recursal/Fanatic-Fandom huggingface dataset:
Kriffin

**Important Notes**
 ○ Frnt migrator unless nesting

## Description

Kriffin live in flocks of no more than six, typically composed of two individual families consisting of two parents and one offspring. Kriffin typically lay three eggs, but the strongest chick will bully the weaker chicks out of the nest, sometimes even killing them directly. Even then, a chick out of the nest will not be able to return with the victorious chick of the clutch defending it, and since Kriffin cannot fly until they are adults, a baby Kriffin on its own is flightless and otherwise helpless.

## Behavior

A male Kriffin will try to impress a female through a display of skill in dance and flight, if the female is impressed, she will then fly with the male in an excited flurry of excited squawks and feathers. This courtship behavior is called a mating flight, and this binds the two kriffin together for life. If either partner passes away, the lone partner will never seek another. The Kriffin, however, nests all year round anbroods their single surviving hatchling until adulthood. The Kriffin is constantly moving from place to place, never nesting in the same spot for more than one clutch of eggs. Despite this bloody beginning born from the hatchling’s will to survive and necessity to gain all of the nourishment it needs from its parents however, the Kriffin grow to be very passive creatures and prefer to flee rather than fight. While a Kriffin is a baby and teen, it does not know how to fly, but as a teen, it will start to learn the basics of flying from its parents. It isn’t until it's an adult that it fully knows how to fly.
Verdant Warden

**Important Notes**
 ○ Male Verdants may be adopted into herbivore packs

## Description

The Verdant Warden is an ancient species intrinsically tied with nature and the season of spring. It is a tall beast with eight limbs, curly fur, and blossoming antlers, alongside its signature floating mask all wardens are known to have. Its face is distinctly rabbit-like. While there are multiple Verdant Wardens, only one individual is female. The species reproduces asexually and follows the Warden Pact (see below), with all of its memories passed from mother to daughter. Flowers bloom in its footprints.

## Behavior

The Verdant Warden is a nomadic beast who ventures across Sonaria, often thought of as bringing luck and prosperity wherever it goes. The beast rarely stops in one place for too long, only pausing to rest and chat with others. It collects small trinkets like flowers and pebbles only to give them to other creatures later. It remembers every creature it encounters on its journeys; if it happens to find the same pack or one of its members is missing, the Verdant Warden will grieve for it. It is known to help guide others to food, even carnivores. As a result, it is rarely attacked out of gratitude, but if it is threatened, it will flee for as long as it can. While it is the female’s duty to reproduce and keep the species alive, males devote themselves to other activities as a form of self-fulfillment. Male Verdants are adopted into Tier 3+ herbivore packs to help raise younglings and forage food for them (1 Verdant = 2 pack slots).

## Pact of the Wardens

All Warden species applicable to this pact are asexual, and will have children until a female heir has hatched. When a female heir becomes an adult, the parent will take their life, repeating the cycle. A mother Verdant Warden’s body shuts down upon its female successor becoming an adult and disintegrates into a flurry of flower petals.

## Ardor Warden

The Ardor Warden and Verdant Warden are close companions. The Verdant Warden often visits its friend on its travels, the two sharing stories and resting together before the Verdant Warden departs. Unlike Verdant, only one Ardor Warden exists, its soul rebirthing itself into a young body upon passing. Even if a newly-born Verdant Warden does not know or seek out the Ardor Warden, the two are intrinsically drawn together and are bound to meet.
Gobli

**Important Notes**
 ○ Gobli do not usually wander that far from a source of water.

## Description

Gobli are naive and social creatures found in large family groups of up to 7, but are commonly seen congregating with several other family groups in one large pond. Lone Gobli are almost never found, and those that are appear to be in a deep depressive state.

## Behavior

Gobli are bubbly and curious, spending most of their time playing games with their pond members underwater and hardly straying far from the shore. Occasionally they’ll even cozy up to another species–including predators–ending badly for them if they can’t get away fast enough or woo the creature with its natural charm. Since Gobli crave social interaction, solitary Gobli will become highly depressed and sometimes resort to drastic measures–trying to communicate or interact with inanimate objects, or even biting off their claws in frustration. Although Gobli are friendly, when danger is sighted they will turn tail and run. These cowardly creatures will even leave their friends and family behind, their natural instincts taking charge. Despite their seemingly low cognitive function, Gobli are actually quite intelligent, albeit not so much when it comes to deciding what is foe and what is friend. In fact, Gobli seem to have their own personalities, preferred method of play, and some are even selective in who they group and interact with.

## Mating/Nesting

Gobli produce asexually and as such do not require a mate, but even so, few prefer to form what is known as a “social bond.” While Gobli naturally group with other Gobli, social bonds are between two Gobli that never leave each others side. This is the only exception when it comes to leaving everyone and everything else behind at the sight of danger. Gobli nest in Spring and Summer, leaving their nests in a protected area on the shore. After laying their eggs, they leave the nest and the babies that hatch will form the start of a family group together. Gobli always hatch three eggs in a litter, no more and no less.

## Natural Charm

Gobli have a certain charm about them that makes it less likely for predators to attack them. That said, this only applies to predators up to Tier 3.
Kiridian

**Important Notes**
 ○ Lone males may challenge the pack leader for their role

## Description

Kiridian are creatures that mainly stay to themselves, observing others from a safe distance and fleeing if they approach. They are very quiet, not wanting to draw much attention as they’re not very strong. Built more for running even in packs they’ll turn tail before ever deciding to fight.

## Behavior

Packs are large, having one lead male, with the rest of members being female or not yet fully grown males. They don’t stay in one area long preferring to constantly move as to avoid being found by predators. If they sense a creature could be of danger to their herd the male will sound an alarm to the others before fleeing the area with them. If a Kiridian is too slow, or can no longer run it will be left behind. Lone Kiridian are mostly male, and they will usually form their own groups to travel together until it is the season of fighting.

## Pack

Nesting is done mostly in the spring and summer, but also if a pack is dwindling on the verge of death. During the spring is also the season of fighting, where lead male may find themselves being challenged by lone male. When it comes time for a pack to nest, female Kiridian will hide the nest among foliage, so that they remain safe for long periods of time if the pack must flee the area for a while. Young are kept in the pack until they have fully matured into adults, if they are male they’ll be chased away. If a pack has become too large it will evenly split, with one female taking the lead of one pack until they find another male. Packs are tolerant of one another, but prefer keeping a distance between them.

## Male Groups

Male groups function a bit differently from herds, the biggest being that there is no leader. Members can enter, and leave when they please, however most stay for safety purposes. When faced with a threat they’re more likely to scatter in all directions rather than stick together. When it becomes spring these groups will separate & search for a lead male to challenge.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Zwevealisk

**Important Notes**
 ○ Zwevs hunt babies FOR FOOD, not for kosing

## Description

Having a slim body built for the air, land and water, Zwevealisk are extremely adaptable predators with hollow, serrated fangs used to tear through flesh, and to inject venom into prey. Their bodies are akin to a sea slug, possessing a mantle decorated in dazzling colors, fins and patterns that connect all its limbs to its body. A Zwevealisks tail is covered in wide, flat fins used to capture extra air when gliding, and to create more propulsion when swimming.

## Behavior

Zwevealisk are daring, nocturnal predators, usually hunting the hatchlings of other creatures. When they find a female with a nest, they will occasionally scout the nest, seeing if any hatchlings have appeared. If a Zwevealisk finds a nest with a baby, the Zwev will either wait until night to swoop in and carry off the baby, or wait until the parent leaves and kill the hatchling when dealing with more powerful creatures. If no females are nesting, Zwevealisk will resort to hunting low tier creatures and occasionally fish. If a pair of Zwevealisk attempt to hunt a more powerful creature, the male will distract the parent while the female attacks the baby.

## Courting

During the seasons of Summer and Fall, male Zwevealisk will retreat to the ocean to court a partner, performing unique dances and hunting dangerous prey to impress females. When a male courts a female, a nest made of seaweed will be crafted inside an underwater cave, incubating the eggs. When the eggs hatch, the parents will only protect the first hatchling. If a second baby hatches, the parents will neglect it and will not stop the first hatchling if it tries to kill the second. After the hatchling grows into an adolescent, the parents will go separate ways, leaving the adolescent to fend for itself.

## Profile Author

Written by Bulgarian\_Squid (Bulgarian Squidward#5744).
Mekmek

**Important Notes**
 ○ [Blank for now]

## Description

Mekmek engage in scavenging due to their lower tier and carnivorous appetite. This reliance on more capable predators has led numerous species to form a mutualistic relationship with Mekmek as ‘lookouts’ for viable prey or alternative predators attempting to steal carcasses. The lack of true flight has increased Mekmek’s land agility and tendency to avoid association with aerial predators.

## Behavior

A decent appetite makes multiple Mekmek relying upon the same predator unsustainable. Therefore, in order to ensure each member survives, Mekmek found reliant on the same pack or individual contest over the rights of scraps. Only on the grounds of a male and female equally partaking in a large pack will nesting occur. For as long as carcass remains are abundant, Mekmek will nest within pack territory and raise as many young as possible. These youth, once reaching the juvenile stage, are forced out of association with both the adults and their food source. Death often results in offspring who attempt to return to their birth region and overtake their parents’ position.
Venatrox

**Important Notes**

## Description

Venatrox are dangerous aerial predators that are almost always on the move. They’re not inherently aggressive and will try to scare off threats with a few sprays of their corrosive acid breath before actually fighting. Almost always in flight they only really land when needed and won’t stay in an area very long unless guarding their food, or nest.

## Behavior

Venatrox are nomads and dislike being around any creature, even their own children. Hunting is done by ambushing prey, diving on them from above, usually going after bigger creatures for a longer lasting meal. They have a dangerous acid breath, however really only use it as a means of warding off other creatures from say a kill, or their nest. The breath is never used while hunting, for they don’t exactly want to melt their meal. Venatrox, although tolerant of each other, are not averse to cannibalism, and if unsuccessful in hunting other prey will turn to hunting their own kind.

## Nesting

When two Venatrox meet if they are of differing gender to one another they can decide whether or not they want to nest. Nest are made just about anywhere, as long as it’s high up. They’ll have any amount of children but once eggs have hatched the parents immediately abandon them and separate. Young Venatrox must learn to survive extremely quickly because of this for they’re very easy prey with how they lack any protection a parent could provide. Many Venatrox do not make it to adulthood because of this, but their rate of survival greatly increases if they can live to teen-hood.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Dragonixsauria

**Important Notes**
 ○ Aggressive towards other herbivore packs

## Description

With a downward angled head, Dragonixsauria function best when wading through shallow waters, using their duck-like bills to filter feed algae and seaweed off the basin floor. General grasses and fruits may be eaten with this same method, although far less preferable. Thick skin and scale plating confers Dragonixsauria a degree of resistance to damage, negating the threat value of smaller tier carnivores. Any offspring reared by the pack are kept sheltered within the center alongside elderly members.

## Behavior

Dragonixsauria move in tightly organized herds, with assigned lookouts and leadership positions. At any given moment, one member actively scans the horizon for oncoming threats while the rest of the herd grazes. Duties ranging from nesting, to child rearing, to guard duty each occupy the time of an important individual in order to keep the pack existing smoothly. Dragonixsauria are diurnal and will partake in aggressive tactics if alternative herbivorous packs attempt to impede into their territory. In the face of carnivores, Dragonixsauria run automatically.

## Mixpacking

The only exception to said aggressive habits is mix-packing with Moemoea. 1 to 2 Dragonixsauria may enter a herd pack, equally benefiting from the protection and opportunities to raise calves in peace. Juveniles of both species may be found frolicking together during food migrations.
Prabiki

**Important Notes**
 ○ Alerts pack and/or other herbivores of threats

## Description

Prabiki are omniped herbivores found wherever you find edible plants. Their fur provides both thermal and physical protection, and their long limbs and slender builds make them one of the faster creatures in Sonaria.

## Behavior

Prabiki are very skittish, preferring to run from any threats over standing their ground. They live in large families of up to 7 members, and always stick relatively close to one another. You can find these family groups feeding on the various plant life in Sonaria, all of them constantly perking their heads up to check for danger. If a threat is spotted from a distance, the Prabiki who spotted the threat starts chirping rapidly (Aggro, 3). When this chirp is heard, all prabiki in the vicinity will immediately be on alert, and search for the threat, chirping when they spot it. This cycle continues until nearly all the prabiki are chirping. By this time, a predator will have either moved in, which prompts the prabiki to flee, or moved out, and the prabiki go back to grazing.

## Symbiotic Relationships

As Prabiki often graze where other herbivores roam, Prabiki have formed a symbiotic relationship with many of Sonaria’s gentle herbivores. When a Prabiki spots a threat, the chirp cycle begins, alerting the other herbivores that danger is nearby. If the danger gets too close, the Prabiki will hide behind the larger herbivores for protection while they fend off the attacker(s).
Chrysos

**Important Notes**
 ○ Pack is led by single male who may duel with outsider males to establish right of the pack

## Description

Twisting horns and terrible claws compliment a lean, optimized body. Chrysos are ambush hunters with a regal mindset and surprisingly intellectual consideration towards the natural world. Their outward appearance, as reflected in pelt, muscle definition, and horn quality, directly represents both the wellbeing and family standing of an individual. Concerning hunting, little regard is given towards the quality of meat eaten, although the flesh of blubbery creatures is especially tender. Chrysos are conservative of their meals and exclusively hunt when notably hungry. Even then, only a few prey may be killed during the average hunting excursion.

## Behavior

The packing system for Chrysos has historic roots stemming from family bloodlines. While only three adults comprise a family, the number of juveniles is limited to one hatchling at a time. These younger members are fated to be kicked from the source group, often forming an entirely new family themselves. Leadership wise, a single male governs over all other individuals, handling decisions ranging anywhere from initiating a hunt to establishing nesting grounds. Opposing packs are violently aggressive towards each other and territories are firmly protected. Migration should not occur after a family of this species has settled down.

## Intelligence

Despite their efficient and brutal design, Chrysos wield an even more formidable weapon: intelligence. Disappointingly so, this trait is reserved for family dynamics and clever food conservation rather than application in combat. Chrysos are profoundly respectful of both fellow pack members and higher tier carnivores.
Tundrik

**Important Notes**
 ○ Trust not gained easily

## Description

Tundrik are built for cold, unforgiving climates. Their ice-like fur and frozen skin even renders them immune to glacial waters, incapable of experiencing hypothermia. Though they aren’t the largest of creatures, Tundrik can put up a solid fight. If absolutely necessary, these snowflake-like creatures are capable of releasing a chilling breath, cold enough to, if not freeze, slow any attacker for a few seconds.

## Behavior

Immediately upon setting out on their own Tundrik will search for a mate. Once together pairs will stay that way for life, choosing a territory close to one, if not both, of the territories in which the individuals were raised. From here the female will build and watch over a nest while the male hunts and guards the snow-covered territory. Because of their long days in numbing temperatures, males will grow larger ice manes and their ice breath will be stronger than a female’s. Females will plant themselves at the nest, only leaving briefly for water, keeping an eye on young as they play in the snow. Tundrik offspring are not able to fly until they are teens. The male will teach them how to hunt, usually focusing more on the male offspring’s abilities.

## Community

Despite being tight family creatures, Tundrik will form social communities for extra protection. These groups are made up of families that claim territory a reasonable distance from each other. In situations where a potential threat is invading nearby territory, Tundrik will let out alarm calls warning the other families to keep young in the nest or move them completely. Families will keep and respect their distance but may occasionally quarrel. Tundrik are highly loyal creatures whose own trust is not easily gained.
Cryptoth

**Important Notes**
 ○ Only aims to make threat flee, not to kill threat

## Description

Cryptoth is a large, herbivorous creature that resembles both sloths and deer. Typical Cryptoth coloration is a striking mix of yellow, dark red-orange, bright purple, and black. They stand out among plants, but are rarely preyed upon by smaller carnivores. Their brighter markings serve as a reminder that Cryptoth carry mildly toxic and disorienting saliva as a self defense mechanism. Cryptoth venom also bears with it the potential to severely weaken those that threaten it.

## Behavior

Despite their brutish appearance, Cryptoth are docile to a shocking extent most of the year. They typically give each other fruit and exchange nuzzles when they do run into each other, and can be seen befriending small herbivores almost year-round, albeit refusing to defend the smaller creatures should they be attacked. Large predators are challenged with aggressive gestures until they leave, but never attacked unless in self defense. The Cryptoth will resume normal activity when threats have been dealt with.

## Seasonal Aggression

Cryptoth are normally docile throughout most of the year, but when the time comes, mid to late autumn, Cryptoth become defensive and almost aggressive over their territory and friends. This is the only time of the year where they are aggressive in any right outside of predator encounters. Their aggression fades at the end of the season.

## Wisp’s Curse / Venom

Cryptoth’s saliva is laced with venom and works on making potential threats vulnerable, since they almost only bite in self defense. It makes the offending creature more vulnerable to Cryptoth’s bite, weakening their ability to heal off the venom. Cryptoth does not aim to kill when it bites, only to make predators and other threats to itself flee.
Miik

**Important Notes**
 ○ Has trouble identifying stationary creatures and objects

## Description

Miik are small creatures that love playing in the water, and prefer warm, humid environments. They gather in communities of anywhere from 5 to 8 individuals with no particular leader, often establishing a loose hierarchy based on whomever is the most talkative. Their poisonous skin deters predation by smaller, less intelligent creatures—although smarter carnivores with strong stomachs have no problem eating them by the handful. For this reason, Miik find safety in both numbers and their agility in the water.

## Behavior

Both sexes help take care of offspring, although males are notoriously daft at it; they will sometimes mistake the tiny juveniles for food and try to put them into the piles of berries and kelp that they gather to eat. Males are also known to engage in intense "verbal debates" that can last well into the night to impress females, often to the detriment of their vocal capabilities in the future. As a consequence, elder male Miik almost never use calls unless absolutely necessary. They instead rely on body language and make use of props (again, sometimes other baby Miik) to try and communicate with others to mixed results.

## Cautious Friend

When faced with a new creature in their territory, Miik will fall completely silent, sitting up on their hind legs and watching from high vantage points; if attacked, they will scatter in every direction in hopes of confusing the enemy with their luminous markings. If they determine the visitor is not a threat or even friendly, Miik will slowly approach and gather in a circle around them, trying desperately to engage in chatter with them, and often to the annoyance of the foreign creature. Friends are fleeting, but every one of them is remembered.

## Intelligence

Miik intelligence is something of a mystery. They have the capacity to form lasting friendships with other creatures and are able to remember faces and scents, but have trouble identifying stationary creatures and objects. If it doesn’t move, it might as well be a rock. This is likely due to their vision not being the best.
Valkyrie

**Important Notes**
 ○ Never nests or takes a mate

## Description

Ancient, highly intelligent creatures of unknown origin, Valkyrie are known well for their strong healing capabilities. Despite being rather defenseless, and only capable of fleeing when under attack, they’re usually very bright and loud, wanting to attract as much attention as possible.

## Behavior

Valkyrie are extremely odd and unable of physically harming anything, instead healing— even being able to mend otherwise fatal wounds. Although unable to defend it, Valkyrie do claim a mid-sized amount of land as territory and rarely leaves it. They almost always can be seen screaming and dancing in the sky during the day, trying to attract customers. Simply put, a Valkyrie never heals other creatures without them paying a price first of course! You see Valkyrie crave meat but being unable to hunt can not obtain it by themselves, so they rely on other creatures to do it for them. A Valkyrie heals a creature based on how much it thinks the carcass it brought is worth. This varies between individuals however all have a desire to feast on creatures they believe to be strong. This has led all Valkyrie to deny healing others that offer the flesh of small creatures (Tier 2-1), instead they’ll simply take the small meal and fly off much to the dismay of the creature that brought it. Valkyries often accept meals that have been partially eaten, however if they’re only a few bites left, or it’s close to rotting they’ll treat it as a small corpse offering and simply take it providing no healing. When it becomes night Valkyrie recede into their dens, a spot in their territory that’s usually hidden and far from where they trade with others during the day. If they have any food left over from trading they’ll store it here often creating large hoards of meat that they’ll turn to when they can’t get any good trades. If anything is caught breaking into a Valkyrie’s hoard, or attacks the Valkyrie not only will they be met with loud shrieks but the Valkyrie will forever deny trading with said creature, and will even tell other Valkyrie in the area who’ll then deny trading with them too. If a Valkyrie is unable to obtain any meat from trading and has nothing in its hoard it will turn to scavenging, or rarely eating plants if there are absolutely no other options.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Astrothi

**Important Notes**
 ○ Offspring leaves the nest after reaching adulthood.

## Description

Elusive and sensitive to light, Astrothi are scarcely seen in the daylight, hiding in caves or densely wooded forests until nightfall, where they emerge in mass numbers to roam the sky, socializing with others of their kind and hoarding food before the sun rises again.

## Behavior

Astrothi are skittish creatures that are found solitary or in small, close-knit family groups of up to three– a mated pair and a child. They live in small burrows or caves near their food source, hoarding food in their den during the nighttime and feasting on it during the day. At the sight of another species, they like to flap their beautiful wings towards the creature from a distance. When the creature gets too close, the Astro will emit defensive spores to put the creature into a temporary state of torpor, using this time to escape. Once nighttime falls upon Sonaria, these cathemeral creatures emerge to socialize with other Astrothis, mate, and locate food. Due to their dark tones and bright bioluminescence, they have no trouble camouflaging themselves among the stars but lack this camouflage in broad daylight.

## Mating/Nesting

During the nighttime, lone adult Astrothis will meet up at Flier’s Peak to locate a mate, the males flashing their dazzling bioluminescence to garner the attention of a female. Competing males will battle in the sky through performing displays, flying circles around each other, calling out, and attempting to put on a more impressive performance than the other. When a female has chosen, she will fly up to join the accepted male. Nesting shortly after pairing up, Astrothi parents are very involved with their offspring, each parent taking turns incubating the egg or supervising their child while the other brings back food. At adulthood, the child will leave the group at night to find their own mate at Flier’s Peak.

## Profile Author

Originally written by FrostOnMyWindow (frost#7802). Rewritten by Sharkopaw (Sharkopaw#9493).
Traiboros

**Important Notes**
 ○ Nester role is temporary & is taken away after nesting 1 child (Given back when the pack needs/wants more kids & you want to nest again)

## Description

Swift, intelligent little critters adapted for life in and around water. They have some of the most complex pack hierarchy in all of sonaria.

## Behavior

Traiboros are highly intelligent creatures that spend almost their entire lives around water. Though they favor living on islands, any mid-sized area with an abundance of water can be suitable for them. They’re also highly territorial, and fights between packs aren’t uncommon. Packs are complex and can have up to eight members all of which have a role to play. The first and most important role is of course the Leader, Traiboros with this role have power over a pack, and are the ones to make the decisions as to what a pack will do. Leaders are also the ones that assign all the other roles to Traiboros in their pack. Second is the Guard role, as one can infer Traiboros with this role guard! They’re the main ones to protect the territory, and are always the first to be sent into a battle. Guards tend to be regarded as the strongest in a pack, and are expected to be brave in the face of danger, even to sacrifice themselves for the safety of their pack if needed. Next the Scout role, which isn’t exactly a role at all, it’s just a title for a guard that surveys the territory and brings back info on the stuff they see, any Traiboros assigned the guard role can be a scout as long as they ask the leader first. Third is the Forager role, this role is what most members in a pack are assigned, their job is to collect food and bring it back to the pack. Everyday- as soon as the sun rises the leader will set up a team of a few foragers and a guard to accompany them. This group will then be sent out to collect various food with the guard making sure to keep them all together and safe, once the sun begins to set the group will be allowed to stop and rest for the night. Now just like the scout “role” the Nester role is simply temporary- given to Traiboros only if they have a mate and desire to, well, nest. While nesting females are alleviated from the duties of their normal role, and will spend much of their time sitting on their nest until they’ve had one child. Now, Lastly the Babysitter role, often only one Traiboros in a pack will have this role and their only job is to take care of the young, making sure they don’t leave the territory.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Sha'Rei

**Important Notes**
 ○ Sha’Rei should only hunt other players if starving and should favor other Sha’Rei as their targets.

## Description

Sha’Rei are small and easily spooked creatures, usually found in large pods within thick kelp forests. Capable of changing their color to match their surroundings, Sha’Rei usually have the same colors as their environment, with camouflage playing a crucial role in their survival.

## Behavior

Sha’Rei are very sociable creatures within their own pods, but are terrified of any creature larger than them and will flee at the sight of one. Being much slower and more exposed on land, Sha’Rei don’t stray far from a source of water, even if pursuing prey. When it comes to food, Sha’Rei are bottom-feeders whose diet consists primarily of plankton and other underwater vegetation, but fish come as a close second. As such, Sha’Rei scarcely hunt other creatures and only ever do so if starving– if it comes to this, they’re most likely to cannibalize one of their own kind.
Despite being relatively docile creatures, they possess a powerful venom that is predominantly used to digest their food but is also secreted through their skin to ward off attackers.

## Nesting

Sha’Rei mate in Autumn, the season when their fins are the strongest. Grouping together at the Tree of Life, females survey the bachelors and enter into a courting ritual with the individual whose camouflage they find most suitable for their habitation. This ritual consists of both parties moving from side to side and calling out to each other in a variety of pitches. If the female believes that the male is suitable, they will both depart to her den. If she does not, she will try to kill him and, if successful, cannibalize him. Sha’Rei pairs lay eggs promptly after mating, and after they hatch, the female will inject her venom into the male and let the babies kill and eat him, which gives them the sustenance they need to survive their first few days and is crucial in strengthening their fins and bone structure.

## Pack Behavior

Sha’Rei are primarily instinctual, but are capable of a minimal amount of sapience– that being the ability to feel and express emotions, which are occasionally displayed through their color-changing ability. Sha’Rei are mainly survival-oriented creatures with little time to play, but are known to work well cooperatively, taking foliage and vegetation from the shore and using it to furnish their dens.
Aholai

**Important Notes**
 ○ Small creatures may bite Aholai for necro poison effects

## Description

Aholai are extremely poisonous and aren’t preyed upon much, as such they do not have much fear of anything. Mostly quiet and extremely friendly they’ll stop to chatter with just about any creature that wishes to talk to them. Although friendly they’re not entirely oblivious and won’t approach creatures they know to be aggressive or carnivorous.

## Behavior

Aholai travel in family groups but will sometimes adopt a lone Aholai if they have no children at the time. Being so calm they will not do anything immediately upon seeing a predatory creature, but if they are attacked they’ll flee, sticking close to one another. They’re friendly with other Aholai, and will never attack one another but do not stay together long if they’re not a part of their family. Aholai never claim territory and constantly move around unless they’re nesting.

## Nesting

Nests are made during the summer, spring, and cherry blossom season in the flower cove if a family isn’t full yet. If an Aholai doesn’t have a partner during these seasons they’ll also move toward the flower cove to locate one. Partners must be of differing gender to one another to nest, however sometimes Aholai will partner with those of the same gender to them simply taking in any orphaned Aholai as their children. Once a family is full they’ll stop having anymore children unless they become un-full again. Partners stay together for life, but will find another if one is killed.

## Poison

Some small creatures have grown to like the taste and effects of Aholai’s poison. Taking a small nip at the Aholai, these creatures will soon start stumbling around as the effects set in. This is usually harmless to both parties involved as the Aholai isn’t hurt too much, and their poison in small doses isn’t dangerous to the affected creature.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Covers

These are all of the covers of each chapter/chapter part. It includes both old and new.

The characters in the covers go as follows:

Prologue - Ice

Chapter 1 - Mangledstar and Willowdusk

Chapter 2 - Hivestar and Flutterstar

Chapter 3 - Stingfoot

Chapter 4 Part 1 - Robin and Bearflinch

Chapter 4 Part 2 - Robin

Chapter 5 Part 1 - Applepaw
Murlk

**Important Notes**
 ○ Must have their nests in mud, abandon their children when they hatch

## Description

Creatures with love for all things dirty and grimy, trailing mud everywhere they go! Mildly toxic and docile by nature, although for the most part friendly they dislike being approached by unfamiliar creatures, and hate physical contact as it hurts their sensitive skin. They’re almost always in or around mud and water, as such their favorite environment is the swamp.

## Behavior

Murlk are not unkind, however they’re often wary of those they’re unfamiliar with, as such they tend to avoid other creatures, only allowing small things to come anywhere near them. They do not see small things as much of a threat but will be sure to nip them if they try to touch the Murlk. Their skin is delicate, and prone to drying so they prefer wet environments where they can spend much of their time in water. This has also led to their love for mud, for if a Murlk must travel out of water for prolonged periods of time they’ll be sure to coat themselves with a thick layer of the muck. Due to this they’ve become masters at creating their own puddles of mud and can often be seen playing in the puddles they create for fun. If attacked a Murlk will flee, however if the threat is smaller or of similar size to them they’ll instead opt to fight back. Although not particularly unfriendly with others of their own kind they prefer to avoid one another, only staying together with a mate if they have one.

## Nesting

During the summer and autumn Murlk all gather in the swamp to nest and find a mate. They’ll take a mate regardless of their gender, however only a male and female pair can produce offspring. Mates stay together for life or at least until one dies, traveling and feeding together when not nesting. Of course when ready to nest one of the mates will swiftly create a nice puddle of mud to place their eggs in.Their eggs are prone to drying just like their skin however the moist mud prevents this! While one mate stays in the water, and goes to feed, the other will sit on the eggs replenishing the mud when needed, trading spots with the other when they return. They’ll commonly have multiple children which they abandon upon their hatching, shooing them away.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Ani

**Important Notes**
 ○ Can tame a creature of any diet, but herbis/omnis are more common

## Description

The Ani is a small, anthropomorphic feline, accompanied by magic levitating orbs, a double set of ears, and a long, flexible tail. The orbular relics’ function are fairly unknown, besides the fact that they can emit a glowing beam upon will. The Ani’s paw pads also share the properties of the beam. When another being comes in contact with the Ani’s unique healing magic, it rapidly accelerates cellular regeneration, resulting in the mending of wounds and elimination of some status effects. Additionally, the Ani has an acute sense of hearing and touch; due to Sonaria’s alien atmosphere, the Ani is able to detect sounds and vibrations at a much more subtle level. One is able to listen to another organism’s heartbeat from a stud away. This unnatural ability gives the Ani insight on another creature's emotions and physical wellbeing. Due to the Ani’s alien biology, its flesh is incredibly distasteful to predators, and therefore other creatures avoid hunting & eating it.

## Behavior

However it came to Sonaria, either by accident or on purpose by some higher power, no one knows—but what is known about the Ani is its origins from another realm. As any human would be after waking up in a jungle without explanation, the Ani that “spawn” into the unfamiliar land are absolutely terrified for their life. The Ani run away from anything that strays close, both passive and especially aggressive creatures. Although, after spending an extended period of time, the Ani may develop its own habits, rituals, and hobbies to make Sonaria a more habitable home. Stargazing, observing Sonarian life forms, collecting fruit, and studying the terrain are such activities. The Ani grows less afraid the more knowledgeable it becomes of the creatures that share its environment.

## Taming

The Ani are one of the unique species capable of taming. If the event were to occur where an Ani encounters a sick and/or wounded creature, the Ani may choose to mercifully save it. Depending on the creature, it may flee, threaten, or even attack the Ani out of fear and stress. But, if the creature is intelligent enough, it could develop a bond with the Ani. The bond between Ani and its companion can be strong; however, once bonded, the Ani will refuse to heal other creatures besides its friend. If the tamed creature dies, the ani will grieve for a long time and never forget.
Minawii

**Important Notes**
 ○ Easily distracted by shiny/colorful things, may kidnap small creatures

## Description

Minawii are small, friendly, and somewhat dimwitted creatures. They take great care for the mushrooms that grow upon them as they are what give the Minawii such potent poison. If Minawii grow bored they’ll tend to seek out creatures that are weak or injured so they can harass them.

## Behavior

Minawii do not claim territory but do mostly stay in one area usually close to water. Groups mostly stay to themselves however will chatter with other groups or large friendly creatures if they are nearby. Swimming and playing in and around water is how they spend most of their time, coming up with unique games to entertain themselves. If they become bored of their games they’ll seek out small or injured creatures, harassing them with loud chirps and painful nips until they fight back. They’ll mostly stand their ground in fights but will scatter if they see a big predator they deem too dangerous. Minawii are easily distracted by anything shiny or colorful, and will sometimes kidnap small creatures to play with if they find them pretty.

## Nesting

Nesting is done year round as long as there is at least one male in a group. Nests are made near wherever they prefer to play most, leaving them mostly unguarded. Having as many children as they can they never feel any need to protect them, and let them wander off from the group if they so please. They’ll drive off any children that stick around if their group is too big to accommodate any new members.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Ferrah

**Important Notes**
 ○ Children leave on their own when they are ready

## Description

With wide habitats spanning from the Volcano clear to Flower Cove, Ferrah are small, lean, and almost fragile creatures. They partially resemble both canines and reptiles, and sport bright markings along their mostly dark pelts. Their four legs are very long and slender, banded in scales, and end in three sickle-esque claws each. Ferrah are very lean and aerodynamic, spending most of their daylight hours chasing prey. The downside to their agility is their fragility, and as such, they form packs with others of the same species, with the aim to take down prey and defend themselves from larger carnivores.

## Behavior

Ferrah are social creatures among themselves, packs consist of three individuals with no clear leader. All three must decide when to hunt or flee when faced with opposition. Their bites don’t leave deep enough gashes to bleed, so they tend to weave around prey, confusing them with their bright markings until the prey item in question succumbs to the many bites it suffers from the pack. This strategy works surprisingly well, even on predators. Ferrah that are being preyed upon will take any opening to confuse and daunt their opposition as if they were hunting regularly, resulting in the predator leaving the area for a bit. Only when a pack member drops dead, or the predator retreats, do they consider fleeing.

## Wandering and Nesting

Outside of hunting, well-fed Ferrah are curious creatures, constantly exploring the world around them. Packs of Ferrah routinely migrate around their massi→→ve range, and anywhere they stay is temporary, be it due to weather or fatigue. If the two female Ferrah of a pack choose to nest, the male Ferrah may help them raise one pup each until they are ready to leave. Afterwards, the pack resumes daily activity as normal, roaming around Sonaria in search of temporary shelter and food.
Qurugosk

**Important Notes**
 ○ Breath used for prey that is NOTABLY FASTER, stop hunting if breath bar goes into the negative and deals damage to self

## Description

A creature of the profound and unknown, Qurugosks prefer desolate habitats secluded from the presence of other high-tier carnivores. Overhangings or snowed-in caverns offer sanctuary to a concealed predator of deadly precision and bloodlust. Generally, this species seeks protection from the sun, meaning that they are also wary of high heat and the natural glow of crystallized caverns. Most diurnal activity relies on thick leaf canopies or hugging the shadowed edges of rock formations. There is no specific preference for when a Qurugosk may sleep, and they use this indistinct activity schedule to constantly roam within their territories, searching for both abandoned meat and easy prey.

## Behavior

Qurugosks are relatively neutral towards their same species but are surprisingly doting parents when the time arrives. In order to choose the best possible father for their young, female Qurugosks confront and then use their breath till exhaustion on a mate. The male is expected to tank the damage and boldly flare his wings afterwards, a sign of both health and dexterity. Following successful courting, a nest is placed in a secure location while both parents continue freely migrating for prey. Due to the cut-throat survivalist nature of this species, young are often hatched in pairs and must accordingly fight each other to the death. The surviving hatchling is carefully protected and raised by the parents. At middle growth (age 34), the parents split and the adolescent is free to roam.

## Hunting

In regards to their stamina pool, this species is known to be relentless. Prey determined to be slow enough or that has low stamina will be chased until exhaustion. However, Qurugosks will generally end the chase if prey escapes into an open, sunlight area such as the Plains or Desert. Even when rearing young, hunting never occurs as a group, and the child is expected to either look for scraps or wait until meat is brought back to the den. Concerning prey that is faster than a Qurugosk, this is the only circumstance in which they will use their natural breath to attempt to slow or trip-up a target. If the breath bar reaches zero and self-damage is taken, the hunt stops.

## Ambush

Due to their almost perfect invisibility, Qurugosks may stand entirely still at commonly traveled bridges and ponds, waiting to strike unsuspecting prey.
Teinook

**Important Notes**
 ○ Breeds in winters/famines, pair separates and cub is raised by parent of same gender (leaves upon adulthood)

## Description

Adorned with the most impressive set of tusks in Sonaria, the fierce Teinook is a powerful predator to be feared. With rippling muscles, a thick neck, and a long, spine-covered body, it often rams its rack into large prey to send them toppling down. However, its bulk and short legs causes its stamina to run a short fuse. To counteract this, a Teinook is an intelligent and cunning hunter. It plans its hunts carefully to conserve energy during its chases in order to take down its targets successfully. These fearsome felines are typically found roaming in cooler climates.

## Behavior

Teinook are unusual creatures in that they are typically found in pairs, but only one of the two individuals hunt. While one Teinook protects the den and rests, the other provides for both; the pairing alternate in hunting and guarding duties. Pairings are made regardless of gender, but if the two happen to be male and female, they may breed during winters and famines. When a single cub is born, the pair separates and the cub follows the parent of the same gender as itself. Cubs are often carried by their parent’s tusks, and as teens, the cub is taught how to hunt. Once the cub reaches adulthood, they part ways and the original mother-father pairing may join together again. Teinook are highly territorial of their den and may kill trespassers, but only if they refuse to leave.

## Hunting

Teinook, unlike most other creatures, prefer large prey. While they may hunt Tier 3 species when desperate, they most commonly hunt other Tier 4s, with Tier 5s being a rare treat. Because of their inability to turn during ambushes, these tusked felines must initiate a beeline-chase towards their target, in which they ram into and pierce prey with their teeth and claws. In a situation where a Teinook cannot bring down particularly sturdy or massive prey by itself, its partner can assist in hunts. These beasts drag their food back to their den, unless it is too heavy to carry.