[Rynmere] Fauna

Different animals that can be found around Rynmere

This is an Out of Character forum for the players of Rynmere, Andris and all satellite villages In the kingdom, looking for further information about the area.
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[Rynmere] Fauna

Fauna Index

Ej'Ryn - Found on Haakon Isle.
Gorde - Found in Endor and parts of Gawyne.
Jacadon - Found on Sunset Isle.
The Kidnapper Spider - Found in forests around Krome, Andaris, and Burhan.
Nehren - Gentle Giants of Warrick.
Ryon - Famous Warrick Lions.
Särkïn - Found in Rynmere's main waterways.
Volareon - Found in The Burning Mountains and the forests of Burhan, Warrick, and Krome.
Krome Wolf - Large wolves native to Krome.
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[Rynmere] Fauna List

The Kidnapper Spider
This creature is not of a size that would generally be considered monstrous for most types of creatures. But for a spider, a body the size of a large cat and legs the length of an average human’s arms, is monstrous indeed. But it is not only the size that makes this arachnid formidable. It also possesses a variable pigmentation ability that makes it very difficult to spot.

Found primarily in thick forest areas, the Kidnapper sits over both human and game trails, looking for all the world like a part of the trees its victims pass beneath and between. It does not cast webs, though it does produce a silk that is stronger than the strongest rope, and is highly sought after. It only ever excretes this silk in a single strand to drop silently on its prey, which is mostly small forest game, but has been known to include small children and babies, from which it gets its name.

Rather than biting, it stings with a fast-acting paralytic venom to still the cries and struggles of its victim. These stingers are located at the tips of the creatures foremost pair of legs, so it only needs to brush an exposed area with a leg to render the target helpless. Larger creatures may need two or more stings to be completely paralyzed. Once this is accomplished, it pulls its victims into the trees to feast upon its blood and tissue. Unlike most spiders, it does not inject its tissue-dissolving enzyme while its victim still lives. Instead it gives an additional sting of its paralytic venom into its victim’s heart or lungs, bringing death quickly. Then, its feast begins.

Because the creature counts on this deep sting to bring the death that stills its meal permanently, the initial paralytic venom never evolved the necessity to be that long-lasting. So grown men have been known to be rescued and begin to recover movement after as little as 15 bits, with full recovery after a break or two. It is also true that an excessive number of "surface" stings will eventually bring the venom flowing into the heart or lungs anyway, so armor is no guarantee of safety.

These creatures can be either solitary, or live in colonies. They are surprisingly social and have been known to coordinate efforts to bring large creatures into the trees to feed when small game is sparse. The lack of any obvious webbing makes it difficult to tell when a colony is dangerously close. Nor do they use wide "nets" of webbing to bring large victims into the trees. In addition to venom and web strands, the creatures can release an enzyme the neutralizes the adhesive.

So the creatures use an instinctive understanding of block and tackle arrays to set up a pulley system, laying down patches of this enzyme on branches, and using twined "ropes" of webbing across these patches for surprising leverage. In this way, 4 or 5 of these spiders can pull a grown man's armored body into the trees. For this reason, lone hunters have to be very careful in the deep woods; and their disappearances have been the reason that some Kidnapper colonies have been found.

The only time that large webs are created is during the cold season, when huge balls of webbing become hive-like structures to help keep a colony warm. The cold weather slows their movement somewhat. But hunger, from scarcity of game, counteracts this to make the creatures no less of a threat than during warm seasons. The one upside to this is that these large "hives" are much easier to spot, enabling a far more efficient eradication of a colony.

During one such effort, it was noted early on that there were no eggs in evidence. The nature of the creature’s means of reproducing became grimly plain after a documented battle with the colony’s defenders. They are not particularly difficult to kill, a single arrow or well placed sword stroke to the abdomen doing the trick. But during the battle, several legs were hacked off from less accurate swings of the blades, and being a creature of mysterious abilities, many of these legs were gathered up to take back and research their camouflage ability. It took only a few days for full new creatures to grow from the severed legs, and the returning party was reduced drastically in number and arrived empty-handed, horribly traumatized, weeping and babbling tales almost beyond belief.

But research became that much more imperative, and now that they knew what they were up against, a few specimens were obtained and were found to be more docile than expected when fed regularly. An industry has now been hatched from additional captives and this expensive silk is now available for purchase. The adhesive-release enzyme generally being sold as well. Of less availability, and even higher price, are the Kidnapper’s two types of venom.
Also found to be of unexpected benefit are the stingers in the front legs. When purged of any residual paralytic toxin, they serve as remarkably effective injection mediums for medics. Up until quite recently, the introduction of any beneficial compound into the bloodstream was done in the same fashion as most poisons; a cut on the arm, a smear of chemicals, and a pressed bandage and/or poultice to speed healing. Use of this "needle" has been a breakthrough for medics everywhere.

But as if to prove that humans are also more capable of insidious evil than nature, researchers are working on how to put the severed legs of the creatures in temporary stasis, in hopes of finding a way to weaponize the little beasts’ reproduction method as a form of infiltrating an enemy stronghold with an infestation.

Credit: Maltruism
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Volareon
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Appearance: Volareon appear to be a type of gryphon, half flying fox and half jaguar. Their bat half forms their front from their head to just behind their wings and shoulders, also stretching along the stomach to end near the hips. Their jaguar half includes the front legs and the back half, complete with tail.

Volareon come in two known color types, the spotted pattern (a grey head, reddish chest, and dark spotted, countershaded jaguar half) and the dusk pattern (marked by a darker head and chest coloration, and a full-black jaguar half with barely-distinguished spots). All males are black and females are gold.

The wings of a Volareon are membranous, leathery, and tough, connecting from the shoulder down the side, all the way to the knee of the back leg with enough extra skin not to restrict movement. A typical wingspan stretches 20 feet across (each wing being about 10 foot long). Size-wise, a Volareon usually grows about as big as a horse, though their crouching, cat-like stride carries them lower to the ground. A Volareon’s shoulder should usually come up to an average human’s chest when standing, and though they are large they tend to look stocky and low-built. When on land, a Volareon’s wings rest against its body tightly like a cloak. They weigh usually around 600 to 750 pounds with not a lot of size variance between the sexes.

Habitat: Volareon are indigenous to Rynmere, though they may be found in any mountainous, heavily forested areas. They prefer woodlands with widespread trees, allowing them to climb and gracefully maneuver not only on the ground but also in the air. In open spaces they are prone to bursts of sprinting and soaring. In closer quarters, they combine climbing and tight flying in a form of motion thus far unique to them. With incredible vision in both day and night, and an unusually focused perception of their surroundings, they commonly use their environment to aid in their motion, springing from rocks and quickly scaling trees to get more altitude. Most Volareon are found in Warrick, Burhan, and the Burning Mountains.

Volareon have wide-ranging territories and they will often be seen stalking silently along the ground or overhead in branches in pursuit of food. They tend to stick to heights, and will never be found sleeping on exposed ground, preferring to lounge in trees. Though they are winged, they prefer traveling long distances on foot, as their wings are suited to short flights with lots of alternated flapping and gliding; as such, Volareon quickly tire of prolonged flying. On the ground they have medium endurance and prefer launching into sprints to close on prey, rather than long periods of chasing. A Volareon and stay airborne with a rider for no more than an hour without needing rest.

Lifespan and Development: Volareon mate all year round, though prefer to produce young in times when nourishment is plentiful. They form no true relationship with their mate and after mating quickly part ways, though mates may happen to linger within or near the same territories for years. These creatures have a strange and often misunderstood social structure, most believing them to be solitary animals. However, Volareon are known to periodically gather in groups called camps, usually coming together within the last few weeks leading up to the harshest seasons of Saun and Cylus. During these times, they rely on a delicate social system; oftentimes the older members of the camp will become temporary camp leaders, directing group hunts and leading the camps to optimal hunting territories. Camps are usually unisex, though rarely the opposite sexes might join efforts.

After mating, a Volareon will remain pregnant for around 100 days before giving birth to a small litter of one to four kits, with an average litter size being two kits. Kits will remain close to the mother, oftentimes clinging to her back with their claws and wing-hooks, for two weeks, until they gain sight and some strength. From then on, kits will remain in a temporary roost high up in the trees while their mother goes off to scavenge.

After two years of age the kits are considered fully grown and sexually mature, though oftentimes they will only remain with their mother and siblings for about a year, having started learning to hunt at around 6 months of age (by 6 months they will also have learned to fly). Sometimes siblings stick together in the wild for another year or two, though eventually they always go their separate ways, searching for mates and territory. Camps formed during Saun and Cylus may or may not contain members of the same family; however, if they do, related members will recognize each other and show affection, grooming each other and hunting together before parting again at the end of the season.

Volareon tend to have overlapping territories, though may fight or avoid one another if they come into contact when not mating or forming camps. They tend to mark their territory with urine and scratchings, though an individual’s space may shift from year to year as their resources change. Most Volareon live for 15 years, though a particularly successful (or well-cared for) Volareon may live more than 20, females reproducing every few years until late in life.

Diet: Volareon both forage and hunt, eating a variety of foods. Though they prefer small prey like frogs, mice, rabbits, and snakes, their large, sharp claws are perfectly able to deal with larger takedowns like deer, livestock, and even competing predators. In times of need, a Volareon may supplement its carnivorous diet with carrion, and throughout the year Volareon love indulging their sweet tooth with fruit and even certain types of plants, especially when those plants are flowering.

Volareon tend to be stalk-and-ambush hunters, preferring to jump open prey and tear them to bits with their claws than to engage in a long and arduous chase. If a Volareon’s prey is startled away from it, it will usually give up on that animal, preferring to locate and stalk a new target. Rarely will a Volareon attack a person, though when threatened they will defend themselves and their young.

Temperament: Volareon are typically mild-tempered, not being very expressive socially. Towards one another, depending on the time of year and relationship, they may act vaguely affectionate, uninterested, or even territorial. Towards other animals they are tolerant, though it doesn’t take much hostility to provoke one to attack, and prey creatures should always be wary. Typically when threatened a Volareon will show signs of flight, removing themselves from the confrontation. If followed, however, they will quickly change tactics, often turning to pounce when their pursuer is least prepared.

Abilities: Volareon have no known special abilities save for their natural ability of flight. When wing-torn, however, their wings seem to heal without scarring, though a Volareon whose wings are clipped or removed will never fully grow them back. It is illegal to clip, remove, or tan Volareon wings in Rynmere as they are a protected species.

Skyriders and Other: Domesticated Volareon are somewhat different than their wild relatives, having become accustomed over generations to tolerate and even love their riders. These gryphons can be taught to attack and perform many other tricks, being anywhere from average to high in intelligence. Though it may take a while to learn the intricacies of a Volareon’s personality, once learned a rider will find their mount to be easily manageable. Riders typically choose their mounts from birth and bond with them over time, raising them by hand to form strong familial-like bonds not typically seen in their wild counterparts. Kits are usually kept in a communal nursery that is open to the public, hoping to encourage interaction between them and as many other Volareon and people as possible.

Combat training often takes years, as a Volareon’s first instinct is to run, not to fight. However, through vigorous training this instinct can be overwritten, much like a horse can be trained to charge into battle. Volareon, while they do not typically improvise well in groups, can be taught to fly, swoop, and do pretty much any advance or attack in synchronization. Their fighting style varies depending on the terrain, though as always they are prone to short bursts of energy, veering out of battle after flurries of fighting to rest and recover before plunging back in. Because of their on-and-off attack style, waves of Volareon cavalry will often be staggered in pairs, one group fighting while the other rests. Volareon can be trained to fight with armor, and unlike Jacadon their armor is not so expensive as to be prohibitory! usually made out of dyed leathers.

There is an unfortunate subset of the population that believes that Volareon should be distributed as exotic pets. Oftentimes citizens low in animal husbandry will not know how to properly train a Volareon, and will resort to using harsh measures in an attempt to control them and make them safe for the home environment. These abused beasts, unfortunately, will not be able to be released into the wild or used by the military, and thus when taken from their owners will often be euthanized unless a skilled animal handler offers to adopt them. Rehabilitation of an abused Volareon may last an animal’s entire lifetime.

Credit: Ash & Kingdom
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Jacadon
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Appearance: Jacadon are large, reptilian animals with the head and body-type of dragons, the scaled skin and powerful musculature of snakes, flat tails perfectly evolved for flight or underwater paddling, and membranous wings tipped with razor-sharp thumb-claws (primarily used for fighting and gripping, called hooks). These animals are approximately 24 feet long from the tip of the nose to the tip of the tail, and their shoulder-height stands at about the head-height of a typical human. Jacadon stand on two, powerful hind legs and do not have any front arms save for the hook on either wing. Their wings, which are covered in soft, high-density, water-tight feathers (along with their neck and underbelly), stretch nearly 40 feet when completely unfurled (each wing being approximately 20 feet in length). They have a moderate wingspan to body ratio, which allows for greater endurance and flight maneuverability.

Tame Jacadon may fly up to five hours straight while supporting a rider and armor, though wild Jacadon may stay up in the air even longer when flying to the mainland to hunt for large game. Flight time depends dramatically on the weather and wind strength; a Jacadon may soar at ease using little energy for extended periods of time and is particularly skilled at fast dives, but these aerial reptiles aren’t suited to prolonged flapping in tough weather.

When fresh-laid, a Jacadon egg is surprisingly large and heavy, with a width and length of 17 and 20 inches respectively, and a weight of nearly eighteen pounds. Each egg carries twin fetuses that are still developing, one male and one female; incubation (during which both parents take turns rolling their egg and keeping it warm and moist with steam), lasts approximately 90 days. Eggs are laid singularly by the mothers; never will a female lay more than one egg at once, nor more than one egg in a year. Breeding season is the middle of Ashan and eggs are laid late in that season; hatching occurs near the end of Ymiden, as newborn Jacadon prefer the scorching heat of Saun to learn and grow.

A Jacadon, thanks to its size, weighs anywhere from 1200 to over a 1600 pounds, though these giant creatures would have weighed much more if not for having the hollow bones necessary for flight. Suited for both aerial and aquatic environments, the Jacadon usually sports a muted bluish scale and feather tone, though some may appear browner or greener than others. The vulnerable areas of their bodies (like their wing membranes) excrete a somewhat iridescent water and heat-resistant oil made to protect them from blasts of steam and to aid in swimming. Jacadon typically have blue or emerald eyes.

Habitat: Though no one knows where the original Jacadon, Rynmere, came from, his descendents nowadays travel throughout the island and into the greater world of Idalos, though all return to the Sunset Isle to roost. Jacadon prefer the hottest climates and waters, and so will often migrate daily in mated pairs or small groups called clutches in order to reach the areas of the island best suited to their liking. The Burning Mountains are one of their favorite haunts, and many people believe they are drawn spiritually to the exposed backbone of their great stone father.

Though Jacadon love high heat and humidity, they are known as extremely active animals who also love the water, and so tend to spend a lot of time near the coasts flying, diving, swimming, and hunting. It’s not uncommon to see a Jacadon, three, or seven on a flight path overhead during the day, winging it across the island from one shoreside to the other. Jacadon can hold their breath underwater for up to twenty minutes, making them idea coastline hunters.

Being so migratory, Jacadon only tend to set up temporary ‘nests’ rather than permanent homes. They prefer lodging themselves amongst rocks, moving rocks if necessary, or digging into sand to sleep, and often sleep in tight groups to conserve body heat.

Lifespan and Development: Jacadon are exceptionally long-lived and may well outlast the life of their riders, living even past 150 years in age (the oldest recorded Jacadon, other than Rynmere, was nearly 180 years old). As Jacadon continuously grow throughout their lives (gaining up to 15 pounds and one inch in height per year after their first year, if resources allow), the larger one is, the older it typically tends to be. Older Jacadon will lay larger eggs, giving their young a slight advantage. Eggs are extremely hard, black in color, almost rock-like, and roughly textured.

Jacadon hatch at the start of Saun in the height of summer and begin their lives weighing in at about 10 pounds. Newborn, they are around the size of a domestic cat, with a wingspan about twice as long as their body (tail excluded) and large gripping hooks half as big as a full-grown adult’s. As soon as they are born they experience the first test of survival, as newborn Jacadon fight their shell-twin to the death in order to inherit all of their parents’ time and attention. This kulling ensures that only the strongest Jacadon will live on; from here on, nearly 80% of Jacadon will live past their fifth year.

In their first forty days --known as their Saun days-- they grow incredibly fast, quadrupling or even quintupling their birth weight and size. During this period of rapid growth their parents are constantly feeding them chewed and regurgitated fish from the nearby sea, and some believe that young Jacadon are able to grow so quickly due to their unusually high temperature and fast metabolism.

By the end of Vhalar, a Jacadon youth is typically over a hundred pounds. Most will be able to hunt for their own food (finding it easy to catch sea animals like crabs, clams, and slow fish), and they will have learned how to swim. Swimming is an important developmental milestone, as Jacadon use the water resistance to strengthen their still-maturing wings, readying them for flight.

During Zi’da the Jacadon youth and their parents remain at Sunset Isle, as they do during the unbearable cold of Cylus. During this time in isolation, they typically begin to learn and develop more complex social skills. Youths will remain on Sunset Isle permanently for nearly five full years, or until they learn to fly. Flying practice involves gliding and flapping down from the high jagged rocks of their home into the surrounding sea; due to their large, well-developed hooks, even young Jacadon are able to successfully scale the slippery rocks back up to dry land.

Most Jacadon will fly by their fifth year of age, and it is then, traditionally during Saun, that they will take their first full migration from their well-protected nursery. At the time they leave their roosts, most Jacadon are nearly full-sized, weighing in at around 500 pounds. Young Jacadon may travel with their parents for up to their tenth year, though early bloomers may become sexually mature as soon as age seven. After reaching maturity, many Jacadon roam the skies, lands, and seas, searching for juveniles of their own age. Typically females will band with females and males with males; a clutch of Jacadon may hold up to 20 members.

When a juvenile wishes to mate, he or she will leave their clutch and search for a compatible partner. Often they will attempt to court many others of the opposite sex, sometimes staying with one for longer than a year, before finding their life-time mate. Jacadon are monogamous and many refuse to chose a new mate should their old mate perish. Mating may occur between Jacadon of varying ages; a 10 year old juvenile male may find his life-mate in a 50- or 70- year old unmated female, or vice versa. As Jacadon remain fertile throughout their entire lives, there are little social limits concerning who may mate with who. Not much is known about why mates choose each other, but many believe that appearance has little to do with it. Personality by far seems to be the determining factor. The Mer people are privy to the only display of courtship affection, historically stating that Jacadon sing to one another underwater, a song very few can hear and even less understand.

Diet: Jacadon are opportunistic carnivores and will usually take to water to feed. They will catch any and all types of fish, turtle, and sea creature, including Mer, and will sometimes hunt water birds like seagulls, ducks, or albatross. However, they have been known to feast on a swarm of bats if they come across one. During their youthful years when they band together in clutches, Jacadon may wing mainland to hunt for land creatures, able to take down anything from deer to moose or even bison. They prefer a lighter diet of white meat, however, rarely supplementing with vegetable matter, but have been known to eat seaweed when they feel unwell. They are able to digest seawater for hydration, and seem to like to be rewarded for hard work or training with saltlicks or salty foods.

Temperament: Jacadon have an interesting dual temperament. Towards one another they are incredibly social, rarely fighting or becoming aggressive, even in matters concerning food or mates. They seem to adore challenging one another, and love the simple camaraderie of competition.

Towards other creatures, however, they become secretive and sometimes combative, touch-shy and unwilling to cooperate. It is incredibly rare for a Jacadon to accept a rider, though many seek the privilege. When they do accept someone, they seem to accept that person in lieu of a mate, usually going unmated for life, though their relationship with their rider is not sexual in nature but rather like a strong brother- or sisterhood. When a Jacadon accepts a rider, they tend to treat them with the same sociality as they would another of their own kind, and at this point may be trained to accept other humans.

Abilities: The most notable ability a Jacadon has to be its ability to jet out streams of superheated steam from a special organ located behind its stomach. Jacadon appear to have the conscious ability to chose to drink to their stomach or to this other organ, called a waterskin. The waterskin organ is three times the size of the stomach and is formed of a particularly dense layer of cells, which are triggered to replicate quickly when in contact with extreme heat, saving the waterskin from burns or other internal injury. The organ is heated by specialized bones in the Jacadon’s back which are able to absorb and convert the heat of the suns into stored energy, and then, when needed, convert the energy back into heat to turn the swallowed water into steam.

The waterskin is completely banded by a covering of tough voluntary muscle that contracts quickly, forcing the pressurized steam of the ‘skin back up the esophagus and out of the Jacadon’s mouth at high speed. When not in use for creating steam, the waterskin is able to slowly absorb water so the Jacadon is not forced to regurgitate it. Jacadon appear able to heat water to boiling temperature in a very short amount of time, depending on how much heat energy they have stored; however, the faster the water is heated the faster energy is used up to heat it, depleting their stored energy faster.

The other notable ability a Jacadon has is the passive ability to turn to stone after death. When a Jacadon nears the end of its natural life, it wings to an area of secluded space in the Burning Mountains called Raptor’s Rest, where it settles among the generations of stone Jacadon already waiting there. The petrifying process may take several days if the Jacadon is allowed to die peacefully; under stress or great injury, the stone-phase is almost instantaneous. No one is certain how a Jacadon turns to stone --some believe through the power of the suns-- or if petrification is even true death or simply a state of resting. Many believe that Jacadon become tired of living and choose to become stone, but in dire circumstances --like if the land needed them-- they would reanimate and come to Rynmere’s defense.

Though the petrification process has little been studied, many who have seen these statues have noted that they have the same appearance and toughness of a Jacadon egg, are warm to the touch, and at certain times are slick with the Jacadon’s flame-resistant skin oil. Jacadon stone statues appear to be unbreakable by all typical tools and only the Rynmere Monks of the highest order are privy to the item used to break the stony flesh, as they are in charge of harvesting the lightweight, durable metal heart, used for the King's sword, and the Lord Commander's armor.

Skyriders: Very few lucky people will find themselves blessed to have the affection of a Jacadon. While distrustful of others, a Skyrider’s Jacadon will always protect him and willingly follow his commands when properly trained. Even without training, a Jacadon has a strong protective instinct towards its rider, and will be as social and devoted to him as to a member of its own species. Oftentimes the bond between rider and Jacadon is as tight as that between Jacadon mates, though there is no sexual component to it (the human-to-raptor bond replacing that of a mate’s bond). As such, when a rider dies, even a human-socialized and trained Jacadon will not usually choose another to replace his lost partner. Oftentimes, these Jacadon simply return to the wild, though in severe cases of separation anxiety a Jacadon may choose to prematurely petrify in its despair.

Jacadon may be trained to be courteous of non riders or strangers, though usually they will remain aloof to anyone but their chosen. Because of this and their natural sociability towards one another, Jacadon may be trained to work in coordination with one another (as to attack during a battle), but will only cooperate with other people at the commands of their riders. Some are well-trained enough to carry others on their backs, though the rider must always be present.

Jacadon have been known to accept and wear light armor or padding during battle, specially-designed for each animal. As such armor is incredibly expensive and Jacadon continuously grow, not every rider will be able to afford armor for his beloved mount.

Not much is known about how Jacadon choose their riders. Many people brave the treacherous climb up Sunset Isle, and many are slaughtered there by the parent Jacadon protecting their young. Those skilled enough not to be initially killed will have to then approach an infant Jacadon, who will likely attempt to attack with claws and teeth. The heat of a young Jacadon’s body is said to be unbearable, and even later in life these reptiles run so hot as to force their riders to wear protective gear.

Somehow, someway, a person accepted by a Jacadon --perhaps through subduing it or giving it a suitable challenge-- will be allowed to be near it, earning that Jacadon’s respect and eventually its trust. Parent Jacadon seem to recognize a bonded pair and will not kill a rider, though that doesn’t mean that they will allow the rider anywhere near them or their nest for long. Some wild Jacadon dislike people enough that they will abandon their young completely, leaving the rider to the gigantic task of raising such a demanding creature by himself.

Credit: Ash & Kingdom
word count: 2633
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Ej'Ryn

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Appearance: Ej'Ryn, or Forsaken of Stars, are the cursed souls of mortals who have passed from this world, yet linger. They are shadows that materialise when darkness falls. During the daytime they’re powerless to act against those who find themselves on Haakon Isle. By night they come alive, their skeletal frames held together by dark magic. Though severed simply enough by arrow or sword, these beasts are relentless in their attacks, with eyes that burn a bright white colour, blinding to stare at directly.

Ej’Ryn are forbidden from walking in sunlight or through any body of water, such being their curse. They are generally tall and thin with a sinister mouthful of sharp teeth and long, claw-like fingers that tear flesh from bone with ease. These formidable creatures are quick on their feet and can sink into the earth like shadows, or pass through walls of dirt, wood, or stone. While the moons of Idalos rule the sky, one is only safe on a vessel in water, or a building cut off from land by a moat.

Habitat: Ej’Ryn are only found on Haakon Isle, and no one knows why this is. A man by the name of Kyo Reign once tried to entice them through Haakon’s Door to unleash them on the world, only to discover that they were unable to leave the floating island, even via the magic door.

Lifespan and Development: Each time a cursed mortal dies in Rynmere their ‘soul’ is forbidden from entering ‘the beyond’ instead trapped on Haakon Isle for all eternity, forbidden to rest. At first the new Ej’Ryn can look quite human like, but slowly as the arcs pass them by, they begin to rot and waste away, eventually materialising as empty skeletons with sharp teeth and burning eyes. They are crafty, blood thirsty, and have only one instinct, kill.

Diet: Though it is impossible for Ej’Ryn to starve, their thirst for human blood and flesh is insatiable and they will do almost anything to try and get it, taunting their victims during the day with inaudible hisses and whispers, before they creep up on them in the night and devour mortals, stripping flesh from bone.

Temperament: Unrelenting, chaotic, hungry, and restless, the Ej’Ryn are persistent and don’t let up until they get what they want. The air on Haakon Isle is thin and the water is cold, so camping out at the water’s edge often sees them rewarded sooner or later, depending on how a mortal man prefers to die, quick and painfully, or slow while freezing to death.

Abilities: Ej’Ryn, like bloodhounds, will sniff out a mortal wherever they are. If a person chooses to step foot on Haakon Isle, they are already doomed. Like mortal men though, the Ej’Ryn also have the ability to inflict damage to Immortals, so it is seldom if ever that one will dare to step foot on Haakon. As they have the ability to move through anything other than sunlight and water, Ej’Ryn are almost impossible to outrun or hide from.

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Gorde
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Appearance: With the smallest standing six feet tall at the shoulder, and some growing as big as eight, most people tend to shy away from Gordes, especially those found in the wild. These terrifying animals look like something crossed between a dog and a horse, with a strong neck, legs, and powerful muscles, Gordes are used as mountain mounts and call the Burning Mountains and rocky shore of Gawyne, home. Gordes have a thick hide of leathery, black skin and a large head with awesome biting power. Their paws are big with the pads of their feet made up of a hard material that feels almost like the hoof of a horse, allowing them to walk across the hottest parts of the Burning Mountains. They have no visible ears or tail and are excellent runners, able to outrun a lion on the plains of Warrick, and have also been known to swim very well. During Saun the skin over a Gorde's skull dries up and peels away, revealing the white bone of their heads beneath, making them appear very sinister, with their large crocodile teeth.

Habitat: Most common on the rocky shores of Gawyne, some believe the Gordes migrated south into the Burning Mountains as the region of Gawyne grew in popularity. A solitary creature, Gordes don't mix well with other animals and are more likely to eat the family dog then befriend it, making them an unsuitable pet for most people.

Lifespan and Development: Gordes are long and thin when they are born, much like foals, and get to their feet quickly, but unlike other young, Gordes are fed meat from the moment they learn to stand, provided for by both parents, who take time to hunt and drag food back to their offspring. After four trials a new Gorde is strong enough to keep up with its parents and follow them through their hunting grounds, learning how to take down small game, such as rabbits, for themselves. Most Gordes give birth to two young and are incredibly protective of their offspring, charging down anything that dares to come near, including other Gordes. By the age of three, Gordes will leave their parents in search of their own life partner and fight for territory, breeding only if and when they take control of a section of land big enough to satisfy their appetites (usually about forty square acres).

Diet: Anything they can sink their teeth into that bleeds, from fish to horses, and everything in between. Gordes are also known to chew rocks in order to shorten and sharpen their teeth, which will grow continuously until they die of old age. Gordes that have been studied by the university were found to live very short lives without rocks to chew as their teeth grew up through the roofs of their mouths, causing the majority to become sick and die of infection.

Temperament: Difficult to catch, but surprisingly easy to train if well fed and kept by a stern hand. Gordes are know to be tempremental, but will obey if the right treat is waved in front of them. It is rare for a trained Gorde to attack a person, but it is ill advised to let children near even the tamest of Gordes. During the warm season Gordes are solitary and hunt only with their mates or offspring, but in the cold of Cylus, they develop a pack mentality and will allow unfamiliar Gordes to cross their territory, and have been known to hunt in packs as large as twenty strong.

Abilities: Awesome stamina, brilliant jumpers, devastating jaw crushing capabilities, and able to walk on red hot rocks, Gordes are not toys and should always be treated with respect.

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Särkïn
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Appearance: Särkïn stand a foot higher at the shoulder than a large draft horse, but carry a lot less weight on their bones. They are long in limb, boasting refined muscles that add to their overall elegance and grace. Their tails are as long as their bodies and flat like a fish. They are covered in blue scales and their neck, back, and tail is fringed by a thick mane of aqua coloured, water-resistant hair. Särkïn have webbed feet, decorated with a dark blue claw on each toe. They have been known to use their webbed feet for swimming, climbing, and fighting. Males have two short, robust horns on the top of their head, and long tufts of hair that grow under their chins like a billygoat; the longer the hair, the older the Särkïn. Females have hard bumps on their heads where they might have once had horn but evolved differently to their male counterparts, and unlike the males, they have no chin hair.

Särkïn’s ears are located in the crease of their jaw and appear as nothing more than a single black hole on either side of their face that they can close while diving underwater. Their necks are long and allow them to turn their heads much like a bird, able to reach back and scratch between their shoulders if they so choose. Under water their scales and hair allow them to blend well with the natural colours of nature, making them almost invisible to the eye if well hidden in the weeds or glassy waterways that get a lot of sun. Perhaps one of the most interesting features about the Särkïn are their eyes, small and sinister, they are capable of glowing in the dark, even underwater. Their front teeth are small and sharp, and their back teeth are square and blunt.

Habitat: Found only in the Vanwilds (the forest in Burhan), and along any of the four main waterways in Rynmere, the Rivers Avari, Zor, and Kyo, and Lake Krome, the Särkïn are solitary hunters that come together only to breed, and therefore guard their territory ferociously. Särkïn prefer to dwell in fresh water, but have been known to take to the sea when their natural foodsource is low, or they are sick, disoriented, or drying. They spend most of the daylight hours in water and tend only to venture out at night to sleep, either in a cosy spot on the forest floor, or in a tree that is easy to climb and strong enough to support their weight. Särkïn do not like the cold and congregate in Lake Krome and the River Kyo during the seasons of Zi'da and Cylus, which are also known as their breeding seasons. They prefer shallow bodies of water no deeper than ten metres for hunting in, but are able to dive down to depths of up to one hundred and fifty metres without trouble.

Lifespan and Development: Särkïn breed during the the latest part of the cold cycle to the midway through the rebirth cycle. They give birth to up to three live young early in Ymiden, about the size of a very small calf, and spend Saun and Vhalar learning how to survive by mimicking their mother’s hunting tactics and survival skills. Särkïn grow very quickly, but are not considered to be of a mating age until their fifth summer. They put on about a kilo of weight a day in their first two seasons, and grow at least four feet in height during that time. Särkïn live up to one hundred and thirty arcs (years), with most dying of old age in or around that sort of timeframe if food is plentiful.

Diet: Särkïn are omnivores, meaning they enjoy a diet of both plants and meat. They spend most of the day underwater hunting for fish and feeding on water weed. When a Särkïn is sick, they will go out to sea and eat a strict diet of kelp. If there is not a lot of food to go around, Särkïn have been known to hunt land animals, and will go for whatever is easiest and closest to track down. It is not rare to find some of your stock missing if you live near any of Rynmere’s main waterways, especially if you farm pigs, cows, or sheep. It is unlike Särkïn to attack horses or people, but this is not unheard of.

Temperament: These dragon like creatures are loners, and dislike sharing their territory with each other, coming together only during the cold seasons to mate and take up Lake Krome as a temporary home until the weather heats up again, allowing them to return to their preferred waterways. With Särkïn the most dominant male will mate with up to fifty females in a season, fighting off challengers, most of which receive wounds they will not survive. When it comes to people, Särkïn tend to be a little flighty and reserved, but if confronted, will attack, usually pushing a person to the ground and standing on them with their front feet before going for the neck with their sharp teeth.

Abilities: Best known for their glowing, blue or green eyes, these creatures are apt swimmers, and have the ability to jump great distances, often seeming almost as if they could fly. Their nostrils and ears close up while under water, preventing any liquid from entering their bodies, and they have except night vision. Best kept records have noted them jumping as high as eleven metres, and as far as eighteen. Särkïn cannot run as fast as horses, but their ability to jump sets them apart, and they do make excellent mounts for those willing to put the time in and train them.

Särkïn sightings are quite rare as they tend to spend most of their time in water, and can be very difficult to catch given their unique ability to put other animals, including people, to sleep with a non-toxic, light blue mist they breath out through special holes half way up their nose. Their scales are highly sought after for scale-mail-armour, and their blood, a fluorescent blue in males and green in females, is known for its healing properties. Särkïn bones are jet-black and are often ground down into a fine powder called Närkï that is highly explosive and used in the Endor mines to clear new tunnels. Närkï loses all of its explosive properties in hot or humid climates and only works in extremely cold temperatures when it comes into sudden contact with heat (usually fire, though hot oil works best).

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Ceh've
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Appearance: Approximately six feet in length on average, Ceh’ve range in color from a deep aquamarine to pale greys. They have webbed front feet and a sweeping fluted tail, swimming in an almost snake like motion. They have gills on either side of their bodies, and decorative tendrils on their almost horse like neck. Their head is that of a dragon, with bright amber eyes and sharp predatory teeth. Their skin is smooth and almost slimy to the touch, and beneath their jaw are five strange appendages that can glow a bright blue at the ends. It’s speculated these glowing ‘lights’ are used to attract prey in the night breaks.

Habitat: Ceh’ve spend the majority of their lives in waters around Cyrene Bay and Widow’s Point, lingering in the kelp and rocky structures under the water. Whilst they appear mammalian in some aspects, they are very much aquatic. If taken out of water for more than a few bits, they will die.

Lifespan and Development: Ceh’ve can live for hundreds of arcs, if not killed by another predator or Ceh’ve. They are egg breeders, laying up to two large moss green eggs at a time in a nest dug from the sandy bed of the ocean floor. Mature by the age of thirty arcs, Ceh’ve mate for life, and are viciously territorial in the hatching season which is all through Cylus.

Diet: Carnivorous. Ceh’ve have been known to eat anything and everything with a heartbeat.

Temperament: Aggressive. Will attack unprovoked. Mostly to eat you. Intelligent and cunning, will stalk prey in kelp much like a large cat in grass. Uses its lights to attract attention.

Abilities: Glowing light lures.

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Ryon
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Appearance: Ryon have a rich, tanned coloured coat with white manes, and dark claws and features. Their eyes are a vivid shade of sky-blue, and often appear milky within their first season of life. Some males exceed 750 lbs in weight, with females weighing in about 70 to 100 lbs lighter. Most grow as big as a horse, and are easily recognised by their long, silky manes. Their muscled bodies are strong and designed perfectly for short, quick bursts of energy, allowing them to reach speeds of up to fifty-five miles per hour. Ryon can also jump as far forty feet, and are quite good climbers.

Habitat: They typically inhabit savanna and grassland, although they may also take to surrounding bush and forests. Ryon are found namely in Warrick and some parts of Venora. They prefer warmer climates and don't tend to venture very far north beyond the Burning Mountains.

Lifespan and Development: In the wild, males seldom live longer than 12 to 15 arcs (years), as injuries sustained from continual fighting with rival males greatly reduce their longevity. Cared for or kept in captivity, Ryon can live almost twice that long before their health starts to deteriorate and they suffer from teeth trouble which ultimately kills them once they are unable to eat.

Ryon are social animals that live in large prides with anywhere up to fifteen adult females, an alpha male (or pair if he entertains and tolerates the likes of his brother), and their offspring. They are usually able to reproduce by the time they are three arcs old, and have no specific mating season, choosing instead to reproduce when they believe conditions are favourable. Female Ryon give birth to a litter of up to four cubs, though there are usually only one or two. They give birth in a secluded, sheltered area away from the rest of the pride, and hunt close to their dens until their young are strong enough to join the rest of the family group, usually within thirty to forty trials (days). Cubs are born blind, but tend to gain sight within ten trials, and start to crawl around by their second or third trial of life.

Ryon usually time their reproductive cycles in order to share the responsibility of raising young, with different adult females within the pride taking turns to care for the cubs. Females stay with their family group for life unless the pride becomes too large. Males on the other hand are usually chased off by the end of their second arc, though some family groups are more tolerable than others, especially if the main adult male is old or the pride is small and needs all the protection it can get.

Diet: Contrary To popular belief, Ryon are not generally maneaters and do not go out of their way to hunt people. They are, however, extremely territorial and won't think twice about killing a person if and when they feel threatened. Ryon are scavengers and tend to be lazy hunters, taking from other predators rather than hunting for themselves. The females do most of the real hunting, with the males taking the lion’s share of the kill. Ryon are apex predators and there isn't much in Rynmere that will choose to take them on willingly, however, there have been cases of hungry Jacadon making a meal out of them, devastating their numbers, particularly during years that are extra cold.

Temperament: Territorial, grumpy, and intelligent, Ryon make extremely challenging pets, and demand a lot of upkeep and training. They are very lazy animals and prefer to spend most of their time sunning themselves. In battle they are quite brave and their thick manes help to protect them from injury. It is not recommended to house these animals around small children, or in high traffic areas where they may become stressed and lash out. Ryon need a lot of space and room to stretch their legs, and do not do well in big cities.

Abilities: Ryon are nocturnal and have perfect night vision, however, during the daylight hours, Ryon are unable to see more than a few feet in front of them, and for this reason tend to come out only at night. The hair of their manes is strong and silk like, and grows at an incredible rate, anywhere up to half an inch a day during the cold cycle, and slightly less in the warmer seasons. Males manes are highly sort after for anything from clothing to medicine, and are often used to make fashionable wigs, and strong, lightweight armour. Their claws are not very sharp, but are extremely powerful. People have likened being struck by a Ryon to the sensation of being kicked by a horse.

One of a Ryon’s key attributes is its ability to move without being heard, allowing it to sneak up on its prey, and get close enough to strike without being discovered. Another aspect that makes Ryons so desirable is their trainability. Ever since the discovery of Rynmere, people have made use of these beasts, teaching them tricks, using them for hunting, and even riding them into battle.

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Domargus
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Appearance: Huge, hulking beasts covered in thick hide that serves as a natural armour, Domargus are well over ten feet in height. Their size makes them relatively slow, moving in herds as they graze the barren foliage across the Burning Mountains. They sport six large horn like protrusions on their nose, head and back, making them appear hostile and aggressive. However contrary to popular superstition they are in fact a mostly gentle giant, the horns being used during courtship and for defence. If provoked however, they will attack. Their teeth are those of a herbavoir, blunt and made for mashing the tough dry branches of the trees that grow in their home environment. Males tend to be a vibrant red, whilst females are more dull and grey.

Habitat: The Burning Mountains. The Domargus prefer a dry open environment, where they have room to move in their herd. Their tough skin can withstand even the most extreme heat.

Lifespan and Development: Domargus life approximately seventy arcs, although some people claim they have seen one staggeringly large male roaming the wilds that even their grandparents remembered. Live breeders, the young are born into the herd hornless and small, where they are cared for by the entire community. There is no clear ‘mother’, as the infants are corralled into a nursery group with other feeding females and raised as a unit. They nurse for the first five arcs of their life, building muscle and thick hide quickly in this time.

Diet: Herbavoir. These mostly gentle giants feed on the dry and dead branches of the trees scattered across the Burning Mountains.

Temperament: Passive, but will attack if provoked.

Abilities: Able to exist on vegetation most other beasts could not.

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