[Rynmere] Fauna

Different animals that can be found around Rynmere

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[Rynmere] Fauna List

Name: Nehren, singular Nehr (pronounced Ne'er-en, Ne'er)

Frequency: Nehren are common beasts of burden and companions to the people of Warrick, especially those of Henry Warrick's bloodline; outside of Warrick they can be found in most parts of Rynmere. They only very rarely travel away from the island Rynmere itself.

Toxicity/Hazard: Nehren are not toxic in any way and are generally nonhazardous. They don't have a fighting temperament, and can't reliably be trained to attack. These are docile creatures, simply devoted to their masters.

Appearance: Nehren are gentle giants, huge and threatening in appearance but of sweet disposition. They are extremely strong and muscled, their bodies something of a cross between man and beast, with characteristics of goats or oxen. At the same time --perhaps due to their bumbling gait-- the nehren in a way are reminiscent of bears. They have strong, wide shoulders that, when full grown, are easily the width of a man's wingspan outstretched, and nehren stand at the shoulder just a hair taller than the average person. They are extremely big and well-suited to hard labor, like farm work or pulling carts or wagons. In a pinch, a nehr can be used as a mount, though they are slower than horses; however, when used as draft animals they tend to pull harder than the average horse or ox, making up for their slowness. They are often trusted to pull even the heaviest loads.

Nehren walk on all fours, though can stand on two feet like a bear; when standing, they reach a head-height of fifteen feet. They are extremely heavy, weighing in at half a ton, and are covered in a fine greyish coat of hair, more like a fuzz than anything, though males often have darker, heavier manes around their heads, shoulders, and bellies. They have large, curled horns, long floppy ears, hand-like paws in the front (though they lack a true thumb) and hooves on their back legs, with very little neck between head and shoulders.

Properties/Abilities: Nehren are strong, capable laborers, good for pulling a plow, uprooting stubborn stumps, digging trenches, and any and all other indelicate outside work; thanks to their hand-like front paws, they are also able to grip and lift things in a way that most animals could not. Though of little intelligence, they can be readily trained to perform just about any unrefined manual task.

It is when nehren come together in groups that they can achieve just about anything. These beasts of burden have a sort of 'additive quality' when they are near each other, tending to think alike, and thus able to work with one another to combine their efforts; the more nehren gathered, the stronger --and more capable-- they become. It is said that Hunter's Pass was created by the fallen body of a slain giant; in truth the pass was forged through the mountains by a large herd of nehren, commanded by the original Hunter.

Hunters are the descendants of Henry Warrick-- one of the seven founders of Rynmere. Nehren, for whatever reason, seem to gravitate towards these people through some sort of connection created long past. Though good workers for anyone, nehren seem to adore the Warrick bloodline especially. The bond between a Warrick and their nehr is one of true trust, loyalty, and devotion. Warrick nehren love their masters unconditionally. It is these nehren that tend, more than the rest, to be treated as companions or mounts, rather than mere beasts of burden.

History: Like most everything on Rynmere, not much is known of the nehren's origins, though some have speculated that at one point they were more human than the creatures known today.

Lifespan and Development: Nehren tend to live about 15-odd arcs (years), though some have lived as long as twenty. Most of their growth is in their first four years; after that, they usually have reached their full-grown size. There is no size or strength dichotomy between male and female nehren, and, though unusual, some females even grow horns, though theirs tend to be shorter and straighter, instead of curled forward near the face. It is thought that the horns of nehren are for the most part ornamental, used only for gentle head-bumps and to determine a creature's attractiveness as a mate.

Nehren tend to mate in the early spring, just after Cylus, and gestate for around 5 and a half months, birthing midway through Ymiden. They can have up to four calves per pregnancy, though the usual is one or two. When they are newborn, nehren weigh only a few pounds. They grow quickly, and like many animals are able to see, walk, and follow their mothers within a few short days. A nehren will stay with its mother for one to two years unless part of a breeding program; bred nehren can be sold at 8 months, at the earliest. Young nehren separated from their mothers must have a surrogate parent to care for them, someone they spend most --if not all-- of their time with, or they will become severely depressed.

Most nehren retire from labor at the age of twelve, though these animals are so amiable that even in their later years they make excellent pets, especially as nannies for small children. There has never been an incident reported of a nehr turning on its adopted family; even if abused, they're much more likely to become sad and listless than to protect themselves.

Diet: Nehren mostly subsist on vegetable matter. Hay and other sweet or starchy grasses, grains, tubers, and roots are the majority of their diet. However, they can supplement their food with insects and even worms and snails if plant matter is lacking; they also appreciate the occasional table scrap as a treat. Some nehren must be trained not to dig in the ground in a search for food, as letting a nehr develop bad habits could end up quite poorly, with the nehr destroying a person's entire property.

When eating, nehren pick up their food with their hands to bring to their mouths, much like people, or rats. Their teeth are dull and square, good for grinding, like a cow's. They cannot digest much meat or dairy, though they can digest cellulose and other tough fibers.

Vocalizations: Nehren are quiet creatures who hardly ever make noise. When they do it is usually in distress or as a sign of affection. They have a limited range of vocalizations, usually soft moos, grunts, deep exhales called chuffs, and whickers.

Other Information: People who ride nehren usually ride bareback, right up behind the shoulders. Nehren have occasionally been known to climb trees and other obstacles, and perhaps make better mounts than horses for rough mountain terrain. However, these large creatures are too dense to properly swim, and as such cannot be expected to ford lakes or other deep bodies of water. Their ability to cross a river or stream depends entirely on how deep the water is.

Credit: Quio
word count: 1185
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[Rynmere] Fauna

The Krome Wolf
Appearance: The Krome Wolf is much the same as a standard wolf, just much bigger. These wolves are around the size of a war horse and therefore their height is measured in hands, like a horse. The average Krome Wolf is around 14-16 hands (60 to 64 inches), however, some captive wolves have been recorded at 17-18 hands (68-72 inches). This puts them around the same size as a war horse. The wolves come in varying colours and shades but the predominant colours are, black, white and grey. The colour is genetic and when two wolves of the same colour breed there offspring are guaranteed to be of that colour. However, when two different coloured wolves breed the chance is 50/50 between which colour the pups will be. The wolves weigh in between 1000 and 1300 pounds (540 to 590 kg).

The wolves are stunning beasts to admire, they appear to have a natural nobility about them which is admired by House Krome and why they were chosen as their emblem. They fight to establish who is alpha and their ranks within a pack appear to be based around their fighting prowess, another thing admired by house Krome. Many wild wolves can be seen covered in old wounds from fighting with another pack member in an attempt to gain respect and position in the pack. The wolves will rarely leave the forest during the colder seasons as the trees do provide some protection from the harsher weather. In the summer they can be seen prowling in packs outside of the forests normally through farmland in search of prey.

The fur of a Krome Wolf is a highly sought after fur, with the hunting of the beasts being restricted by the Duke of Krome. Only hunters with special permission are allowed to hunt these creatures, making their fur a rare commodity and those who own some are very lucky. The hair of the creatures is extremely soft and works as great insulation for a person, it is often shiny and will seem to shimmer like the ocean under the right light.

Captive wolves can often be told apart from wild ones as they will frequently have their tails docked. This is done in order to make traveling in formation when used for cavalry easier and also to stop an enemy being able to hack at the tail. This also stops the tails from being used as an anchoring point by a foe.

Habitat: Indigenous to the forests of Krome these wolves can be found nowhere else in the whole of Idalos. At least they are not supposed to leave Rynmere and few are sent out of Krome. It is illegal to sell the wolves as exotic pets and for that reason few will ever be seen outside of Rynmere, those that are will have been illegally smuggled out illegally. These wolves are not provided to people on a whim and neither can they be sold, all live captive wolves are owned by house Krome for use in the military and by their lords and ladies. This is why it is so rare to see any none Krome person riding a wolf and why there are so few in the other parts of the Kingdom. Anyone who owns a wolf in the rest of the kingdom would have had to have it gifted to them by house Krome, a big reason for this being a rare sight.

Lifespan and Development: Much like normal wolves the gestation period for Krome Wolves is around 70 trials, in which time the pups will grow inside of the mother. The litters come in around 4-6 pups and out of these normally 30-50% will not make it to adulthood. However, once the pups are out of the den and able to travel around they tend to be likely to survive. The hardest time for the wolf pups is during there first 2 weeks where they have the highest chance of dying before their eyes open.

For the first cycle of life the wolves will spend a lot of time exploring around the den and playing with each other. They will be accompanied everywhere by an adult wolf to make sure they are safe and not getting lost. This lasts until around the end of the second cycle where they are allowed to start experiencing hunts and learning to be independent.

The wolves will mature by around end of the 3rd Cycle, at this time they will be hunting with the main pack and able to travel around without the company of their mother or another adult member of the pack. Here they become a vital part of the pack, playing their role in hunting and supporting the other members of the pack. The pups will be sexually mature by the end of the first arc and then will often attempt to find their first mate.

The average life span of a wild Krome Wolf is 8-10 arcs, some might live less and some more but this is the general range of a wild wolfs life. However, captive wolves can live between 13-17 arcs, when treated well and with healthy diets any captive wolf can reach this top end of the average.

Diet: The Krome wolf will eat just about anything that bleeds, varying from a rat to a bear. These creatures, due to their pack mentality, are able to hunt creatures bigger than themselves as well. Therefore the wolves have very few limitations on what they will hunt and eat. In captivity the creatures are often fed the best meat the owner can afford, as when on a healthy diet the beasts make formidable foes and speedy mounts. The wolves are completely carnivorous refusing any form of none meat based food, they do like salt though and salt licks can be used in training as rewards or to calm the beasts when riled up.

Temperament: Vicious and dangerous these creatures are incredibly difficult to tame. For this reason they are only ridden by a very select group, The Riders of Krome. With enough skill an accomplished animal trainer can teach these creatures to be suitable for war. However, these wolves become very loyal and therefore the intended rider must always accompany the animal trainer during the wolfs lessons and tutelage so the wolf learns respect and becomes loyal to the intended rider. These creatures will only respond to their masters and it is always advised to steer clear of the creatures unless accompanying their rider or they will most likely attack. This ferocity is why they make such good war mounts, as not only transport but a fighting companion.

In the wild these beasts are a terror, they travel in packs and will hunt nearly anything. It is said that a pack of Krome wolves could take on an adult Jacadon and win, although this is greatly debated by those who have ever seen a Jacadon in combat. The packs are territorial and fights between different packs can frequently break out over food sources and other important territorial areas. There territorial nature and short tempers make them a menace for hunters if they wander into a packs land accidentally.

Abilities: These wolves have no real abilities besides their size, being the size of a horse makes them usable as mounts. The creatures are violent and merciless, therefore making good battle buddies to their riders. The wolves also have huge sharp claws and teeth like razor blades. If these are not enough there immense strength means that a charge from a pack of these creatures could devastate a front line of troops, sending men flying off their feet. These wolves can be fitted with saddles and specially designed Armour. The wolves can carry around 30% of their body weight and therefore Armour must be made with the weight of the rider, his Armour and weapons and any other tackle in mind.

The Riders of Krome: Information found here

Credit: Xander Krome
word count: 1344
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