Within the land of Enarion exist many different breeds of beasts. As more and more knowledge becomes known of Enarion, the list of different species will continue to grow.
- 1 Akkuura
- 2 Asmenfolia
- 3 Cornibus
- 4 Corpsemen
- 5 Crystal Elemental
- 6 Death Knights
- 7 Draeii
- 8 Ettin
- 9 Flame jellyfish
- 10 Giant
- 11 Griffin
- 12 Hippogriff
- 13 Hydra
- 14 Kappa
- 15 Kraken
- 16 Mandrake
- 17 Meshers
- 18 Northern Waterfowl
- 19 Ogre
- 20 Salamander
- 21 Spleegin
- 22 Troll
- 23 Triton
- 24 Voti
- 25 Watcher
- 26 Zambeeni
The Akuura is a creature with the bottom of an octopus and the top of a human. They have eight tentacles, each having over one hundred suction cups, which have tiny teeth on them. The Akuura have scales running up their torso and back, which provide them with a sort of armor. They have sharp teeth, a forked tongue, and grow up to twelve feet. They typically live up to two hundred years.
They live on the ocean floor or inside of sea caves. The Akuura live a life of solitude, and will kill any humanoid being they cross paths with. They tend to hoard any treasures they find and are extremely territorial. They are carnivorous and mainly eat larger fish, squid, merpeople, and, in rare cases, other Akuura. They can squeeze their victim to death, secrete ink that will temporarily blind someone, and the teeth on their suckers are venomous, which will temporarily stun.
Akuura Teeth - Their teeth are extremely valuable and can be ground into a fine powder, which is very poisonous.
Akuura Suction Cups - Their suction cups are considered a delicacy and coveted by chefs all over Enarion.
Akuura Ink - Their ink can also be bottled and can permanently blind people if ingested.
Asmenfolia is more of a term used for many species, all similar in nature to each other.
Angiosperm, the first classification of Asmenfolia is by far the most common - this variation of plants represents the floral colours of Enarion. Plants, flowers and bushes make up the majority of this subdivision. Angiosperm are most like mundane flora and are therefore the easiest to understand and grasp for Enari. The largest factor defining the looks of Angiosperm is its foliage, these plants gather nutrients through photosynthesis and need sufficient foliage coverage in order to do so efficiently. They spend most of the day trying to catch sunlight upon their leaves and foliage from which energy is created and dispersed from the leaves all the way through the branches, to the stem. This means they rely on direct contact with the sun and shall, depending on their size of foliage and behavioral patterns, stick further from the ground than other Asmenfolia.
Vascular Folia, the second classification of Asmenfolia are most alike to root-related plants - think of carrots or other grainy vegetables. In comparison to the Angiosperm, these plants rely mostly on gathering nutrients from the ground - using stem and root to drain minerals and water from the soil they sprout from. These Asmenfolia are anatomically quite sturdy, their structure fibrous and tough to ensure the safe transport of nutrients through its floral veins. This plant does not rely on sunlight, they are therefore more commonly found in sheltered biomes with fertile soil to settle within. Due to the intense labour of draining minerals and the hefty lower-body of the Vascular Folia, these plants are individually unable to move around themselves. Instead they try to lure wildlife towards them - disguising as a potential source of food. These animals pick the flora from the ground and naturally disperse its seed and host across various sections regions of Enarion.
Ascomycotic Folia, the fungal folia anatomy revolves around either mushroom or humanistic characteristics, involving a resemblance towards either category. For organisms resembling mushrooms such as Palumosos and Lucetumbras, they hold their upper bodies as the stalk and cap and their lower half as the roots. For natural practices, whether involving photosynthesis from the sun or absorbing nutrients from the ground, both regions function similarly to a typical mushroom, but with a small twist. Given the adaptations of specific subspecies of fungal folia, they may consist of “abnormalities” to how their anatomy compares with other organisms. A common comparison may be the Lucetumbras’ mushroom hood gills, where their luminescent glow takes place. While typical mushrooms have small, thin gills resembling iron bars, Lucetumbra gills are more thicker and sturdy, further growing as they travel up the body. While most likely an adaptation to cold climates, this is but one example to how subspecies deviate themselves from their mushroom and human counterparts.
Regarding growth and reproduction, these fungi release spores from their burrows and from there, the wind and local wildlife transport these sprouts around the region. While this carriage process is unpredictable, so is the competitive nature for fungal folia. Offspring aren’t cooperative with one another, as once they breach into the reality around them, their main concern is simple; grow, and don’t let anything stop you. Even if it means absorbing the nutrients from fellow offspring, only the strong can survive amongst these populations. That is, if the conditions are favorable enough. With the unfortunance of settling into a difficult terrain for growth, the fungal folia must create for themselves a productive environment. From there, breaches to their typical adaptations may be seen, such as Palumosos having wider caps and more bountiful bundles of flora on their heads when in sunny regions/hotter climates. In essence, their anatomy is in a state of constant change, a fluidity that involves mastery in adaptation. To be successful, one must be able to be productive.
How Asmenfolia Act
Definition - flôric: “A grouping of interconnected magical flora in a habitat, not unlike the term ‘Trophic’ for Fauna.”
Asmenfolia are as varied and rich in distinction as all of the mortal races combined; each major habitat on Enarion hosts several species of the floral folk. That being said, there are groupings amongst the floral folk as according to their geographical location. Particularly speaking; there are the Fungal flôric living primarily in the subterranean caverns and tunnels of the Dwarves but also in some select regions of marshland, the Arboreal flôric tend to migrate throughout the heavily forested regions of Enarion and make their most permanent homes in the most untamed wilderness, in addition to the former two the Meadow flôric make their home amongst shrubbery and brush.
Primarily speaking, the majority of Fungal flôric don’t stray from their caves and caverns, so they have no citing or knowledge of surface seasons, indeed they are unique in that they rely on no cycle at all for their life-cycles. It's common for species of Fungal flôric to live approximately 2-6 months, dependent on species, as they age, they become often larger and drier with division of moisture becoming increasingly internal. It is understandable then, that these fungal folk are entirely vulnerable to sunlight and the brightness of that magnitude. Besides magma flows, which nothing organic should likely grow near, or other bioluminescent life, the Fungal folks’ entire visible spectrum exists usually in the dim-pitch black range. Thus, if a Fungal folk is exposed to broad sunlight in any quantity, not only can you expect extreme pain from their immediate blindness - a debilitating ailment explained later herein - but older specimens are liable to burst into flame from their extremely dry outer skin. It is to note that besides their eyesight, which is only mildly valuable in the subterranean realm, the Fungal folk also possess incredibly sensitive skin useful in detecting air currents and pressure changes in the nearly-enclosed atmosphere of caves. Thus, exposure to sunlight deprives them of both useful senses, and without either, they are incapable of preserving their next generation, thus perpetuating the species.
The Arboreal flôric are the most diverse and largely populated of the floral groups, being found in nigh every corner of Enarion in one species or another. Their versatility is rendered thusly because of their relation to mundane herbs and brushes - that is to say that there is clear biological and morphological resemblance between species of mundane or near-mundane herbs, and the equally descendent Arboreal species of Asmenfolia. The belief, Pomologically speaking, is that Asmenfolia originated as magically mutant offspring of the ancestors of these modern herbs, and they evolved divergently from the same genetic ancestors. Because of this, many species in the arboreal flôric tend to possess physiological properties when correctly processed, ground or refined for hydrological, alchemical, and magical purposes. To this end, many arboreal species are heavily poached and endangered because - although it was humans who first popularized the practice - many mortal establishments now cater their products around the properties of flôric extracts and essences.
Finally, we arrive at discussion of the Meadow-bound flôric, those species of asmenfolia most native to the shrublands along the west-coast of Enarion. Generally speaking the Meadow-bearing species of Asmenfolia are rarer and less populous, this is a product of less complex trophic chains out in the meadows, less prey to feed on and less to interact with (perhaps also being that there's less plants to have been mutated in said meadows and plains). The flôric of the meadow do tend towards being more carnivorous or active then those of the forests, chiefly because they have to be in order to survive. During the drier seasons, chiefly spring, the various arboreal and meadow species flower and seed in exceedingly higher numbers then the winter and autumn months. This leads to an explosion of local populations and thus coincides with many poaching hunts led by human and elf towns/cities throughout regional landscapes.
When an Asmenfolia is spawned from their spawning grounds (being any area of clear soil around their devoted life rune), they go on throughout their prescribed lifespan performing the behavioural cycles unique to each of the species of Asmenfolia. Towards the end of each lifecycle, in a method unknown to mortal researchers, most all Asmenfolia will sense their lifespan is coming to a close and return to (if they’re a mobile species) their seeding grounds. Burying themselves in or around these fertile soils of rebirth, their body will become fertilizer for the next generation of seeds/spores , which relative to their size and biological complexity, mature quite quickly overall.
The Cornibus can grow up to fifty feet, while their antlers only grow to about twenty-five feet. They appear to be akin to deer, save for their extra set of antlers and tufts of foliage running down their backs. Their larger set of lyre-shaped antlers crown their heads, while the smaller set frames their faces.
The Cornibus usually live to around twenty to thirty years. They used to live in warm meadows and lush forests, however, when they started being hunted, they retreated into the cold recesses of the northern mountains.
The Cornibus are a shy, yet curious species. They travel in large herds and are extremely dependant on each other. They hold a deep sense of loyalty to those in their herd and never stray too far from each other. They are extremely skittish and usually run at the first sign of danger. They hold a penchant for flowers and are commonly found sunbathing in large meadows.
The Cornibus are virtually defenseless, save for their sheer size. The only danger they pose is accidentally trampling someone when fleeing.
Cornibus Antlers - These Antlers hold healing properties. Cornibus Hooves - Such hooves are rumoured to bring luck to whoever possesses them. Cornibus Pelt - Though no inherent special abilities, said pelt can be sold for a high price.
Corpsemen are bodies that have been re-animated through the usage of dark magic; they persist with the wounds or state their body was left in upon its reanimation. Their appearance widely differs based on their original state, whether their flesh has rotted off of their bones or not- the result is a most gruesome one regardless. They have pale, sickly-looking skin and their white, glossed-over eyes. They, quite literally, appear to be a walking body, devoid of any life or free thought, aimlessly trying to attack.
This is a being called to life, and first sought after, when the King’s of Old wished to provide themselves with an eternal army that required little-to-no maintenance and would fight on, even after death. They normally follow their Wraith masters, always in tow to the one that raised them into this newfound existence. Unable to think for themselves, Corpsemen feel an innate urge to obey and follow their undead overlords.
Corpsemen have the same physical abilities as they did in their previous life, there is no difference in their combative abilities. Due to their rotted, plagued nature they are immune to any diseases that would have affected them otherwise in their previous life. Thanks to their decomposing body and lack of feeling, Corpsemen do not feel pain from normal attacks and sources.
These Elementals, formed out of various rare earth crystals from the ground are sentinent beings with humanoid like forms, most take up the form of two arms and two legs and walk on their two feet, however this may vary depending on the structure of the elemental and the amount of crystal's they may have upon each area of their body. The average height of this elemental would be around 10-13 feet and would weigh around 400-500kg. Each crystal elemental would be unique to each other, however they would all contain around the same form, each elemental would oppose a new challenge. These elementals seem to have no lifespan, seeming to be immortal.
These elementals tend to live within Caves, mineral rich areas and ravines. They are mostly solitary beings, however it is not unknown to see a group of 2-3 of them at a time. They are very territorial and if they encounter any being near their territory they will not hesitate to engage in combat. They value their stored crystals in their caves, or wherever they may reside, more than anything and will put their own existence on the line in order to stop them from going into someone else's hands.
The crystal elemental would rely on their huge size and strength to protect their crystals, their strikes would easily be hard enough to strike through most armours and shatter bones beneath it, however would not be sharp enough to pierce the armour. The crystal elemental's have a special type of magic that would enhance their physical abilities, this would be very easy to spot when such an event is happening as the crystal elemental begins to glow for a few seconds before such magic is released, this magic would mostly be used to repair itself using mineral's around it, sucking them out of the ground and onto their bodies, or to swiftly attack an opponent at a pace that would not be achievable by any mortals, if you begin to see a crystal elemental glow, back away out of it's range and be wary of any flying rocks.
Rare crystals - The elemental would shatter once destroyed, however small fragments of mithril, emerald and rubies may be found in their remains.
Elemental infused rock - The rock could be broken down into little tiny pieces that could be brewed into a potion of haste.
Death Knights are undead warrior-esque creatures, often found in varying armour types and amounts. They are often hard to identify at first from afar, due to their almost human-like appearance and body shape. These knights originate from dead warriors that died to a threat greater then themselves, whomst a wraith had revived to fight alongside them. They are highly dangerous in one-to-one combat, as they possess almost magic-like strength, and think fast. These creatures are able to hold conversations and understand all commands a normal soldier would. They however do not betray their wraith and fight for the wraith to the death. They have two major weaknesses- They're slow, and easily hurt by silver, is it to touch them. With these two weaknesses, it's possible to use their slowness to pierce their armour with a silver weapon. They are however immune to hunger, pain (excluding silver and Mythril) and poison, and often keep on fighting after taking hits any mortal couldn't live through. They usually carry steel armour, making them almost immune to slashing blows from all types of weaponry.
any gear one may carry
Draeii are cousins to the boar. Draeii have large horns and markings that are individual to each of the Draeii, their colors ranging from black, white, grey, and brown. The markings also signify the alpha of the pact. The Draeii with the most complicated patterns and markings are the leaders of the pact and are often times larger. They are hefty animals that weigh around forty to fifty pounds and are about two feet in length while only being a foot tall, excluding the horns and tail. Typically, Draeii live on average 4-6 years. They are found in herds around dry and arid grasslands.
These creatures are highly territorial wherever they roam, oftentimes, the males of their packs fight amongst each other. Though, despite their aggressive nature, they are vegetarians and roam the grasslands munching on grass and flowers. Draeii often are hunted by tribal groups for their meat and pelts, due to the soft fur and thick skin that encompasses the animals. Their horns can be filed down in order to make a light, yet still sharp, weaponry.
These creatures have thick skin and horns they use to often spar with the other Draeii in their pack. They tend to stampede in large groups of around twenty five, though these groups can go up to around thirty-five in size.
Ettin share some of their physiology with the mortal races, with two legs and arms with feet and hands at their respective ends. Their lifespans are shorter than those of their mortal counterparts, ranging from 40 - 60 years depending on the region and individual. However, Ettin are much larger than their mortal counterparts as they stand at two and a half the height of a normal man. The curious case of Ettin bearing two heads sets them apart from similar species like Giants, with the number of heads being the only notable difference between their features and that of the mortal races. Beyond this, their limbs are thicker and more muscled than a common mortals. Ettin are born from Giants in much the same way mortals are born, however unlike mortals Ettin often are nearly infertile at birth. Thus Ettin are presumed to be the result of a birth defect among the Giants foremost, however some breeding pairs have been sighted with offspring resembling them. Those born from Giants have a diminutive stature compared to their parents, while those born to Ettin remain a similar size to them at maturity. Ettin have a unique characteristic that, should one of their heads be severed or damaged severely, the Ettin can function perfectly normally with only a single head remaining.
Ettin are found predominantly in cave systems far from any settled Giants, preferring areas with warmer and more humid environments. Some Ettin have been known to construct makeshift burrows if cave systems are lacking where they wish to settle.
Ettin, despite possessing two heads and being related to Giants, are no smarter than an average Troll. Thus their social structures tend to be weak and through necessity only, with many Ettin preferring solitary lifestyles until they find a mate, with many returning to those lifestyles after their offspring has grown sufficiently. When observed, Ettin are never seen communicating between the heads when in groups of Ettin or alone. It is believed they have a uniquely individual telepathic bond which allows them to transfer thoughts between heads, with vocalizations only being used to communicate with other beings. Some Ettin have been sighted punching themselves in their faces with disagreement being a possible reason behind this phenomena. Ettin are an omnivorous species who highly favour fatty meats, marrow, and dense mushrooms as their primary food sources. Due to this, Ettin are known for targeting livestock and ransacking butchers compost piles. Some desperate Ettin have even been known to dig up the graves of the recently deceased to devour their marrow. Ettin use their size to their advantage in many cases, often puffing up their chests and making menacing noises to threats. When outnumbered and confronted by a group of mortals, Ettin have been known to charge while swinging both arms in a coordinated fashion, with both heads monitoring their situation. Ettin prize skulls and hard shaped pieces of wood above many other items, strapping them onto themselves to create makeshift armour capable of blocking many weapons employed by the mortal races. An Ettin that is heavily armoured tends to be an older Ettin with a large amount of fighting experience.
Ettin have sturdy, thick limbs with a thick layer of body fat covering their bodies which acts as a dampening to any blows received. When fighting Ettin rarely stay still, instead moving around in quick bursts to disrupt and crush their foes beneath their very weight if not their makeshift weapons. They are capable of sending multiple mortals flying with crushed and splintered bones in a single swing. With both arms being utilized fully by each head, they are capable of engaging multiple targets simultaneously to great effect.
Ettin Tongue (Normally two) - A potion made with ettin tongue can increase physical strength.
Flame jellyfish are luminescent jellyfish made of magical flame that can range from 10 inches to 2 feet long. They are shades of red, orange, and yellow. They have long flowing tentacles that come from their bell-shaped body. Flame jellies emit a strong glowing light all around its body. They are hot to the touch and easily burn mortals. Flame jellies can be found living in magma lakes and lava flows. Their natural habitat is the plane of fire, though they sometimes cross over to Enarion through portals. It should also be noted that they don't visibly age, and cannot die of age. Flame jellies have a low intelligence level. Like all fire elementals, they hate water elementals and water-aligned beings and will attack upon seeing them. The jellies listen to elementals higher in their hierarchy and obey the orders that they are given, but they are rarely given orders. Most of the time, since they are so low on the hierarchy, they spend their time idly floating and swimming within their lava lakes. : The primary defensive ability that flame jellies possess is that they are made of pure fire and live within lakes of magma. It is therefore very difficult to attack one. Offensively, they are able to spew lava streams forth at hostile creatures from underneath the surface. Their stingers will also burn anything they touch.
Fire essence- Condensed bits of magical flame.
Referred also as Big Folk, Jahtan or Jotun
Giants share some of their physiology with the mortal races, with two legs and arms with feet and hands at their respective ends. Their lifespans are longer than some of their mortal counterparts, ranging from 180 - 250 years depending on the region and individual. However Giants are much larger than their mortal counterparts as they stand anywhere from 10 to 12 feet tall. Giants heads have many features resembling that of the race of Dwarves, with notably pronounced and large noses with a bulbous end. Giants often have a thick mane of hair covering most of their features, which they braid and intertwine in elaborate ways. Giants are born in much the same manner as the mortal races, though their birth rate is much lower. As a result, Giant populations tend to be lower than other large folk like the Ettin.
Giants are found across Enarion in small pockets of wild land. They are highly migratory due to their increased appetites and as such move freely across the landscape, while avoiding large populations of the mortal races. Typically Giants construct huts or occupy large caves, and so suffer little to no effects of the regions they settle.
Giants are the most intelligent of the large folk races with their intellectual capabilities resulting in a unique language which scholars refer to as the “Jaht”, a language made of short and thundering sounds intermixed with cracking and booming sounds, a notable feature of the language to those not versed is its similarity to a great thunderstorm. The written form is a hieroglyphic alphabet, with natural elements such as rocks, trees, and water intermixed with living species like birds and plants. The higher intelligence of the Giants has given rise to an extremely complex society for a nomadic peoples, with all Giant tribes seeming to be allied to each other despite any disagreements between them. Giants battling one another has not been viewed by the mortal races, but stories of a great war between the Giants have been murmured for as long as any mortal can recall. Like the Trolls, Giants have a hierarchy of Shamans, Chiefs, Warriors, and other roles. Giants have been known to create standing stones either singularly or in a circular formation, with many of the formations seen across Enarion being formed by their hand. Little is known of the construction of these standing stones, but many scholars believe they are shrines to the Giants’ Pantheon of Gods and are in fact religious sites.
Giants are an omnivorous species who highly favour fatty meats, marrow, dense mushrooms, and cheese which they ferment inside the mammary glands of cows. Due to this, Giants have been known to coax farmers herds from their fields and even on occasion trade with farmers to procure their cows. Giants are a passive species unless provoked, choosing to barter or trade with the mortal races if they cannot or do not wish to steal or otherwise take what they want. They have even been known to offer aid against other creatures from time to time, so long as there is obvious reward for them to do so. Giants prize many of the same things the mortal races do, such as finely crafted jewelry, weapons, armour, metals, gems, and even alcohol. Because of this, many Giants adorn themselves in clothing befitting their role within their society.
Giants adorn themselves in very thick cloth and armour which many mortal weapons have difficulty piercing if at all on the first strike. Their unique braiding technique makes their hair act as a protective layer for their heads as well. Coupled with this Giants fight, in much the same way as the mortal races do, with strategy, tactics, and martial skill paired with situational awareness and experience. They are capable of instantly killing mortals with even glancing blows from either their weapon or even a part of their body, with direct hits resulting in the mortal becoming a gooey paste. Giants are known to retreat and even flee if they begin to take too many wounds, using the natural world around them to fling projectiles at their foe to keep them from chasing them. This is generally not required when fighting mortals, as Giants are far faster than mortals.
Giant's Toe - A potion made with a giant’s toe renders one immune to poisons for a short time.
Spelled also as Gryphon or Griffon
Griffins are a beast with the front half (head, wings, front legs, and talons) of an eagle and the back half (tail, hind legs, and body) of a lion. Their eyes are yellow and their fur/feathers are brownish yellow, green, or white. Griffins hatch from eggs and upon reaching adulthood are roughly the size of a horse. Their life expectancy is about fifty years.
One can find griffons spread across the land, but most commonly in the mountains. They like to make their nests in caves or high up on cliffs.
They are loyal and humble beasts and this is shown in their mating life. They remain with one partner for all their life and if their partner dies they will never find a new one. When a female griffin lays its eggs it searches for a cave with a narrow entrance so they are protected from dangers. She lays up to 3 large ostrich-sized eggs and guards them with her life while her mate hunts for food. Griffins are carnivores and primarily eat middling-sized animals, though occasionally they will hunt larger beasts such as horses or deer. Griffins, however, do not eat mortals.
Griffins are greedy and fond of shiny objects. They will collect coins, gems, metal items and other shiny objects in their nests. Despite this greed, they are generally friendly and docile towards mortals unless their nest or young are threatened. They have middling intelligence and are occasionally willing to be domesticated and trained. Trained griffins are able to understand basic speech and commands.
Griffins are solitary creatures that either live alone or with their mate. The only exception are griffins with white colouring, known as royal griffins. Royal griffins live in larger nests, though they are rarely encountered by mortals. Griffins of other colorations are submissive towards royal griffins.
Griffins have large wings to be able to soar through the sky. In battle, they have sharp claws and powerful stature. A griffin’s beak can pierce the sharpest armour and its talons can cut through iron.
Claw - A potion made with a griffin's claw can heal any wound.
Feathers - A potion made with a griffin's feather can restore eyesight to the blind.
Spelled also as Hippogryph
A cross between a griffin and a horse, the hippogriff has the tail, body, and back legs of a horse and the front legs, head, and wings of an eagle. Their beaks are sharp, pointed and silver. Hippogriffs have talons as long as a foot and they possess a deadly grip. They have sharp orange eyes and a tall and proud posture. Their coats fade from feather to fur just behind the wings and possess a beautiful shining gleam. They come in many different colours including: chestnut, silver, pinkish roam, black, and bronze. Adult hippogriffs are usually around 11 feet long and weigh up to 1500 pounds. They typically live up to fifty years.
Hippogriffs prefer to inhabit wide open plains and hills. They soar across the skies in any weather, unbothered by rain or storms. They often rest and nest in caves where they feel safe.
The hippogriff shares many behavioral traits with griffins, but they are very dangerous unless tamed. Hippogriffs are carnivorous and possess the same diet as a giant eagle. They eat birds, small mammals such as rabbits, and occasionally larger prey such as deer. Unlike griffins, hippogriffs have been known to attack mortals. Hippogriffs make their nests in caves and mate for life like griffins. Much like many other majestic creatures the hippogriff is very proud and tends to react violently when not treated with respect. Generally hippogriffs are very haughty around humans so you must approach them slowly and with respect or else they may think of you as a threat. Although hippogriffs are proud and dangerous, once someone gains their respect they are very loyal creatures. Hippogriffs always live alone or with their mate, and are very territorial.
Hippogriffs have the ability to fly and have exceptionally sharp talons. The beak of a hippogriff can pierce armour, and they possess a very strong kick. Hippogriffs also have keen sight and are wise creatures.
Claw - A potion made with a hippogriff's claw can heal any wound.
Feathers - A potion made with a hippogriff's feather can restore eyesight to the blind.
Hydras are serpents of the sea that are known for their several monstrous heads and poisonous blood. While the specific amount of heads a Hydra retains varies, it is estimated to be anywhere from 5 to 9 individual heads which are capable of acting of their free will. Hydras are exceptionally large as its torso alone measures 15’ long and that all of its heads are about 6’ long while it weighs about 5 metric tons. They also have a long tail which seemingly can measure up to about 8’ in length. A Hydras skin is scaly and it has small beady eyes, along with jagged teeth which accompany its foul stench which can knock out and occasionally kill just about any living creature if they are in proximity.
No one knows exactly how long a Hydra lives, though it is said they are Immortal. Since Hydras are creatures of water, they are usually located submerged within large bodies of water such as a swamp or lake. They are capable of traversing on land but very slowly due to their size.
Hydras are extremely aggressive and vile creatures, which would not hesitate to slay anything that enters one's presence. However, they rarely tend to leave their habitat and are a rare species, making any encounter unlikely to happen. It is impossible to try and tame a Hydra as it answers to nobody but itself. The creature is considered to be intelligent enough to make its own decisions but tends to act on their aggression rather than intellect. It is unknown as to what exactly a Hydra feasts upon as a source of food, but considering their immortality, it is likely that they do not require sustenance for survival.
Hydras have various abilities they can utilize during a fight but the most prominent of them is their powerful regeneration. If one of their heads were to be severed, by the end of the day a new head would grow back in its place. Minor wounds close during the course of a fight. Hydras are also amphibious creatures and can breathe water. Due to the Hydras venomous spit and poisonous blood, just being close to one is enough to kill any weak creature. Hydras many heads are capable of spitting venom as a projectile towards their enemies which can usually severely injure or prove fatal upon contact. A Hydra's teeth can tear into just about every material it comes across. As they have many heads, they are capable of launching multiple bite attacks at once.
Hydra Blood - The blood of a Hydra is extremely poisonous and toxic that even just a drop is enough to kill any living creature. If handled with caution, an arrowhead could be dipped into the blood and create an extremely deadly arrow.
Kappa are mysterious river creatures with green reptilian-like skin and a large turtle-like shell on their backs. Their size is comparable to that of a child and they max out at around 4 feet tall. Kappa also possesses webbed hands and feet, razor-sharp teeth, and they always seem to reek of fish. A discernible feature that all Kappa have is the dent within their head which contains water that represents the monster's strength and power. Kappa lifespans are on average around 25 years in length, although some have survived to 30 years of age. Kappa are well known for their aquatic capabilities, and are therefore common residents of small bodies of water such as lakes, swamps, and so on. Kappa are infamous mischievous pranksters who enjoy causing trouble for others. Although they aren’t always this way, they find pleasure in the misfortune of others. Kappa adore many things which mortals do such as courtesy, rituals, and traditions. However, their biggest obsession is with cucumbers. No matter what situation a Kappa finds themself in, if they spot a cucumber in the vicinity, they will not hesitate to try and steal it. Kappa are not always aggressive creatures despite what many claim. Under the right circumstances, it is possible to become friendly with one and gain its trust. Kappa are very intelligent beings and sometimes even show mercy or challenge their enemies to a battle of wits or sumo wrestling, and would only kill them if they were to lose. It is unwise to underestimate a Kappa as while they may seem weak, they are experts in martial arts and sumo wrestling. Even though they are small, they are quite ferocious and can easily tackle and defeat their opponent with ease if they let their guard down for just a moment. Kappa are masters of koppo, and their wrestling techniques can easily shatter bones. Kappa are also not just fighters, they know quite a bit about healing as well. They are well-versed in the art of bone setting and other various medical treatments.A Kappa’s dent in their head which contains water can be their greatest strength or their biggest weakness. There are many ways to go about draining the water out of one of their dents. If successful in doing so, a Kappa is rendered incapacitated and harmless as the water represents their strength and without it they are weak and frail. Notably, this only works when the Kappa is out of the water. One of the most notable ways a Kappa has been defeated was through simple courtesy. Due to their obsession with tradition and basic courtesy, when someone bows to them, they bow in return out of respect, which in turn causes them to spill the water out of their dent.
Krakens are typically around 13-15 meters in length, averaging out to about 40-50 feet. Krakens are large, cephalopod-like creatures with sharp barbs lining the lengths of their tentacles between the suction cups. They have large, beady eyes along with an enormous mouth at the bottom of its torso, adorned with sharpened teeth and thick skin that is near impenetrable. A Kraken often lives up to 50-100 years but there have been exceptions where they have been able to withstand 150 long years of life.Due to their immense size, Krakens can only be encountered within large seas and oceans, or any other vast bodies of water. Kraken are known to be aggressive creatures which attack all those unfortunate enough to come across it, showing no mercy. Due to this, it would be impossible to tame the beast, and would be much wiser to just slay them instead. Kraken will only reproduce once at the end of their long life, spawning several offspring before dyingEven small Kraken are capable of submerging whole ships within the seas as their tentacles are enormously powerful. Considering their size and weight, they move fairly slow within the water. They are aquatic creatures who can spray clouds of ink underwater and devour their prey with a swift bite from its piercing teeth.Kraken are resistant to most physical attacks, with piercing weapons being the most effective. A very vulnerable and weak point that the Kraken may struggle to defend would be its eye, although it is unlikely any would survive long enough to get close to a Kraken's eye.
Referred also as Mandragora
The Mandrake root is a rare plant that grows in highly magical areas. They have an earthy color, with the most common colors being shades of green or brown. Mandrakes are often compared to newborns in terms of appearance, with many having plump ‘bodies’ and faces. Life expectancy has been observed to be similar to that of other annual plants. The root will germinate in the spring months, grow until it is fully grown, produce seeds, then die.
Mandrakes are rare, as they only grow in areas with abundant magical power. They seem to grow in any environment so long as magic is present. The behavior of the mandragora does not differ from its childlike appearance. In normal conditions, the root will remain dormant and act just like any other common root. If disturbed or removed from the soil, however, it will produce a shrill scream that can cause severe hearing damage, unconsciousness, and occasionally death.
The only defense a mandrake root has is its deafening shriek that will stun, deafen, or even cause the hearer to fall into a state of slumber.
Mandrake/Mandragora Root - An elixir made with the root has been observed to treat paralyzation and awake those from comatose states.
A Mesher weighs no more than half a kilogram, an extremely light creature. Its appearance looks like a strange cross between a bat, moth, and gerbil, falling under the rodent category. Mesher’s bodies are surrounded with a fluffy coarse fur which lines their thick moth-like wings. Its round black eyes can only see in the dark, making them nocturnal. Each mesher has unique markings along its facial features and wings, ensuring each of these creatures are identifiable should one study their markings enough. These creatures emit a faint glow due to their diet of bioluminescent fungi. These creatures can live to be incredibly old and have an expected lifespan of about twenty to twenty-five years if they are not killed off by a predator before they die of old age.
Meshers tend to stick around heavily forested regions and areas where mushrooms grow wild where it is dark and humid. They are often seen where mushroomites roam and flourish alongside them. These peculiar creatures only venture outside of their home forests on the night of a full moon when the area is fully lit to draw less attention to themselves. If these creatures are taken away from the area where they reside, they will quickly fall depressed and refuse to eat even if given proper nutrients. They quickly die from starvation if not put back into their home environment, making these creatures incredibly difficult and nearly impossible to study in captivity. They tend to be rather hard to find due to their inherently shy and elusive nature. There are no combat abilities to these creatures, however they do have the ability to fly away when threatened.
Mesher Wings - The wings of a mesher give off a subtle glow even in death and can be ground up with asphodel and dye to produce a form of glowing ink.
Referred also as Fyrmani Duck
The Northern Waterfowl is most well known for its large size, with adults capable of reaching up to 5 to 6 feet in height, the largest recorded size being up to 6’11”. Due to its large size, this waterfowl cannot fly at all, being too bulky and heavy to be able to even properly glide. However, they are incredibly talented swimmers and divers, using their wings to let them elegantly traverse oceans and lakes both under and on the water. They have adapted to be able to hold their breath for up to 15-20 minutes at a time. They use their sizable beaks and aquatic agility to catch small fish whole, harassing entire schools of fish. They occasionally hunt tougher prey, such as crabs and lobsters, where they use their incredible jaw strength to crush through their exoskeletons. While at a young age, the northern waterfowl’s feather can resemble a gold-white coloration, but as they grow older, their hue of yellow becomes much darker. Young Northern Waterfowl have incredibly oily feathers as well, giving them a uniquely metallic sheen - because of this and their coloration, they are considered signs of good will and the coming spring.
The wild northern waterfowl lifespan can reach up to 10 years, while a domesticated one can live up to 15 years. However, because of the harsh weather of the north, most wild northern waterfowl die before 6 or 7 years. The northern waterfowl is a rather friendly animal. Thanks to the low biodiversity of the area, as well as their overall dominance in the local ecosystem, they are rather brave when approaching mortals. They are also fairly intelligent, comparable to that of a dog - they can be trained as transportation. Additionally, they can be domesticated for consumption, as their flesh is surprisingly tender and delicious. Oddly enough, amongst themselves they are quite territorial about their hunting territories for fish. They tend to live in colonies of 30 where they keep the duckling warm during the harsh winter up north.
These waterfowl aren’t noteworthy in any combat ability in terms of land, as their billed feet make them clumsy targets. In water, though, they are much more agile - they typically avoid anything that is capable of injuring them seriously, diving away as fast as they can. Their bills are capable of crushing small bones as well, and are able of gripping targets with considerable strength - however, they do not attack prey that are of the same size or larger, preferring to flee instead.
Ogres share some of their physiology with the mortal races, with two legs and arms with feet and hands at their respective ends. Their lifespans are similar to that of Humans, being roughly 100 years depending on region and individual. However, Ogres are much larger than their mortal counterparts, standing at a height of four normal men.
Their bodies often have thick scabbed areas of hardened flesh from years living within their environment and the many fights they have taken part in. Ogres are by far the largest of the large folk in terms of musculature, with the average arm of an Ogre being roughly the width of a hand-drawn cart. Ogres are born in much the same manner as the mortal races, with a longer gestation period for their offspring. Because of this, Ogre females are a very rare sight even when not pregnant as they are oftentimes preoccupied with recovering from or preparing for their next child.
Ogres are found predominantly in rocky areas, preferring areas with large boulders or other items that they can construct rudimentary homes with.
Ogres are considered to be less intelligent than the mortal races by their sheer size and interest in lifting large objects for no discernable purpose beyond their own satisfaction. In contrast to this perception, Ogres are in fact only slightly less intelligent. Yet their societies generally conform to the law of strength as opposed to social station, and so the larger and more dominant Ogres are those that rule all others through force of arm, literally, as opposed to will. Due to this Ogres often have duels between the largest of them, with clans of Ogres even assimilating beneath one Ogre Chief that beats another.
Ogres are a carnivorous species who highly favour red meats, marrow, and the young. Ogres have been known to be drawn to cries from mortal children and women who have become lost in search of a meal.
Ogres are highly aggressive and domineering creatures who use their strength and size to overpower prey and foe alike. Often one Ogre is sufficient in handling even large parties of mortals, but if there should be two or more a fight becomes unwinnable even with the aid of magics. In rumours passed down, Ogres have been said to be able to punch through city walls, lift houses, and carry boats out from their harbour.
Ogres prize size above all else, that being in their own muscled bodies or that of gold, armour, beasts, and trinkets. Ogres generally cover their belts with large swords, beast pelts and skulls, or other items they’ve come across. An Ogre that wears armour beyond their belt is considered to be a coward by his fellow Ogres and is often thrown out of their clan.
Ogres possess thickened skin over their entire bodies capable of resisting small weapons. When fighting Ogres are a flurry of punches, kicks, rolls, and charges that many would think to be impossible for a beast as large as they are. Any strike from an Ogre will reduce a mortal to gooey paste, with charges capable of crushing bones and sending men flying, and rolls flattening any unlucky mortal trapped below the weight of the creature. Ogres do not retreat once combat has begun, choosing instead to fight until the death of either themselves or their foe.
Ogre’s Skin - A thick substance akin to mail armour.
Ogre’s Heart - A potion made with an ogre's heart will increase vitality.
Salamanders are a fire elemental of middling power that takes the form of a large, komodo-dragon sized, bright red draconic lizard with hardened scales running down its back and a soft underbelly. Salamanders are usually surrounded by a cloak of flame. When a Salamander dies, its body disintegrates and returns to the Plane of Fire. They are immortal creatures.
Salamanders are from the Plane of Fire and appear in places that are strongly aligned with fire, particularly volcanoes.
Salamanders have a low, bestial level of intelligence. Like all fire elementals, they hate water elementals and water aligned beings and are prone to attack them on sight. Likewise, salamanders respect the elemental hierarchy and will obey orders from more powerful fire elementals. Otherwise, they spend their time basking in hot places and absorbing heat.
Salamanders have a wicked bite and sharp claws, but their most dangerous ability is the flame cloak that surrounds their bodies. Anyone who gets too close suffers the risk of being burned or lit on fire. And when a salamander is killed, it usually gives off a small explosion of flame that will incinerate anyone standing too close. However, salamanders have no tolerance for cold and will quickly perish in frigid climates. Their flame cloak ability also exhausts them and they tire easily in combat.
Fire Essence - Condensed bits of magical flame.
Speegins are peculiar creatures with green and white striped fur, and triangular shaped heads. They often times have golden or brown eyes that help them see while digging. These creatures are adept at getting rid of pesky bugs and other pests in gardens, with their diet consisting of bugs and small rodents such as field mice or rats. They are about two and a half feet tall on their hind legs and on four legs they are about eight inches off the ground. When walking on all fours they are rather stout in order to navigate through the dirt and around plants in farmlands. Their expected lifespan is 35-40 years.
They prefer to live in a space where they may have a supple supply of rodents and bugs to consume. They may be found in the wilds in areas with plains and grassy hills of temperate biomes, preferring warm-moderate weather. These creatures are often seen digging with their sharp long claws through the grasslands looking for bugs to munch on. These creatures only live in captivity if they have a large space and steady supply of supple bugs and rodents due to their enormous appetites and high metabolism, which is why farmers tend to keep them around in order to get rid of pests. These creatures are docile and non-combative, only having their claws to defend themselves from larger creatures that might prey on a farmers garden. Their claws aid them in killing rodents.
Trolls share much of their physiology with the mortal races, with two legs and arms with feet and hands at their respective ends. Their lifespans are similar to that of their mortal counterparts, ranging from 80 - 120 years depending on the region and individual. However, Trolls are much larger than their mortal counterparts as they stand at twice the height of a normal man when fully erect, with their naturally hunched posture hiding this fact. Their heads are malformed when compared to a mortal’s head with a much broader brow, higher nose placement, sharpened teeth, and small eyes sunken into circular divots surrounded by thickened skin. Their limbs are thicker and more muscled than a common mortals, with a large potbelly that is covered in a thick layer of skin and fat protruding out from their midsection.
Trolls are born much the same way mortals are born, however, unlike mortal babies, Trolls begin walking and carrying items before they can utter their first grunts. Trolls have been known to heal from grievous wounds inflicted upon them in a fight within hours of fleeing it. Their regenerative abilities baffle many mortals who take months or even years to recover from similar injuries.
Trolls are found in isolated and sparsely populated areas across Enarion, with little consideration for regional climates. They favour rocky, hard to access, or subterranean locations like caves to claim as their own.
Trolls are considered to be unintelligent compared to the mortal races by their lumbering, oafish demeanour as they waddle across the landscape. In contrast to this perception by outsiders, Trolls carry a complex internal social structure with Trolls filling various needs such as Chiefs, Shamans, Warriors, Mushroom Farmers, and Hunters among other so-called “jobs” in a network of small, family-based, communities. These social structures are so strong that in times of great danger, many small familial-communities will band together in order to protect each other more capably, with rare cases of bonding with other races for a mutual benefit like the Icedevils of the north.
Trolls are an omnivorous species who highly favour mushrooms, moss, and algae as primary food sources. Due to this, many Trolls who venture out from their homes will allow specific species of moss to grow on them before departing so that they will have a food source on long journeys.
Trolls, despite their size, are cautious creatures, preferring to have other Trolls with them when possible. When alone, outnumbered and confronted by a group of mortals, Trolls will attempt to remain out of reach if they do not flee immediately. However, if a second or third Troll is nearby, Trolls have been known to attack groups even when outnumbered, relying on their strength and size to claim their dinner.
Trolls use a very primitive form of camouflage for whatever region they find themselves in, with dirt, snow, branches, leaves, or mud being favoured. They will also lay in wait for prey to come close, before bursting out to club it before it gets away.
Trolls prize pelts and metal trinkets above any other item they take, with the oldest and strongest of the Trolls adorning themselves in a great number of them. Generally, a sophisticated and highly influential Troll will look as if they had dumped a jewellers shop table on their head.
Trolls have sturdy, thick limbs with a thick layer of skin covering most of their bodies. When fighting, they tend to stand still as they swing a makeshift club, cart, or tree at their opponent(s) with a force capable of crushing bone and sending mortals flying head over heels. If left without a weapon, they will punch or pick up their attackers to rip them apart in their hands.
Troll Skin - A more malleable and protective substance than leather.
Troll Blood - A potion made with Troll’s blood can heal any wound instantly.
Tritons are a humanoid being with the top half of a humanoid and a bottom half consisting of the tail of an aquatic creature. The upper half of a triton varies in appearance, with some looking more fish-like and others looking more human-like. Tritons normally have a green or blue coloration to their skin and scales. They tend to be around 6 to 8 feet in height. Their body, where the tail and human body meet, has scales that run upwards, and they sometimes have scales on their face. Some tritons have fins on their backs. Their hands are webbed and gills are attached on the side of their neck. Tritons can breathe both air and water. They typically live up to 100 years.
Tritons are native to the ocean. They are capable of surviving in freshwater but do not establish settlements in rivers or lakes.
Tritons are very similar to mortals. Their behaviour doesn’t differ much from mortals, and they can be either hostile or not hostile to mortals they come across. They are sapient life forms and are able to communicate with and talk to mortals. Tritons predominantly live in undersea coral kingdoms, with cities and towns carved out coral reefs on the ocean floor. Each kingdom has its own culture and relationship with other kingdoms, though wars between triton kingdoms are rare. Tritons farm kelp in kelp forests and hunt fish and other sea creatures for consumption. Tritons use weaponry made from bronze or coral as iron and other ferrous materials rust quickly underwater.
Tritons are exceptionally skilled swimmers, and can far outclass a mortal in the water. Their scaly bodies afford tritons better natural protection than the mortal races. Triton warriors are skilled in using tridents and spears and avoid projectile-based weapons which are ineffective underwater. However, tritons are incapable of effectively leaving the water, due to their tails. They also become very uncomfortable and dry out if removed from the water for too long.
Voti are said to spawn from the remains of fallen and innocent people whose fates are unjust in essence. When an innocent person dies feeling a sense of hatred, and its body is buried in the soils of the grounds they are killed upon, the remains are cursed. These remains decompose and are absorbed by the surrounding earth. Following the burial of the body, the curse materializes a seed from the decomposed remains of the deceased person, then proceeds to produce a yellow-orange, flower petal-like bulb upon the surface. This bulb is the heart and stomach of a Votus. Out of the person’s scornful spirit, the Votus exists as an instrument of vengeance, and will slay any who near its grounds of suffering.
Each Votus’ anatomy is made up of one bulb and sixteen vines. Voti, in their passive state, present themselves as a yellow-orange bulb formed from the wrapping of large flower petals. The bulb ‒ also known as the heart and stomach of a Votus ‒ is beautiful in appearance and serves as a coax-mechanism for unknowing creatures. Upon the approach of a creature, a Votus will reveal its vines. These vines are covered in sturdy thorns ‒ which allow a Votus to more easily hook their prey ‒ and bear an acidic skin capable of burning through clothing and flesh. Following the grasping of their prey, Voti will drag their victim towards the heart of the entanglement. Oftentimes, creatures lose a majority of their flesh by the time they reach the stomach of a Votus. Once a creature has reached the center of the entanglement, a Votus’ bulb will open up and reveal its mouth in order to consume the captured prey.
Engaging a Votus is perilous. Voti are extremely relentless in combat and have strong physical traits which aid them in capturing their prey. For starters, a Votus’ heart is protected by sixteen vines. Upon approaching one of these creatures, a cluster of roots and mustard-colored vines race up out of the ground and intertwine with one another to form both a weapon and armor for its bulb. These vines, equipped with thorns and acidic skin, dart out towards the surrounding creatures in an attempt to capture them. The Votus’ vile weapons can be cut through and burnt, but they are capable of regeneration. Once a Votus has successfully grasped a victim, the Votus will pull its meal in towards its stomach. A path will open up with only enough space for a victim to fit through, and will immediately close once the Votus’ prey is within its perimeter. Usually in doing this, Voti completely entangle their victim as a way of protecting their heart from damage, and will then proceed to consume their prey.
The Watcher The Watcher is a large, pale, unearthly creature with six eyes, long tusks, and sparse fur. Its front limbs are elongated and equipped with a pair of sharp, fully articulated, black claws. Curiously, the creature’s anatomy has many points in common with that of ungulates. Supporting this claim, the creature sports a “hood” of sorts folded above its head, which is thought to be a specialized, heavily modified nose, structurally similar to that of a boar or domestic pig. The respiratory organs of a Watcher are located outside of its body, supported by a secondary, backward-facing ribcage which pierces through the animal’s hide. They are connected to the hood through a series of tubules. Despite what one would expect, Watchers breathe extremely quietly, with barely audible snoring when their hoods are folded.
Watchers have a maximum lifespan of 130 years, though most of this time is spent in an inactive, slumber-like state. These rare creatures live exclusively in deep, pitch-black caves, in small clans of one to four individuals. Their complex nasal cavities allow them to breathe gases and particles which would poison or kill an organism from the surface. As such, they are occasionally found in poorly aerated mines as well. Carnivorous creatures, Watchers are specifically reactive towards tapping, repetitive sounds. One could set off a mining stick next to a slumbering Watcher and it would barely notice, before being immediately spurred by the silent rattle of two consecutive footsteps. Once active, it begins searching for food, the click of its sharp hooves calling any nearby companion to action as well. Despite what one would think, Watchers have senses comparable with those of an average human. They rely primarily on sight to track their prey, yet their eyes are not adapted in the slightest to the dark conditions in which they thrive. In order to compensate, these fascinating beasts are capable of emitting a beam of light from their nasal hoods, creating the illusion of a pair of large, glowing eyes floating in the darkness. The light coming out of their nostrils overlaps, creating a circular spotlight in front of them which they use to find and track anything that moves. Of course, carrying a torch around these creatures is very unwise.
If nothing is found, the Watcher simply folds its tracking organ and resumes its lethargic rest. I am avoiding the term “sleep” here because these creatures are never truly asleep: while laying down they occasionally gesture using their two clawed fingers, facing towards their closest companion. This action is carried out even in the absence of other Watchers, and it would appear to serve no purpose whatsoever, giving their inability to see in pitch-black darkness. They also hum quietly when bumping into each other, as if excusing themselves. However, if something does enter its spotlight, the creature’s quiet disposition changes entirely. Its soft voice turns into a deafening, brass-like cacophony, made louder by the abnormally large nose; the beast rises on its hind legs in order to reach forward with its sharp claws and brutally maim its future lunch, which is usually confused and disoriented by the startling noise.
Watchers can attack from a considerable distance, using their elongated front limbs to avoid direct confrontation and to strike from blind spots. Additionally, in the absence of an external light source, their only visible features are their bright, fake eyes, deceiving any inexperienced adventurer into thinking their heads are where they truly aren’t. Finally, a downed creature will be typically impaled on the monster’s tusks and carried away into the darkness, the Watcher’s lights becoming dimmer as it finishes off its prey.
Watcher’s Hood - Once cleaned and treated appropriately, a Watcher’s hood can be refined into a wearable light source.
Watcher’s Fur - Its fur can be harvested for beastsmithing.
Watcher Tusks - Its tusks can be harvested for beastsmithing.
Watcher Claws - Its claws can be harvested for beastsmithing.
Watcher Flesh - Its flesh is inedible: eating it will cause one to fall ill, their body slowly necrotizing from the outside unless stopped by specific alloys and energies.
Zambeeni live among the tall grasslands of the plains in the bramble and bushes. These creatures range anywhere from six to seven inches long when their tail is unfurled. If their tail is furled they range from four to five inches long. Though, they tend to be quite tall compared to their length at three inches. zambeeni have webbed feet to wrap around the branches in the bramble and tough skin to prevent thorns from entering their skin while they move up and down. The creatures use their six legs in order to quickly move from bush to bush, sometimes even swinging through in order to get there. They typical live 1-2 years. These bugs are found in grasslands around bramble, bushes, and amongst various plantlife.
They often are pesky to anyone living in a plains biome due to their diet of berries from bramble. Though the creatures are passive, one would not want to touch a zambeeni with an ungloved hand due to the poison excreted from their skin. These creatures tend to stick to themselves and keep away from other zambeeni’s except for the one they have mated with. These creatures mate for life and stick with their partner until they die. When their partner dies, they will lay by the corpse until they slowly wither away from starvation and dehydration. The zambeeni secrete a poison as a defensive mechanism that when either consumed or putting into an open wound, will stop one's heart for a whole day. This creates for a deadly toxin that one may use to create poison arrows with.
Zambeeni Poison - The poison collected from a Zambeeni has many uses, as such poison has the ability to stop one’s heart for a day.