Races of Qirsyllviar

The World of Patria is home to many different races that coexist with one another. Some have their own nation while others live amongst the populace in peace. While humans make up the majority, a number of sentient beings and Fauna, Magic and Non-magic alike, are native to Patria.

Arachnes
The Arachne are a demi-human liminal race with the upper body of a human and the lower body of a spider. Carnivores, arachne are physically strong and fast.

Arachne are most noted for being able to create a silk that is five times stronger than steel and twice as elastic as nylon. They can also produce variants of the silk, ranging from sticky, stretch, to tough to suit whatever situation is required. While most commonly used to catch and bind prey, arachne can also use their silk to form a network of threads to sense vibrations.

Large Breed
The Large Breeds subspecies is far larger than standard Arachne with thick legs and a covering of hair. They are very wild and aggressive. In addition to being strong, they also have venom, making them extremely dangerous to approach without caution. That being said however, said venom is not particularly strong nor harmful.

Long Legs Breed
The Long Leg Breeds are a large subspecies with thinner and longer legs than standard Arachne. These large Arachne are mild-mannered. They cannot produce thread, but they move surprisingly quickly to secure their prey. Their hunting instincts are so powerful that they will sometimes abandon the prey they have captured to pursue new prey.

Small Breed
The Small Breeds subspecies is smaller in size than the standard Arachne. Their legs are short, but they can move much faster than standard arachne, and they are good at jumping and full of energy.

Instead of spinning webs, these Arachne wander around on the ground in search of prey. They can produce thread, but they only use it to stop their descent when they fall from high places.

Auribestia
Auribestia (pl. Auribestiis) is the collective term for demi-human "Animal people", beings that are human in appearance but with animal ears and tails.

(Note: Auribestia is a portmanteau of the latin words "auribus bestia", which roughly means "animal ears")

Baphomets
Baphomets are a demihuman species with goat-like attributes in similar vein to Satyrs and Pan Fauns but with the addition of raven wings.

Bake-danuki
Bake-danuki are a pseudo-human race that appear native to Yamatai. Reputed to be mischievous, jolly, and masters of disguise and shapeshifting, they are also reputed to be somewhat gullible and absent-minded.

Originally deified as governors of all things in nature, where animals other than envoys of the gods (foxes, snakes, etc.), Bake-danuki are reputed to have the ability to shapeshift into objects and people as well being able to possess human beings.

Banshees
The Banshee is a Dark creature native primarily to the Gaelic Isles, but is found across Eurodon. Banshees have the appearance of women and their cries are fatal to anyone that hears them.

Bullywugs
Bullywugs are a pseudo-human race that possess frog-like attributes such as flippers and long, prehensile tongues.

As amphibious beings, Bullywugs inhabit wet places such as rainforests, marshes, damp caves or any other environment that is shady/dark and has water nearby. Forming mobile tribal societies that value power through strength, Bullywugs are thought to be fiercely territorial and will aggressively attack any outsiders that approach.

Cambions
Cambions are half-human half-demon hybrids resulting from the reproduction between a human and a demon

Cecaelia
Cecaelia, also known as Scylla, are a demihuman liminal race with the upper body of a human and the lower body of an octopus.

Centaurs
The Centaur are a demi-human liminal race with the upper body of a human and the lower body of a horse. Herbivores, centaurs are normally found in grasslands and savannas, and are a race of nomads who become brave warriors in times of conflict.

Their civilization is ancient, by far the oldest of all the humanoid races known to mankind, and the fifth most populous race on Patria. Extremely proud and strong-willed, they differ from the other races in that they consciously suppress their urges during mating season.

They are more commonly found in the northern hemisphere than the south, particularly in Eurodon and Aquilonis, which have the largest populations. There are some centaur colonies in northern Necrosia, but they're still not very large.

Dairy Breed
Amongst female centaurs, the Dairy Breed Centaurs are a Centaur subspecies that produces an exceptional amount of milk. Among the already well-endowed female centaurs, Dairy Centaurs have particularly large breasts. Because of this, they often serve as wet nurses for other centaurs who have trouble producing milk (like Lightweights), and due to this, it is common for Dairy Centaurs to live among groups of other centaur subspecies. Though they are about the same size as standard centaurs, their waists and legs are especially thick. Dairy centaurs are easygoing and meek. Their maternal instincts are strong, and they love small things.

Heavyweight Breed
Heavyweight Centaurs are the most muscular of the Centaur subspecies. They are so powerful that they can move around unimpeded even while wearing heavy armor. They sometimes also apply their strength to farming and agriculture. They are the largest and most muscular of the centaurs, and their legs are far thicker than those of other centaur subspecies. However, despite their imposing appearance, most are gentle and good-natured.

Lightweight Breed
Lightweight Centaurs, known also as Racing Centaurs, are a Centaur subspecies that excels at running. They are smaller than standard centaurs, with slimmer and tighter bodies. Though they approach their rank and records with a stoic attitude and love running, they are easily injured, and they devote much of their attention to studying health care. They can be rather moody, but this can be attributed to timidity or physical and mental innocence. Since their bodies are not as large, neither are the breasts of females.

Lightweight centaurs sometimes serve as scouts and messengers, but can also perform delicate work like tailoring or peddling. Given their necessary attention to health care, lightweights also serve as doctors and therapists for the community, as well. Female centaurs of this breed have only standard breasts, and would make heavier use of dairy breed centaurs as wet nurses than the other species do.

Unicorn Centaur
Unicorn Centaurs, sometimes known as Unitaurs, are a demihuman subspecies of Centaur that have had myths and legends written about them. They are distinguishable with their pure-white coats and the horn growing out of their forehead like regular unicorns. Known as a symbol of virgin purity, Unicorns are said to be "only tamable by virgin women". It is said that their horns are able to cure all diseases, with the resulting rumor resulting in a mass hunting for the species. Hunters usually used the species' fondness for virgin women to lay traps to capture them and harvest their horn.

Recent years have seen many societies render hunting them forbidden, with killing one resulting in a death sentence for the hunter.

Cervitaur
Cervitaurs are a demihuman subspecies of centaur, but with the lower bodies of a deer species instead of a horse. Males grow antlers just like regular deer.

Typically found in wooded areas amongst normal deer in northern Patria, Cervitaurs are extremely shy and tend to avoid contact with other races unless treated with kindness. However, since their venison is just like normal deer, they were hunted for it in the past and were on the brink of extinction at one point. But since the outlawing of hunting cervitaurs in many nations, they have since recovered their numbers to a sizable population. Cervitaurs are most commonly found in Eurodon and Aquilonis these days, but there are minor colonies in northern Necrosia.

Cu Sith
Cu Sith are demihuman beings that possess canine physical characteristics and traits. Cu Sith appear in Caledonia as mythological fairy-hounds who are feared as harbingers of death. According to mythology, Cu Sith would appear to bear away the soul of the dead to the afterlife, but this is merely a myth.

According to legend, a Cu Sith would occasionally let out three bays that could be heard for miles. Those who hear the baying of the Cu Sith must reach safety by the third bark or be overcome with terror to the point of death, but this is also a mere myth.

Demigod
A Demigod is the offspring of a mortal being and a deity. Demigods are relatively rare due to most Gods preferring to remain out of the mortal world. But every so often one will descend, usually on a whim, and wind up siring a child with a mortal.

Some Demigods develop powers normally only used by full Gods, while other remain mortal throughout their lives. Also, unlike full Gods, Demigods aren't immortal, and will pass on unless granted immortality.

Dragonewts
The Dragonewts, also known as Dragon-kin, are a reptilian demi-human race said to be descended from Dragons who had the ability to shape-shift into an almost human form. Possessing scales and draconian wings, a dragonewt's scales are stronger than steel and as such they can block all cutting weapons and even deflect bullets.

Ryu-jin
Ryu-jins are a subspecies of Dragonewt. Unlike them however, they resemble Eastern Dragons, and as such, they have deer-like horns and long tails. Yet unlike Dragonewts, they have no wings, making them appear to be lizardmen at first glance. They possess an immense vitality, and live much longer than most humans, up to ten times a normal human lifespan. Like Dragonewts, their reverse scale is their weakness.

Wyverns
Wyverns are a subspecies of Dragonewt. Unlike Dragonewts, their arms and wings are one, meaning their wings are large enough to fly instead of gliding, and they are very good fliers. They are much more wild than the usual Dragonewt and Ryu-jin, and are extremely aggressive. However, it might be because they perhaps resemble harpies, they are not particularly intelligent, and they are thus easily deceived. Their scales can sometimes be more flexible and thus less sturdy than Dragonewts.

They differ from the dragon breed of the same name due to being eternally humanoid in form.

Dryads
Dryads are a female-only non-human species.

Though they are easygoing and mild-mannered, they tend to not associate with other races (this is true of all plant-like races).

However, exceptions are made for those who do not harm them or provide them and their home with care, and they sometimes open their hearts to helpful members of other species.

They appear human women most of the time, but can change into a more plant-like form, with qualities similar to those of small or medium sized tress or vines, at will. But when angered or feel threatened, they transform into large tree-like monsters. When in plant form, their bodies change according to the amount of nutrients and water they have absorbed. This holds true for their human form as well, regardless of their actual age, making it impossible to determine their age by appearance alone.

Additionally, dryads and related races do not wear clothing.

Alraune
Alraune are a pseudo-human sub-species of dryad with flower-like qualities. Like other Dryad races, they are timid and prefer to not move around a lot, but as they use cross-pollination rather than self-pollination to procreate, they do require interaction with other species (primarily humans) and as such are noted for being more friendly toward other species than other Dryad beings.

Noted for being carnivorous (both literally and sexually), the Alraune lures prey in with their sweet smelling nectar, which also doubles as an aphrodisiac. When in humanoid form, they typically have flowers sprouting in their hair and all over their bodies, and they resemble extremely beautiful women in order to attract partners.

Mandragora
Mandragora, also known as Mandrakes, are a pseudo-human sub-species of dryad with root-like qualities. Preferring solitude, even among the timid plant-like species, Mandragora are known for being exceptionally timid and cowardly, although this is not so much due to xenophobia as being due to extreme shyness.

Unlike the legends associated with them, the scream they emit when removed from the ground is not fatal; but as their scream is very loud, it does sometimes cause loss of consciousness of hearing in those standing in the vicinity.

Dwarves
Dwarves are a humanoid race substantially shorter than humans. They typically inhabit mountain ranges, but can be found mingling with other races in human towns. Grown male Dwarfs are muscular with long mushy bears, while females tend to retain their youthful childlike appearance much longer.

Dwarves in general are master blacksmiths, capable of producing the finest quality steel weapons money can buy. Dwarves are natural warriors in their own right as well, and have been known to withstand sieges from attacking armies for over a decade.

Dwarves are also known to hold grudges. Crossing a dwarf is sometimes considered signing one's own death warrant, unless the offended Dwarf is satisfied with simply humiliating the offender.

Elves
Elves are the second-most populous race on Patria. They appear indistinguishable from Humans except for their long pointed ears (normally 4½ inches in length). Elves are divided into three separate classes, High Elves, Wood Elves and Dark Elves. Elves in general are spiritually connected to nature, and their magic revolves around the elements. Elves are also natural archers. No one knows why, but archery comes second nature to elves, making them the best archers on the world.

However, the differences in culture between High Elves and Wood Elves leads the two to viewing each other with near hostility. The division first began when some Elves began to embrace the evolving societies of Eurodon and Aquilonis.

High Elves
More common in Eurodon and Aquilonis, High Elves are the more commonly seen Elves across Patria, but are less numerous than Wood Elves. They have embraced civil society created by Humans and are less connected to nature than their Wood Elf counterparts. High Elves are a bit more intelligent then Wood Elves and often combine their magic with those of other races to make it stronger. Most tend to live amongst civil Patrian society rather than amongst nature like the Wood Elves. The High Elves have one independent nation; the Empire of Hylar. High Elves are regarded by Wood Elves as ignorant snobs due to choice to disconnect from nature.

High Elves typically have brightly colored hair and eyes (typically those seen in a rainbow spectrum).

Wood Elves
More common in Marlakcor, Necrosia and Ingodija, but with some relative presence in Eurodon and Aquilonis and Maritimus, the rustic and sylvan Wood Elves are the less commonly seen Elves across Patria, but are more numerous than High Elves. Wood Elves, unlike High Elves, are completely connected to nature and make their homes in isolated areas of forests and jungles, commonly living in giant hollowed out trees or in buildings built in the branches. Wood Elf magic revolves more around the spirits and nature than the High Elves due to keeping it isolated. Living by their traditions, Wood Elves are regarded as ignorant savages by High Elves. There are three independent Wood Elf nations on Patria; Urwald, Korokiri, and Taldek.

Wood Elves typically have dark colored hair and eyes, but redheads and blonds are common too.

Dark Elves
Dark Elves, or Black Elves, are elves that have a dark skin tone. Dark elves were once believed to be associated with chaos bringers, but recent interactions have proven this untrue. Dark Elves build their homes out of mountain caves and typically keep to themselves and remain out of contact with other races, making them a relatively rare sight.

Dark Elves typically have silver hair and caramel eyes.

Empusa
Empusa are a pseudo-human race with mantoid attributes native to the northwest peninsulas of Eurodon. According to mythological texts, the Empusa feasted by seducing young men and, as they slept, drank their lover's blood and ate their lover's flesh. It is unknown whether this is actually true.

What is confirmed is that Empusa actually possess a timid nature, and will run and hide at the sound of insults.

Fairies:
Fairies are a common sight across Patria. Fairies are magical beings that have natural ability to fly and have the best affinity for magic than any other race on Patria.

Alfheim Races:
The fairies of Alfheim are as tall as humans, with the exception of pixies. Ten different races of fairies inhabit Alfheim, each with it's own characteristics.

Cait Sith
The Cait Sith are the race native to western Alfheim. The trait that sets them apart from the other races is being blessed with cat ears and tails, giving them advanced hearing. Cait Siths, like the Sylphs, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks. Another characteristic unique to the Cait Sith is their capability to tame monsters and use them in battle. They also have the best eyesight of all Alfheim races, making their archers some of the best on Patria, second only to Elves.

Gnome (fairy)
Inhabitants of the Frost Areas of the North, the brown-styled Gnomes are the largest of the fairy races and specialize in Earth Magic.

Imp
Living in the Alphine Areas of the Southeast, the purple-styled Imps are the masters of night and are blessed with great night vision. Though capable of using different types of magic, Imps excel at using Dark Magic in combat. This tends to give them a bad reputation with the surface. Imps are also known to have night vision, allowing them to see in near total darkness. However, this ability is considered only to be second to that of a Spriggan's.

Leprechaun
Living at the Frost Areas of the North, Leprechauns are a blacksmith race and make some of the best weapons and armor on Patria.

Pixie
Pixies are the smallest race of Alfheim fairies, about 10 centimeters tall, with no special abilities compared to the other races. Pixies are nomadic but usually inhabit ancient underground ancestor sites such as stone circles, barrows, dolmens, ringfort or menhirs.

Generally benign, mischievous and childlike in nature, Pixies are usually sighted gathering outdoors in huge numbers to dance through the night in various celebrations. They are generally said to be helpful to others, sometimes helping needy widows and others with housework. However, they do have a mischievous side; as they also have a reputation for misleading travelers.

Pixies live in the deepest, most pristine forests, but their insatiable curiosity and lust for adventure and excitement often means that they can be found in the most unlikely of places.

Pooka
The Pookas from the Northwest specialize in using music in combat to confuse and attack opponents and support allies. Pookas excel at using sounds and music in combat. By playing simple melodies, Pookas are able to attack and defend and even control their opponents.

Salamander
Inhabitants of the Desert Area of the South, the red-styled Salamanders are considered the strongest Alfheimian race in terms of strength, second only to the Gnomes, and are masters of Fire Magic. Although they are capable of learning and using other types of Magic, Salamanders are the masters of Fire Magic, making them capable of casting fire attribute spells exclusive to their race.

Spriggian
From the Ancient Runes Area of the Northeast, the black-styled Spriggans are masters of Illusion Magic and excel in treasure seeking. Though capable of using other types of magic, Spriggans are the masters of Illusion and generally favor Illusion spells. Spriggans are also known to be the master Treasure Hunters, a trait that can make them master thieves as well. Spriggans are known to have night vision, allowing them to be able to see in near total darkness. They are also capable of casting spells that gives others the same abilities.

Sylph
From the Grassland Area of the Southwest, the green-styled Sylphs are considered to be the fastest race and are masters of Wind Magic. Sylphs specialize in using stealth spells that allow them to hide from monsters and other enemies. Only Sylphs with powerful senses are capable of seeing through this defensive spell. Penetration magic is also known to be able to break through this barrier. Sylphs, like the Cait Siths, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks. Although they are capable of learning other types of magic through hard practice, Sylphs are known to be the masters of Wind Magic.

Undine
From the Wetland Area of the East, the blue-styled Undines are masters of Healing and Water Magic. Though capable of using other types of magic, the Undines are experts in using powerful recovery and support magic due to their high-level magic capabilities. Due to their affinity with water, Undines are experts in underwater combat. This makes them valuable assets when faced with aquatic enemies, or when waging war at sea.

Surface Races:
The Surface races, collectively known as Sprites, are diminutive fairy races that typically inhabits wildflower beds and forests. Fairies native to the Patrian surface are usually between 11 and 15 centimeters tall.

Leanan Sidhe
The Leanan Sidhe is a race of fairy-folk of diminutive size originating from Hibernia.

As written in legend, Leanan Sidhe act as muses to those they wish to marry and offer inspiration to an artist in exchange for their love and devotion. However, these couplings have frequently been written as resulting in madness for the artist, as well as a premature death; which has resulted in naysayers stating that the race is a type of "Succubus" that feed on their lovers' passionate energy, which ultimately kills the lover. Whether or not this is true is yet to be confirmed

Yosei
A small fairy race native to Yamatai.

Fauns
Fauns, sometimes known as Satyrs, is a demihuman race possessing characteristics of a goat, including a pair of curled horns on the head, a small tail, ungulate ears, and hoofed feet, and they are a tad shorter than the average human.

Pan Faun
A Pan Faun is a demihuman race possessing characteristics of a sheep, including a pair of curled horns on the head, a small tail, ungulate ears, and hoofed feet, and they are a tad shorter than the average human.

A subspecies of Faun, wool grows out of every surface of their body, excluding the hooves, hands, fingers, and face. If left unchecked, this wool can grow at enough of a pace to become unbearable to the individual in question without occasional shearing. Pan Fauns are, true to their nature, shy and sheepish in general, especially females, and see the shearing process as one of extreme embarrassment. As expected of the symbols of virginity (the sheep), they are all protective of their chastity.

Gargoyles
Gargoyles are nocturnal beings that turn to stone during the day. They live in close-knit groups called clans that protect their rookeries and the surrounding area.

Gargoyles are bipedal gargates, and are generally more physically powerful than humans. And though greatly varying in physical prowess, even gargoyles with frail or lanky build, or diminutive in stature, have both known to being able to lift full-grown humans over their heads with ease, and are also very agile, since large or elderly gargoyles have been seen capable of side-stepping, with surprising agility, away from strikes that are too fast for the human eye to follow. They are related to gargoyle beasts, much as humans are related to apes. Being nocturnal, gargoyles are very adept at concealing themselves within shadows, perfectly camouflaging themselves in the dark for ambushes, or simply to get around stealthily. In fact, apart from their inherent strength and beastly features, the cover of the night is generally a gargoyle's strongest weapon against their adversaries.

Gargoyles exhibit tremendous visual variety. For example, some have hair and some don't. Most gargoyles have crests on their foreheads in addition to horns, but some gargoyles lack one, the other, or sometimes even both. Some have relatively round, humanoid faces; some have more animalistic snouts, whilst there are those bearing features that are near-human. Most have prehensile tails possibly to provide aerodynamic balance as they glide airborne, many have six limbs (not including their tail) with four digits per limb: usually two arms (each with three fingers and an opposable thumb), two legs (each with three forward toes and a back claw) that have curving spurs extending from where the knees and elbows are. Their lower body portions are usually analogous between human and quadrupedal lower limbs and corresponding appendages (allowing a gargoyle to drop down on all fours and run quicker that way) in that they stand on their toes, making a Gargoyle appear taller that he or she actually is, and two wings (where the four digits are often divided between ribbing for the wings and/or finger-like grasping claws at the wings apex), though among Mayan gargoyles it is not uncommon to have a snake tail instead of legs, and aquatic gargoyles presumably have dolphin-like tails instead of legs.

All gargoyles are shown to have a pair of wings that vary in appearance. Most of the gargoyles featured in the series had mammalian wings resembling a bat's, containing a variety of different digit-combinations, while others such as the Camelot Clan, and some of the Mayan Clan, had avian wings, resembling a birds. The rarest wing variation are those stretching between his arms and legs, rather than extending from his back as with other gargoyles, somewhat resembling a flying squirrel.

These wings are used for gliding as they are incapable of flight, most likely stemming from the Gargoyle's highly-developed musculature and dense bone structure. Once in the air, or even on a high place, they are adept at using up-drafts and down-drafts to simulate flight, and momentum to generate speed. But they need height to take off and must usually fist allow themselves to fall off an elevated terrain before unfurling their wings in order to glide. They cannot flap their wings to power them into the air from ground level. They cannot take a running start to achieve flight and they cannot hover. If they're on the ground, there's only one way to get into the air: they must climb with their claws to a sufficient and elevated height and then jump. They are quite prehensile, able to fold around their bodies in a cape-like manner. The bones in the wings seem to curve when they do this, which suggests that the main "arm" of the wing is not a single, solid bone, but series of smaller connected bones, somewhat resembling a spinal column. This, however, is unconfirmed.

Gargoyles turn to stone at sunrise and will remain as such until nightfall, at which point everything but the surface layer will crack and flake away, though a Gargoyle would generally have to burst itself free from the thin stone covering upon awakening, revealing flesh and blood underneath. During this period (daytime) the stone form is absolute, and they are effectively indistinguishable from statues. This is not triggered by direct sunlight, since a Gargoyle kept in a dark and secluded place will still turn to stone when the Sun rises, and more due to the Gargoyle's "internal clock" as dictated by his or her circadian rhythms.

While in stone form, all physiological functions of the Gargoyle in question are stopped, with the exception of the their natural recuperative processes, which seems to be even augmented in exchange for the other bodily attributes halted throughout the duration of stone sleep. Because of this, a Gargoyle can stay submerged in deep water while in stone state, with later danger to his or her somatic systems and functions, such as breathing and circulation. However, a measure of cognitive activity must remain, since Gargoyles are said to be capable of dreaming while asleep this way.

Supposedly, a Gargoyle stores up some form energy while dormant during the day in stone form, without of which they would lack the ability to not only glide with their wings but also with any other strenuous activity that they practice whilst awake. This is presumably internal bio-energy, similar to the kind that certain mammals accrue when they are in hibernation in order to last long winters and then awaken thereafter, though experts speculate the energy Gargoyles amass to be drawn from the Sun's rays. However, some Gargoyles have been known to enter stone form in a shadowed place void of sunlight, only to awaken fully invigorated by nightfall with no signs of lethargy.

The stone form appears to be quite durable, given that the Garvis Clan, managed to survive two thousand years in this state, without any apparent degradation. It is not however indestructible, as a human with a strong arm, and the right bludgeoning tool, can shatter it. A dismembered limb, for example, could not be reattached; or regenerated entirely, for that matter. If the stone form is seriously damaged, then the gargoyle will die, without ever waking up. In fact, a nighttime gargoyle corpse would not turn to stone, as it is a biological process.

If a gargoyle is wounded during the night, the transformation to stone would seal and heal any cuts, bruises or abrasions. If properly set, broken bones would knit during the day. Sore muscles would be refreshed as well. There do appear to be limits to this, however, as some injuries never heal. More often than not, a Gargoyle awakens at dusk in full physical health, due to their stone state effectively purging his or her body of any malignant yet redeemable factors, inherent or otherwise, that he or she might sustain whilst flesh and blood which, of course, contributes greatly to their remarkably long lifespans.

Gargoyles lay eggs, which look roughly like large stone cannonballs. Since gargoyles are naturally attuned to the planet's rhythms, they're reproductive cycles are unique. As such, female gargoyles will become fertile on the autumnal equinox every twentieth year, and will lay a single egg on the following spring equinox. All of the eggs will be stored together in the clan's rookery, and the communal hatching occurs ten years later.

Though few examples of ancestral connections have been identified, the standard result is that the Gargoyle's body structure will be derived from the matching gender parent (mother to daughter, father to son), while pigmentation will be derived from the other (father to daughter, mother to son).

While not inherently immortal, gargoyles can be extremely long-lived, a result of stone sleep which seemingly slows or halts their aging process to an absolute still (possibly a state of suspended animation) until they wake again the following night. This was how the Garvis Clan was able to survive all the way to the 26th Century AFS, after being cursed.

Even in old age they are not as frail and incapacitated as other creatures. Because they spend half their day asleep as stone, they age at half the rate of a human, thus living twice as long. And given stone form's ever-healing and senility-dampening nature, it is very likely that a Gargoyle cannot die a natural death (i.e. advanced age and sustained disease) whilst he or she is in stone.

Ghouls
The Ghoul (female: Ghoulah) is a humanoid race who are native to Arabia. They are depicted as evil spirits in Arabian mythology.

They are said to be a desert-dwelling, shapeshifting, race of devils that can assume the guise of an animal and lure unwary people into the desert wastes or another abandoned place to slay and devour them. They are famed for preying on young children, drinking blood, stealing coins, eating the dead, and taking the form of the person that they have most recently eaten.

Ghouls are sometimes confused with zombies, causing them to be mistaken as undead monsters rather than demons.

Harpies
The Harpy is a mono-gendered (female) demi-human liminal race with the body of a human and the wings and talons of a bird. They colonize mountainsides and similar places.

A pure and cheerful race that loves the blue sky and singing. Unfortunately, most of the time they only sing for other harpies.

Harpies are migratory beings and a race that embodies the notion of freedom, going where they please, when they please. Being similar in nature to migratory birds, Harpies psychologically can’t stay in one place for very long. However, due to their air-headed personalities they more often then not forget about their "rules" and just do what they please.

Harpies have an opposable digit on the joint of each wing, and the wing at the joint can curl to some small degree. This allows for gripping of objects, but these improvised grabbers are nowhere near as dexterous as true hands. Because of this, it is likely harpies do not craft, and their clothing and tools would have to be received elsewhere. As such, it is likely that harpy villages have a number of poultry harpies to produce eggs for trading. Common harpies will lay unfertilized eggs only perhaps once every few months, so their production alone could not fill such a role.

Harpies are mono-gendered and rely on humans to reproduce. Unlike most such races, though, harpies do not simply abduct men for the purpose. Rather, they travel about and find men before returning to the village after mating, sometimes even finding multiple partners in a single outing to encourage genetic diversity. Despite this, some harpies will occasionally choose a mate for life, and will either move to be with them or else continually return when their migration routes bring them back around.

Garuda
Garuda are a large Harpy subspecies prevalent in Ingodija. Regarded as a Hindu divinity as the King of all Birds and the mount of the Supreme god Lord Vishnu, Garuda are considered the strongest of the harpy subspecies and are known for their eternal animosity with the Naga serpent race.

Land Animal Harpy
Land Harpies are a subspecies of harpy adapted for terrestrial life, like ostriches and emus. Their wings are small, but their bodies have evolved to be larger than humans. Using their thick, powerful legs, they can run at incredibly high speeds. Despite their large bodies and sharp claws, they are generally easygoing.

These harpies still have light frames but are nearly twice the size of other harpies, making them quite tall. Their wings would be a little more dexterous than a common harpy's, as they do not have large pinions to obstruct movement. Land animal harpies are generally of a duller plumage than the colorful common harpies or patterned raptor harpies, but would also be more memorable and not as keen to forgetting things, as land travel requires greater use of landmarks than air travel. The same issue of crafting would affect them as any other harpy, and they likely have poultry harpies in their villages for the production of trade material.

Though still migratory to an extent, there would be far less distance covered by land harpies than other sorts when moving. Despite their flightless status, land harpy wings are far from weak, and would be able to carry moderate loads while running by wrapping around the items or passenger poultry harpies.

Land harpies would exhibit the same manner of finding mates as common harpies, though due to their restriction of movement, they would likely not seek multiple partners as often.

Phoenix Harpy
Phoenix Harpies are harpies with attributes reminiscent of the Phoenix. They are generally found living amongst regular Phoenixes.

Much like the Yatagarasu, it is unknown how closely related Phoenixes are to the Harpy race.

Poultry Harpy
Poultry Harpies are a harpy subspecies adapted for laying eggs. They cannot fly and are unable to run at high speeds like land animal harpies. However, they produce far more eggs than other subspecies, and they continuously lay eggs nearly every day. Poultry harpies have a red crest on top of their heads. Unlike chickens, their appearance is natural, not selectively bred. They are very cowardly.

Given their inability to transport or defend themselves to any great degree, it is likely that poultry harpies simply live with populations of other harpy species. Common, land, and raptor harpies are too different in lifestyle from one another to comfortably form unified villages, and these three species would form their own villages in their own regions. However, harpies cannot make things like clothes or tools because their wings lack the dexterity, so they would have to barter for or steal such things. Harpies are too laid back to actively steal from other races, so it is likely that they trade for them. This is where poultry harpies would come in: they produce eggs far more frequently than the other harpy species, and these eggs would be the harpy trade specialty.

Given the poultry harpy's status, it would be in the village's best interests to have them around. So it is that villages of each type of harpy would also include a number of poultry harpies, and offer them protection and shelter. Poultry harpies are weak, slow, flightless, and chicken-hearted, so they would likely not have survived this long if not for this relationship with the other harpies.

As poultry harpies cannot go out and search for a mate on their own, they would likely be carried and escorted to a place where men might be found by their village-mates or else those village-mates would invite men into the village for the purpose of mating with the poultry harpy.

Likely just as dim as a common harpy, a poultry harpy could not possibly be naturally migratory, as it lacks any means to be such. Even should they not feel the inclination to move, though, they are the smallest of the harpy species, and would be carried by their village-mates when the group decides to move.

Raptor Harpy
Raptor Harpies are large eagle- or hawk-like harpy subspecies. Their bodies are very similar to human bodies. Though other subspecies are omnivorous, raptor harpies are strictly carnivores. They are proud and difficult to please, an unusual trait among the generally amicable harpies.

Raptor harpies have patterned plumage, such as found on hawks or owls, and do not have the giddy colors of common harpies or the simple uniform tones of land animal harpies. Raptor harpy wings are more angled than common harpy wings and are more adapted to swooping and cornering. As raptor harpies are purely carnivorous, their increased protein intake leads to their bodies being fuller and far less juvenile in appearance. Raptor harpy wings have very long pinions, and these would likely make them even less dexterous than common harpies. Due to the inherent difficulty this presents to crafting, raptor harpies would keep proportionately more poultry harpies in their villages than common or land animal harpies would.

As hunters, raptor harpies are strong and proud, and are not as easily-impressed by other harpies. Being a predator takes a degree of cunning and consistent knowledge of the terrain and situation, so raptor harpies would be the most intelligent of the harpy species, though that doesn't mean they're particularly smart by human standards.

Mate-finding would be essentially the same as with common harpies, except that raptor harpies would likely be more inclined to finding only a single mate each season, to keep enough time for hunting. As they are predatory, they might be considered a touch more aggressive than other harpy species, and even though harpies would not usually go about abducting men for breeding purposes, if any of them were going to do it, it would be Raptor Harpies.

Yatagarasu
A Yatagarasu is a demihuman liminal species very similar in appearance to Harpies. Possessing crow-like traits, Yatagarasu appear prominently in Yamatai, and are viewed as supernatural guides and symbols of divine rebirth and rejuvenation.

Omnivorous, Yatagarasu prefer habitats that have sunlight and demonstrate the same "air-headed" behavior as Harpies. As such, it is not known precisely how closely related the Harpy race are to the Yatagarasu.

Humanoid Honey Bee
Honey Bees are an insectoid demi-human liminal race who have four insectoid limbs, antennae, compound eyes, a bee thorax complete with stinger, and wings. The race typically lives in mountainous caves overlooking wildflower fields, or are within range of such places.

Queen Bee
A Queen Bee is a humanoid subspecies of Honey Bee that has been specifically raised from birth to create and rule her own hive/colony.

While born amongst a number of other "Queen" candidates, by the time they reach adulthood there is usually only one ruling Queen Bee in a single hive/colony, with all other bees within the colony loyally following and fiercely protect her when threatened. She is usually the mother of most, if not all, of the bees in her hive. However, if the hive/colony was inherited from a previous Queen, the children of the previous Queen (who has since died or otherwise relinquished her position to the new Queen) will serve her as if she was their biological mother.

Humans
Humans are the most numerous and politically dominant sentient race in the world largely thanks to their ability to create tools and adapt themselves or their environment to survive.

Possessing the largest and widest-spanning culture known, they are often considered to be the standard to which the biology, psychology, and culture of other species and races are compared.

Aggressively territorial, while possessing no natural means of offense or defense (like claws or armor) that other races may possess, Human's ability to create and adapt objects to serve specific functions, and their tendency to live/work in groups, has enabled them to dominate the majority of Patria and force other races to withdraw into their own enclosed populations away from human attention.

Originally migratory, throughout their written history, humans have managed to set up large empires and kingdoms all over Patria and effectively achieved near-global dominance due to their industrious nature; being able to alter themselves or the environments to suit their needs as well as utilizing/taming the wildlife to serve their purposes.

Amazon
Amazons, also known as Kuja, are a dark-tan skinned race of women-only Humans native to the Mesozoic Islands in Maritimus.

Since they are a single gender people, and can only give birth to girls, they use a spiritual ritual to temporarily summon men to the island; and once the summoner is pregnant, the men would be banished as the same ritual concludes. Men are generally not permitted on the island, but those who do stay end up segregated from the women to be used for breeding.

Though they are an inward looking people that mostly turns a blind eye from the conflicts of the rest of the world, some choose to reject the ritual to leave the island in search of husbands. Those who make this choice usually come back to give birth, but a few choose to never return. This isolationist attitude is not without dangers, as it makes those who stray too far from the villages easy picking for slave traders.

Amazons have a natural affinity with dinosaurs. No one knows why, but Amazons are able to bond with, and tame, most on the Mesozoic Islands, including the most vicious of predators; although is undeniable that the herbivores are much easier to tame than the predators.

Jorōgumo
Jorōgumo are a demi-human species of "spider-woman" native to Yamatai. According to folklore, the species are said to be spiders that can change their appearances into that of beautiful women due to gaining magical powers after turning 400 years old.

Depicted as being skilled at entrapping their prey, Jorōgumo possess many of the same traits as an Arachne; such as possessing six eyes, a light exoskeleton and the ability to produced webs, however, while an Arachne has the upper body of a human and the full lower body of a spider, a Jorōgumo possesses a fully humanoid body with a spider abdomen extending from the base of their spine but no spider thorax. Also, in addition to their humanoid arms being covered in an exoskeleton, they have six fully dexterous "spider legs" attached to their upper back which they can hide beneath their clothing should they choose.

Kyuubi no Kitsune
Kyuubi no Kitsune (lit. Nine-tailed Foxes) are a pseudo-human race that appear in Yamato folklore as intelligent beings that possess magical abilities to shape shift. While some folktales speak of kitsune of wildly different moralities employing this ability to trick others, other stories portray them as faithful guardians, friends, lovers, and wives. It is unknown if male Kitsune exist (as Kitsune can use both genders in their shapeshifting abilities) or if they are a single-gendered race.

It is said that the more tails a kitsune has (they may have as many as nine) the older, wiser, and more powerful they are. Because of their potential power and influence, some people make offerings to them as deities.

Lamias:
The Lamia are a reptilian liminal race with the upper body of a human and the lower body of a snake. A mono-gendered (female) demi-human race, Lamias are predatory carnivores that form tribal villages on the outskirts of desert oasis, their serpentine tails are powerful enough to rend steel.

Believed to be deadly towards humans, Lamia are reputed to lure men back to their lairs and kill them after they've had their way with them. However, this is only partially true, as due to being a female-only race, Lamias would lure men to their villages and hold them as 'Communal Husbands'. If the male is resistant, Lamia will use alchemical compounds such as incense to draw out their lust and force themselves upon them. Usually all the eligible members of the village would get involved, resulting in mass orgies. Following the initial orgy, the male has a choice to voluntarily stay or leave. Some Lamias actually chose to leave for the purpose of finding a mate, starting their own colony, or simply making it on their own.

Echidnas
Echidnas are a subspecies of Lamia. Because more of their bodies are covered by scales. Compared to lamias, echidnas are more closely related to Lizardfolk. Their name means "viper women", and true to their name, they possess poisonous fangs inside their mouths. Their venom is a type of hemorrhagin (meaning that it breaks down blood vessels) and must be treated with caution. Their snake-like lower bodies are covered in a unique pattern reminiscent of vipers.

Gorgons
Gorgons are a subspecies of lamia with snakes for hair. In mythology, their gaze are said to turn creatures into stone, but in thankful reality, they possess no such ability. However, their gaze seems to be very keen, and their glare makes living creatures unable to move, as though they've been turned to stone. In unfortunate reality, they have poor eyesight and only appear to be glaring despite their lack of ill will, as they are instead only trying to see more clearly.

Melusines
Melusines are a lamia subspecies with dragon wings on their backs. Due to this, they share characteristics with Dragonewts. In contrast to other lamia subspecies, they are more similar to sea snakes than terrestrial snakes and prefer to live by the shore. Sadly, their wings aren't strong enough to lift their long lower bodies, making said wings being more vestigial in nature.

Lizardfolk
Lizardfolk are a demihuman race that possess lizard-like attributes such as claws, scales and a detachable tail. While reptilian, Lizardfolk do posses aquatic abilities and are particularly gifted swimmers, able to use their tails to aid in swimming. A lizardfolk's tail stores their body's nutrients. If they should lose their tail, worse case scenario is that they'll die of malnutrition.

Merpeople:
Merpeople, also known as merfolk, are a non-human race with the upper body of a human and the lower body of a fish. Their tails include two pelvic fins, a dorsal fin and a fluke. To prevent their bodies from drying out they are covered in a moist mucus which keeps them wet. Standard merpeople live in the waters of warm tropical oceans and their scales and fins are colorful like tropical fish.

Arctic Merpeople
Arctic Merpeople, sometimes known as Ice merfolk, live in cold waters and are built for survival and polar temperatures. They live in the waters around Arctica and are generally protective of their territory. Built to withstand cold climates, they have extra body fat to insulate them against the cold keep themselves warm. Ice merfolk usually have larger eyes to see well, paler skin and lighter hair colors. Their tails are also usually darker.

Eel Race
Eel Merfolk are Merfolk with long bodies like a lamia. Unlike most Merfolk, they have no trouble living on land. This is because they produce even more mucus than standard Merfolk, though as a result, they have trouble wearing most clothing materials. They have a tremendous amount of stamina and often stay up all night, consequently making them sleep-deprived most of the time.

Freshwater Class
Unlike standard merfolk, which reside in warm ocean waters, these merfolk regularly travel from rivers to oceans and back again. Some also live in freshwater lakes. These stoic merfolk never give up their journey regardless of any fierce rapids or waterfalls that may stand in their way. Because of this, the have slim and fit bodies. Their colors are more muted than those of standard merfolk.

Shark Race
Skark merfolk are a merfolk subspecies armed with sharp teeth and having the lower body of a shark. Shark merfolk are also entirely carnivorous, a rare trait among the predominantly omnivorous mermaids. Their personalities are wild and aggressive. Many engage in pirate-like activities, and are popular with the most ruthless as a way of looking even more menacing. Like sharks, the skeleton in the lower bodies is made of cartilage, making them very delicate. They are mentally weak, as well.

Tropical Merfolk
Tropical Merfolk are a rare subspecies of Merfolk found within tropical waters, usually near or within coral reefs. Capable of living in both fresh and salt waters, Tropical Merfolk are a minority race amongst the Mer-races but are widely famed for they're beauty.

Minotaurs
Minotaurs are a demihuman race with bovine attributes. Minotaurs are visually muscular, possess cloven feet, the head of a bull, and are taller than an average human while also possessing greater physical strength that may rival a Centaur. There are two types of Minotaur, the lactating "milk producing" types (female) and the aggressive "bullfighting" types (male).

Much like their bovine cousins, female "milk producing" Minotaurs produce large quantities of breast milk. If they do not milk their breasts regularly, their breasts become swollen to the point of it being uncomfortable. Minotaur milk is said to be both nutritious and delicious.

Catoblepas
Catoblepas are a demihuman race with bovine attributes. A subspecies of Minotaur, it is said in myth that a Catoblepas' stare could turn people into stone or instantly kill them. In spite of this rumor, Catoblepas are generally lethargic/demure in nature and rarely display aggressive behaviors

Monoeyes
The Monoeyes are humanoid beings that possess the notable feature of only having one eye.

Monoeyes are able to see objects up to 2 kilometers away without assistance; however, they have poor depth perception, making it difficult for them to navigate 3-dimensional spaces, and their eyes require constant protection from harsh environments as their size makes them susceptible to dryness and allergies.

Cyclops
Cyclopes are an unusually large Monoeye subspecies, whose special talents lie in smithing/metalwork. Their large eye allows them to accurately determine the temperature of the fire and iron, which is the source of their unique smithing techniques.

Other Monoeyes view their special gifts (especially their breasts in the females case) with envy.

One-eye Monks
The One-Eyed Monk subspecies are Monoeyes who have converted to Buddhism. Aside from their mute status, they appear no different than the standard Monoeye, aside from the fact the glances they get from their single eye doesn't trouble them. However, because of this, they are very serious and can be hard on not only themselves, but on others as well.

They mainly use their eyesight to spot those who have neglect their training.

Nephilims
Nephilims are half human-half angel hybrids resulting from the reproduction between a human and an angel.

Ogres
Ogres are horned humanoid beings that possess the notable feature of not only great size, but phenomenal strength.

While many of their depictions in mythology may not hold true to how they are in reality, Ogres are indeed very tall in stature, ranging from two to three meters (6'6"-9'10"), and possess incredible strength. Thought to live in mountainous areas or wastelands, most Ogres have a single large horn protruding from their head and tend to have thick, tanned skin. Despite their large size, female ogres are laid-back and carefree, while males tend to be more violent

Gigantes
Gigantes are an incredibly large Ogre subspecies. The largest known species to date, Gigantes averagely reach heights of over ten meters (about 32'7"). Because of this, Gigantes are truly giant, but are nevertheless distinct from true giants, which can reach much higher. Because they can easily injure humans with their massive bodies if they are not careful, they spend their time quietly holding still if they have nothing to do.

Fashion is no concern to Giganti, as practically no clothes are large enough for them to wear, so they dress themselves in whatever rags they can to preserve some sense of public order and decency. They are not known to attack other creatures.

Oni
Oni are a smaller Ogre subspecies. Aside from their colorful skin ranging from red to blue and two small horns, Oni are genetically no different from standard Ogres. Standing only two meters tall (6'6"), they are slightly smaller than Ogres, making them the smallest of the Ogre subspecies, though they are still larger than the average human.

Red Oni are thought to be crybabies and Blue Oni are considered self-sacrificing, but it is unclear whether or not there is any truth to these claims. It is customary for Oni to dress in tiger-striped clothes.

Troll
Trolls are a very muscular Ogre subspecies. Stronger and larger than regular Ogres, Trolls can reach heights over three meters tall (9'10"). They have a greenish brown skin and one or two short, thick horns on their head. They have long, protruding lower canines. Both males and females are extremely well-muscled with massive limbs. Like standard Ogres, Females are easy-going and carefree, while males tend to be more violent.

Because they are physically much larger than humans, they are unable to wear most clothes, leading to concerns regarding their inability to dress well.

Orcs
Orcs are a race of brutish, aggressive and generally lustful pseudo-humans. Possessing prominent fangs and a snout, their features tend to be "pig-like" in appearance. Taller and thicker than a human by half, they would have about the strength a bear, and have noses capable of accurate olfactory sense to up to a kilometer out.

Aggressive scavengers and opportunistic carnivores, while they possesses a low cunning and a low intelligence when compared to other more intellectual species, Orcs do possess a crude culture of their own. Violent by nature, they will fight ferociously if compelled but tend towards more chaotic/destructive behavior such as pillaging, rape and/or cowardice.

Despite their brutal lifestyle and instincts a few are intelligent enough to maintain the sovereignty of the widely recognized Orc Empire.

Serkets
The Serket are a demi-human liminal race with the upper body of a human and the lower body of a scorpion.

Rendered as goddesses in Amaran mythology, Serkets were said to be skilled in the knowledge and curing of any manner of animal poisons, ranging from scorpion stings to snakebites. Considered highly important in the Amaran pantheon, the Pharaohs of Amara consider the Serkets to be their patron deities and protectors; with two of the earlier kings being referred to as the "Scorpion Kings".

Soul-Wraiths
A Soul-Wraith is a non-being and Dark creature, considered one of the foulest to inhabit the world. Soul-Wraiths feed upon the happiness of sentient beings, and thus cause depression and despair to anyone near them. They can also consume a person's soul, leaving their victims in a permanent vegetative state, and thus are often referred to as "soul-sucking fiends". They are known to leave a person as an 'empty-shell'.

There are certain defenses one can use against Soul-Wraiths, specifically the Astral-Fauna Charm. Soul-Wraiths hold no true loyalty, except to whomever can provide them with the most people to feed off. They cannot be destroyed, though their numbers can be limited if the conditions in which they multiply are reduced, implying that they do die off eventually.

Soul-Wraiths have a humanoid shape, approximately three metres, or 10 feet high, and are covered in dark hooded cloaks of long ripped black cloth, making them closely resemble wraiths. Its body is greyed and decayed looking, like a decomposing corpse, and its breath sounds rattling, like it is trying to "suck more than air" out of a room. Its hands are "glistening, greyish, slimy-looking, and scabbed". They seem to exude cold.

A Soul-Wraith's face has empty eye sockets, covered with scabby skin. There is a gaping large hole where the mouth should be, which is used for sucking the soul out of the victim in a process called the Wraith's Kiss, leaving victims in a state generally considered worse than death. The Soul-Wraith pulls back its hood and sucks out its victim's soul, leaving the person an empty shell, alive but completely, irretrievably 'gone'. Unlike other creatures, who move through some means of physical support, Soul-Wraiths can fly freely. However, they are still solid and cannot pass through solid obstacles.

Soul-Wraiths are also known to be blind, as they do not have any eyes. However, they can sense whether a presence is near them or not, by sensing the victim's emotions.

Soul-Wraiths seem to suck all the light and happiness from the air as they draw long rattling breaths, and cause darkness to close in everywhere and the victim to feel incredibly cold. They can glide toward a victim without sound, and they are sentient enough to taste and sense fear, being drawn to it and the promise of positive memories that it can feed off of. They are also intelligent enough to be greedy.

In addition to feeding on positive emotions, Soul-Wraiths can perform their last and most dangerous ability: the Wraith's Kiss, in which a Soul-Wraith latches its mouth onto a victim's and sucks out the person's soul. The victim is left as an empty shell, incapable of thought and with no possibility of recovery. It is believed that existing after a Wraith's Kiss is worse than death: as a person's soul is their true self, to be 'kissed' by a Soul-Wraith is to cease to exist, and yet also remain.

Vampire
The vampire is a human-like being that feeds mainly on blood. They can be distinguished from regular humans with their long canine fangs, palish skin, and unnatural-like eyes that glow, but are otherwise indistinguishable from humans. They also have enhanced senses, agility and healing abilities, and they're also regarded as slightly more intelligent than regular humans.

There are three types of Vampires across Patria; there's the ancient, but few-in-number, Progenitors, also known as True Vampires; the more recent and numerous Lineals, who have evolved to a near-human state; and the beastly Rutes.

The legends also state that vampires can turn humans into vampires by biting them. While this goes without saying for Progenitors, amongst Lineals only pure-bloods can turn Humans into vampires by bite. Lineals with any human ancestry don't have this power, and neither do Rutes, but any natural-born vampire can turn a human into a vampire by having them drink their blood.

Some ancient societies regarded vampires as undead, but this isn't true; vampires are living beings just like all others.

Progenitor Vampires
In most legends vampires are portrayed as nocturnal, reflectionless, shape-shifting beings with allergies to sunlight, garlic, silver and holy water, and only feed on blood; mostly human or other sentient beings, but sometimes animal blood (like sheep, goat, cattle, pigs, deer, bison, wild boars, etc.). The legends are true only for Progenitor Vampires, vampires who are many centuries old and feed only on blood; the reason being that they can't digest anything else. Human food is not usually harmful to Progenitors, but it can be toxic in large quantities. Also, while the ability to turn non-vampires into one of their own is a power that all Progenitors possess, there have been cases where non-vampires never turned after being bitten; this leads to the theory that a Progenitor can control whether or not the victim becomes a vampire, but it is so far unproven.

To those who don't know better, Progenitors are considered immortal as they usually don't die from old age, and are highly resistant to disease. No one knows why, but when Progenitors consume blood of sentient beings their youth is partially restored, giving them the ability to stay young for centuries; although, how much of their youth is restored seems to revolve around the quality of the blood they drink. Thus a Progenitor has some degree of control over how old or young they appear, making their actual age impossible to determine on sight alone. It is not uncommon for a centuries-old Progenitor to appear a young adult, a teenager, or a child (e.g. A 500-year-old Progenitor can possibly appear much younger than 400-year-old). However, not only does their youth wear off when they fast, but if a Progenitor goes too long without consuming blood their age can catch up with them, causing them to age to dust. Thus they are not, inherently, immortal.

A Progenitors' only real weaknesses are those mentioned above; and it should also be noted that beings turned into vampires by Progenitors share the same weaknesses.

One other way they stay alive for centuries is by mummifying themselves. This allows Progenitors to hibernate for decades or centuries before being reawakened again by being fed blood. This is the only way for them to survive extremely long periods without consuming blood. However, they are extremely vulnerable while in this state, so they tend to hide their resting place from all but a trusted few (e.g. the ruling family of Transylvania).

Progenitors can also hypnotize their prey, even fellow members of their race, with their gaze; which makes them a formidable threat if wronged. Another gift Progenitors possess is the ability to see memories by tasting their prey's blood. Lineals don't have this ability, but the only known exception is Zelda Tepes, a 46th century Lunaculus of Eurodon.

However, Progenitors are few in number. Since they're no longer a common sight due to vampire hunters hunting Progenitors, there are about 10,000-15,000 left on Patria; but it is now illegal to hunt Progenitors due to a peace pact and they are now recovering, increasing in numbers once again.

Lineal Vampires
The modern Lineal Vampires are vampires that have evolved and adapted to live alongside humans. They are no different from humans save for a few obvious characteristics, and the fact that they still drink blood; but they mostly feed on animal blood, only drinking human blood if offered or if they have no choice. While they are still preferably nocturnal, they can operate on the same sleep cycle as humans if they choose. Their evolution now allows them to blend in more easily, making it near impossible to identify a Lineal on sight alone.

Lineals maintain their enhanced senses, agility and healing abilities, but they're half as powerful as Progenitors. Lineal Vampires eat human food, yet must still drink blood every few days or suffer malnourishment; or worse, descend into insanity, becoming Rutes. They are unaffected by sunlight, and have no allergies to garlic or silver. The only drawback is that they age and die like humans and are just as vulnerable to disease, and they can't mummify themselves like Progenitors can. Nevertheless they still live much longer than humans, sometimes around 200 years. Lineals don't posses the ability to shapeshift either, and they have reflections in mirrors.

Due to these many differences, along with many similarities to humans, most Progenitor Vampires consider Lineal Vampires inferior and view them with disdain and scorn, bordering on open hostility. This even extends to Lineals of their own decent, despite the fact that Lineal Vampires outnumber them greatly.

Rute Vampires
Rute Vampires are the lowest of the entire vampire race. They are vampires who have lost their sanity, descending into bloodthirsty beasts. Rute vampires are considered vermin by both sane vampires and other races, and due to their beastly nature are the main reason for the ongoing animosity between vampires and other races.

Rutes are a rare sight, as they normally keep to the shadows. Rutes are skillful hunters, but they rarely ever attack in plain view out in the open; they prefer to corner their prey once they're alone. They are also labeled for execution immediately if they can't be brought back to sanity.

Rutes are normally the product of humans turned into vampires that go without blood for too long after turning. Natural-born Progenitors and Lineals rarely ever turn into Rutes, but it can happen.

Werecats
Werecats are a demihuman species of beings who possess the ability to shapeshift between the form of a human and the form of a cat. Werecats are considered the feline equivalent of the Werewolf. However, Werecats are more "tame" than werewolves, possessing "cat-like" behavior and mannerisms.

Appearances and sightings of Werecats have been reported around the world, with "feline forms" ranging from domestic cats to overly large lions, panthers and cougars.

Werewolves
The werewolf, also known as a Lycanthrope or Lycan, is a psudeohuman that transforms into a wolf-like creature every night when the moons are full. They are very carnivorous, and much like wolves, they communicate by growling, snarling, and howling. They are usually either quadrupedal, or bipedal, or both. They usually have wolf-like heads, tails, fur, teeth, claws, etc, and are allergic to silver. People who become werewolves usually lose control over the wolf, and have no memories after they transform into werewolves.

Most werewolves lose their mind to their savage instincts when they transform, but older werewolves can develop control, allowing them to transform at will and maintain their mind whenever they please, not just during the full moons.

Werewolves are incredibly strong, so they can pick up things about as large as a horse. They transform back into humans or human-like creatures when the sun rises. They can range in size from 5 foot creatures to 12 foot creatures.

Werevamp
A Werevamp is a half-werewolf half-vampire crossbreed. Since vampires and werewolves have been at each others throats since forever, possibly since before the first Lunaculi, such creatures are viewed with disdain and hostility, scorned by vampires and werewolves alike.

Yuki-onna
A Yuki-onna is a psudeohuman that in Yamato folklore as a snow spirit of inhuman beauty that appears before travelers trapped in snowstorms with the purpose of killing them.

Yuki-onna typically live in the colder northern regions of Yamatai during warmer seasons, but venture farther south during colder months.

Yuki-onna are a single-gender race and require humans to reproduce. As such, there are no real hyrbids, as males do not inherit their mother's powers.

While the Yuki-onna race is not inherently malevolent, their stoic demeanor and their natural environment being hazardous to humans, may have given rise to myths that they intentionally cause deaths. While possessing elemental control over ice and snow, Yuki-onna can not live in high temperate environments without assistance.

Fauna
Along with normal fauna found in our world, a number of magical fauna are found around Patria. Several species of animals not found in our world anymore still exist in Patria as well.

Acromantulas
An Acromantula is a species of giant spider, native to the rainforests of Ingodija, particularly Gurkaniya, where it inhabits dense jungles.

Acromantulas sport eight, black eyes (white if blind) and are typically covered in thick black hair, with a leg span that can reach up to fifteen feet. They are the size of a carthorse, if adult.

They possess a set of giant chelicerae which they use to eat live prey or their own dead kin. Their pincers produce a clicking sound when they are agitated or excited. They also secrete poison when excited. They are sentient, and capable of speech, but are still considered beasts. The fangs contain highly toxic venom.

The female is usually larger than the male, and can lay up to one hundred soft, wide, beach ball-sized eggs at a time. They usually hatch in six to eight weeks.

Acromantulas tend to reside in thick jungles and heavily forested areas, and their webs are large and dome-shaped.

Arthropleura
The Arthropleura is a species of giant millipede.

Basilisks
The Basilisk is a giant serpent, also known as the King of Serpents. It is a creature bred hatching a chicken egg beneath a toad. The Basilisk can grow up to fifty feet, or longer, in length, and is a dark green color with large yellow eyes. Basilisk skin is armored like that of a dragon's, and a Basilisk sheds its skin at intervals, like all other snakes, when it grows.

Basilisks can live a natural life of at least nine hundred years, though some Basilisks have been known to live for approximately a thousand years. This is accomplished by the creature going into a deep sleep that prevents it from aging, similar to suspended animation. Their mortal weakness is the crowing of a rooster, although no one knows why. While Basilisks feed off vertebrate animals, it is unknown how much they eat at one time. The male can be distinguished from the female by a single scarlet plume on its head.

Basilisk eyes have the power to instantly kill anyone who looks into them. When a victim looks indirectly at the Basilisk's eyes, such as its reflection, they will merely become Petrified. Another way of surviving a Basilisk's gaze is by seeing it through another object. Phoenixes alone are immune to this deadly gaze.

Basilisk venom is an extremely poisonous substance that only has one known cure: phoenix tears. Basilisk venom is so powerful that it can kill a person within minutes, making the person drowsy and blurry-visioned before they die. It has a very long lasting effect which still remains potent even up to five years or more after the snake has died. It can also damage inanimate objects so thoroughly that they are impossible to restore.

A Basilisk egg is the egg of said creature. They are chicken eggs hatched beneath a toad, thus creating the deadly King of Serpents. Breeding of Basilisks is illegal in most parts of Patria, the penalty often being death. However, even though they are nearly impossible to domesticate, there are still illegal breeding operations at work around the world, due to the serpent being a great threat to any who oppose it.

Deinosuchus
The Deinosuchus is a species of giant crocodile native to the inland sea of Necrosia.

Dinosaurs
Dinosaurs are a diverse group of reptilian species. Once widespread, dinosaurs suddenly vanished and were thought extinct until, several million years later, a diverse group suddenly reappeared on the Mesozoic Islands in Maritimus, which is also home to the all-female Amazons. Those that did reappear reappeared un-evolved and no one knows why, or why the reappeared in the Mesozoic Islands; but today the Mesozoic Islands are the only place they inhabit, living right alongside the Amazons.


 * Albertosaurus
 * Ankylosaurus
 * Apatosaurus
 * Borealosaurus
 * Brachiosaurus
 * Ceratosaurus
 * Compsognathus
 * Corythosaurus
 * Dilophosaurus
 * Dimorphodon
 * Eosipterus
 * Galliminus
 * Incisivosaurus
 * Mamenchisaurus
 * Microraptor
 * Mosasaurus
 * Nyctosaurus
 * Ornithomimus
 * Pachycephalosaurus
 * Parasaurolophus
 * Pteranodon
 * Stegosaurus
 * Spinosaurus
 * Triceratops
 * Troodon
 * Tyrannosaurus
 * Velociraptor

Direwolf
Direwolves are an unusually large and intelligent species of wolf native primarily to the northern regions of the northern hemisphere. Their range is usually farther north, but they have been known to venture south. They're still common in Aquilonis and Eurodon, while the direwolf population in Marlakcor is steadily declining.

An adult direwolf is as large as a small horse, and can rip a man's arm from its socket. Even a juvenile direwolf is quite capable of killing a man by ripping out his throat. Physically they are not simply larger versions of wolves, but have slightly different proportions than their smaller cousins; their heads are larger with a leaner, more pronounced muzzle, their legs are longer in proportion to their body, and they have proportionately larger teeth that are often used to crush bones.

Direwolves can give birth to litters of at least six puppies.

Tame Direwolves are loyal to their masters and will attack anyone who threatens them. They will also come to the aid of those they know are loyal to their masters.

Dragons:
Dragons are giant winged, fire-breathing reptiles. Widely regarded as terrifying yet awe-inspiring, they can be found all over the world. All dragons are able to fly and breathe fire, and are considered dangerous if handled improperly. Dragons cannot be truly "tamed", but they can be bonded with and trained, and can be fiercely loyal to their masters.

Probably the most famous attribute of dragons is their ability to breathe fire. Dragon flame can turn flesh to ash, melt steel, and crack stone. Older dragons can produce more intense flame for longer duration.

At first glance, dragons appear too heavy for flight, but they have large hearts and a honeycombed bone structure, typical of flying creatures. Dragon flight relies on a pair of sacks in their bodies called flight-bladders. Dragons produce hydrogen and methane when they digest their food; these gasses are stored in their flight-bladders. The lighter-than-air gasses allow dragons buoyancy, thus enabling flight. For dragons with wings too-small to fly, like forest/jungle dragons or marine dragons, they serve a different purpose. For forest/jungle dragons they provide a lift to keep them from making too much noise as they stalk prey. For marine dragons, they prevent the dragon from sinking.

A Dragon's fire-breath relies on the gasses too. Dragons have molars in their mouth, but not for eating plants; these molars are for holding a mineral: platinum. The dragons shoot the gas out of two tubes in the back of their throats: when these gasses hit the platinum, the platinum ignites the gas, resulting in the concentrated flames dragons are known for. The bodies of dragons are also very resistant to fire, particularly their own flames, which don't even damage their own mouths as they expel them.

Dragon mothers build a furnace-like nest out of rock and breathe fire on the nest with their eggs inside to keep them warm. The rocks shield the eggs from the direct blast while also retaining the heat, and the eggs usually hatch within three, four or five months, depending on the species. As mentioned above, dragons produce hydrogen and methane from digesting food. While dragons eat meat from the time they're born, and thus produce their crucial gasses early on, the dragon's first fire breaths, usually accompanied by thick grey smoke, appear when the dragon is around six months old. However, the ability to fly is normally developed later, at around twelve months, and the dragon will not be fully mature until it is two years old and ready to live on its own. The only known exception to these "rules" is Suguha Oda's dragon Hitokage, who was able to fly and breath fire from the moment he hatched.

Dragons, like birds, tend to imprint on whoever is present when they hatch, regarding that person as their parent. Depending on the size of the egg, newly hatched dragons are about the size of a small cat, but they grow very rapidly, reaching the size of a small dog in about one year, and the size of a small pony in only three or four years. The only known exceptions are the magical Yamato Long Snout eggs lying at the bottom of a pool guarded by Ran-Shao in Mt. Hirotomo, which are twenty-five feet long when they hatch(COP:SS:Chp1).

It is unknown at what age dragons reach reproductive maturity, but dragons usually reproduce for the first time at about five-to-six years of age. Dragons usually stop growing at the age of 12, by that time reaching the size of two elephants, depending on the species. However, much like fish, they grow in accordance to their environment. If dragons are chained or confined into an enclosed space for long periods of time it can hinder their growth and their overall size.

While regarded as fauna, Dragons are fairly intelligent animals, and like a horse or a dog, they can be trained by their rider to respond to basic voice commands; some can even understand a whole language. Some experts even regard dragons to be as intelligent as sentient beings.

They are also rumored to have a strong connection to magic, but to what exact extant is unknown. What's more, some dragons, very rarely, spontaneously develop the ability to shapeshift into a humanoid form, allowing them to reproduce with other races (most often humans). This ability is allowed the evolution of the Dragonewt race.

Bipedal Types
Bipedal Types are Dragons that stand on two feet. They can have no front arms or have front arms and legs.
 * Germanian Horntail: It has black scales, and is lizard-like in appearance. It also has yellow eyes, bronze horns and similarly colored spikes that protrude along the spinal area down to the tip of its long tail which it will gladly deploy in combat. The dragon's roar is a yowling, screeching scream, and its flame can reach to about fifty feet. While having a very far reaching flame the Horntail's breath can reach extremely high temperatures as it can make a stone turn red hot in seconds. Its eggs are cement-colored and particularly hard-shelled. The Horntail's foods of choice include cattle, sheep, goats, and whenever possible, humans.
 * Glass Dragon:
 * Noregian Ridgeback: It resembles the Germanian Horntail, except for the black ridges on its back instead of spikes, the browner texture in its scales, and its less hostile attitude. It has venomous fangs, and its food of choice is large mammals, including water mammals, which is unusual for a dragon. Its eggs are black, and young Ridgebacks develop the ability to shoot flame earlier than any other breeds (around one to three months). Female Ridgebacks are generally more ferocious than the males.
 * Mazovian Ironhide:
 * Sand Dragon:
 * Svergian Short-snout: The scales are silvery blue, and its powerful flame is also a brilliant blue color - and hot enough to reduce timber and bone to ashes in seconds. Its attractive skin is much sought after for the making of gloves and shields. Since it rarely comes into contact with humans, save for domestic ones, the Short-Snout has less deaths to its name than most dragons. However, the Short-Snout is nevertheless one of the most dangerous species due to its agile flying and the extremely hot fire that it produces. The Short-Snout tends to be less agile on the ground because of its lack of forward limbs.
 * Transylvanian Siverhorn: The Transylvanian Silverhorn has dark green scales, and two long, silver horns.
 * Wyvern:

Quadrupedal Types
Quadrupedal Types are dragons with front and back legs, or use their wings as their front legs when not in flight, in addition to their wings.
 * Aztec Feathered Dragon:
 * Darcnian Frost Dragon:
 * Huaxian Lion Dragon:
 * Ingodijan Jungle Dragon:
 * Noregian Ridgeback:
 * Ocean Dragon:
 * Saimese White:
 * Sand Dragon:
 * Siberian Ice Dragon:
 * Soleilian Ironbelly: It is a bipedal breed, metallic grey in color, with an immense wingspan, long talons and rough scales said to be as hard as steel. It is the largest breed of dragon which reaches up to six tons, and its eyes are deep red. Sometimes the eyes seem to be the same color as its body because of a protective scale.
 * Telmarnian Green:
 * Yamato Long Snout:

Concertina Types
Concertina Types are serpentine dragons without legs, leaving only their wings for flight.
 * Quetzalcoatl: The Quetzalcoatl is a serpentine Dragon native to central Necrosia, where they are worshiped as the "feathered serpent" gods of wind and learning; regarded as being responsible for giving Necrosian society books, the calendar and corn. They are also regarded as a symbol of death and resurrection and were the patron of the priests of ancient times. Possessing dexterous wings much like a Harpy's, a Quetzalcoatl is fully capable of flight despite their lower half's sheer size.

Elasmotherium
The Elasmotherium, more commonly known as the Woolly Rhino, is native to the tundras of Novgorod in northeastern Eurodon.

Gargoyle Beasts
Gargoyle beasts are domesticated animals closely related to gargoyles.

Gargoyle beasts are quadrupedal gargates. They have a more "animal intelligence", as compared to the "human intelligence" possessed by gargoyles. They also lack wings and visible pupils. Other than these differences, gargoyle beasts do not differ much from gargoyles.

Gargoyle beasts, like gargoyles, are fertile every twenty years, each egg hatches into one pup after ten years of gestation in the egg. Also like gargoyles, gargoyle beasts have a variety of skin colors and turn to stone during the day.

Griffins
The Griffin is a creature that has the front legs, wings and head of a giant eagle, and the body, hind legs, and tail of a lion. The main diet of the Griffin is raw meat. Griffins are known as fierce creatures, however, despite this, skilled tamers have been able to befriend them.

Hippogriffs
A Hippogriff is a magical creature that has the front legs, wings, and head of a giant eagle and the body, hind legs and tail of a horse. It is very similar to another mythical creature, the Griffin, with the horse rear replacing the lion rear. Hippogriffs have cruel, steel-colored beaks and large, brilliantly orange eyes. The talons on their front legs are half a foot long and appear deadly.

When Humans, or any sentient race, approach Hippogriffs, a proper etiquette must be maintained to avoid danger. Hippogriffs are intensely proud creatures, and an individual must show proper respect by bowing to them, and waiting for them to bow in return before approaching. Eye contact should be maintained at all times, without a single blink. The Hippogriff should be allowed to make the first move as this is polite. If offended, it may attack. Hippogriffs are tameable, but only by experts in their care. Although proud, Hippogriffs can also be fiercely loyal and protective of those who have earned their trust.

The diet of the Hippogriff consists mainly of insects, birds, and small mammals such as ferrets. They will sometimes paw at the ground for worms if no other food is readily available. When breeding, Hippogriffs build nests on the ground, and lay only a single, fragile egg. The egg usually hatches in twenty-four hours. Infant Hippogriffs are capable of flight within a week, but it takes many months before they are strong enough to accompany their parents on long journeys.

Hippocampus
The Hippocampus is a creature with the upper body resembling a horse, and the lower body of a fish.

Leviathans
Leviathans are a giant carnivorous species of monster-fish that can grow up to roughly 50 kilometers long and 60 kilometers around. It appears and resembles a cross between several marine species; with a piranha-like head, whale-like body and fluke, lobster-like claws and legs, shark-like dorsal fin, they are truly monstrous in appearance. The topside of their body, below the dorsal fin, has a lobster-like shell for armor, but their undersides are fleshy like whales. Despite having a "Whale-like" body, a leviathan's body is completely covered in scales, save for their claws and legs.

They are the top fish predators of the oceans, being predators of small whales as well as sharks, smaller fish, and sometimes humans and other sentient species; although leviathans tend to only hunt humans and other sentient species just because they mistake them for small whales. Other times it's because they view them as invaders of their territory, particularly during mating season. Extremely resistant to water pressures, they are capable swimming in the open sea or traversing the seabed, but they're not fish and must still come up for air, and posses three separate blowholes on top of their heads; although they can hold their breath up to three and a half days. Despite their massive size, Leviathans are very agile in water; they're capable of bending their bodies 180° into a U-shape, allowing them to turn the other way when they sense prey or danger. Leviathans aren't as common as they were long ago due to habitat change, but the biggest issue was over-hunting by glory-seeking hunters, but several thousand still inhabit Patria's waters.

In ancient history, and parts of Maritimus today, leviathans were worshiped as the heralds of water deities, and killing one was said to bring down their wrath. Even today it is the ultimate taboo, but many hunters ignore the superstitions. Leviathan scales posses magical properties, and half-merpeople who can shape-shift their legs, but can't control them, use the scales to control their transformations.

Woolly Mammoths
The Woolly Mammoth is a hairy elephantine species native to the northern tundra regions of northeastern Eurodon, northwestern Aquilonis and northern Marlakcor.

Meganeura
The Meganeura is a giant dragonfly native to southern Necrosia.

Phorusrhacos
The Phorusrhacos, more commonly known as the Terror Bird, is a large predatory flightless bird native to Necrosia.

Pulmonoscorpius
The Pulmoscorpius is a species of giant scorpion native to southern Necrosia.

Smilodon
The Smilodon, also known as the Saber-toothed cat, is a large predatory cat native to parts of Necrosia

Sphinxes
The Sphinx is a magical creature native to southeast Aquilonis. It has the head of human, and the body of lion.

Sphinxes are renowned for being extremely intelligent: they are capable of speech, and are known for their love of puzzles, riddles, and enigmas. Their riddles are normally extremely long and complicated, with profusely subtle references to the answer that most people would almost certainly miss. They also possess superhuman strength, especially in their brutally powerful paws - this makes them very dangerous to other sentient beings. Yet, despite their intelligence, they are considered beasts rather than beings due to being a threat to unwary passersby.

Phoenixes
The phoenix is a large swan-sized scarlet bird with red and gold plumage, along with a golden beak and talons, black eyes, and a tail as long as a peacock's. Its scarlet feathers glow faintly in darkness, while its golden tail feathers are hot to the touch.

Phoenixes will usually nest on mountain peaks and are gentle herbivores that are not known for fighting. As phoenixes approach their Burning Day they resemble a half-plucked turkey. Their eyes become dull, their feathers start to fall out, and it begins to make gagging noises. Then the bird suddenly bursts into flames only to rise from the ashes shortly after. In a number of days, they grow back to full size. Thanks to this ability, phoenixes live to an immense age.

Phoenixes are immune to the gaze of a basilisk, which would normally kill anyone who has direct eye to eye contact, or petrify through indirect eye contact.

Their tears have potent healing capabilities. For instance, phoenix tears are the only known antidote of basilisk venom. Their tears are also able to bring a person back even from the brink of death, while the phoenix song will increase the courage of the good and strike fear into the hearts of the evil. Phoenixes are capable of lifting a great weight with their tails, such as being able to effortlessly fly up a distance with four people holding on to its tail.

Phoenixes are very difficult to domesticate, but Phoenixes that have been domesticated are extremely loyal to their owners, and would depart to find their own paths if their owners die, rather than finding a new master.

Unicorns
The Unicorn is a white, equine creature with a single horn on its forehead. Unicorn foals are born pure gold in color. They remain so until they are about two years old, at which time they turn silver in color. At around four-years-old their horn grows in. They are fully grown at about seven years old, at which at this age they turn a shade of pure white that is so bright that it makes freshly fallen snow look grey in comparison. Their hooves are golden, (remaining so from their gold stage, the first two years of their life), and their blood is silver-blue in color and shines under the moonlight. It is not known how long a Unicorn can live for.

Unicorns inhabit the forests and are more commonly found in Eurodon and Aquilonis.

Unicorns prefer a woman's touch, but the young ones are more trusting and do not mind men as much. Unicorns are also so fleet-of-hoof that they can rarely be caught by hunters, and make excellent steeds.

Various parts of the Unicorn - the horn and tail hair in particular - are used in potions. Unicorn hair in general is used for the cores of wands. The tail hair can also be used as binding in bandages due to its incredible strength. The blood of a unicorn can be used to keep a person who is near death alive, but "you will have but a half-life, a cursed life, from the moment the blood touches your lips."

Thestral
A Thestral is a breed of winged horses with a skeletal body, face with reptilian features, and wide, leathery wings that resemble a bat's. Thestrals have quite a disturbing appearance and those who see them for the first time often only describe these creatures as being sinister and spooky. This is because they are seen as having big, bony figures and their dragon-like faces which bear white, glittering eyes that lack both expression and pupils. Additionally, they are lured by the scent of blood.

Being a type of winged horse, most of their anatomy is identical to a horse, excluding their large wings that sprout from their back. Unlike the Abraxan, another breed of winged horses, Thestral's wings do not possess any feathers at all; they have vast, black and leathery wings that are more similar to those of bats. Their fleshless, lustrous bodies are covered with a translucent and glossy coat. This smooth and dark skin is a bit slippery and so thin that Thestral's bones are clearly defined through the entire extension of their sleek bodies. These eerie horses have long black manes, as well as a large tail, either with flowing black hair, like horses or ending in a tuft, like zebras. Another distinction is their sharp fangs used to seize and slash their prey.

Thestrals are social creatures who live in herds. Professional breeders state that they are "dead clever", and, in fact, trained Thestrals are smart enough to understand their rider's words when they ask to travel to a specific location. They also have quite a useful sense of direction. The Thestral can understand exactly where their riders need to go. If their riders have a certain destination in mind, they only need to say the destination and the creature will diligently carry them to the intended location. These gentle, winged beasts are very capable and fast fliers and can travel long distances hardly beating their large wings.

They appear to be loyal creatures, able to discern a friend from an enemy and offering help to humans in need of transportation. Thestrals would forcefully attack anyone or anything they see as a threat and, in the unusual case of domesticated Thestrals, any enemy of its owners.

These magical creatures can be found in dark environments, and the forest is their natural habitat. They communicate with each other through a shrill and strange shriek that resembles some sort of monstrous bird. Thestrals are carnivorous animals and are attracted to the smell of blood. Professional breeders mention that they often attack birds. This indicates that, naturally, they hunt not only for food in the ground, but also pursue flying prey.

Thestrals have an extraordinary sense of smell and will easily recognize the smell of blood and fresh flesh, even if the source of the scent is rather distanced.

Notes & Trivia

 * The list of Dinosaurs is based of the dino list from the Jurassic Park franchise and the docu-fiction series Prehistoric Park.