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Bogblort™
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The unlikely Bogblort lives in still water, the more
foul the better. Children may cuss, "Oh, bogblorts!"
when something goes wrong. Perhaps that is because these
little creeps are known to sneak in and sabotage
machines and tools. They sometimes infest the
sewage moats of castles.

The Bogblort's specialty is illusion. It stands
only half a meter tall, but can look like somebody much
bigger. A Bogblort can impersonate monsters it
has encountered, too, but cannot look like something
it hasn't seen from a number of angles. More
often, its efforts are directed at looking like
natural pieces of scenery like a boulder or bush.

Those rare individuals who are "psionic nulls" (and thus immune to these illusions) are the Bogblort's deadly enemies. Bogblorts normally go to great lengths to kill such a person.

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Furre™ Brigand

In the Olde World, cities do not have "city guards"
while in Kasuria, only the very largest do. Keeping
people safe is the responsibility of household guards
in the pay of noble families. That leaves the roads
between settlements a ripe place to harvest the money
of travelers!
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Brigands aren't really a separate race, but they do
try to look like no race in particular. Thus, you
may find rat-like dogs, cat-like rabbits, wolfish
horses, and so on, amongst them. They will trim
the fur on their tails or permanently cut their ears
for this effect-- all the better to elude the law.

The normal operations of brigands is to stop furres
on the road and demand they leave their goods and
money. After they have robbed their victims, it is
normal for them to attack until the victims are not
in any shape to follow them. More vicious brigands
simply kill their victims and rob them afterwards.

The brigands of the Olde World will tend to use sword
and crossbow. Brigands of Kasuria can be mages with
wands as well. Brigands of Drakoria tend to use
flint-tipped spears and bow-and-arrow.
Cauldruin-born™
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There is an epic song of a lapine witch whose wolf
lover became one of the Cauldruin-born. She
gave him a magical draught to restore his
memories. Alas! Although he remembered clearly
who he had once been, he was still a monster,
and he killed the witch for trying to come
between him and the power of the Cauldruin.
Once taken, there is no turning back.

The winged spear-hurling warriors wear helms
with a third eye, enabling them to see all
that is invisible. These are servitors of
the Cauldruin, a famous magical artifact.
Known as the Cauldruin-born, legend says they
sometimes appear at the close of a battle to
carry away the body of a fallen hero. The
remains are thrown into the Cauldruin, to rise
again as an intelligent but strange and unfeeling
being.

Cauldruin-born have no need of breath, food, or
sleep. They do, however, need to drink water.
Drinking or immersion in saltwater hurts them.
Their arms have two elbows and they can carry
a furre off into the air with ease. They have
no nipples or genitals; indeed, they entirely
lack a sex drive.


They stand a head taller than normal furres,
and could perhaps pass for a Wyrmme if hooded
and cloaked. Cauldruin-born have no tails,
which makes the deception more difficult.
Chiznat™
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Roughly the size of a furre's forearm, the
Chiznat does not eat, but only drinks dew.
Most of its eating is done during its larval
stage.

Native to western Drakoria, the Chiznat is wasp-like creature that lays its eggs in a living host. Its stinger delivers a powerful dose of paralyzing venom that carries a virus. After infection, the victim gets a boil that grows bigger and bigger. If not cut out or otherwise treated, the victim will go into a catatonic state, with one to four Chiznats hatching out of their abdomen in approximately fifteen days.

Evil Faeriefurres know a spell to make a
Chiznat into a tool for long-distance spying.
They are not so useful up-close, as the
drone of their wings gives them away.
Curcupine™

These green behemoths are created by sorcery. They
start out four times the mass of a furre, and stand
one and a half times as tall. They are used to dig
moats, build castles, and protect forests against
logging. As they age, they grow larger, and there
are legends of Curcupines the size of windmills!

Up close, they attack with hard and armor-cutting
claws. Their tails can be swung to shoot magically
armor-piercing spikes as long as a furre's forearm.

Curcupines are mute and intelligent.
They need only
sunlight and water to live. They can be peaceful,
given care and guidance, but without a caretaker, they
become dangerous. If rewarded for it with praise,
they learn to love destruction and a Curcupine on
the rampage can easily wipe out a village. With
effort, they can even claw their way through castle
walls.

A lucky Curcupine in the care of a follower of
the Prime Jujinka may be taught "abbey wave". This
is an ancient Kasurian druidic sign language made
of big graceful motions.

(picture coming soon!)
Dracosaur™
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Native to Drakoria, Dracosaurs are quadrupeds with wings. They are not sentient (but they are about as intelligent as the smartest real-life dogs and not as smart as real-life chimps).

There are three species of draxorian: the large rideable flying Dracosaur, the flightless Nightdrake (see Nightdrake entry), and the smaller Minidrake.

Although they are both winged and scaled, the draxorians are not that similar to the Wyrmmes(sentient bipedal dragons).

All three draxorians can be bonded psionically using a magical music ceremony between compatible subjects. From this time until the time it is large enough to be ridden is three years. This is typically reckoned as one year as a hatchling, and two as an ansel.(For RP purposes, IC time is 2/3 RL time. So, 9 RL months as a hatchling, and 18 as an ansel.)

Those who do not bond this way simply go wild. In the wild they are fierce and wary, untamed and untameable. They will attack a furre to drive them away from a nest, and there have been cases of Dracosaurs who developed a taste for the flesh of young furres.

The Dracosaur's shoulder is at the level of a tall furre's eartips, with its wings rising higher than that. It can carry two typical furres on its back.

Female Dracosaurs are called casses. Males are called syres. A dragon that is too young to ride, but larger than a hatch-ling, is called an ansel.

Dracosaurs come in gem-like colors and their color is already known by the color of their eggshell. They can be carnelian, ruby, burnished (like burnt gold), ivory, blue agate, white jade, emerald, jade, and earth brown. Blue agates sometimes contain rare brilliant blue sapphire dragons. A male born from a burnished egg will be obsidian. Various markings can be brilliant colors.

The Minidrake, the smallest member of this family, is less than a meter tall at adulthood, and can ride on a shoulder comfortably. It looks just like a miniature Dracosaur.

Minidrakes have a very active social life if they are around other Minidrakes. They form alliances, hold grudges, forgive, fall in love, break up, get back together, and so forth.

Dracosaurs of all kinds tend to lay their eggs far from their homes, leaving their young to fend for themselves. This protects them from another instinct: to eat any eggs they find. Dracosaurs of all sizes find eggs delicious.
Eetrox™
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Powerful and compactly built, the Eetrox can leap about in trees. They are known to eat non-Eetrox. They roam the wilds of Drakoria in hordes of around 20-40, and they are hated by the Wyrmmes, who will send out patrols to wipe them out if they get too close to the City-States.

They are primitive, and occasionally will run by crouching on all fours and wriggling across the ground quickly.
Evil Faeriefurre™

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Physically, Faeriefurres are no larger than teenage
mortal furres. Most are the size of children. They
have great big eyes, profuse hair, and large ears.
Their paws have one less finger than normal. Unlike mortals, the species of a Faeriefurre is hard to discern. They may mix the features of predator and prey creatures, for example. They divide themselves into two factions: the Seelie, who are fond of the quaint mortal world, and the Unseelie, who treat it with contempt.

Faeriefurres who fulfill the ideals of their Court
live longer than mortals.

The evil "ilk" are malignant spirits to the core,
honoring each other for spiteful and malicious acts.
It is customary to brag about it in Unseelie Court,
and the one who doubts another may find themselves in a bloody duel-- to the delight of the rest of the court. The signature weapon of the Unseelie are "elfdarts"- slender twinned crystals made of refined poison that vanish after they have done their dirty work.
Herdbird™

There are several types of herdbird that furres keep.
They produce a bird-wool, which resembles peacock tail
hurls. It can be spun into a very soft fuzzy thin yarn.

The nomad Furres of Drakoria keep a kind of herdbird
called a Beb-Kra. When one is alarmed, it thumps the ground
frantically with its heavy feet. Beb-Kras are very
affectionate birds and are only eaten in the direst
of emergencies.

(picture coming soon!)
Impellion™
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The Impellions were created by the Dark Primes to serve
their high priests. They are very rare. One Impellion
is a traditional reward for destroying a large town
or city. They arrive in this world in the form
of fist-sized eggs.

They devour whatever they can, and
grow to their full size in minutes. They must eat
large quantities of fresh prey to keep up their
physical speed, slowing down somewhat if starved.

They do not sleep. They are almost like machines
in the execution of their assigned tasks. They
do not like to talk to anyone but their master or
mistress. They do not possess emotions such as
pride, affection, or anger.

Their tails are equipped with heavy armor-piercing
projectiles which they launch at their enemies. As
soon as one is fired, a new one starts to form, and is
ready a second later. Their scythe-claws cut
through stone as if it were cake; they cut through
an armored Furre as if they were made of warm
butter!

Except for the tips of their four feet, their bodies disintegrate nearly anything touching them. They possess a psionic ability to appear to be in a location that is not where they are. The more magic a viewer possesses, the more pronounced this effect. Impellions can magically see through total darkness but not walls, so they try to avoid being in buildings or other structures that impede their vision.

As if that was not enough to keep them alive, they are also the fastest self-regenerating creaturesb in all the Dragonlands.

Because they require magic to live, they can not survive in the Olde World. It is fortunate that Impellions cannot breed, for they would quickly overrun the world if they did. Thanks to the gems set in their heads, they can see all around them, even in the dark, and they can never be surprised. They can sense evil as if it were music.

They can be targeted through sonar and other discriminatory senses. It is also possible to hazard a guess as to where they are, by watching the prints of their feet in sand, their shadows, and similar indirect indicators.

Impellions are immune to magic and psionics that attempt to affect them (such as setting them afire or mind-control). They are not immune to indirect use of magic, such as, setting a forest around them on fire or blowing at them with a gale-force wind.

After they have been vanquished, Impellions are strangely forgotten, except by those who faced them directly in combat. Mage lore sometimes has scrolls with precious accounts of the encounter. It is written that one Impellion can destroy an army of four hundred Furres and their Dracosaur and Scarhawk mounts, mages included. Fighting one is invariably a matter involving kings, arch-mages, and even lords and ladies of supernatural courts.

The reader of such lore could learn (for a time!) that a magical circle blocking out all magical energy formed around an Impellion will cause it to revert back into the inert egg. To awaken it again, it must be bathed in the blood of a dying innocent sentient Furre (a Wyrmme or Bugge will not suffice).

Perhaps their greatest weakness is that they must obey the will of the one that awakened them. They are cunning but not geniuses; they rely on the wits of their superior. If that person is somehow removed, the Impellion will try to find a replacement patron on their own.
Leotaur™

Another of the elusive and primitive "Kentauri"
tribes, the Leotaurs are inimical, seeking to kill
any regular furre that they find. Like their
lupine counterparts, the Wolventaurs, Leotaurs
are "sennibals", that is, they will eat sentient
creatures such as furres and other Kentauri.

While Wolventaurs are happiest in packs,
Leotaurs are often solitary wanderers or
mated pairs. Unfriendly males will fight to
the death for a female, but friends will
prefer to wrestle.

Female Leotaurs have a pouch.

(picture coming soon!)
Lichenthrope™
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Ancient Drakorian Wyrmmes discovered that a certain fungus, when allowed to cover a corpse, would reanimate it into a creature with the intelligence of a snake. The Wyrmmes made herds of them to protect their tombs. Able to sense vibrations and heat through their textured surface, lichenthropes can tear would-be tomb raiders to shreds. Lichenthropes know no fear, and can not fall unconscious due to injury.

Capable of living for centuries, older lichenthropes have an outer covering resembling random staghorns, while the younger ones are rough, crinkly or warty. The nails of lichenthropes grow into dangerous claws that cause grotesque and painful infections if the wounds are not cleansed. If an infected furre dies,they become a lichenthrope themself.

Vulnerable to sunlight, lichenthropes can leave their subterranean lairs by night. Most of the time they are perfectly still, dormant.

The deep bodily fluids of lichenthropes are a green goo that glows in the dark. This substance seems useful- but so long as it gives off light, it is capable of infecting a corpse. It usually lasts up to three days.
Evil Furre™ Mage

Evil furre mages have different spells than their
good counterparts because they are learned in
secret schools called the "Colleges of Shadows."
These three organizations are known to their
members as the School of Corruption, the School
of Darkness, and the School of Dark Bindings.
see details here.

Like brigands, the evil mages aren't a separate
race-- but they wish they were. Magical talent
is somewhat hereditary, and they make a big
deal out of arranging marriages between their
secret bloodlines.

(Picture coming soon!)
Evil Merfurre™

There are legends of sailors tossed overboard during
a storm who are rescued by the fish-tailed "Daughters
of Dahlsea". Evil Merfurres, however, are those
denizens of the deep who have turned to evil.

Equines are the most common Merfurres. They tend to
be highly territorial and place great value on
privacy and secrecy. They are superstitious and think
that witnesses to their elaborate dances and ceremonies
rob them of their effectiveness.

They consider themselves different groups according to
the forms of their lower bodies. Some resemble
sharks; some resemble seals; some resemble dolphins;
some resemble a certain kind of fish such as a marlin.

The Merfurres have no need of air, so they build
great cities at the bottom of the sea. Or rather,
they grow them, by cultivating corals
into beautiful and strong structures. Good and evil
merfurres dwell apart in different places, and there
are often wars taking place between them.

The evil Merfurres create shrines to Nareetha, a
Dark Prime. She is depicted as a rodent merfurre
with a huge pearl in her mouth. She is accompanied
by two smaller feline merfurres that are chained
by their necks to her wrists.

(Picture coming soon!)
Evil Nagafurre™

These are the traditional temple guardians of
the ancient world. They have the torso of a
Furre but a lower body like a huge snake.
Their faces are often snake-ish, with scales
and backswept ears tight to their heads.
Furres tend to find them beautiful yet somewhat
repellant at the same time.

A nagafurre can only be magically created by a
conclave of Dark Mages. It begins as an egg,
which hatches and rapidly grows into a four-
meter-long adult over the space of a month.
Making a Nagafurre requires the destruction
of a Faeriefurre, a mortal Furre, and a snake.

They are usually equipped with a warrior's
weapons, and armor made especially for them.
Then they are set to guard great treasure
hoards.

Nagafurres can spit fist-sized balls of "fyre":
gooey stuff that bursts into fire in the air.
Their range is equal to that of the finest,
heaviest bow. Once set on fire, a victim's
best chance is to smother the fire with
something fireproof. Rolling on the ground
will make it worse and spread the fire.
Water does nothing to the Nagafurre's fyre.
It will burn for weeks- donated fyre from a
friendly nagafurre makes a great lamp fuel!

The best action for someone hit by fyre is
to apply large amounts of dry powdered
gypsum or plaster-of-paris. The burning will
go out but the victim will still be horribly
injured.

The nagafurre's senses of touch and hearing
are very acute, and they cannot be surprised
if they are awake. They can hear the heart
beat of a furre hiding behind a huge pillar
several meters away, for example. Thus,
they can fight in pitch darkness without
any penalty.

Nagafurres are, by nature, vain and insecure.
They can embody all the worst traits of a
young child-- greed, selfishness, laziness,
malice, and so on. Also, like a young child,
they love to listen to stories. (Long epics
are their favorite.)

There are three known ways to distract one.
Its serpent nature makes it hungry and after
being given a large offering of food, it will
go to sleep. Its Faerie nature gives it a
curious, playful side, and it can become
obsessed with a puzzle toy, such as a large
jigsaw or a metal blacksmith's puzzle.

The mortal Furre nature gives the Nagafurre
susceptibility to loneliness. Most will
never have seen another Nagafurre and can be
thrown into a state of rapture and longing
by showing it a large mirror.

It is also true that a mortal furre of the
opposite sex who is good and pure of heart
can tame the Nagafurre with kindness. (This
isn't sexual, and it's always a furre of the
opposite gender.) Once tamed, a Nagafurre
starts to grow up, showing more and more
self-control and maturity over time.

(picture coming soon!)
Nightdrake™

Tribesfurres of Drakoria tell frightening
campfire stories of hunters being stalked by
legendary Nightdrakes with furre-level
intelligence.

The Nightdrake is perhaps the rarest. Its
wings are only used for attracting a mate-
and grow out of its skull instead of shoulders.
Its skin is dark colored, usually dark blue
or dark dark green. Nightdrakes have big eyes
like milky opals, and they cannot see during
the day. At night, however, they have
perfect vision. They also have small gemlike
lenses on their foreheads which project a
light that only they can see.

Furres who mindmeld to a Nightdrake are said
to become very strange. They become withdrawn
and don't like to speak much. At night, they
see through the Nightdrake's eyes, while in
the day, they allow the Nightdrake see. The
Nightdrake's dislike of wide open spaces tends
to magically "infect" their rider.

Untamed Nightdrakes are a deadly menace. They
run at a shockingly fast gallop and swim very
fast. Their jaws crush legbones or skulls as
if they were paper; their teeth are hard enough
to pierce armor. Their skin is extremely tough.
They are the preferred mounts of Drakorian
bandits, but are also favored by miners.

Draxorians of all kinds tend to lay their
eggs far from their homes, leaving their young
to fend for themselves. This protects them
from another instinct: to eat any eggs they
find. Draxorians of all sizes find eggs
delicious.

(Picture coming soon!)
Raukor™

The Raukor is twice the mass of a domestic Ostrix, and
more common in Drakoria than Kasuria. It is virtually
unknown in Olde World, where they may haunt misty
eastern jungles. In Drakoria, a bad-tempered lady
may be called "that old Raukor" behind her back.

Highly intelligent, Raukors can mimic sounds they have
just heard with great accuracy. They are voracious
and clever pack hunters. Where there is one, there
is usually a dozen or two more. They attack with
an unceasing chorus of cawing shrieks that makes
even yelled speech impossible.

They are most deadly because the whole pack will
attack a single victim unceasingly, then move on
to the next foe. Their thick hide is very tough,
and can even resist crossbow bolts, thus their
skin is prized for making feathery shields.

The long plumes on its back are not its tail, but
a tuft that can be raised, lowered, or made to
quiver. Drakorian chieftains and chieftainesses
sometimes wear cloaks woven from Raukor throat
plumes.

Wyrmme nobles hunt Raukors with long spears, and make
their back-plumes into fans on long handles.

(picture coming soon!)
Roctopus™
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Roctopuses are animals normally found on the ceilings of caves. They have a natural ability to fly slowly. They catch prey by dropping down on them, and then crushing them to death. They tend to be alone, as they are cannibals out of mating season.
Serp™
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These are the rare and elusive snake people of the Dragonlands.
Related to Nagas something like the way Faeriefurres are related
to mortal Furres, the race of Serps are a shy people. In ancient
days, some Serps would eat baby Furres, but most of them today
would be appalled by an act of sennibalism.

Preferring live food, their favorite food is usually fresh bird
chicks, and many of them enjoy eggs too. Serps can be very kind
and philosophical, and some live a vegetarian lifestyle.
Surfcutter™
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Surfcutters are swimming birds, unable to fly, but swift swimmers.
Their hind legs have moved forwards and their wings have become
flippers. They are not natural creatures; they are the result
of a potion on birds. Their presence is usually heralded by
the wind going dead, a magical effect that they cause around
them.

They are usually sent in a large flock to assassinate someone at
sea, following them magically. The surfcutters then weaken the hull
of the ship, going into a frenzy to attack any people in the
water.

The potion used to transform birds is known as Nareetha's Tears.
Its effect lasts eleven years and a day. If given to a Furre,
the result is a Merfurre until it wears off.

Moderators: Calliste Ahmose (played by FishyFi) Mikhael Solberg (played by minizeries)