied diets. The Brown Bear, or Dire Bear pictured here, consumes the greatest variety of any Bear species. They often feed on anything they can scavenge for from plants, flowers, berries, and roots to fish, small rodents, birds, and elk. When hunting, aside from their powerful claws and teeth, Bears can use low-level null magic to stun and even wound prey for an easy kill. When competing against other forest predators, Bears have a unique and legendary magical attack that lets the Bear tear through the air with a slash of magical energy. Ancient mages studied the Bear and learned to recreate their magical attack in the spell called ursu volnus, in common the spell translates as grizzly slash.

Since prehistoric times, Bears have been hunted for their meat, fur, and armored growths; they have also been used as forms of entertainment, such as being made to dance, questionable and unethical practices that have largely been outlawed in the 4th age. With their powerful physical presence, they play a prominent role in the arts, mythology, and other cultural aspects of various societies. In modern times, bears have come under pressure through encroachment on their habitats and illegal trade in bear parts. Multiple bear species are vulnerable or endangered. The poaching and international trade of Bears are prohibited, but still ongoing.

BEISHT KIONE

Identification: Beisht Kione. Element: Water. Dlvl: 19. Social Unit: None. Diet: Whales, sea serpents, titanic fish. Habitat: Ocean depths, Shallow seas. Status: Uncommon.

In the cold, dark depths of the northern seas dwells the Beisht Kione, a most unwelcome sight to fishing vessels. Vampiric sea serpents that primarily feed on large whales that swim the ocean depths, their mouths are lined with multiple rings of piercing fangs designed to penetrate the skin of their prey and anchor the Beisht Kione to them while they feed. A second, smaller set of serrated bones acts like teeth that grind the flesh and muscle of their prey, drawing out more blood while chewing up the meat. Although they mostly target whales larger than them, Beisht Kione have also been known to feed on larger sea serpents and beasts, and even titan-sized fish. However, it is the Beisht Kiones’ thirst for whale blood that leads these simple beasts to often wander into bays and coastal areas where whales migrate and attack fishing boats they mistake for whales.

Unfortunately for fisher’s and their boats, Beisht Kiones’ teeth-like fangs are strong enough to penetrate most materials used to build boats, boats they often mistake for whales. A fisherman’s best strategy for dealing with a Beisht Kione is to have your boat well-equipped with firearms and projectile weapons for traveling in waters infested with Beisht Kione. Hired bounty slayers should also be well equipped or trained in the use of firearms, projectiles, and polearms. Carrying items and spells that ward off water-based creatures is also highly advised. Beisht Kione attack prey by “latching on” to them. If thrown from their prey, they attempt to slow and wound their prey with powerful water magic and their claws again. The same is no different when they attack boats. Beisht Kione attacks only ever end one of two ways: in the Beisht Kione’s defeat, or with the crew’s defeat and them stranded at sea, the Beisht Kione dead from exhaustion.

BIG OWLS

Identification: Bubo Ingenus. Element: Primal/Air. Dlvl: 43. Social Unit: Solitary/ Parliament (2—5). Diet: Carnivorous. Habitat: Deciduous forests, Mountains. Status: Uncommon.

The aptly named Big Owl, is the largest owl species in the world and native to the northern forests of Ro. An extremely adaptable bird, Big Owls stand at an average height of 4.57 meters tall! Nocturnal hunters with a diet primarily focused on large rodents, Big Owls will freely hunt any animal they can overtake, including other birds, reptiles, amphibians, invertebrates, and mammals. Fortunately for forest travelers, Big Owls are fiercely nocturnal and won’t attack most people unless they find themselves intruding on a Big Owl nest.

Mostly solitary creatures due to their immense size, Big Owls are burrowing nesters, probably because there are not many tree species that can hold such large birds. Big Owls build their nests out of forest debris: large logs, leaves, and twigs, as well as the many bones and fur of their prey. During their first mating season, Big Owls will partner up and build a nest together, often resulting in a lifelong mate. Big Owls are one of the earliest nesting raptiorial birds, often laying 3-5 eggs weeks or even months before other raptorial birds. Big Owl partnerships, or parliaments, often mark a small territory around their nest that becomes their family’s hunting ground, often dominated for generations of Big Owls with them instilled as the apex predators of the region. Dangerous giants of the forest, Big Owls are often considered the apex predators of their secluded territories, challenging competing hunters with not just their size and strength, but mastery of air and null magic. Big Owls are also know for their trademark paralyzing stare that lock prey into place with fear, similar to the stare of a basilisk.

Big Owls have captivated the imagination of early forest tribes and cultures for millennia. They are often portrayed an malicious and villainous characters, a type of boogeyman, in the fables of children’s stories. In truth, they are a shy and elusive species that rarely attack people, even those wandering near their nests, but Big Owl related attacks and deaths are not undocumented events.

BLOOD SANIAS

Identification: Verta Saniainen. Element: Flora. Dlvl: 7. Social Unit: Solitary. Diet: Blood, sunlight, water. Habitat: Deciduous forests, boreal forests. Status: Common.

A carnivorous plant identical to common ferns in every way, except for their need to feed on blood. Blood Sanias stalk the forest ground like an octopus out of water, their roots pulling along their body like tentacles on land. Even though they have no physical senses like most animals, Blood Sanias can sense the vibrations in the ground from nearby prey. Sanias then use their roots to grab hold of their prey, sharp little thorns hook and anchor the unsuspecting animal closer to the stem of the body where the Blood Sania will rest on top of the body, ensnaring the prey from an unbreakable trap. The Blood Sania then wraps their roots tightly around their prey as they use the sharp points of their spikes to dig into the veins, absorbing the blood as if it were water.

Blood Sanias will completely drain their prey of blood before detaching themselves from the corpse. Once depleted, the Blood Sania replants itself in the soil to conserve energy. Found in densely covered forests, Blood Sanias are extremely dangerous and hard to spot until they move. By then, it is often too late to counter an attack.

Travelers and caravans that journey through forests where Blood Sanias are known to live are recommended to do so with extreme caution and to keep to main pathways and roads, Blood Sanias often avoid paths where they may be trampled by a much bigger creature. Blood Sania roots are also valuable once severed, if they still hold plenty of blood. If blood is still leaking from the roots, bag them quickly! They are uncommon ingredients in some powerful potion and remedy crafting, and also make useful items in hunting ceremonies and rituals to flora Loa, Rafflesia and the Auravine are particularly fond of Blood Sania roots.

BOOMKATS

Identification: Ebenenkatz. Element: Null. Dlvl: 12. Social Unit: Packs (5—20). Diet: Insects, bird eggs, reptile eggs. Habitat: Grasslands, Deciduous forests, Coniferous forests. Status: Common.

A mongoose species known for its unique magical ability to create small explosions with its front paws. Found in great number across the western plains of Ra, Boomkats scamper across the calm lands, using their magical explosions to knock large chunks out of trees and expose the insects within the wood. Typically found in packs of up to 20, Boomkat packs can lay waste to a small woodland in a matter of days, and in some regions where they are a more invasive species, Boomkat hunting seasons are called upon to cull their numbers before they can destroy the local forests’ ecosystems.

Brimming with a near constant supply of magical energy, Boomkats’ veins are constantly flowing with energy. The largest concentration of these magical veins can be found just beneath the pads on each Boomkat’s front paws. The front paws are the only way the Boomkat can expel all the stored energy in its core and they do so by firing off their signature tiny explosions. In fact, so much magical energy gets stored and released from the Boomkat paws that their pads create a swirling display of magical, kinetic energy. Boomkats are carnivores that hunt and forage for unguarded eggs of other animals, just like other species of mongoose. They use their unique explosions to tear apart trees for bugs and birds eggs, or invade burrows for reptile eggs. Boomkat explosions, though not immediately lethal to adventurers, are fairly powerful and can topple a mighty oak tree in 3-5 attacks. Hidden nests are no match for the Boomkat’s keen senses and magical expolsions, and if underestimated, a few well-timed Boomkat attacks can break the sturdiest shield and fell the unprepared explorer.

Boomkats are often traded as rare familiars to off-world traders, and their adorable appearance and skittish behavior have made them popular mascot creatures in children’s entertainment across the globe. The Boomkats unique explosions is also the origin to the null spell,  vlakeben, which creates a similar magical explosion from the caster’s hands.

CACTOIDS

Identification: Masnae Sabaam. Element: Flora/Desert. Dlvl: 32. Social Unit: Glochids (3—25). Diet: Photosynthesis, cactus water. Habitat: Deserts. Status: Uncommon.

Mischievous and mean-spirited beasts that, mercifully, lack the intelligence to cause any danger unless provoked. It is unclear why Cactoids so ruthlessly attack anything that crosses their sight, whether it be for preemptive defense, entertainment, or confusion; Cactoids may not look it, but their stamina seems infinite. Cactoids are nomads, wandering creatures that walk on two, stubby, unbalanced legs, their aimless adventures carrying their species far across the desert, and far into territories where their insatiable thirst for cactus juice and curiosity has made them an invasive species. Cactoids don’t appear to need much nourishment to sustain themselves and live mostly off of the photosynthesis all flora-fauna take in naturally, but Cactoids also display a fondnesss for the water found in any normal cacti and grow a single, sharp, piercing tooth designed to puncture and drain cactus. Through their sheer stupidity Cactoids often bite themselves, mistaking themselves for edible cacti, luckily for Cactoids they are fast healers and soon realize their mistake quick enough to release their bite before any real damage can be done.

Constantly growing beneath their skin, Cactoids are capable of shooting their glochid spines as projectiles and then replacing them with new spines at such an exponential rate that a Cactoid can fire its spines all over its body in a radius of 1,000 spines every 5 seconds. A tactic that is so damaging to the Cactoid it is only used as a last defense, for once the attack is unleashed the Cactoid is left fatigued with no spines left and open to attacks.

Troublesome and invasive creatures to civilized areas in the desert, Cactoids have a reputation for wreaking havoc on farms and even small gardens. Yet Cactoids have also become somewhat of an iconic symbol in qazal culture, their plump, innocent form and wide-eyed stare making them popular amongst children; their dangerous nature and unique 1,000 Needles Volley making them forbidding fiends and symbols of danger in other facets of desert pop culture.

CLAY SLIJ

Identification: Slij Klei. Element: Stone. Dlvl: 8. Social Unit: Globs (5—50). Diet: Omnivorous. Habitat: Mountains, Canyons, Caves, Urban areas. Status: Common.

The most common of the stone elemental slij family, Clay Slijs’ gelatinous form has evolved to mimic clay. Although still a slimy, gelatinous substance to the touch, Clay Slij appear much more solid and jagged with sharp, stone-like edges but are still the same slimy creatures like any other slij. Clay Slij live where clay mineral deposits are rich, when resting they try to mimic mounds of clay and globs can be found near both natural and man-made clay deposits.

When hunting, Clay Slij use low-level stone spells to quickly wound prey and defend themselves from attacks before snaring them with their tongue. Even the prehensile tongue of the slij is jagged and dense like clay, making it a more powerful weapon than ordinary slij tongues, combined with their magic, Clay Slij are surprisingly strong.

Despite their low-ranking danger level, Clay Slij are not to be underestimated. Hard to eradicate and quick to reproduce, Clay Slij infestations are a regular occurrence where clay is nearby. However, Clay Slij are not without their value in loot. Clay Slij have evolved to mimic clay minerals remarkably well, and there jelly is no different. The jelly is plastic when wet and hardens when dry, it can be molded and sculpted into any other shape and has been used since ancient times as a construction and sculpting tool. Clay Slij jelly is also a common medicine tool and is recommended as an emergency travel item for adventurers exploring mountainous regions.

DIRT WORMS

Identification: Wermis Solfostis . Element: Primal. Dlvl: 4. Social Unit: Clew (3—7). Diet: Soil, compost, meat. Habitat: Dirt, caves, forests. Status: Common.

Dirt Worms are the most common species of the terrestrial invertebrates belonging to phylum Annelid. Soil-dwelling, segmented worms, Dirt Worms are commonly found in moist, compost-rich soil, and eat a wide variety of organic matter. One of nature’s most important creatures in the food chain, Dirt Worms serve as food for many larger and low-level predators within the ecosystem. Dirt Worms’ digestive system runs the length of its body, and like other worm species, the head ends in a segmented mouth lined with rows and clusters of razor-sharp, serrated, hooks designed to anchor and crush living prey. They are also important coprophages and detritivores, feeding mostly on decomposing plant and animal parts before hunting becomes a necessity.

Found all over the world, Dirt Worms are preyed upon by many birds, reptiles, amphibians, and mammals. After rainfall, Dirt Worms buried deep underground will surface, using the wet soil to travel greater distances with ease, but leaving themselves open to attack from their many predators. Despite their large appearance, Dirt Worms are weak opponents with few defenses, armed only with their hooked mouth and only two low-level spells. Many predators are smaller than a Dirt Worm and feed their entire families off one or two worm. Dirt Worms are also environmental indicators of soil health, they feed on the decaying matter in the soil and analyzing the contents of their digestive tracts gives insight to the overall condition of the soil. Healthy soil would also contain a larger number of Dirt Worms, called a clew, which farmers and miners of The Underneath would study to determine the best places to set their fields and ensure their crops are in the healthiest soil possible.

EFTS

Identification: Eft. Element: Water. Dlvl: 22. Social Unit: Congregations (5-15). Diet: Fish, meat. Habitat: Rivers, lakes, shallow seas. Status: Endangered.

Efts are unique and complex reptiles whose appearance resembles that of a gremlin-esque fish or alligator. Consisting of only two distinct species, Freshwater Efts are identified by their dark-red scales while the Saltwater species has a brighter turquoise coloring. However both species have the same spotted lining across their backs, hinting that both species are more closely related than thought.

Both species of Efts live close to their chosen bodies of water in social groups called congregations. Aggressive and territorial to all other creatures except those Efts share a symbiotic niche with, Efts are quick moving hunters that attack both prey and threat with their jaws. Efts are also creatures well-attuned to the water element and are surprisingly strong water casters, with their spell knowledge ranging from low to mid-range water magic. Most commonly, Efts cast offensive spells like water jet or splash to wound and knock back other animals before delivering a killing blow with their snapping jaws.

If attacked by an Eft, retreat is rarely an option. They are easy opponents so long as you mind their numbers and stay alert at all times. Beware their jaws and guard against their water spells, and an Eft can quickly be felled by the common blade or firearm. Additionally, their meat — a tough yet gamey meat not common in most markets — makes for a delicious salvage from the battle. The meat is often cooked in rare entrees, mostly in broths and ramen coming from dark elf culture, and sells for a high price in the bazaar and loot markets.

FIRE

ELEMENTALS

Identification: Elemódis Ignuá. Element: Fire. Dlvl: 33. Social Unit: Pack (3–5). Diet: Residual magical energy. Habitat: Firelands. Status: Common.

A physical personification of the fire element. Fire Elementals are born from highly concentrated gatherings of fire energy that is — for lack of a better term — magically brought to life. The truth as to how these elemental phenomena occur is still a mystery to the physical world. Appearing as a ball of fire with limbs and eyes, Fire Elementals’ energy surrounds an inner core of flames like all other elemental species. This inner core functions like a nervous system, the brain and organs being substituted by this core, and all other functions of the Fire Elementals’ outer form serve only to protect and encase this fire-core.  Despite the various scientific mysteries that still surround the elemental family, Fire Elementals are in no way an elusive and mysterious species. Widespread around the world, Fire Elementals are only found in regions of The Firelands and most commonly gather in small groups near areas of intense heat and flame, like the mouth of volcanoes.

As the Fire Elemental reacts to the world around it, the fire inside it fuels and lessens for a number of reasons: emotional reaction, communication, and most notably spell casting. With each consecutive spell cast the fire of the core weakens and grows smaller, should the Elemental cast too many powerful spells at once the flame may go out, taking the Elemental with it. This is where time, and a healthy supply of empty bottles, is essential. Once bottled Fire Elementals’ energy is valuable loot known as Fire Essence. A common yet still valuable item of loot that is not typically farmed or sold in stores.

Like all elementals, Fire Elementals are extremely adept at harnessing the forces of the element they personify. Most notably, Fire Elementals specialize in casting flame-based magic, and favor offensive spells that cast a wide arc of flames or fireballs to lob at their enemies. Fire Elementals are bound by the laws of the elements, meaning this species of elemental is weak against water-based damage. Ice-based magic also wound Fire Elementals significantly, but not nearly as effectively as water elemental damage.

FIRE SLIJ

Identification: Slij Ignuá. Element: Fire. Dlvl: 10. Social Unit: Globs (5—30). Diet: Omnivorous. Habitat: Firelands, Mountains, Caves, Deserts, Grasslands, Forests, Urban areas. Status: Common.

The most common fire-based slij species. Fire Slij look like red slij with a slightly more red-orange coloration, their key feature being the fire burning from their body. Burning with an intense fire, Fire Slij magically produce and control this fire with their own energy. The fire is almost constantly burning and only seems to reduce to low embers or extinguish entirely when the slij is sleeping. Found mostly in the firelands and regions where flammable flora are less common, Fire Slij are also opportunistic hunters and nomadic slimes that will follow the smell of food for days, leading them into neighboring wilderness like forests and grasslands.

Keenly aware and in control of their fire, globs of Fire Slij that have nested in forests and grasslands will control their flames with great caution, only using small flames to defend themselves from predators. Fire Slij can even absorb fire and quickly absorb loose flames once their prey is killed, to make sure no wildfires break out. Fire Slij are also quick to use their fire to attack wandering travelers and caravans, really any thing that looks like prey, even bigger predators they will try to consume if given the opportunity. Fire Slij, like most other species, also find themselves near civilization and are pests to most farmers who see their crops or livestock go up in flames if precautions are not put in place. Fortunately, they are vulnerable to water and reduced to the equivalent of a common red slij if their flames are extinguished. However, their jelly is worthless if the fire is not kept alive and cannot be reignited if it is separated from the body. Once dried, the Fire Slij can reignite its flames, but a wet Fire Slij is of no threat to most crops or livestock.

GALLEY-TROTS

Identification: Galley-Trots. Element: Death: Dlvl: 31. Social Unit: Packs (2—8). Diet: Carnivorous. Habitat: Deciduous forests, Boreal forests. Status: Uncommon.

Large, white, shaggy canines known across the great plains and forests of the calm lands. Often viewed as a cultural omen of death, their formn — hidden beneath clumps and strands of their distinct white fur — makes them fearsome hunters of legend. Aside for their fur, horn, and prominent fangs, Galley-Trots are perhaps best known for their eyes. Eyes so white they appear blind, eyes that glow with a brilliant and haunting white light in the darkness, further adding to their legendary lore of death. Yet their eyes are not blind, no different from any other canine eyes up close, and they are very keen hunters in the dark, having a perfect night vision sight.

Pack hunters that often make their homes in caves, Galley-Trots make close knit packs that often consist of a small family, 2-3 adults and 2-4 pups, until the younglings reach maturity and venture off to form their own packs with their own mates. Carnivorous hunters, Galley-Trots mostly hunt local mammals and rodents, and due to their massive bull-like size the hunting territory of a Galley-Trot pack can take them far outside their forest in to the neighboring grass plains of the calm lands.

Galley-Trots have long been common and dangerous competitors to farmers. Especially those of small city and village developments that lack the great-wall protections and armaments of the megacities. It is not uncommon for younger Galley-Trot packs to venture out in to the world and try their luck at hunting the easier, domesticated livestock of farmers. Their attacks can wipe out an entire farm in a matter of weeks if they are not dealt with swiftly, but minimal harm can be dealt to the over all population if the alpha male is vanquished. However, their massive bull-like size can make them extremely dangerous opponents, their piercing white eyes strike fear in the night, and their power, both physical and magical, make them harbingers of death. Their environmental role as alpha hunters and adversaries of farmlands have built an ominous legend around the Galley-Trot, and they are often used as villainous or monstrous subjects in children’s fables throughout the ages. Perhaps this is where the Galley-Trots’ identity as an omen of death has originated from. Yet the Galley-Trot is nothing more than a large dog, not much different from a common wolf except in size and appearance, and a predator that is rarely a danger to any person traveling the wilds of Ra.

GHOSTS

Identification: Fëa. Element: Death. Dlvl: 23. Social Unit: Undefined. Diet: Fear, violence. Habitat: Wherever deadly energy is present and death has occurred. Status: Rare.

Any soul when trapped in a coffin by magic is doomed to become a vengeful beast filled with passionate violence, no matter how innocent or unsullied its former life. This is how a Ghost is born. Once mortal souls that have become animals of pure malice, many legends and tales have been told of Ghosts. They are living embodiments of fear that feed on fear, and when that is not enough to quench their thirst, that is when a Ghost gets physical and violence takes hold. Destroying the casket that binds its primal form is often enough to dissipate the Ghost, an act properly referred to as “cleansing,” for it frees the soul at last to ascend to the next realm of existence. The efficacies of this practice still remain tested as many protestors argue Ghosts are living creatures classified as fauna not unlike a primate.

Ghosts are wandering spirits that call areas effected by significant death their habitat. They don’t seem to wander far from their accursed domain, and those born of curses or linked to a coffin are incapable of wandering far from the site, the furthest recoded distance being just over 3.5 meters. Ghosts are powerful casters of death magic and both their physical and magical strength seems to be related to their former physical form. Ghosts are often oblivious to the physical world and only interact with it when they are hungry or actually curious about their surroundings. Like many astral undead, once “cleansed” Ghosts leave behind no evidence of their being, and any object they were tied to, like a coffin, combusts in a brilliant display of elemental, undead energy and fire. On rare occasions, Ghosts haunt or are cursed to haunt specific items, once cleansed of the Ghost or Ghosts, these items become imbued with undead magic and are quite valuable amongst traders. The rarity of this Ghost loot has also created a dangerous loophole for centuries, some collectors and traders in magical items often attempt to create Ghosts or artificially curse existing Ghosts to common items in order to create Ghost loot. A dangerous and unethical practice to both the Ghosts, seller, and any other innocent lost caught in the exchange of undead energies all so an empty bottle can become thrice its value if it is flowing with undead energy.

GIANT SNAILS

Identification: Achatina Achatina. Element: Insect. Dlvl: 11. Social Unit: Colony (20—40). Diet: Herbivorous. Habitat: Deciduous Forests, Boreal Forests, Tropical Forests, Grasslands, Caves, The Underneath, Wetlands, Urban areas. Status: Uncommon.

A very common and large species of gastropod mollusk found in most terrestrial terrains. The Giant Snail is a very widespread species, so much so that it is considered a significant invasive pest in most areas around the world, both in the wild and populated regions. The Giant Snail species is believed to have originated from The Underneath where its bioluminescent stalks allowed it to travel the dark caves freely and unencumbered.  However, eventually the species made its way to the surface world where its bioluminescent eyes helped it flourished in the night, allowing the species to constantly graze on the vegetation of the surface world. Giant Snails reach an average of 121cm in height and carry a massive, carapace-like shell they use for shelter, like all snails. Due to the massive size and weight, these shells can reach an average weight of 145 kg. Giant Snails are almost always found constantly consuming. Deep in The Underneath, food is scarce for Giant Snails and a steady diet of luminescent mushrooms and moss keeps the Giant Snails’ shell growth under control. But surface-dwelling subspecies like Forest Giant Snails have no limit of food supplies, so they just kept eating and eating; retreating back into The Underneath to sharpen and shave their shells when they got too big.

Although it is an excellent source of protection and a powerful weapon, the shell of the Giant Snail is often its own downfall. For older Giant Snails, the shell simply becomes too heavy for them to move and they collapse from exhaustion, leaving them easy prey for predators. The shell can also become too wide and the snail gets trapped in a wedge, unable to break free the Giant Snail dies of starvation, if not killed by a predator sooner. In addition to being a cumbersome, yet lethal, weapons for Giant Snails, their shell is also a highly sought after loot item on the bazaar market. The carapace shell is used to craft a wide range of high-defense armors, blunt and spiky weapons, and even shaved or ground into recipes for powerful protective tonics.

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