recursal/Fanatic-Fandom huggingface dataset:
Zebra Bloon King

g

 **Power** | 8000

## **Abilities**

**The Ultimate Yin-Yang:** Upon being popped, release a shockwave to summon hundreds of enraged Zebra Knights, slow and weaken all towers 3x and speed up and strengthen all Bloons 3x.

**The King’s Command:** Upon becoming lower than 20% HP, spawn Zebra Knights rapidly and rebirth all Bloons popped.

**Double Blessing:** 1.5x speed and HP of all Bloons, and slow down all towers by 25%. Spawn undead copies of Bloons.

## **Children**

**Zebra Bloon Yin-Yang Wizard:** Buff all Bloons and rebirth Bloons that died in radius. Also spawns minions to fight. Whn popped, it will release 1 Black Bloon Necromancer and 1 White Bloon-inator

**Zebra Bloon Knight:** 10x the HP and has special abilities like buffing Bloons and summoning minions. Pops into 1 Black Bloon Knight and 1 White Bloon Knight.

**Zebra Bloon:** Has a 1.2x speed buff, as do all its children.
Template:Fanon
Progressing in Disguise

## **Synopsis:**

In Chapter 9: Progressing in Disguise – Orba and Graven caught their breath in the kitchens as they waited for the Captain of the Guard to return with word from Mr. Mollefaire.  A number of estate guards pushed past us into the cellar – presumably to monitor the Gnoll situation – but one lingered behind and seemed ready to turn us over to Pullnik before Armand Valliard appeared to magically persuade him otherwise.  Armand told us that Beezaura had sent him, and offered to escort Orba and Graven to a private space where they could catch up.

Before the group could reunite, Beezaura received an unexpected visitor who claimed to be an envoy of Gheed Lamar.  The Tiefling expressed an interest in finding out some information about Orba, but that her general wariness made it difficult to acquire said information.  He was willing to pay Beezaura in Lightwhistle chess pieces if she could help, but stressed the importance of not letting Orba catch on to any questioning, lest she be scared away.  With an agreement in place, he disappeared using an invisibility potion.

As Erland, Safira and Beezaura discussed what had just transpired, Armand arrived – and the group was brought together for the first time since leaving for the Mollefaire Estate.  We hatched a plan to escape from the manor unnoticed – but it required the use of Armand's magical expertise, and he would not assist us without a promise from Safira that she would come work for him in Tuktu after our attempt to rescue Jillian.  With seemingly no other choice, Safira agreed – and we took the form of Mollefaire guards and guests to vacate the property without incident.

Hitching a ride back to Urin-Chupa, we took some time to consider who our allies were at this point – and who we needed to stay away from.  Mid-discussion, our carriage was waylaid by a pack of bandits looking to take advantage of the "no weapons" policy at the Mollefaire wine tasting – but we leveraged our imposing presence and a skillfully fired arrow to scare them off without inciting violence.

Our travel delay allowed another carriage to catch up on the route back to the city, and leaning out the window to greet us was the author Samuel Preekis, who was under the impression that Erland had slipped him a note with an inside joke about their mutual acquaintance Rujeni Grahmari.  Not wanting to solve that particular mystery on the side of the road, Erland and Safira hopped into Samuel's carriage and learned that Grahmari's old tomes contained a magical page that could be manipulated externally – meaning that the grimoire we read at the library could have something different written in it by now, creating new uncertainties about the warning we received and who might have planted it there.

Reentering the city walls deep into the night, we mused on what we would prioritize in the morning, but not before Beezaura took a moment to scope out Mr. Otto's house and Erland borrowed the Dancing Clam basement pass in an effort to reconnect with Robert Bastille as quickly as possible.

## Trivia

* Natural one count: one natural one was rolled in this Chapter, by Riley.
Transformers Earthrise: Rescue Force Respond!

Rescue Force Respond is the 2nd of the Earthrise film trilogy.

## CAST:

* Optimus Prime
* Bumblebee
* Heatwave
* Chase
* Boulder
* Blades
* Blurr
* Salvage
* Servo
* High Tide
* Doublecross
* Sideswipe
* Thrust
* Medix
* Hoist
* Hot Shot
* Whirl
* Wedge
* Hauler
* Sawyer Storm & Rescue Winch
* Axel Frazier & Microcopter
* Jack Tracker & Jetpack
* Chief Charlie Burns & Rescue Cutter
* Cody Burns & Rescue Hose
* Walker Cleveland & Rescue Saw
* Billy Blastoff
* Robert Burns & Rescue Axe
* Bud Cleveland & Jackhammer
* Carlos Burns
* Big Daddy
* Sideways
* Road Pig
* Crosspath
* Quackers
* Sparkplug
* Slipstream
* Lightstrike

... MORE COMING SOON!

## Soundtrack:

1. Fill My Cup - Andrew Ripp
2. Always Know Where You Are - John Rzeznik
3. Voyagers - 土屋アンナ
4. Hot - Smash Mouth
Meadowclan

Meadowclan is one of the four Clans around the lake. Their territory is South West of it. They live in big flower fields, and their dens are woven with leaves or are dug into small hills. There is a small stream running through their camp. They are said to be more nicer than the other three Clans.

Their border is shared with Crystalclan and Leafclan.

Members

* Flutterstar (Leader)
* Flowerfoot (Deputy)
* Flytail (Medicine Cat)
* Shadownose (Warrior)
* Oceanfoot (Warrior)
* Applepaw (Apprentice)
* Amberface (Queen)
* Sunfur (Queen)
* Lionkit (Kit)
* Teddypelt (Elder)
Government Structure

Lettonia boasts one of the smallest governments in all of Diyar, with the Empress and a group of ten advisors forming the Executive and Legislative branch. The Judicial branch relies on appointments from the monarch, and the Supreme Court with the Supreme Justice acting as the monarch's head honcho when keeping tabs on the individual courts of the nation. All laws are made by the monarch, who was essentially an absolute monarch in all but name, as such why she is often deemed a dictatorship by many, thus, the inevitable restoration of the crown was an inevitability.

The imperial governors, maintain influence and work alongside the empress to divide power evenly amongst the governors so that none is more powerful than the other, and none is more powerful than the monarch. Each governor is tasked with regulating the economy in their respective department, keeping close tabs over the press and media and making sure their actions are approved. If there is a protest against a certain action by a governor, he is not allowed to respond using force, and the monarch intervenes to solve the situation. It is not uncommon for an abusive governor to be removed from office.

The nobility is also considered part of the government, and each current prince or princess has a role in their respective department, which they serve as Archduke or Archduchess. The following can be seen below.

**Archduchess Annia also serves as Princess of Iluro, and Archduke Augustus serves as Governor of the Commonwealth of Cilicia.**
Therokis

**Important Notes**
 ○ Will not ally with nor help the creatures they are following

## Description

Most active during the day, Therokis are a rather curious, troublesome ancient terrestrial species. Hooked wings make for razor-sharp weapons that, by default, keep Therokis from allying closely with other organisms. Even members of the same species are careful to keep a respectable distance from each other. Their curiosity shines most brightly when feeding, being that Therokis will often pick up and toss a few ringberries down slopes or off cliffs, attempting to roll them. As a sense of “competition,” young Therokis compete in this manner for the furthest roll, the winner being allowed to eat the berries used in the game.

## Behavior

Despite their nature as a prey species, adults may trail behind solo predators or herds of higher tier (3 and up) herbivores. While their intent remains unknown, leaving a few ringberries at the dens of other species is a common habit. If the target shows aggression, Therokis are quick to flee, although with questionable efforts. Running directly into walls, water sources, and off of cliffs is rather common. The most foolish of this species are culled by their own inability to decide on a proper escape route. Ignorant of this failure, Therokis are devoted to their curious nature and will relocate their previous target, staying just barely out of sight.

## Solo to Family

Upon approach, a male and female court via exchanging the most extravagant fruit type they can find for each other. Ringberries, as expected, are an instant ‘yes’ and the female will place her nest within a secure location. Melons are seen as disgraceful and will halt the courting ritual dead in its tracks. After nesting begins, a family pack forms until the children, preferably two nested at a time, grow to the juvenile stage. In parenthood, Therokis defend their offspring only until half health, where they then choose to flee for the sake of self-preservation.
Keruku

**Important Notes**

## Description

Keruku are rare creatures that roam the skies of Sonaria. They prefer staying high-up, constantly on the move and only landing if in need of something. Packs are simply made of Ker that are traveling to the same area, dispersing almost as quickly as they form.

## Behavior

Keruku are lazy creatures, avoiding conflict if possible. They mostly feed upon fruits but will scavenge on carcasses if they’re nearer than the other. When not eating or drinking they’re on the move sometimes forming small groups with other Keruku while traveling to new areas. These groups are usually short-lived as most disperse after they’ve gotten to where they want to be. All Keruku possess strong electrical powers being able to shock and disorient creatures around them, however mostly reserve them for escape only.

## Nesting

The nesting habits of the Keruku are extremely strange, just as the creatures themselves. Female Keruku are able to reproduce without a mate, however will tend to only make a nest once they’ve spotted the nest(s) of another flier. Keruku, upon locating a suitable host, will produce a single offspring of their own. They’ll wait, watching until the parent(s) have flown off from their nest to fetch something. Upon the absence of the parent(s) they’ll fly in, placing their young among that of the host’s, leaving it there to be cared for by the other creature. Young Keruku once in the nest will immediately try to get rid of the other offspring, so it may get all the attention from the parent to itself. Keruku will not care if male young is rejected by the host, but if it’s a female that’s rejected they’ll fly into the nest enraged, and spit lightning—this usually leading to the death of the victim and it’s young. If there are no other fliers around to parasitize the Keruku will simply abandon its offspring upon it’s hatching letting it fend for itself in the wilds.

## Profile Author

Written by Gingerfox0212 (FancyFlora#3747).
Museum

The **museum** is a place where the player can store fossils after they are done finding the fossils, excavating, cleaning the fossils and displaying them there. The player may design and customize their museum any way they want.

As the player gets more fossils and complete a set of bones, they will get more prestige, and hence be able to get more workers.
Dinosaur Fossil Hunter Wiki

**Welcome to the...**
**DINOSAUR FOSSIL HUNTER WIKI**
**15 articles • 7 files • 177 edits**

**ABOUT THE GAME AND THE WIKI**

Information, lists, and guides for the game Dinosaur Fossil Hunter, a storytelling paleontology simulator developed by Pyramid Games, and published by Pyramid Games and PlayWay S.A.

This wiki is a work-in-progress, so some images, articles, and information may be missing, incomplete, or not up-to-date. Please be patient as we put this all together.

**HELPFUL LINKS**

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Workers

This is a list of **upgrades** in the **workers** section:

## Laboratory technicians

### Path 1

* Senior laboratory technicians
* Laboratory assistants I

### Path 2

* Laboratory managers
* Laboratory assistants II
* Laboratory manager assistants

## Drone operators

### Path 1

* Transportation drone operators
* Transportation drone operators II
* Supply assistants
* Supply assistants II

### Path 2

* Expedition support team
* Expedition support team II
Dinosaur Fossil Hunter

***Dinosaur Fossil Hunter*** is a simulation game developed by Pyramid Games and published by Pyramid Games and PlayWay S.A.. It was released on Steam for Microsoft Windows on May 4, 2022.

## Premise

*Become a real paleontologist, explore various environments and search for dinosaur fossils. Dig for and study the remnants of these majestic creatures to learn about their evolution. Build your own museum and experience an immersive background story.*
Teddypelt

Teddypelt is an old rich dark-ish brown tabby (With black stripes) she-cat with a few cream and orange spots. Her eyes are yellow-green. She used to be a Kittypet with Willowdusk and Sleekshine, but unlike them, she has her front claws. She can, however, speak dog as well. She calls Lionkit her "seat boy" because he helps her a lot. It is revealed by Sunset (Who she does not get along with) that her Kittypet name was Peep.

## Appearance

### Pelt Color

Rich dark-ish brown, black stripes, and some orange and cream
Darkthorn

Darkthorn is the oldest cat in Rogueclan (Excluding Rubystar). He created it and became the Leader untill he passed the role down to Ice, his son. He came from a Clan, and he left because he ambushed his Clan with another Clan. He refuses to retire. His eyes are amber and his fur is dark brown with rich brown forehead fur.
Sunset

Sunset is a yellow and orange tabby Tom with amber eyes. Bumblefern found him lost in Leafclan's territory, stung by bees and with scratches, which he was then taken to the camp. He knows Willowdusk, Teddypelt, and Sleekshine from their old home, as well as their old names. They imply that him being lost there is **very** bad. He often has problems remembering the names of some Clan cats. He tells Beedew that he was supposed to meet with three cats, which, without being specific who (Until later in the chapter), reveals the Kittypet names of the three She-cats.
Leafclan

Leafclan is one of the four territories around the lake. From the lake, they are South East. Almost all of the trees there are birch trees that hold bee hives. The cats in Leafclan harvest the honey. These cats are said to have shorter tempers than the other three Clans.

Fadedclan is on the North side of their border, while Meadowclan is on the West.

Members

* Hivestar (Leader)
* Stingfoot (Deputy)
* Beedew (Medicine cat)
* Sleekshine (Warrior)
* Bumblefern (Warrior)
* Badgerpaw (Apprentice)
* Dustkit (Kit)
* Mintkit (Kit)
4 Must Become One Wiki

**Welcome to the 4 Must Become One Wiki!**
4 Must Become One is the wiki about the Fan-Made Warriors series. The first book is called Warrior's Thunder, and the second is Warrior's Trial. The first book is currently being turned into a comic

Make sure to check out the Discuss to see chapters and more!

## Important articles

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Controls

This is a list of controls in *Dinosaur Fossil Hunter*:

* Movement – W, A, S, D Keys
* Sprint – Left Shift
* Jump – Space Bar
* Pick up/use/inspect – Left Mouse Button
* Drop/Hold to Throw – Right Mouse Button
* Enter Vehicle – E
* Select Drone – J
* Reset Position – R
* Roadmap – F3
* Controls – F1
* Tip Panels – F2
Jotunhel

**Important Notes**
 ○ Will use broadcast and aggro calls to warn others of their mood

## Description

Jotunhels are unpredictable water-lurking creatures, their attitude regarding their surroundings fluctuating wildly without warning. Their ability to navigate each environment makes them a powerful predator, and one to certainly be avoided by most who are shadowed by its size. However, preferring to distance themselves from the coarse earth, they thrive in the ocean or on the soft sands of a seashore, their waterborne form being less suited to grounded life and rather to gliding through the waves and wind. Their hunting techniques usually involve an ambush, whether it be from above or below, due to their slow terrestrial speed- often hoping to stun their prey and drag it into the water. In the depths their thick fur absorbs the surrounding aqua making them far heavier, a technique often used for strengthening their blows when backed by this extra weight.

## Behavior

Due to variation in their mood, whether it be docile or hot-tempered, it is rare to spot them together; they do not find any serenity in their own kind and will often burn any anger they have on one another. This commonly results in many young dying prematurely, so pups tend to leave their parents after reaching adolescence for the sake of their own species. Nesting is a rare occurrence, only taking place during famines and the winter, when the creatures are too starved to be hostile. These changes in character sometimes lead to their anger being directed at their prey, occasionally batting around their victim or letting them drown out of spite, in a game of cat-and-mouse. However, these beasts are not always so bitter- during the colder months, their nature is eased when around smaller creatures, and will often embrace the comfort and warmth of a critter to cuddle.

## Breath

Jotunhels have the ability to pressurize and expel hot, scalding jets of water from their mouths, dealing burns and severe damage to anyone unfortunate enough to be caught in the blast. Yet, it is an extremely demanding action, taking masses of energy to perform even once. Therefore, it is only ever used as a last resort- whether the Jotunhel is on the brink of death and uses it as a desperate attempt to repel their attacker, or when surrounded by foes and protecting their pups as a plea to back away.
Mangledstar

Mangledstar is the somewhat old Leader of Fadedclan.

## Appearance

Mangledstar's eyes are yellow/amber and he has dark brown and tan bushy fur. He is covered in scars, and doesn't hold much sympathy. One of his canine teeth stick out of his mouth. He has a big clump of fur in each of his ears.

## Gallery

### Covers

Mangledstar on the cover of Chapter 1Mangledstar on the Redrawn cover of Chapter 1
Saikarie

**Important Notes**
 ○ Hunts at night (unless starving)

## Description

Curious and observing by nature, Saikaries are patient and very intelligent. Due to the false eye mask on their face, Saikaries are able to detect any creatures exact location around them and uses it to their advantage. They also have the unique ability to blend into any surrounding, unnoticeable to the common eye. Their fast, long legs allow them to travel from biome to biome quickly in order to find the most optimal prey. Females are often brighter in colors compared to males due to the abundance of tail feathers.

## Behavior

Saikaries will often be paired with a lifelong mate, simply just for convenience of hunting and reproduction. Sais do not care much if their mate has died, but will feel sorrow for their partner being gone for a short period of time. Saikaries are very good when it comes to choosing the right prey. When not hungry at the time, they will spend days stalking their prey and observing its behaviors until it is the most optimal time to hunt. Saikaries especially love to hunt during the night when their prey is most likely asleep in order to have the element of surprise. Using their invisibility to their advantage, Saikaries can easily observe prey without them even realizing, especially with the use of mud to cover their scent. Each Saikarie will take turns biting their prey, letting the blood loss do the work for them.

## Scare Tactic

When not hunting or traveling, Saikaries love to become invisible in open areas and wait for unsuspecting creatures to come near. Once they are close enough, the Saikarie will nip at it and run away, screeching loudly as they have fooled them.

## Mating/Nesting

Lone Saikaries meet in Flower Cove looking for a mate during the chilly seasons of winter or fall in order to save time for nesting in the warmer months. Females will compete against other females, showing off their tail feathers towards the males. Once a pair has been chosen, they will travel together to the other side of Sonaria in the secluded and hidden areas of the Swamp and have no more than 1 child (also known as a Saiklet) at once during the warmer seasons. Parents aren’t very particular to what they teach their children. They could teach about hunting, stalking, or simply just the meaning of life. The parents will care for it until their child has turned into an adult.

## Profile Author

Written by Sunscattered (sunlet#7390) and Vooleri (Voolerie#2682).
Crystalclan

Crystalclan's symbol

Crystalclan is one of the four Clans around the lake. They are on the North West side. The Clan cats live in caves inside the mountains, the likes of which hold big predators. Crystalclan claims that their cats are more groomed and cleaner than the other three Clans.

They share a border with Fadedclan and Meadowclan. Secretly, a part of their border is also shared with Rogueclan.

## Trivia

* Fadedclan is staying in their caves while their territory is flooded.
Sleekshine

Sleekshine is a skinny and sleek light gray tabby She-cat with green-yellow eyes and white and orange markings. She is a Warrior of Leafclan, who used to be a Kittypet with Willowdusk and Teddypelt. She, along with Willowdusk, have no front claws. The three of them know how to speak dog. Her Kittypet name, Twitter, was revealed by Sunset.
Pero

**Important Notes**
 ○ Curious, enjoys observing other creatures

## Description

Peros are extremely lightweight, bird-like creatures with large, fluffy plumes of feathers and bright, shiny bulbs extending from their bodies. These bulbs generate a chemical which, when pumped through a Pero’s body, infiltrates its cells and changes their electronic makeup at an atomic level, temporarily allowing light to pass completely through a Pero’s body and rendering it nearly invisible.

## Behavior

Peros are curious creatures, fascinated by the many oddities that roam Sonaria. They will often perch close enough to something to get a clear view, yet far enough away in the event said oddity is hostile. Their spying is aided further by their ability to go invisible, which they use to avoid detection while spying. If a Pero senses a threat, it will immediately return to its nest, lay down, and go invisible, hoping the predator doesn’t notice (or smell) it. Once the threat is gone, the Pero will go back to its routine explorations.

## Mating

Peros spend most of their time alone, however they are not content with this, and will actively seek out a mate. Once summer hits, single Peros will flock to fliers peak. Here, males will compete for the attention of a female through aerial dances and displays, using their invisibility and maneuverability to put on a show. If a female likes the performance, they will fly up to the male, signaling to follow, after which they will fly back to the ground, spread their wings, and call, and the pair will be bonded for life, returning to the female’s original nesting zone after clearing out the male’s old location.
Test 2

* Adharcaiin    (Tier 3) Aggressive ambush hunter

Habitats: Swamp, Redwoods, Ocean Caves

Territorial: Highly

Preferred Food: Hunted meat

Nesting Season: Any

Solo creature

Important Notes:

   -While tormenting, do not kill if you are not hungry

-Mostly hunts at night by water ambushing prey

Description: Deep within the shadows of Sonaria, Adharcaiin lurk in the abyss, watching and waiting. During the day, these ghastly beings often reside in deep underwater caves, but when the light finally diminishes, they begin their prowl. Most sightings of these reclusive creatures recall them around deep bodies of water where, if needed, they can retreat to the depths. Described as mindless solitary creatures, Adharcaiin are ruthless during the hunt, with sharp hooves and razor-like fangs. Being solitary creatures Adharcaiin, do not take kindly to even their own species and will fiercely drive away any other individuals who may pose the slightest threat to hunting territory.

Behavior: To lure in their prey, Adharcaiin dangle their lantern just under the surface of the water. Intrigued, a passing creature will follow the light as it moves around; but, once it gets close enough, the Adharcaiin will charge, digging into the target's flesh with their fangs and hooves, dragging it down into the depths. From there the Adharcaiin will wait as the prey slowly suffocates or bleeds to death, then feeding on the corpse. Adharcaiin can last for days without food, and not needing to constantly eat leads to great boredom. To fill this time they will follow and torment lone creatures, staying out of sight but making their presence known in some way. This behavior can be called “haunting;” Adharcaiin may snap twigs, steal food, or even let out blood curdling screams in order to make their targets uncomfortable and paranoid of their surroundings. This will go on until either the Adharcaiin grows hungry enough to finally kill their poor target.

**Nesting**: When Adharcaiin wish to nest, partnering individuals will move to a secluded area often deep within the swamp’s vegetation. From there both parents aggressively guard the nest for as long as it takes one egg to hatch. Soon after, the male will leave, returning to solitude. The female won’t wait around the nest either, setting out as soon as night falls and the offspring must follow. Mother Adharcaiin simply tolerate their children who must follow at a distance. The offspring learns by observing their mother and survives off the scraps she leaves behind. Young must be careful not to overstay their welcome or come too close, otherwise they risk becoming their mother’s next target.
Bumblefern

Bumblefern is a light gray Warrior of Leafclan. His eyes are light blue, he has a white underbelly, and his fur contains patches of yellow. Badgerpaw is his Apprentice. He helps his sister with herbs sometimes. Smaller than others, and said to have soft fur. He found Sunset when out on a patrol by himself. Described as a patient cat.
Drake

Drake is a male Corgi that lives in the Twoleg nest that Willowdusk, Teddypelt, and Sleekshine used to live in. He crashed a Gathering (Specifically Applepaw's first one), before the three she-cats chased him out and his Twoleg called for him. He barks a lot and is pretty annoying, and he acts tough. Dark brown and white fur with brown eyes.
Willowdusk

Willowdusk is a calico She-cat with piercing yellow eyes and an attitude. She is the Deputy of Fadedclan, and isn't afraid to speak her mind (Which usually has insults). She has a black spot on her nose. Barely any cat knows where she came from- Certainly not a Clan. She likes to spent a lot of her time with her friend Nighttail. Former Kittypet, along with Teddypelt and Sleekshine. Both she and Sleekshine have no front claws. All three can speak dog, but only herself can also understand Twolegs. Sunset reveals that her Kittypet name was Trubbish.
Fadedclan

Fadedclan is one of the four territories around the lake. They are North East of it. When they were known as Beachclan, they lived right next to the lake. However, they moved to burnt and abandoned Twoleg nests and began calling themselves Fadedclan. They have someone thick forests. The cats in Fadedclan are said to more mischievous and closer to evil than the other three Clans.

They share borders with Crystalclan and Leafclan, and secretly a part of it with Rogueclan.

The whole Clan is staying in Crystalclan while their territory is flooded.

Members:

* Mangledstar (Leader)
* Willowdusk (Deputy)
* Nighttail (Medicine Cat)
* Corktail (Warrior)
* Stormpaw (Apprentice)
* Russetfur (Queen)
* Berryeye (Elder)
Diesura

**Important Notes**
 ○ Pairs mate for life or until one dies.

## Description

Diesuras are bipedal creatures with an impressive amount of stamina to their name, being capable of covering thousands of studs in one go. Powerful hind legs, paired with a long and slim tail that aids whenever sharp turns need to be made, make Diesuras a very effective runner. Horns and multiple dorsal spikes decorate their bodies with their vibrant colours, males developing an extra pair and females having evolved long sensitive whiskers on each side of their jaw.

## Behavior

Skittish by nature, Diesuras aren’t exactly the easiest species to approach, anything that’s remotely bigger than an elder Diesura will send the pack running until the panic has settled. Despite this, they can be quite cruel to those smaller than them. Tier 1 creatures are often the target of bullying, being charged at, or kicked for the fun of it until the Diesura either grows bored or the creature fights back. Packs tend to be on the larger side of things, groups of up to 8 adults without counting their Joeys are pretty common. Packs don’t exactly have the best coordination, however, they do have a main leading pair, these 2 individuals are the ones that decide when a pack must relocate or nest. Each pair tends to have 1 “Joey” or puppy per nesting season and these have a really small sense of self-preservation, for they are very loud (constantly screeching their parents’ ears off) and very… well, *dumb* and playful with anything that moves, even predators. They are often reprimanded for this.

## Mating and Glimmers

Diesuras tend to nest at any point in the year, but when it comes to choosing mates, female Diesuras are very picky. Every winter (since it’s the one season when colours show off the most against the environment) male Diesura display themselves to the females in their pack. Individuals who develop the “glimmer” mutation have the upper hand; females with this mutation are usually the most sought after, and in males, they’re almost assured to be picked. Glimmer couples are common occurrences whenever they can take place. Couples mate for life, but if their partner dies another one shall be found next winter.

## Profile Author

Originally written by lucidive (lucidive#0695). Rewritten by Peku\_G (Peku#0034).
Rogueclan

Rogueclan is not one of the four Clans around the lake. Even though the Clans do not know about them, they have taken a small portion of territory North of the lake. The Clan is full of ruthless cats.

They secretly share a part of the border with Crystalclan and Fadedclan.

Members

* Ice (Leader)
* Bearflinch (Deputy)
* Robin (Medicine Cat)
* Goldenbreeze (Warrior)
* Ace (Warrior)
* Twig (Warrior)
* Milk (Warrior)
* Darkthorn (Warrior, former Leader)
* Rubystar (Prisoner)
Sana'ata

**Important Notes**
 ○ Mostly composed of females, reproduces asexually.

## Description

Sana’ata are heavy-built and muscular carnivores, rows of carefully manufactured organs shimmering on their backs. Most often found secluded in the darkest spots of their habitats, they emerge out of their shaded resting spots almost purely to feed. Particularly known for their high metabolism and cold-bloodedness, Sana’ata need to consume a tremendous amount of fresh meat in order to sustain their ectothermic bodies.

## Behavior

After the moment they’re born, Sana’ata are compelled to seek shelter and hide from any kind of light; especially the one emitted by their own mother, as it’s common for the progenitor to eat its own offspring upon sighting. As a mechanism of protection against their cannibalistic tendencies, hatchlings tend to have duller colorations that blend in with the ground in hopes of not being spotted by their adult counterparts. Once adulthood is reached, their camouflage is no longer needed and will instead be replaced with vibrant bioluminescence, used as a territorial threat while displaying the individual’s welfare. Specimens that have mutated an extra set of glimmering bioluminescence are commonly avoided the most thanks to this, for they are commonly thought to be extremely healthy individuals. In case of an encounter between two adults, they will hold a showdown, short-lived but filled with aggressiveness from both parties: the victorious one will obtain the right to keep the best-shaded territories, while the loser will retreat to less favorable dens where the light hits more directly. In the event that the losing party refuses to leave, the conflict is likely to continue until one of the contestants dies.

## Aggression

Since they are conditioned to avoid every other lifeform from the beginning to increase their chances at survival, Sana’ata also develop hostile personalities that affect the way they perceive other species. If an unwelcome visitor enters their territory, they will display and roar loudly as a warning before charging into a full-scale strike, in an attempt to kill the transgressor.

## Warm Morsels

Although this species will actively hunt big prey for the sake of filling up their stomach, Sana’ata will favor smaller prey when given the chance without a second thought, as smaller corpses will not lose their ever-so-desired warmth so easily, unlike the bigger ones.

## Profile Author

Originally written by lucidive. Rewritten by Peku\_G (Peku#0034) and Okami\_Ayashi (𝔚𝔬𝔩𝔣𝔞𝔫𝔤#1487).
Aesho

**Important Notes**
 ○ Do not be overly annoying (Ex: constantly picking them up) and carebearing herbivore packs

## Description

Aesho are colorful and friendly herbivorous amphibians with huge personalities. Being one of the most socially adept creatures in Sonaria, Aesho will go out of their way to befriend anything and everything they see. All Aesho are born with a genetic defection affecting the brain stem, resulting in an extreme overproduction of hormones, namely serotonin. This overactivation and production of serotonin is what leads to an Aesho’s over-friendly and trusting nature. However, even after being pumped into the brain, there is still a significant amount of serotonin leftover, which an Aesho’s body cannot use effectively. To avoid a catastrophic shut down of systems caused by a serotonin overload, Aesho will excrete their serotonin from their pores onto their skin. This not only stops the Aesho from dying, but creates a moist coating on its body, enabling it to glide effortlessly through water, and it doubles as a form of defense, as the serotonin is concentrated at near-toxic levels.

## Behavior

Aesho are giant friendly water jelly beans, so overloaded on serotonin they have no threat recognition process, and feel nothing but overwhelming happiness. Everything is a friend, for what else could they be? This, sadly, leads to many Aesho’s demise, as they try to snuggle up with something only to find themselves hastily chomped and swallowed. When not getting eaten, however, Aesho will actively search for new friends, sticking alongside anything they find, from the giant Boreal Wardens to little Kiiwins. Aesho also have a varying attention span. They will remain fixated on one thing until something else catches their eye. This could be anything from a shiny gem to a fish to a new creature, after which they will immediately forget about what they were doing and go check it out, and likely befriend it.
Arsonos

**Important Notes**
 ○ Rivalry with Nyctoxon

## Description

Brutish and sturdy, an Arsonos is the embodiment of earthly savagery and ceaseless violence. Individuals are typically top-heavy, with two large, hulking forelimbs equipped with durable claws they use to rend flesh from bone. Despite their short snouts, they breathe perfectly fine, even when the ground is lit ablaze and burning- often due to a frustrated individual letting fire from their tail in defiance at some escaped prey. Their fire can be shot from either their mouth or tail, but never both. They prefer rocky climates, forelegs suited for climbing can pull them up cave walls in the search of prey. They tolerate no other carnivore, not even other Arsonos, and especially not Nyctoxon, its rival and long-standing enemy.

## Behavior

Arsonos is a selfish, bulky carnivore with a nonexistent fuse. Potential competition is snuffed out as soon as it's sighted, either by the Arsonos's flame breath or its fearsome bite. They pride themselves on their brute strength, but are slow, so they use their fire as compensation. If an Arsonos comes to claim your territory, it’s better to run than fight as they are notoriously bull-headed and will do whatever it takes to smoke you out. It’s very rare that an Arsonos leaves an area it has grown comfortable in, as they are stubborn and lazy when uninterested in prey. An Arsonos’ territory is commonly unbothered by outside threats. Should prey successfully flee from an Arsonos, the beast will exhaust its own breath out of frustration. Blackened ground serves as a good warning against entering a potential hunting ground.

## Rivalry

Arsonos and Nyctoxon are hot-headed rival species, often battling out their ancient feud anytime a member of the other species is sighted. Sparks and shards of ice go flying anytime the two meet, the only resolution is the death of their opponent. The winner takes the other's carcass and a well-deserved rest.
Fossils

**Fossils** are a key item that the player must hunt/gather for their museum. The player, being a paleontologist, wants these dinosaur fossils in order to build his own museum, which would mostly consist of dinosaur fossils. The player can often find such fossils by exploring the terrain, and to ease their journey, they can use hints.

Once the player finds the location of a fossil, the next step is to excavate it using excavation tools. Once the player is done digging and excavating, the player will need to transport the fossil into their base.

After that, the player must prepare the fossils for display by cleaning and applying certain materials, and then after doing the preparations, the player would have to complete the skeleton before setting them up in the museum for display.
Amolis

**Important Notes**
 ○ Only interacts with other Amolis during the night or winter

## Description

Mythical tales of legend, the Amolis are hardly seen, only appearing under the cover of darkness or during storms and usually taking refuge in caves, most commonly found in the colder regions of Sonaria. A wise creature built from stardust, the Amolis is considered a guardian of all creatures, looking out for and guiding them. However, some have the opposite feeling about Amolis, believing it to be a dark omen and a corrupted creature that leaves destruction in its wake.

## Behavior

A relatively passive creature, the Amolis does not like to initiate or engage in combat, preferring to stay neutral and flee at the sign of danger. While they may be revered by some herbivores, most carnivores lack the cognitive capacity to feel the same, instead viewing them as just another prey item. At the sign of a lost or injured creature, the Amolis will attempt to walk with them and guide them to safety, and on occasion will engage in playful behavior with another creature. While their behavior is to guide, it is not to protect, and at the sign of danger they will flee and leave the creature to fend for itself. From dusk until dawn and during winter, Amolis tend to meet at the highest peaks of the snowy mountains and interact with each other, telling each other stories of their lives. It gives them a sense of relief after tending to all of the injured in Sonaria. Presumably the cause for some creatures’ wariness towards the Amolis, during the summer it becomes highly agitated, roaring at creatures that invade its space and warning them to back off (Z-pose.) They will not harm the creature without reason, but if the creature refuses to leave, the Amolis will chase it, nipping at its heels until it leaves.

## Mating/Nesting

Amolis are capable of reproducing asexually, though they often don’t do so until they’re much older, usually dying shortly after hatching their offspring. The reasoning of their waiting period is unknown, however. In the event that they do survive after their offspring hatches, they will protect them and watch over them until they reach sub-adulthood, where the two part ways.
Valkurse

**Important Notes**
 ○ Foals stay with parents until they become adult

## Description

Valkurse are proud, nomadic hunters that leave burnt grass and charred bones wherever they go. Roving in pairs led by a single stallion and his mate, these carnivorous horses are able to survive even the coldest of environments. Their body temperature burns hot enough to trigger mirages and sweltering heat when on the run, leaving warm patches that persist long after they have left the area. Long footpaths of melted snow and cloven hoofprints in winter are a universal sign for any exploring creature to get out of dodge, for the hungry Valkurse are surely close by.

## Behavior

Valkurse are known to stalk prey for days at a time even at the cost of sleep. They are loyal to their families and highly aggressive to outsiders. Fights are usually kept to displays such as rearing and breathing fire into the sky, but stallions will sometimes fight to the death, especially if food is scarce. The victorious leader will chase off the widowed female, who will abandon her child to save her own life. Childless Valkurse will adopt the newly-orphaned foal, but will eat them if they already have a full family. Valkurse usually only breathe fire in self-defense or as a threat display. They are deathly afraid of deep water and will only cross where rivers are most shallow, and by extension become incredibly agitated during rainfall, occasionally getting into loud squealing matches with each other.

## Frigid Alliance

Valkurse greatly value resiliency over their greatest natural enemy, the cold. For this reason, Valkurse are bolder and will use their fire breath to hunt during winter and famine, in hopes of driving panicking prey animals into the deathly cold water where they can more easily be picked off. Valkurse forego their paralyzing fear of water during these cold seasons, and instead weaponize it. Pairs also travel to the Tundra during winter or famine to nest, choosing the coldest patch of land to build a nest. Between hunting for food and patrolling for threats, they take turns breathing fire onto the nest; if their heat is strong enough, the egg will successfully hatch. Foals stay with their parents until they exit adolescence, where they will go off to either form their own families or live alone.
Diokrine

**Important Notes**
 ○ Will not protect other Diokrine in or out of their pack

## Description

Fast, frail, and extremely cruel, Diokrine care only for themselves and nothing else. They form large packs not because they want to but because being alone would more than likely be a death sentence. They have little care for other life and will commonly ‘play’ with smaller creatures when hungry before killing them, doing this for no reason other than fun.

## Behavior

Diokrine are most active during dusk and throughout the night, hiding among foliage or in caves when not actively hunting. They don’t claim territory but do mostly stay in one area. Packs have no leader and it’s up to the majority rule as to what a pack will do. When hunting they tend to stealthily surround prey running in to deliver quick bites, and darting away before said prey can retaliate. If prey runs they’ll pursue until either it dies or they grow too tired of chasing. Lone Diokrine and small creatures are subject to torment from hungry packs, being grabbed and passed around like chew toys or cruelly chased into corners and bitten for fun.  When it comes to interacting with other Diokrine packs it’s nothing but unpleasant, usually leading to massive fights that leave only the strongest pack standing. Diokrine are no strangers to cannibalism and will eat one another if the opportunity presents itself. Diokrine are asexual and entirely female, nesting whenever they please, however abandon their children immediately upon birth having no care for them. Young Diokrine tend to stick together, this usually being how packs form, however lone Diokrine may find themselves welcomed into a pack with low numbers.

## Rivalry

All Diokrine share a hatred for Pernirex, and although interactions between the two species are not common they’re always extremely violent. For the most part young and lone Diokrine will flee at the sight of a Pernirex in fear due to their vulnerability. Packs of Diokrine on the other hand will go out of their way to harass and torture any pernirex they see, valuing them over all other prey in the area. Fights between the species are often to the death, usually leaving only a few survivors, or none at all. Packs will often try to kill any Pernirex if they see them whether they’re hungry or not lest the Pernirex come after them first.

## Profile Author

Originally written by Gingerfox0212 (FancyFlora#3747).
Turgeon

**Important Notes**
 ○ Turgeon will only travel/move when the sun is hidden to not cut into sun○ time.

## Description

Turgeon are large, lizard-like beasts with defensive toxins throughout their body. Attacking one of these carnivores may leave the unfortunate pursuer paralysed, vulnerable to the Turgeon’s venomous teeth. With short, stubby legs Turgeon are not the fastest of creatures, also known to be lazy and often overweight. They are commonly found around muddy and humid areas, so as to not completely dry out their skin.

## Behavior

Being lazy creatures Turgeon spend most, if not all of their day soaking in the sun’s warm rays. Treasuring their sun-time, Turgeon are nocturnal hunters, diving deep into oceans for easy pickings on fish. Should it be a cloudy day Turgeon may wander around the nearby watering holes, looking to steal carcasses from smaller species. Though intimidating as they may be, Turgeon are almost entirely passive during sunny days, taking long naps on shores or in muddy banks. Most creatures are able to pass by a Turgeon without getting too close. Waking one too early from a nap… well that’s a different story.

## Courtship

When spring first starts to bloom around Sonaria Turgeon will gather at dunes. It is there males will challenge other individuals for the right to a mate. These battles will take place on the sandstone bridge where the rules are simple, if a challenger falls off or surrenders they may not continue and therefore lose the fight. The last individual standing is ultimately the winner.

## Nesting

Pairs will bond for life but only be with each other a few seasons of each year. To begin the male will pick a suitable territory in which a female will create a nest in close proximity to a freshwater source. Though being lazy creatures, Turgeon prefer not to stay in one area for a long time. When the lone egg hatches, the male will leave, aiming to secure a new territory in their next closest habitat. The female will stay with the offspring until she deems it fit to travel after which together the two will follow the male’s path, arriving at the new territory once hopefully after it’s been cleared of any threat. Only once offspring grow to teens will they leave their mother’s side and head off looking for their own territory. This cycle will continue through each offspring and new territory.