Beginner's Bestiary

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The Beginner's Bestiary consists of a list of species within Wisteria. This book does not involve IRL existing species such as Wolves or Chickens, but may contain supernatural or mythical creatures or those with magical origins such as, but not limited to : Sirens, mermaids, Phoenixes, dragons, drakes, Leviathans, Harpies, Custom Species, Tulpa's and so on.

This version only contains a brief overview.

You are recommended to use this version to gloss over existing species first. When you've decided what species you'd like to play, you can go to the In-Depth version to get a full overview of the chosen species. It is not compulsory to follow it to the exact and is just for your reference during character creation.

Labels are listed beside the title of the species in either PVE, OC or PET.

PVE means that the species is intended for Player vs Environment as enemies, predators, etc

OC means you can use this as your main OC if you want!

PET means it’s available to be used as a PET.

## Humans - OC,PVE

> "*We may have different religions, different languages, different colored skin, but we all belong to one human race. We all share the same basic values.*"
>
> ― Kofi Annan

Humans are one of the largest populations on land and own many close relatives that resemble them (such as Harpies, Were-beasts and so on). They are squishy creatures with a deep emotional capacity and have varying intellect but are very good at adapting and learning. They usually grow up to roughly 80 years old and many often die to diseases instead of old age due to how susceptible they are to damage and sickness.

Humans have 2 abilities on average, and can go up to six, but the majority of pure humans do not have any abilities at all, but are extremely compatible with magic relics and tools or enchantments and can gain abilities through usage of such tools such as Wands, and so on. Pure humans who use magic via those tools are usually referred to as Sorcerers. However due to how easily they can be influenced by magic, curses and magic attacks affect them a lot easier and more potently than other species. Impure humans have a better resistance to magic compared to pure humans.

Many of them do not become Freys and often pursue more profitable and safer occupations such as farming, fishing or artistic spectrum such as painting and so on. Though, since they are so varied and different in personality, it is very difficult to pinpoint the species as a whole. But the one word that can describe most - is Stubborn.

They’re social creatures with a natural draw towards each other, though some others may value silence more. They’re always looking for a way to stand out and status gaps are common. They eat anything and everything and their cultures vary rapidly between people and they have a tendency to divide themselves and can sometimes lead to aggression towards each other.

Most humans worship Lyrassel and fear the ocean. Their language varies on the Kingdom they came from, but most speak two languages - English and their mother tongue.

In courting, males will usually court females and they usually spend months courting one specific mate through gifts, company and social situations. Humans give birth and most tend to raise their young until they are around 16-20 years old, but many young will tend to stay with their parents until their deaths. Females usually take the mothering role and are very close with their offspring while males tend to be less maternal, though there are some (though rare) variants.

They are omnivores, but seem to primarily feed on meat more often. They have a rich culture in food.

### **Summarized**

Humans, lives up to 80-90 years, owns 2 - 6 abilities, easily affected by magic, gives birth. Omnivorous and is very varied in terms of personality and culture. Has many relative species. Most of them aim for more profitable and safer occupations.

## Harpies - OC/PVE

> "*The bird dares to break the shell, then the shell breaks open and the bird can fly openly. This is the simplest principle of success. You dream, you dare and and you fly.*"
>
> ― Israelmore Ayivor

Similar to humans in almost every shape, way and form, with some small differences. Firstly, many of them own hair colours lighter than humans do - with colours like red, white, gold and brown being especially common. They also either have wings for arms, or ones that come from their backs. Harpies who have wings arms often cannot fly as those wings are too small. Some rare few may be able to, but most stick to land. Another breed of harpies have the ability to summon and unsummon their wings - or they have it permanently on their backs.

Their appearances also vary rapidly, but the colouration of their birds between sex is usually similar. They may own feathers across random parts of their bodies - usually their arms, neck, face and head. Usually they don’t own many feathers aside from that but there are always exceptions. They also only live to about 40 years on average and own just two or three abilities.

Despite their feathered appearance, they do not lay eggs. They reproduce via birth and are typically not territorial, however, both male and females have an extremely strong maternal personality and will often become extremely aggressive if their nests, eggs or children are threatened. Aside from that, they are kind hearted, soft, and energetic and will often be found taking care of the young of other species. They aren’t avid fighters so many of them do not become Freys and will often pick more sedated and pleasant jobs like chefs, waiters, bakers and so on. Many choose to become adventurers as Bards.

To receive a feather from a Harpie is said to represent lifelong friendship and adoration. It may also be given as a way to apologize for ill behaviour and to put all past qualms behind them.

While their personalities are very soft and kind, many of them leave their homes and nests from family at a very early age, adventuring out and don’t form emotional bonds very easily either. While they don’t distrust people, becoming actual friends with them can prove to be a feat and they move on from places, things and people extremely easily, which makes commitments and promises very difficult.

They have extremely pleasant voices and sing well. Some may have voice based magic or abilities, though those are rarer to find. They can pick up vocal skills much easier than humans and can usually speak around six languages or more by the time they reach adulthood. Their diets depend on the species of the Harpy itself.

Summarized :

Harpies, lives up to 40 - 70 years, owns 2 - 3 abilities, gives birth, extremely hostile when children are threatened, cannot keep to commitments or form strong bonds easily. Many of them are adventurers or take up jobs such as baking, waiters, etc.

## Drakes - OC/PVE/PET

> "*When you embark for strange places, don't leave any of yourself safely on shore. Have the nerve to go into unexplored territory.*"
>
> ― Alan Alda

A breed of dragon with no wings. They are large and usually around the size of a dog, but the older ones can grow up to two meters tall. They are extremely territorial and hostile, but own no magic, save for the breath in their lungs. Most of them can breathe a certain element - usually fire, water, ice or electricity. Some may also be able to breathe acid or poison, but those are rarer and very dangerous.   They live for very long, up to two hundred years and only ever show signs of age at the final twenty years of their life. The average don’t reach that sort of length though, especially wild Drakes, as they fight often and usually end up dying to injuries or any other ailments. They do not like water, or anything muddy, but seem to enjoy rolling around in pools of sand and enjoy scratching textures - though owners will have to beware since chipping off scales can sometimes be an issue.
They are cold, fierce creatures with a harsh and strong bite, and their jaws can snap shut for extended periods of time, proving extremely difficult to pry apart. If caught within the jaws of a Drake, the best advice given is to prepare to lose a limb entirely.

Drakes have very basic personalities. Territorial, easy to irritate and anger and hostile, but once trust is gained, can be loyal and protective companions for life. They are not maternal in the slightest, and Drakes only encounter each other to breed before separating. The young are raised for only a month by the Mother after hatching, and once they learn how to hunt, they’ll leave the nest. Those that choose to stay will risk being killed by their own mothers, or the child may end up killing the Mother over territory or food.

They do not eat often, usually only feeding about once every few months and a large kill can sustain them. They do drink a lot more water than average though and Drakes are very hard to rear since they’re so aggressive with each other. They’re also rare since most end up only breeding once or twice in their lives and their wild population is very low. Socialised Drakes may be able to coexist with each other slightly better but usually won’t be able to stand each other for longer than a few days at a time.

Nevertheless, Drakes are intelligent creatures, and are not vocal at all. They rely heavily on body language and only use vocal language as warning sounds or during territory fights. Occasionally, they may make very quiet whines or purrs, but most of them never vocalise anything unless aggression is involved. They can learn many tricks and commands, and work best as guards and can protect a wide area easily on their own, though they work best paired with a trainer.

Summarised :

Drakes, lives up to 200 years old, often dies before 200 due to injuries, extremely territorial but protective and loyal, consumes mostly meat, only has ‘breath’ ability. Mostly used as guards but are very difficult to tame and injuries from training are common.

## Wyrms - OC/PVE/PET

> "*How wild it was, to let it be.*"
>
> ― Cheryl Strayed

Wyrms, also known as Noodle Dragons, are a smaller breed of wingless dragons. They typically don’t grow longer than half a meter long, or even less than that, but a few have been noted to be able to grow up to two meters in length. They’re fat, pampered and very friendly, playful pets and they are very social as well. Perfect family pets, especially for those with many children.     They’re very patient, loving and caring, and while they are protective of their family members, need some time to themselves too. Very adventurous - most of them need a decently big area to roam and explore and will become extremely stressed and agitated if kept in a box for too long. Most of them reside within a house, but others may choose to bring their Wyrms out with them for work or adventures.
Many of them have extremely varied appearances, but most of them are furred and fluffy. They do not have wings and usually own a small mane and very long and thick whiskers. Their bodies are fat and long and eat a variety of food - though most of them only eat fruits and meat, and are very attracted to honey, though those are usually only reserved as special treats since it can end up becoming very unhealthy for them.

They have an attraction towards bright and shiny objects and can sometimes end up stealing coins or other things from around the house and hiding them in a secluded corner.

While not as intelligent as Drakes, they are very good hunters and travelling companions, and do own the capacity to learn some basic commands. They excel especially in vocal tricks, mimicking a few noises here and there, though none have ever been known to really be able to mimic words. They sing when they’re happy and can make a few basic noises outside of their typical growling and huffing.

Wyrms own no abilities or breath. They live only for twenty to thirty years and reproduce through eggs. They’re not uncommon and many of them can be found wandering around forests and playing. Wyrms cannot fly.

Summarised :
Wyrms, max of 2 meters long, lays eggs, flightless, no abilities or breath, eats fruit and meat, common house pet, cat-like, patient and loving and can learn basic commands.

## Merfolk - OC/PVE

> "*We are tied to the ocean. And when we go back to the sea, whether it is to sail or to watch - we are going back from whence we came*"
>
> ― John F. Kennedy

A cannibalistic species - Merfolk resides in large bodies of waters - Oceans, lakes and underground pockets as well. Some may even choose to live on the surface if their bodies allow it, or if it interests them, and its not uncommon for Merfolk to be lingering between people, disguised or public.

They come in 3 forms - Surface, Underground and Deep Sea Merfolk.     Surface merfolk are easiest to find in their species, lingering in freshwater or near the surface of oceans and appear as the stereotype - beautiful, serene and extremely social. They are mostly vegetarian and eat vegetation found in the water and live in flocks. Ocean surface merfolk live in kingdoms called Atlas as well - small civilizations built near the sea beds, not too deep - and often near caverns. They come in varieties of tails - lionfish, crab, carp, and so on.
Underground Merfolk are one of the rarest to find due to the fact that they usually die before they can reproduce. Many of them are trapped or raised in deep cavern waters, where entering is easy and escape is hard. They are extremely isolated but may live in packs of 2 or 3, though might not last as they'd likely eat each other out of hunger. They have abilities designed for ambush and are extremely fueled on biological urges and have extremely low intelligence.

Deep Sea Merfolk are the second rarest, due to their depth in habitat. They reside in deep oceans, near the bottom, and are massive in size - to the point some of the older ones may dwarf Thalassa as a whole. Thankfully, many of them are slow and often do not leave the deep oceans, preying on whales and sharks or whatever can feed their massive stomached. They also have the capacity to hibernate, waiting years until a large prey lingers by for them to detect and eat. Deep Sea merfolk are also called Leviathan Mermaids.

They all share slightly similar cultures though - in the sense they all have very strong hoarding tendencies and enjoy hoarding sentimental items as well. Receiving a scale from one is like a marriage proposal and only given in absolute trust. Once a scale is removed from a mermaids body, they are deemed taken and if their partner rejects them, or if they lose their partner - no other merfolk will want to breed with them. As such, scales are only ever given if they absolutely trust and love them.

Merfolk breed sexually and give live birth - though they might have issues breeding between them due to the difference in tails, so many that do breed can often shift into humanoid form. Merfolk Children are mindless and extremely cannibalistic. Some species can eat through the mothers womb and devour her whole - and they stay mindless for years - focused on nothing but food.

Merfolk own abilities that are usually detailed and specialised into luring people. Enchanting voices, beautiful appearances and vocal abilities capable of mimicking sounds and creatures. They’re exceptionally skilled with language and often lure people into the sea to be drowned and killed. Usually they own about two to three abilities, with the exception of Underground merfolk having none or losing their abilities due to lack of proper food and energy - with the exception of born powers such as Siren Scream (paralysing people via induced fear).

Summarized :

3 types of merfolk - Surface, Underground and Deep Sea. No info on age range, 2-3 abilities, gives birth, cannibalistic hoarders, scales are vital as proposals.

## Werebeasts- OC/PVE

> "*If man is to survive, he will have learned to take a delight in the essential differences between men and between cultures. He will learn that differences in ideas and attitudes are a delight, part of life's exciting variety, not something to fear.*"
>
> ― Gene Roddenberry

One of the most varied species, next to Merfolk.    Werebeasts are half human half animal creatures, Merfolk and Nagas being a close relative. Werebeasts apply to only mammals and are humans that have at least one trait that’s derived from animals. They can be visible, such as animal ears or fur, and they can be intangible traits such as hormonal or neutral and behaviour changes. They can have as little as just a small amount of fur or a specialised digestive system, to full on body morphs that leave them looking more animal than human.
Most beasts have an extremely diverse appearance and personality, but many of them will typically take a few traits from the animal they’re based on. Most will have special traits inherited from it, such as a heightened sense of smell and hearing or a stronger bite. They usually only have one or two abilities, and some may have none at all. The more drastic of their species such as the image provided, are extremely valuable as fighters and warriors and will often become Freys or mercenaries and pirates. Some may also have the ability to shift between a human form and an animal form.

They live around sixty years old, but many die sooner because they are very susceptible to diseases such as respiratory issues or other problems. The more prominent their animal side, the easier it is for them to develop physical issues.

Summarized :

Werebeasts - humans with at least biological animal traits, diet, appearance, etc depends on species, owns 1-2 abilities, some can shift between animal and human forms and it's easy for them to develop illnesses as they get older. Werebeasts apply to mammals only.

## Nagas - OC/PVE

> "*Incredible change happens in your life when you decide to take control of what you have power over instead of craving control over what you don't.*"
>
> ― Steve Maraboli

Distinctly different from Werebeasts, Nagas are solely snake creatures that can be up to two meters in height. They are strong, dangerous creatures, usually equipped with two or four arms on their upper body. Their entire form is scaled and will often have unique markings for patterns. Most of them are water based snakes.    They are very simple folk and usually work alone. Not too territorial but they seem to lack certain boundaries or care for other creatures and their cultures. Most of them are logic based creatures, and rarely succumb to mindless violence, though they’re known to become aggressive and easily irritable if their own personal boundaries are crossed. A decent majority are cold blooded, and thus avoid cold weather, since it makes them extremely sluggish and exhausted.
Nagas mate for life and usually only occupy one partner - though most of them are not romantically active until they are around thirty years or older due to how easy it is for them to become skeptical or suspicious. They can also be noted as rather picky and judgemental creatures, which make it difficult for them to make friends since they’re so often paranoid. Many are employed as Freys as well, though they have a bad reputation to tear apart teammates, so they’re often just Frey Mercenaries, hired alone to protect individuals.

Nagas can reproduce both via birth or egg laying, but most will produce eggs. They speak their own native tongues and usually only really know two languages, so many of them cannot communicate with one another that easily. Their diets consist of all meat, though a few may eat eggs as well. They roughly live up to a hundred years, and some may be noted to live even more than that - to a hundred and fifty or two hundred.

Their combat is heavily based on weaponry and they only have one ability, which is usually paired up with their weapon to enhance their combat.

Summarised :
Nagas - 1 ability, lives up to 150-200 years old, uncaring of other cultures and people, values personal space, may appear a little cold and distant, paranoid creatures, lays eggs and gives birth depending on species.

## Shapeshifters- OC/PVE

> "*Tell me that the purpose of life is to have fun, and without a care in the world I'll begin wreaking havoc on everything I pass. Now that's what I call pure, honest fun.*"
>
> ― Criss Jami, Killosophy

One of the most mischievous species in Wisteria. Shapeshifters are known for their playful attitudes and their ability to play pranks and jokes. Most of them are harmless tricksters who find fun in using their abilities to cause a few harmless mishaps. They own the ability to shapeshift into anything their heart desires and can often mimic other people, which gains them a reputation of paranoia and distrust.    Most have only two abilities, usually lying in invisibility, and their original form can be derived from any of the other species. As such, an Elf who can shapeshift is classified as a ShapeShifter with Elven origins (Elf Shifter) and NOT a pure Elf. Their longevity lies in their original species, as well as their diet and reproduction methods.
Unfortunately, because of their mischievous traits, they can often become a nuisance for many people as they do not receive very hard limits as a youth. Their pranks and plays can get progressively more and more vivid and dangerous or annoying until people begin avoiding them and scorning them for it. As such, shapeshifters have quite a bad reputation, and many of them often resort to thieving and don’t understand boundaries very well.

Of course, these behaviours can be avoided so long as the people they’re around set very hard limits and boundaries between what's ‘okay’ and what isn’t, and teaches them about how to respect it. It all depends on their upbringing, but they’re not inherently bad - they love people, love socialising and they love to make friends and play harmless jokes to earn a few laughs and amusement.

**Summarized :**

Shapeshifters - any species with shapeshifting abilities is a Shapeshifter (ie - Elf Shifter is not an Elf, but classified as a Shapeshifter). Owns 2 abilities on average. Diet, life expectancy and reproduction or courting defaults to their original species. Playful, mischievous, has a bad reputation for stealing and playing dangerous or annoying pranks.

## Dryads- OC/PVE

> "*Not just beautiful, though—the stars are like the trees in the forest, alive and breathing. And they’re watching me.*"
>
> ― Haruki Murakami

Dryads are tree-related nymphs that have the ability to morph into trees and sometimes, other plants. Some varieties are able to make plants grow within seconds. Wood Manipulation: Dryads can call on the energy within wood, even that of dead wood. They can make it float or fly or conjure a fire that will only burn the wood, make scratches, gouges and gaps in wood to heal.    Dryads are quiet creatures, often dwelling in the forests they simultaneously protect and serve. Despite their tentative nature, they’re still close cousins of faeries, and fall under fae-folk classifications (specifically speaking, they’re nymphs). This means that they are not above the occasional unwarranted prank. They can live anywhere from one hundred to one thousand years old. Most average around five hundred before petrifying, but depending on the morph species, they certainly have the capabilities of living far longer.
Dryads prefer to congregate in healthy forests near water if possible. They worship the moon, and the great forest spirit. They are drawn to well taken care of gardens if the urban landscapes are particularly well taken care of, and can occasionally choose to nest near one. Rest assured, that if any backyard garden is grand enough to attract one of these creatures, it will be well taken care of for the remainder of its existence. Female Dryads are normally more active than males.

Male Dryads grow as plants their entire existence, and thus require more energy in order to fulfill their requirements for constant expansion. This is not to say that they’re incapable of coming out of deep slumbers, but it is a rarity unless for a mating ritual, and when they do arise, they’re often sleepy and slow moving creatures.

Dryads consume water, and are necessarily dependent on anything else for survival. Though, given their ability to change form, they do enjoy occasional treats, like candy and sugary items.

There is too much variety in this species to put a general appearance on all of its inhabitants, though, most Dryads have green skin when in ‘human’ form, and retain plant-like traits such as branches growing from their heads, moss on their skin, or roots off their fingers. Depending on the type of tree they shift into, there are many possibilities for individual differences.

Dryads typically begin searching for mates when they reach maturity at one hundred years of age. Unlike most creatures, the females lead mating rituals, as this is a matriarchal species to begin with. Dryad females will lure males out of hibernation (the reason the “dryads are exclusively female” myth exists) by producing large and splendorous gardens, usually near open water. She will then wait in the center of the vast plant fortress she created.

If the answer is acceptance, the male dryad will exchange a leaf, or blossom from his morphed form with the female. (An example would be an apple dryad exchanging an apple blossom with an oak leaf from an oak dryad.) They attach these tokens and keep them on their person at all times, keeping them alive and well all the while. To allow it to die would be a large insult. If rejection is the answer, the male dryad will remain in hibernation or hiding. It is not impossible, though it is uncommon for these nymphs to also mate with humans.

Dryads reproduce in human form. All Dryad children-- called ‘saplings’-- are born from special seeds that the female produces after mating. She plants them near her nesting place, and after only a couple days, a large arrangement of leaves arises from the ground. These leaves eventually grow into a small closed bud or bundle. When it blooms, the Dryad infant is exposed from it’s middle. The mother then removes the child and begins rearing them as any normal parent might.

Though most Dryads are capable of producing fire thanks to their wood mana, they despise it, and will only use to it as a last resort. There are a few different kinds of dryads. Most morph into trees, but some are capable of becoming flowers, or shrubs.

Summarized :

Dryad - male born as plants, females as humanoids - females more active, males are sleepier - 100 to 1000 years old - usually have wood manipulation - tentative and quiet - worships Lyrassel and forest spirits - survive on water - varied appearance, can be tree, flower, shrub dryads, etc - females make gardens to court males - are born as ‘seeds’ and plants