The fauna of Solunarium are diverse and frequently dangerous. Having developed in a land of scarcity, Atraxian wildlife has evolved sundry means of apprehending prey and protecting themselves from the many predators that lurk the desert and its adjoining mountain range.
Cyclops
(Plural: Cyclopes)
Habitat: The Atraxian Expanse. Wild Cyclopes roam the open desert and throughout the Zalkyrian mountain range, while domesticated Cyclopes can be found in Solunarian cities working as laborers or in specialised military units.
Rarity: Uncommon
Threat: Very high
Description: Standing between fifteen and thirty feet in height with large, mandibular tusks, grey, pachydermal exteriors and a single eye in the middle of their ashen countenances, the cyclopes cut an imposing figure against the barren, desert environs they tend to inhabit.
Biome Role: The cyclopes of the Atraxian Desert are social creatures of moderate intelligence. Though they are smart enough to have picked up the rudiments of verbal language, there have been no documented cases of written language beyond the simplest, pictographic cave scrawlings. Roaming the desert in clans of between 5 and 25 individuals, they are opportunistic omnivores whose only natural predators are wyverns and dragons- the former of which are prey to the cyclopes just as often as predators.
Diet: A cyclops’ diet consists primarily of desert vegetation, though they tend to prefer the taste of flesh and will go to great lengths to hunt and capture live prey. While they will wantonly hunt and corral entire herds of animals they deem harmless, such as gazelles and addaxes,. more cautious around quarry they consider to be threatening, such as wyverns or humans. most clans are not organised enough to domesticate livestock, with a few rather harrowing documented exceptions
Aging & Reproduction: An Atraxian cyclops reaches maturity at around five years of age and can live as many as 150 years, though rarely do those in the wild survive beyond 60. A cyclops pregnancy lasts two years, but their newborns are capable of walking within their first week. Cyclopes of both sexes are fertile until death with no discernable difference between specimens of any age, until they approach their final months leading into a natural death.
Size: Cyclopes stand between 15 and 30 feet in height, and often exceed 5000 pounds.
Abilities and Features: Though obviously limited in terms of peripheral vision, Cyclopes have excellent sight within their line of vision. With their formidable strength, they can hurl boulders and other large projectiles with deft precision and this is a regular hunting technique of theirs. Though their loping gait does not place them among the fastest of fauna, they can outpace most humans on the Atraxian dunes due to stride-length and steadiness on sandy terrain. They can also overstep many obstacles in rocky terrain that might impede smaller species. With their long arms, they are also able to engage in melee combat at a greater distance than medium-sized creatures. They do also frequently carry crude weapons that extend that reach even farther. In addition to their excellent, albeit limited, sight, their other senses are passing keen. They can hear at thrice the range of a normal human, smell things as far as five miles away, and their tastebuds are keen enough to have more refined palates than the typical human epicure.
Cultural Significance: Cyclopes were a bane to early Vastian nomads, frequently harrying caravans and campsites to hunt the human inhabitants for food. After the establishment of Vastium, when the formerly transient Vastii began to establish formal militias, the threat of cyclops invasion dwindled into a provincial problem. Cyclops attacks on even the smaller Solunarian settlements are a rare thing in the present day, due to well-earned fear on the part of the cyclopes after vying against the formidable and famously vengeful Solunarian civilisation. They will, however, occasionally hazard an attack on wayward folk who leave the beaten path and risk travel over the wild dunes without. From early in the Epoch of Aværys to the present day, domesticated cyclopes are not an uncommon sight within the cities and settlements of Solunarium. Their formidable strength and grasping hands are exceedingly useful for work in construction or loading/offloading cargo from river barges. Additionally, there are units of trained, armoured Cyclopes in the Solunarian military, which have frequently been used for intimidation and, failing that, sieges.
Reasons to interact: Domestic cyclopes are a part of everyday life in Solunarium. Though they are not an exceedingly common sight, they are regularly seen in the Port Vasta district labouring alongside longshoremen, or doing brute work on construction sites. Wild cyclopes remain a threat to those who dare to wander off the Atraxian desert roads that are patrolled by Solunarian forces. It is rare, but not unheard of for a cyclops whose hunger has grown to exceed its sense of reason, to risk their wellbeing and attack travellers on the road or even settlements.
Recommended Stats: Cyclopes never developed a language of their own, but they have picked up and assimilated the languages of other sentient creatures into their clans. Most speak the basics of Vastian, but some clans speak Common. A violent encounter may be avoided through persuasion, intimidation or deceptions by a character who speaks their tongue. In combat, dexterity would be more useful than strength- as it is very unlikely for a medium-sized creature to approach their brute might. The classic, tried and true technique for felling a cyclops is, of course, to blind them. This will typically shock the cyclops into submission instantly. However, woe betide the person who happens upon a cyclops who has already been blinded. Their other senses rise to account for their lack of sight, and they tend to be far more aggressive than their sighted counterparts and don’t have their most apparent vulnerability.
Atraxian Wyvern
(Vastian: Serpentes Caeli)
Habitat: Most Atraxian Wyverns roost in the Zalkyrian Mountain range, with hunting ranges that extend throughout the entire Atraxian Expanse and along the coast. Domesticated wyverns are regular mounts for Solunarian cavalry and nobility.
Rarity: Uncommon
Threat: Very High
Description: The Atraxian Wyvern is a lesser two-legged draconid with skin armoured by ganoid scales, reptilian features and bat-like wings protruding from the equivalent of their arms. Domestic wyverns have been bred to come in a broad range of colors, but most wild specimens evolved toward camouflage in desert surroundings and bear scales in matted, sandy tones that blend into the dunes upon which they hunt.
Biome Role: The Atraxian Wyvern is a venomous predator with few natural rivals, apart from greater draconids and cyclopes. Requiring little rest, they are able to patrol massive swaths of terrain for their prey, before returning to their roosts in the mountains. Wyverns are naturally curious, but just as aggressive, and are among the chief reasons airship travel is a rarity in Solunarium. An unwarded airship is likely to attract a massive swarm of wild wyverns, which typically ends in a feeding frenzy followed by a crash.
Diet: Atraxian Wyverns are strict carnivores with a natural immunity to most poisons and venoms. They are completely incapable of deriving nutrition from plant-based comestibles.
Aging & Reproduction: An Atraxian Wyvern is considered mature at two years of age, and may live as many as 100 years. A mother wyvern lays between five and twenty eggs in a clutch, 20% of which typically survive to maturity. They are fertile from two years of age until their deaths, and may lay clutches of eggs up to once per year. Their mating season lasts all throughout Glade and into the first month of Searing, and their eggs take roughly 6 months to gestate. It is another six months before the hatchlings are capable of flight, at which point they are independent of their mothers within another three months.
Size: Adult Wyverns range between 15 and 35 feet in length from tip of snout to tip of tail, with wingspans of up to 50 feet. They weigh upwards of a tonne.
Abilities and Features: Atraxian Wyverns are venomous creatures, with bites that begin to digest prey before it is even ingested. They are capable of spewing their acidic venom at least as far as their own body length, and often rain it down on unsuspecting prey from great heights. Another typical hunting technique is to grasp prey in their powerful talons and lift them into the air to drop them from deadly heights. In close combat, they may use their whiplike tails to lash at their opponent, in addition to delivering acidic bites. One subspecies of Atraxian Wyvern, the Serpentes Scorpius which was interbred in captivity with other species by Solunarian eugenicists, also has a paralysing stinger at the tip of its tail. Though most of this population is domesticated, a few have escaped over the years and assimilated into the greater wild wyvern population. Wyvern scales, while not as durable as those of greater draconids, serve as a formidable armour for the creatures and deflect most simple projectiles and commplace blades with ease.
Cultural Significance: Wyverns are the most common aerial mount in Solunarium. They are, in fact, the most common form of aerial transit. They are hallowed and much loved creatures in the eyes of the populace, which grew up on tales of their great draconic allies who once delivered their evangelists abroad to share the Living Word of Aværys to the farthest reaches of Ransera. Whereas greater dragons were once commonplace in the kingdom, these wyverns are one of the only remaining reminders of those draconic days and the only such reminder regularly seen in Solunarium’s cities to this day. The inherent aggression of the Atraxian Wyvern is carefully managed through arcane manipulation, which is carefully regulated by agents of the Crown to ensure safety and obedience.
Reasons to interact: Wyverns make for excellent mounts, though they tend to bond with only one rider at a time. It is a difficult and intensive process involving powerful magic and a great deal of time to acclimate a wyvern to a new rider, once it has grown accustomed to its first. Without this process, however, the wyvern will be hostile to any attempts at mounting it by unfamiliar riders. Wyvern scales may be utilized in the crafting of armour and their venom has many practical uses as a potent acid. All draconids hold a sacred place in Solunarian culture, so it is illegal to kill a wyvern save in self-defence situations, but as they shed their skin yearly and their venom may be milked, these items may be acquired without slaying the specimens. Since their venom is infused into their blood, they are completely inedible to most races and would probably not make an appealing entree even for those that could stomach their noxious flesh.
Feral wyverns are very dangerous creatures, which should be avoided if at all possible- often raining down acid on their prey before they’re even aware of what lurks above them. Wyvern attacks on travelers are not particularly common, however, as most adult specimens only hunt 5-10 times per year and will often pursue larger game than humans, elves or other medium-sized creatures. Still, it is good to travel with some means of repelling or concealing oneself from potential wyvern attacks.
Recommended Stats: Domesticated wyverns that have been acclimated to a rider will be amenable to those with a talent for riding or animal handling. Even hostile wyverns are susceptible to Mesmer and Masquerade magic, whether they are feral or domesticated. In the presence of a wild wyvern, animal handling may be paired with persuasion or intimidation to deflect the attack, provided the beast can see and hear the person making the attempt.
Basilisk
(Vastian: Basilisci)
Habitat: The desert basilisk prowls the sands to the North of the Atraxian Expanse, often nesting at the foot of the Zalkyrian mountains.
Rarity: Uncommon
Threat: Very High
Description: The basilisk is a hardy, thick-scaled, horned land draconid closely related to the Atraxian Wyvern. With muscular physiques and luminescent eyes that seem to glow with inner fire, there have been many myths and legends over the years about the species. Domesticated basilisks have been bred to come a wide variety of colors for aesthetic reasons, but their wild counterparts tend toward sandy brown hues that blend in with the desert dunes they roam.
Biome Role: The basilisk is an opportunistic predator and complete carnivore. Legend has it the basilisk can turn a man to stone with its piercing gaze. In actuality, it emits a powerful, paralytic venom, which can freeze prey animals in their tracks, though they don’t, of course, actually turn to stone. Unlike their aerial cousins, the wyverns, which use their venom to kill prey prior to consumption, the basilisk prefers to feast upon game while it still draws breath. An adult basilisk can spit venom upwards of 50 feet.
Diet: Though they are capable of consuming plant matter as a means of hydrating in the desert, they take no further nourishment from flora. With a strong resistance to venoms and toxins, there are few animals basilisks will not feast upon- Sentient or otherwise.
Aging & Reproduction: A basilisk is considered mature at one and a half of age, and may live as many as 80 years. A mother basilisk lays between 10 and 30 eggs in a clutch, 40% of which typically survive to maturity. They are fertile from maturity until deaths, and may lay clutches of eggs up to once every five years. Their mating season lasts all throughout Searing, and their eggs take roughly 4 months to gestate.
Size: Adult basilisks typically fall between 12 and 25 feet in length from tip of snout to tip of tail and most way 500 pounds or more.
Abilities and Features: In addition to the aforementioned paralytic venom, which can be delivered through a bite or by spitting, the basilisk has razor sharp teeth and claws built for mauling prey, and a whip-like tail. Another notable feature of the basilisk is its speed. A full gallop, a basilisk may run between 45 and 60 miles per hour. With a spitting distance exceeding 50 feet, seeing a basilisk often means it is too late to react in time to save oneself from predation.
Cultural Significance: Like its winged cousin the wyvern, the basilisk has been domesticated by the Solunarian populace and is used as a mount for soldiers and private citizens alike. Also similar to the wyvern, the basilisk tends to bond with one rider at a time and must be carefully conditioned through practical and arcane techniques to acclimate to a new rider. By and large, Solunarians hold them in similar esteem to wyverns- Revering them as echoes of their golden era, when great draconids joined them in battle against the world without.
Reasons to interact: Domesticated basilisks make excellent, land-based mounts for soldiers who can exploit their speed, as well as their venom and mauling attacks to supplement their assaults. Basilisks are susceptible to Mesmer and even the wild ones may be manipulated by particularly adept mages.
Basilisk meat is infused with venom that renders it inedible, and the species is protected by Solunarian law. Despite the legends of magical uses for basilisk eyes and hearts, to slay a basilisk outside of self-defence scenarios is punishable by death. They are able to be milked for venom and they shed their skin and spikes once every five years, yielding up durable scales and horns which can be used to construct armour and weapons. It is worth noting, their scales are harder to pierce than those of wyverns and are, in general, better-armoured creatures.
Recommended Stats: Domesticated basilisks that have been acclimated to a rider will be amenable to those with a talent for riding or animal handling. Even hostile basilisks are susceptible to Mesmer and Masquerade magic, whether they are feral or domesticated. In the presence of a wild basilisk, animal handling may be paired with persuasion or intimidation to deflect the attack, provided the beast can see and hear the person making the attempt. Given their speed, such attempts often come too late to do any good.
Dire Antlion
“Sandlion”
(Vastian:
Myrmeleon Inevitabilis)
Habitat: The Atraxian Expanse. Sandlions are found in the deep desert, requiring at least thirty feet of soft soil and dunes. The larval grubs will tunnel for miles from their eggs after hatching; once they find a suitably large tract of sand with an available aquifer, they develop rapidly into the form they will wear for years to come, and do not move until after their metamorphosis is complete. At that point, they become wandering menaces until they are prepared to reproduce.
Rarity: Very rare
Threat: Low (Larva); Very High (Pupa); Low (Imago)
Description: The imago, or adult, Myrmeleon takes the form of an enormous insect, often exceeding twenty feet long, resembling a pearlescent dragonfly. However, because adult Sandlions are both short-lived and harmless, they are rarely seen. At the end of a few months of lonely flights over the Atraxian wastes, the lucky Myrmeleons will mate, find an oasis and build a mud hive for their eggs, then die peacefully in the sands.
When these hives are located, travelers are
required by law to destroy every egg.
Larval Myremelon appear, at a glance, like huge, shelless beetles. After they find a hunting spot, they dig a large pit and burrow beneath the sand at the bottom, largely concealed. Sandlion larva have evolved to resist attempts to pull them from the earth, and so the average encounter will show off little more than their enormous pincer-like mandibles.
Pupal Myrmeleon, however, spend decades hunting beneath the sand. Unseen, much larger than even their adult forms, and covered in foot-thick carapaces, they use senses finely attuned to vibration to hunt various mammals, including dromedaries and human prey. Many are the tales of caravans which have vanished entirely in a great cloud of sand, overtaken by a hunting Sandlion.
Biome Role: Dire Antlions, or “Sandlions” as they are conventionally known, begin their lives as eggs, burrow great distances to grow as mid-sized ambush predators, develop slowly into huge, beetle-like hunters, and then break apart into harmless-but beautiful- adult insects. The insects are relatively harmless in every stage but the middle, when they are unbelievably dangerous.
The eggs serve as food for various desert scavengers, but this role in the desert biome is not thought to be significant enough to preclude their immediate destruction whenever discovered. After hatching and finding an ambush spot, the juvenile sandlions remain mostly buried in the sand, leaving only their pincers visible. The larval sandlions will not move except to snap at prey, and are perfectly harmless if you stay more than five meters from their visible protrusions.
Larval sandlions will remain mostly immobile for years, saving energy and combining occasional caught prey with water from their aquifers. Though most will die as larvae, a few successful sandlions will eventually grow large enough to trigger another hormonal change, and will gain an enormous armored carapace. Pupal sandlions dig back into the sand and begin aggressively hunting large prey animals, growing larger and larger until some exceed thirty feet from mandible to end. These sandlions are feared by travelers throughout the desert, as they treat every sentient race as viable prey and are strong, deadly, and extremely difficult to detect prior to their attacks.
At some point, a sufficiently successful larval sandlion will simply split apart, “hatching” into an enormous winged insect, reminiscent of a pearlescent dragonfly. Imago stage sandlions are incapable of eating, and will die within months. They are concerned only with mating and laying eggs.
Diet: Sandlions of all stages of life (except for the imago) are primarily carnivorous, and will eat any creature large enough to either trigger the larval stage’s trap or attract the pupa’s attention. They are known to especially favor dromedaries, desert wolves, and other large mammals.
Aging & Reproduction: Sandlions are thought to be functionally ageless until they reach their imago stage and reproduce, at which point they have only weeks to live. Once a sandlion has reached the larval stage, they have been known to remain immobile for 30 years or more. Little is known for sure about the length of time they spend in the pupal stage, since they are both dangerous and difficult to track.
Size: Larval sandlions generally range between five and ten feet in length, though it is rare that more than eight inches are visible. Pupal sandlions may exceed thirty feet, though the observed average is somewhat smaller. Imago sandlions are roughly twenty feet long, but quite thin and light for their size.
Abilities and Features: Larval sandlions create a small pit, often near a spring or oasis, and wait for prey to step inside the pit. A larval sandlion can grab and bite prey with astonishing force, comparable to an alligator’s jaws, and it is exceedingly difficult to free a trapped extremity. Though they are not poisonous, larval sandlion saliva is a much more powerful acid than might be expected, and they can dissolve a leather boot within minutes.
Pupal sandlions are deadly hunters, burrowing beneath the desert almost as quickly as a horse can run upon it. They burrow deeply enough that displacements from above are almost imperceptible, and can sense vibrations for a hundred meters. Once emerged, a pupal sandlion has mandibles which are larger than a man’s arms, and hard and strong enough to crush armor and sever spears. Worse, the pupal sandlion’s body is covered in six-inch chitin; only blows of incredible force or great precision will wound the creature badly enough to make it seek retreat.
Imago sandlions are capable of flight for hundreds of miles, but are also perfectly harmless. They can be killed by a strong blow to their large eyes.
Cultural Significance: Sandlions are only ever really discussed in two contexts; larval and pupal sandlions. Although larval sandlions
can become pupal sandlions, it is exceedingly rare. Given the difficulty associated with killing the huge, hidden creatures and their relative harmlessness, they are regarded as nuisances throughout the Expanse; simply something you have to go around. “Killing the pit lion” (a colloquial term for the larval creature) is a somewhat outdated aphorism which means “going to a lot of trouble for nothing”, or perhaps “taking on a lot of risk for no reason”. If a community suspects a larval lion is old enough that it might move within the next decade, they may send for poisonous reagents, which are given in doses to rabbits and administered to the monsters over the course of weeks. Because these poisons are difficult to create and generally require the services of a Solunarian alchemist, communities are seldom eager to undertake the effort.
Pupal sandlions are a classic feature of tales involving desert heroes and dashing adventures, and very popular with the Solunarian arena culture. They are also regarded as a true threat by merchants and caravaneers throughout the desert- although they are rare enough that one can go months or years without seeing one, they are common and deadly enough that few large caravans can justify a journey without one or more expensive countermeasures to the beasts. These include specialized alchemical pots which can drive the beasts away, the services of a mage, or mounted guards with lances designed to penetrate the sandlion’s shell at the front and break off.
Reasons to interact: Outside of very rare industries, the only reason to interact with any juvenile sandlion is because it has gotten too close to you. Mages, however, prize the shining pearl shells and wings of the imago, which are said to have been created by compressing the aether of every creature the sandlion killed in its long childhood. They are favorites for necromantic or Runeforging reagents, for making scrying mirrors, or to create ceremonial jewelry symbolizing evolution and transformation. The carcass of an imago sandlion can fetch extraordinary prices at auction.
Recommended Stats: Characters of any skill level may reasonably avoid larval sandlions. Killing a larval sandlion is usually a waste of time, but can be accomplished through poison or sustained magical assault. While even an apprentice can kill the imago, finding one requires great luck or a lifetime’s worth of skill hunting the elusive rainbow ghosts of the high desert (and still takes some luck).
Avoiding a pupal sandlion is difficult. Pupal sandlions cannot sense flying characters and have very poor eyesight and limited ability to bend upwards, so aerial evasion is almost always effective. Once engaged with a pupal sandlion, it is very hard to outrun it unless it becomes distracted (perhaps by other people or horses in the scene). Characters should avoid trying to fight pupal sandlions without either specialized training or high-level combat magic, and should expect to sustain damage if the sandlion hits them with a direct bite even through armor.
Atraxian Dwarf Tegu
(Vastian:
Teius teguixim)
Habitat: The Atraxian Dwarf Tegu is found primarily around Solunarium and Tertium in the Atraxian Desert. Having been selectively bred for their colouring and miniature size, they are mostly seen in captivity as pets in the cities. There are a few that have escaped and can be found in the same locales. They can thrive in all areas of Atraxia, assuming a larger predator does not get them first.
Description: The Dwarf Tegu resembles its ancestor, the wild Dune Tegu, in that it has a short, but thick head and neck, powerful snouts and muscular jaws. They have clawed feet and strong, pointed tails that usually make up about two-thirds of their body length. Their skin is pebbly and predominantly black, with some variations; but their colouring is never less than half black. The more colourful they are, the more prized the pet.
It comes in three colour patterns, or ‘morphs’ as defined by breeders. These are Diamond (white and black), Sapphire (blue and black), and Ruby (red and black). The colours are enhanced with each passing shed until they are adults, in which case their skin does start resembling the facets and fractals of their named morph. As hatchlings, all Atraxian Dwarf Tegus are white and black, and after their second shed, start to show what morph they will resemble. Pictured above is a Diamond morph.
Biome Role: They are (mostly) domesticated pets and devourers of even smaller prey animals and insects. Sometimes referred to affectionately by fanciers as garbage disposals, the Dwarf Tegu has a voracious appetite and will tackle a meal at any hour of the day or night.
Diet: As omnivorous reptiles, the Dwarf Tegu will eat just about everything offered to it. Fruits and vegetables make up about a third of its diet, while protein sources like rodents, snails, insects, eggs, small birds, or other sources of meat from their owners (plain cooked or raw) complete it.
Aging and Reproduction: An Atraxian Dwarf Tefu goes through three lifestyle stages. The first stage is the neonate, which occurs between hatching and three months of age. They are able to be classified by their morphs as neonates. They are considered juveniles from four months to sixteen months. After that, they are adults. They are sexually mature at two years old. Females can lay between 8 and 16 eggs, called a clutch, once a year during the annual breeding season. A younger female may trend towards the lower end of the range for her first clutch or two. Unlike mammals, they do not experience menopause, so can continue to reproduce until they pass of old age. The typical lifespan of the Atraxian Dwarf Tegu is 20-25 years if kept well.
Size: As neonate hatchlings, Dwarf Tegus are approximately 5” long from nose to tail tip. When they enter their juvenile stage, they will have doubled their size by the end of three months. Once they are adults, their body length from the tip of their snout to the base of their tail is approximately 5-6”, and once the tail is accounted for, approximately 15-18” total length.
Abilities and Features: The Dwarf Tegu is a rather intelligent little lizard, and when handled regularly as neonates and juveniles, they are very relaxed and easily trained. They can be trained to use a litter box and walk on harnesses. They do have a relatively strong bite for their size and sharp claws, but when raised to be used to handling, almost never use them. Their skin is also mildly toxic - a method of discouraging predators, but those who dabble in darker arts of poisons have made use of their shed skins for the same purpose. Depending on the amount ingested, symptoms can vary from an upset stomach to nausea to stomach ulcers.
Cultural Significance: In a culture that reveres dragons and reptiles, the Atraxian Dwarf Tegu is a much-beloved pet. They are hardy, easy to care for, and therefore quite popular. Docile and friendly, they are not expensive to purchase and are considered easy to keep. This makes them available for just about all castes.
Reasons to Interact: The Dwarf Tegu is a popular pet in Solunarium and Tertium. Their shed skins can be used as a reagent in various chemical applications.
Recommended Stats: Suitable for beginners, an Animal Handling skill of 0 is really all that is needed if one acquires a Dwarf Tegu that has been properly handled and socialized by its breeder. If one wishes to breed a pair of Dwarf Tegus, then an Animal Husbandry skill of 15 is recommended.
Purussaurus
(Vastian:
Crocodylus Vastianus)
Habitat: The purussaurus is found in the River Vasta between Solunarium Proper and Tertium. It occasionally, but extremely rarely, comes on land. When it does, it is easy to see where they have been, as their sheer sizes makes giant slides on the sandy banks of the Vasta. Rarely seen, it is thought that they lurk in the darkened depths of the river.
Description: The purussaurus is a gargantuan crocodilian. They have thickened skulls, monstrous jaws that can extend wide enough to swallow a human whole, and tough, leathery armour-like skin that lightens as they age from almost black as a hatchling to a mottled green-brown. Their powerful tails make up almost half of their body length, and they have relatively short legs for their size. Clawed, webbed feet help with swimming in their aquatic home. Their thick, strong teeth range in size as an adult from between 6”-12”.
Biome Role: While Solunarium is filled with many deadly predators, the purussaurus rules the waters of the Vasta between Tertium and the capital. Its very presence and ravenous appetite means other predators and beasts are kept in check. It has no problem feasting on corpses, helping reduce the spread of disease, vermin, and pollution in the waters.
Diet: A consummate carnivore, the purussarus will eat whatever prey it can get its jaws on as an adult. It is not above cannibalism- smaller Solunarian crocodilians, even younger purussaurs, are on its menu. Whales, dolphins, sharks, fish, camels, water buffalo, people, antelope, young Cyclopes… whatever it can catch, it will eat. Juveniles tend to be more limited to smaller prey, such as fish, birds, camels, and antelope.
Aging and Reproduction: Purussaurs mate in the water in early Searing and after approximately a month, the female will dig out a shallow, pit-like nest a short distance from the edge of the water on the beach. There, she will deposit between 30 and 45 eggs, each of them nearly 12” long. The nest is sealed back up, and the female returns to the water. The mother will lurk nearby, and after a time, once the eggs hatch, she can use her tail to crack the nest open to help her hatchlings out. They considered hatchlings for the first year, after which until they are deemed juveniles until they are three years old. From ages 3-6 years, they are considered young adults, but once they hit 7, they are considered mature. It is rare for purussaurs to breed before age ten, simply due to the size of the larger adults in the water, and males tend to have to fight to lay claim to territory and the breeding rights to the females within it.
Size: As an adult, the purussaurus averages out at about 12.5 metres long and weighs approximately 8.4 tonnes. Males tend to be slightly bigger at about 13 metres and 8.6 tonnes, while the females are closer to the average - 12.4 metres and 8.3 tonnes.
As newborns, purussaurs are around 30” long, and tend to grow quite rapidly over the next few years until they reach maturity. They are about half of their adult size by the time they are 4 years old.
Abilities and Features: The purussaurus has the strongest bite of any non-mythical beast in Solunarium, and it can be argued that its jaws are more powerful than many of the mythic-ranked creatures of the kingdom. Along with a tail that can destroy unwarded barges, the purussaurus is a master of destruction. A powerful swimmer, this reptile can stay submerged for nearly 24 hours without coming up for air. It will use its tail for steering, along with extra propulsion and speed. Its olfactory senses are the strongest, but it has excellent hearing. Its vision is said to be better underwater than on at the surface, but few have ever lived to tell the tale as to whether or not that is true.
Cultural Significance: One of the native giant reptiles of Solunarium, the purussaurus is highly respected and admired to by the local populace. It is forbidden to harm one, except in self-defense, and they are not seen very often. It is considered an omen if one does - if the jaws are open, good luck is expected. If the jaws are closed, ill tidings are foretold.
Reasons to Interact: There are precious few reasons to interact with a purussaurus. It is forbidden to harm them, but sailing on the Vasta in smaller crafts runs the risk of attracting their attention and whetting their appetite. Their hides are extremely durable, but difficult to work with due to the thickness and toughness.
Recommended Stats: The sheer size of this beast demands caution and well-honed skills. Animal Handling - Master is required to survive the encounter if caught in water by one. Offensive ranged magic requires journeyman level, and offensive ranged weapons at expert, to kill if needed.
Sandcat
(Vastian:
Felis Margarita)
Habitat: Desert regions, particularly arid and rocky areas, Solunarium
Rarity: Uncommon
Threat: Low
Description: The Sandcat is a small feline creature, roughly the size of a domestic cat, with a short, sandy-colored coat that helps it blend in with its desert surroundings. Its ears are large and pointed, like those of a fennec fox, and it has a long, bushy tail that helps it maintain balance while navigating the rocky terrain. Its eyes are always bright golds or blues, perfectly adapted to the bright sunlight of the desert.
Biome Role: Sandcats play an important role in the desert ecosystem as they are skilled hunters of small desert creatures, such as insects and lizards. They are also known to dig burrows in the sand, which can provide shelter for other animals during the scorching daytime heat.
Diet: The Sandcat is a carnivore and primarily feeds on small prey such as insects, lizards, and rodents.
Aging & Reproduction: Sandcats typically live up to 10-12 years in the wild. They reach sexual maturity around 1-2 years old and can produce litters of 2-4 kittens.
Size: Sandcats are roughly the same size as a domestic cat, weighing between 4-8 pounds and measuring around 15-20 inches in length.
Abilities and Features: One interesting ability that sets the Sandcat apart from its feline and fox ancestors is its remarkable sense of smell. Sandcats are able to detect underground water sources and small prey items through their sense of smell, which can be incredibly useful to travelers and desert-dwellers. Additionally, Sandcats have retractable claws and can run at incredible speeds, making them skilled hunters and escape artists.
Cultural Significance (If applicable): In Ransera, the Sandcat is revered as a symbol of resilience and adaptability, as it is able to survive and thrive in one of the harshest environments on the continent. Some desert-dwelling cultures even keep Sandcats as pets, valuing their hunting skills and keen sense of smell.
Reasons to interact: Sandcats can be valuable companions for those traveling through the desert, as they are skilled hunters and can use their sense of smell to locate water sources and other resources. Additionally, they can make loyal and affectionate pets for those who are able to care for them properly.
Recommended Stats: To interact safely with Sandcats, it is recommended to have basic knowledge of desert survival skills, as well as experience with caring for and training domestic cats. Sandcats may also require special diets and veterinary care due to their unique physiology and dietary needs.
Solar Bee
(Vastian:
Sol Apis)
Habitat: The Solar Bee can be found in both the Solunarium and the southern regions of Ecith, typically dwelling in underground tunnels near magma chambers or deposits of Pyrolyth.
Rarity: Common
Threat: While Solar Bees are not typically aggressive, they have a dangerous fiery sting that can cause serious harm to those who disturb their nests or otherwise provoke them. An irritated swarm of Solar Bees can unleash a firestorm capable of incinerating anything in its path.
Description: Solar Bees are large, burrowing insects with a fiery red and orange carapace that glows with the heat of a fire at their core. They possess a dangerous fiery sting that they use to defend their nests from predators and other threats. When threatened, Solar Bees can summon a swarm that unleashes a fiery inferno capable of incinerating anything in its path. Despite their fearsome reputation, Solar Bees are generally docile and only attack when provoked.
Biome Role: Solar Bees play a vital role in their ecosystems, pollinating flowers and other plants in their underground habitats. They also help to regulate the temperature in their tunnels, which can be near-molten near magma chambers.
Diet: Solar Bees primarily feed on nectar from flowers, though they will also consume small insects and other arthropods.
Aging & Reproduction: Solar Bees have a relatively short lifespan of around one year. They reproduce by laying eggs in small, underground chambers near their nests.
Size: Solar Bees are large, with a wingspan of around 10 centimeters and a body length of around 5 centimeters.
Abilities and Features: Solar Bees are able to burrow through solid stone with ease, allowing them to create intricate tunnel networks in their underground habitats. They are also capable of summoning firestorms when threatened, making them a fearsome opponent. They do so with their venom which begins to superheat the moment it leaves the solar bees body either igniting into a small fireball in the air or burning the flesh of the stung victim.
Cultural Significance: Solar Bees are revered by some cultures for their association with the element of fire and their ability to summon firestorms.
Reasons to interact: Solar Bees are valuable for their ability to pollinate flowers and other plants, making them an important part of many ecosystems. They are also sought after for their Pyrolyth deposits, which have a wide range of uses in magic and technology.
Recommended Stats for safe interaction and domestication if possible: It is not recommended to interact with Solar Bees unless absolutely necessary, as they can be quite dangerous. However, if approached with caution, they can be domesticated and used for their pollination abilities and Pyrolyth deposits. Those who seek to interact with Solar Bees should be sure to wear protective clothing and take care not to disturb their nests or provoke them in any way.
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Name: Solar Honey
Flavor Profile: Solar Honey is a rich, amber-colored honey with a distinctive smoky flavor that comes from the bees' proximity to magma chambers and the deposits of Pyrolyth around their nests. The honey has a slightly bitter aftertaste that lingers on the palate, but it is balanced out by a pleasant sweetness that is not overly cloying.
Aroma: Solar Honey has a strong, earthy aroma that is reminiscent of campfires and wood smoke. It also has a subtle floral scent that can be detected when the honey is freshly harvested.
Texture: Solar Honey is thick and viscous, with a smooth, creamy texture that spreads easily. It has a fine crystalline structure that gives it a pleasant, slightly grainy mouthfeel.
Uses: Solar Honey is a versatile ingredient that can be used in a variety of culinary applications. Its smoky flavor makes it an excellent addition to marinades, glazes, and barbecue sauces, and it pairs well with strong, salty cheeses like blue cheese and feta. It can also be used to sweeten tea or drizzled over grilled meats or vegetables.
Health Benefits: Solar Honey is rich in antioxidants and has antibacterial properties, making it a good choice for boosting the immune system and aiding in wound healing. It also contains trace amounts of minerals like iron, calcium, and magnesium.
Cultural Significance (If applicable): Solar Honey is highly prized by the people of Ransera for its unique flavor and medicinal properties. It is often used in traditional remedies for coughs, colds, and other respiratory ailments.
Recommended Pairings: Solar Honey pairs well with strong, smoky flavors like bacon, grilled meats, and roasted vegetables. It also goes well with herbal teas and spicy foods.
Name: Sunfire Brew
Purpose: Sunfire Brew is an alchemical concoction that harnesses the fiery properties of Solar Honey, Pyrolyth, and Magma Bloom petals to create a potent elixir that can provide a significant boost in energy and enhance endurance.
Notable Effects: Sunfire Brew is known to provide a burst of energy and increase endurance for those who consume it. It also has the ability to imbue fire resistance and immunity depending on the grade of Pyrolyth used in its creation.
Material Composition: Sunfire Brew is made from Solar Honey harvested from Solar Bees, Pyrolyth shards, and Magma Bloom petals.
Description: Sunfire Brew is a fiery red liquid with a smoky aroma that matches the taste of the Solar Honey used in its creation. The elixir is known for its ability to provide an instant boost in energy and endurance, making it a popular choice among adventurers and miners who need a quick burst of energy to continue their work.
Methods of Creation: To create Sunfire Brew, Solar Honey, Pyrolyth shards, and Magma Bloom petals are first combined in a large cauldron and heated over a fire until the mixture reaches a boiling point. The mixture is then allowed to cool and is strained through a fine mesh to remove any impurities. The resulting liquid is then bottled and sealed, ready for consumption.
Reasons to interact: Sunfire Brew could be used by adventurers and miners who need a quick burst of energy to continue their work in the harsh environment of the Umbrium. It could also be used by alchemists and herbalists who want to experiment with the properties of Solar Honey, Pyrolyth, and Magma Bloom petals.
Recommended Stats for creation: A high level of proficiency in alchemy and herbalism would be required to create Sunfire Brew, as the ingredients used in its creation are rare and require careful handling to avoid any accidents or mishaps. A strong understanding of the properties of Pyrolyth and Magma Bloom petals would also be necessary to ensure that the elixir is safe for consumption.
Solunarian Sandstrider
(Vastian:
Harena Lacerta Cursor)
Habitat: Desert regions
Rarity: Uncommon
Threat: Low to moderate, mostly to small animals or unprepared travelers
Description: The Sandstrider is a large reptilian creature with a horse-like body structure and a flat back suitable for carrying a rider. Its body is covered in large, overlapping scales that provide protection from the harsh desert environment. It has a pair of long neck frills that it can raise as a display of aggression or to attract mates.
Biome Role: As a top predator, the Sandstrider helps to regulate the population of smaller animals in the desert ecosystem.
Aging & Reproduction: Sandstriders reach sexual maturity at around 10 years of age and have a lifespan of up to 50 years. Females lay eggs in shallow burrows in the sand, which hatch after several months.
Size: Sandstriders can reach a height of 12 feet at the shoulder and weigh up to 2,500 pounds.
Abilities and Features: Sandstriders are incredibly fast and can sustain speeds of up to 40 miles per hour for hours at a time, making them ideal for desert travel. Their large size and tough scales also make them difficult to kill. They have acute senses and can detect prey from great distances. However, their metabolism is very high, requiring them to eat frequently.
Cultural Significance (If applicable): Sandstriders are highly prized as mounts for desert travel, but they are difficult to tame due to their predatory nature and high food requirements. They are also a symbol of strength and endurance in some cultures. Originally inhabitants of Ecith over hunting and intense predatory competition forced the sandstriders into the desert where there population has steadily increased and adapted.
Reasons to interact: Sandstriders can b r tamed as mounts for desert travel. They may also pose a threat to unprepared travelers. In Ecith they were hunted for their meat and scales a practice outlawed in the Solunarium.
Recommended Stats for harvesting or cultivation: Hunting a Sandstrider requires a skilled hunter and powerful weapons, as their tough scales make them difficult to kill. The scales can be used for armor or other protective gear, while the meat is highly nutritious but must be cooked thoroughly to prevent illness. Taming a Sandstrider requires patience, skill, and a willingness to provide for their high food requirements.
More to come...