Would you like to know more?

  • >Yes.

    Votes: 7 16.7%
  • >Yes.

    Votes: 1 2.4%
  • >Hell Yes.

    Votes: 9 21.4%
  • >No.

    Votes: 0 0.0%
  • >What is this!? Who are you people!?

    Votes: 25 59.5%

  • Total voters
    42
Foreword and Introduction.
Location
Tampa, FL.
Foreword.

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

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

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

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

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

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

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

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

----

A World of Monsters. Encyclopedia, Arisa Continent.

7th Edition.

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

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

----

Introduction.

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

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

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

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

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

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

[What would you like to read about first?]

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


[>.....

>.....

>Land.]

( I am always open to answering questions, and will on occasion open up to allow for creature suggestions from the readers in order to add new and horrifying life to the world, provided I decide they fit. Suggesters will be properly credited for suggestion the creature idea when the time comes for it. First creature will come tomorrow, folks, so stay tuned!)
 
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Basics Breakdown and Slaughtering Shrike.
Land, biological basics.

---​

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

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

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

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

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

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

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

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

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

---

Slaughtering Shrike.

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

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

Scientific Name Translation: 'Cruel Butcher.'

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Scientific Name Translation: Swarm Dog.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Scientific Name Translation: Bee Hunter.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Scientific Name Translation: Contemptuous Emperor Equine.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Habitat Range: Rainforests.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Scientific Name Translation: Bat Dragon.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Scientific Name Translation: Lightning Foot.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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