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Bestial Species
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A bestial species describes anything that is determined to behave as an animal, and therefore is not expected to abide by city laws.

Types:

Beast - describes most quadrupedal and bipedal creatures.

Aerial - anything with wings; may or may not actually fly.

Aquatic - creatures that live in or around water.

Vermin - insects, arachnids, arthropods, worms - anything bug-like.

Flora - anything plant-like.

Amorphous - anything capable of changing shape freely, such as a slime.

Ethereal - anything ghostly, gaseous, or immaterial in some way.

Abomination - things beyond description.

Construct - anything artificially constructed.

Please excuse small inconsistencies in the beginning, and expect minor changes. I'm still working out details.

ADDLEWORM - FEASTER - GREEP - KUDZU - MEPHITOAD - MIGGWITCH - NOCTER - OROLISK - QUERIL - SLETCHER - SPOOK - SQUALL - VRUGG

This page contains hard themes.

concept_addleworm.jpg

 

 

The Addleworm

 

Aspect: Mind / Life

Type: Vermin

Height: -

Length: -

Weight: -

Myth: When one loses their way

Notable Traits: Leads to queen and uses as an eggsac

 

Physiology 

 

WiP

 

​Behavior

 

WiP


 

Reproduction 

 

The addleworm reproduces by filling a host creature with self-fertilized eggs. It may deposit these in the victim's stomach, womb, bowels, or testicles.

Once the eggs hatch, the larvae will burst from the swollen and still-enraptured host.

 

Diet

 

The addleworm eats detritus, and often the remains of any spent hosts.

Habitat

 

The addleworm makes its home in deep caves.

 

Usage

 

The queen addleworm is largley a source of fear for citizens, but some mages will use the hunters as a form of mass mind control. The mage will enchant the worms with a belief of their choosing, and then release them into the streets to alter the minds of unsuspecting citizens.

Addleworm
concept_feaster.jpg

 

 

The Feaster

 

Aspect: Death

Type: Beast

Height: 3.5’

Length: 8’, with tail

Weight: 240 lbs

Myth: When one remembers incorrectly

Notable Traits: Consumes memories

 

Physiology 

 

Feasters are slender, vaguely canid creatures with an eyeless, mandible-laden face. Their skin color ranges from black to white with various drab, bluish hues in between.

The feaster has no eyes, and is thought to locate its prey by sensing nearby concentrations of consciousness.

Its legs are long and black and lined with slender, flexible spines. Its insides are also usually black or dark gray.

The feaster has a long, whiplike tail.

 

​Behavior

 

Feasters are agile and confident in their stride. They seem intelligent, but do not speak.

 

Feasters generally spend a lot of time stalking their prey before pursuing them, and in most cases remain undetected for days at a time before striking. During this time, it's thought to be reviewing its target's life and hunting for the perfect meal.


 

Reproduction 

 

The male feaster has a sheath with a black, subtly-spined penis. The female has a prominent, spade-shaped vulva.

Feasters tend to have proportionately small genitalia - at least in comparison to many creatures in Nodd.

 

Diet

 

Feasters eat only memories. This is achieved by the feaster latching onto the prey’s skull with their mandibles and siphoning out select patches of consciousness. The victim will usually survive the encounter, but will no longer be able to recall the stolen memories.

 

Inside the creature, the memories are stripped of meaning, and the remaining tedium is discarded. The tedium is then expelled as a black haze from one or both ends. Inhaling this haze would yield a jumbled mash of contextless, meaningless sensations and emotions.

 

Habitat

 

Feasters can be found mostly around Umbrasia’s campus, and occasionally out in the wilderness. Here, they tend to favor large stretches of plains, though can sometimes be seen in forests.

 

Usage

 

The feaster is mostly feared by citizens, but may be used by beastmages in combat, or appear in a menagerist's collection.

Feaster
concept_greep.jpg

 

 

The Greep

 

Aspect: Life

Type: Vermin

Height: 2.5’

Length: 2’

Weight: 6 lbs

Myth: When one denies their own filth

Notable Traits: Pest species


 

​Physiology

 

Greeps are small, superficially bird-like creatures. They have a four-part mouth and wingless, fleshy body. They walk on two legs, and have no eyes or ears to speak of.

 

Behavior

 

Greeps are nearly mindless creatures that waddle aimlessly through the streets of Nodd. They nest in the piles of garbage that end up heaped against the sides of buildings and walls.

 

Greeps are not aggressive, and will simply flail and honk if antagonized. They seem to forget about the incident seconds later.

 

Reproduction 

 

Both sexes have a cloaca; the male lacks a penis, and mates via cloacal kiss.

 

Greeps reproduce rapidly, and are culled regularly. Females lay a clutch of around twelve small, round slimy eggs.

 

​Diet

 

Greeps eat mostly insects and garbage, along with any food scraps thrown to them by citizens. It's not uncommon to see a flock of greeps gathered outside restaurants.

 

​Habitat

 

Greeps are mostly present within the city itself, and congregate in particularly filthy areas. It's rare to find them outside the city, where they'd likely be immediately snatched up by a roving predator.

 

​Usage

 

Greeps are considered pests, but are also used as food. As a food item, greep may be colloquially referred to as “chicken”.

Greep
concept_kudzu.jpg

 

 

The Kudzu

 

Aspect: Flesh / Life

Type: Flora

Height: -

Length: -

Weight: -

Myth: When one resists intimacy

Notable Traits: Crushes and desiccates prey


 

​Physiology

 

The kudzu is a cluster of vines that takes the shape of various creatures in order to feed. Its vines are usually a dark color dotted with brightly-colored thorns.

 

Behavior

 

The kudzu remains as an amorphous tangle of vines until prey is spotted. It then forms itself into a shape that roughly matches that of its victim.

 

Reproduction 

 

The kudzu reproduces by depositing seeds in the soil from the tip of its tail bulb. It may also inject these into prey as it feeds, sealing the victim's husk around them.

 

​Diet

 

Kudzu are carnivorous, and entangle prey to wring the life from them. The resulting pulp is absorbed into the creature's vines.

After the kudzu has finished with its prey, it deposits the resulting husk, grotesquely mummified into the position it was forced into inside the creature.

 

​Habitat

 

Kudzu are found in dense forests where they easily blend into their surroundings. They occasionally creep their way into the city, where they lie in wait among flower beds and gardens.

 

​Usage

Kudzu are feared among citizens, and some become paranoid of any thorny vine for fear it might attack them.

Kudzu
concept_mephitoad.jpg

 

 

The Mephitoad


 

Aspect: Life

Type: Aquatic

Height: 4’

Length: 9’

Weight: 3,300 lbs

Myth: When one indulges a sudden food craving

Notable Traits: Viviria’s familiar, eats anything, toxic 


 

Physiology 

 

Mephitoads - sometimes called "slugpuppies" - are walrus-sized amphibians. They have four eyes, long floppy ears, and four chin barbels. Their hind legs are vestigial, and they instead move on a strong, mucus-secreting tail. The mucus is toxic to ingest to most creatures, and is at best unpalatable to everyone else.

 

Their organs are specialized to process this highly varied, excessive, and often toxic diet. These toxins are filtered into a gland that then excretes them through the creature's mucus. As such, a mephitoad may be more or less toxic depending on what it's been eating.

 

Their innards are also remarkably strong and flexible, allowing the animal to consume large, sharp, pointy, or otherwise inedible objects.

 

Their hide is rubbery and wet. They come in a variety of colors and patterns, from drab and swampy hues to garish palettes that warn nicely of the creature's toxicity.


 

Behavior

 

Mephitoads aren't particularly intelligent, and essentially exist to consume garbage.

 

Mephitoads do not seem to possess any cognitive impulse to stop eating. It is not uncommon to see one that has recently stumbled upon a smörgåsbord and immobilized itself - in which case it will only resume eating once it can move again.

 
Reproduction

 

Mephitoads are biologically hermaphrodites, and exchange genetic material by intertwining tentacle-like reproductive organs that emerge from a cloaca. The phallus itself has no opening, and instead the fluids ooze from tiny pores all along the organ's length. After copulation, the fluid-slathered organs unwind from one another and retract back into the creature's uterus, where eggs will be fertilized.

 

​The round, greenish-yellow eggs are cared for by the single parent, who will then watch after the "pups" after they're hatched.


 
Diet

 

Mephitoads do not seek out any particular food source, and instead tend to eat anything that catches their attention.

 

Habitat

 

Mephitoads live in swamps and bogs outside Nodd proper, though sometimes occupy sewers within the city. They are also kept on the House of Viviria’s campus grounds, where they’re revered.

 

Usage

 

Mephitoads are difficult to own, as they're known to consume furniture and owner alike. However, they are Viviria’s beloved symbol, and are kept as pets on the campus grounds.

Mephitoad
concept_miggwitch.jpg

 

 

The Miggwitch

 

Aspect: Flesh

Type: Beast

Height: 6’, at the withers

Length: 10’

Weight: 2,000 lbs

Myth: When one delights at another’s suffering

Notable Traits: Beast of burden, anesthetic secretions



 
Physiology

 

Miggwitches are tall, stilt-legged deer creatures. Their legs are fleshless from the last joint to the end of their digitless limbs. This is thought to be an adaptation to the aquatic flesh-eating worms that inhabit the swampy waters of their home.

 

Behavior

 

Miggwitches are very anxious and easily startled. While only moderately smart, they're easily tamed and can be trained for various purposes.

 

Reproduction

 

The vagina of miggwitches is covered in microscopic urticating filaments. This causes the male an excruciating amount of pain - unless he's eaten sufficient amounts of a certain plant that numbs his genitalia.

 

Diet

 

The miggwitch eats a variety of aquatic plants, and its sharp teeth only serve to sever tough woody roots. Their diet ideally includes a type of swamp vegetation - numbell - with anesthetic properties. The anesthetic is an effect of a microorganism that lives on the plant; when consumed, the microbes find their way to the animal's mucous membranes where they then thrive.

 

Habitat

 

Miggwitches roam in small herds in the swamps outside Nodd. They're also seen inside Nodd as pack animals.

 

Usage

 

Miggwitches are easily domesticated, and are used for various transportation-related purposes.

 

​They are not often eaten, and this is considered a taboo by some.

Miggwitch
concept_nocter.jpg

 

 

The Nocter


 

Aspect: Mind

Type: Ethereal

Height: -

Length: -

Weight: -

Myth: When one awakens during a dream of a nocter

Notable Traits: Spawns only in dreams


 
​Physiology

 

The nocter is a small bipedal imp with a toothy snout, long arms, and a long, forked tail. They're usually a dark, inky indigo or blue, but their color varies with the dream from which they originated.

 

Behavior

The nocter is mischievous, crass, and destructive. Once spawned, it usually assaults its dreamer - and often as a group. It's uncommon to meet a citizen who hasn't had at least one nocter experience, and some have them regularly.

 

Reproduction 

 

The nocter only spawns when someone in Nodd dreams about them. If the dreamer awakens during a nocter dream, the nocters will manifest in Nodd's reality, usually atop the dreamer themselves.

Once spawned, nocters are compelled to harass citizens with the goal of traumatizing them enough to elicit nightmares - thus spawning more of their kind.

 

​Diet

 

The nocter doesn't eat, and vanishes after several days in reality.

 

​Habitat

 

The nocter lives anywhere dreamers do.

 

​Usage

 

Nocters are not employed for any particular purpose, and are mostly considered to be a nuisance.

Nocter
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The Orolisk


 

Aspect: Change

Type: Amorphous

Height: -

Length: -

Weight: -

Myth: When one resists change

Notable Traits: Morphoria's familiar; shapeshifts


 
​Physiology

 

The orolisk is a small black snake with white insides.

Behavior

The orolisk possesses the ability to take on the appearance of an inanimate object. If someone unknowingly attempts to use an object that is actually an orolisk, they will themselves turn into the object, and the orolisk will run free.

 

Reproduction 

 

The orolisk is thought to be spawned by Pnura whenever it senses resistance to change. Orolisks have no genitalia.

 

​Diet

 

The orolisk is thought to sustain itself only by turning others into objects; despite having a mouth, it does not eat.

 

​Habitat

 

Orolisks are mainly found within the Morphoria citadel, but may slither their way out into various parts of the city, where they wait for unsuspecting citizens to fall for their various disguises.

 

​Usage

 

Orolisks are House Morphoria's official familiar.

Orolisk
concept_queril.jpg

 

 

The Queril


 

Aspect: Mind

Type: Aerial

Height: 3.5’

Length: 4’, with tail

Weight: 10 lbs

Myth: When one confuses oneself

Notable Traits: Psilysium’s familiar, hallucinogenic dust 


 
​Physiology

 

Querils are small, colorful, flightless birds. In place of wings, they have long black quills.

The tail of a queril is a cluster of tentacles, each one densely feathered. On each tip is a tufted plume from which hallucinogenic dust is produced.

 

Behavior

Querils are capable of speech, but only seem able to ask questions. Oftentimes the questions are nonsensical or irrelevant, making conversation unfeasible, and the intellectual capacity of the queril difficult to assess.

 

Reproduction 

 

Both sexes have a cloaca. The male's penis is semi-flexible, and is generally around 18 - 20 in. long.

 

Females lay a single large egg with glowing spots. The color indicates the color of the offspring's plumage.

 

​Diet

 

Querils eat insects, fruits, nuts and seeds.

 

​Habitat

 

Querils deck the labyrinthine halls of the Psilysium citadel, where they confuse and mislead disciples with their dust-induced illusions.

 

They can also be found in deep, dark forests.

 

​Usage

 

Querils are the cherished symbol of the Psilysium house.

Queril
Sletcher
concept_sletcher.jpg

 

 

The Sletcher

 

Aspect: Flesh

Type: Beast

Height: 3.5’

Length: 8’, with tail

Weight: 240 lbs

Myth: When one climaxes from pain

Notable Traits: Vorn’s familiar, deaf and blind; highly sensitive

 

Physiology 

 

Sletchers are large, eyeless, earless, hairless, dog-like creatures. They often have spines and sagging pink or reddish flesh that superficially appears as exposed muscle tissue. Their skin is often tattooed or pierced, and elaborately decorated with straps and lace.

 

​Their tails are bifurcated with bony hooks at the tips, acting as a flail. Their claws and teeth are curved and sharp.

 

​Males often have a large chin "blade" whereas females tend to lack this.

 

​They are said to be highly sensitive creatures, and perceive mostly through sense of touch. Despite lacking eyes and ears, they seem to have an analogous sense of objects in space through the ability to detect vibration, changes in temperature and air pressure.

 

​Behavior

 

Sletchers are intelligent, social animals. They do not vocalize, but instead communicate by "chattering" - rapidly clacking their teeth together.

 

They tend to enjoy the attention and company of their owners - particularly of an intimate nature.


 

Reproduction 

 

Sletcher reproduction is fairly canid in nature. The male has a sheath and a knotted shaft that remains in the female for several minutes.

 

Diet

 

Sletchers are obligate carnivores, and have jaws built for crushing bone.

 

Habitat

 

Sletchers roam the Vorn citadel, and can be found in the deserts outside Nodd.

 

Usage

 

Sletchers are the beloved familiar and mascot of the Vorn house. They roam the house grounds and patrol the hallways, acting as eyeless watchdogs.

placeholder_ref.jpg

 

 

The Spook

 

Aspect: Control

Type: Construct

Height: varies

Length: varies

Weight: varies

Myth: Mythless construct

Notable Traits: House Omnillian's familiar and surveillance system

 

Physiology

 

Spooks are small constructs that vaguely resemble birds.

There are a number of units, each with their own purpose.

 

Behavior

 

Spooks behaved as they're programmed to behave.

 

Reproduction

 

The spook is a construct, and doesn't reproduce.

 

Diet

 

The spook doesn't eat, but runs on a gloam cartridge.

 

Habitat

 

Spooks can be found heavily in House Omnillian, and within the Council Spire in general.

 

Usage

 

Spooks are mainly used to watch over Council properties and procedures.

Spook
Squall
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The Squall

 

Aspect: Death

Type: Beast

Height: 6’

Length: 9’, with tail

Weight: 230 lbs

Myth: When one craves immortality

Notable Traits: Squall of the void, Umbrasia's familar

 

Physiology

 

The squall is a theropod-like predator. It has dark, armor-plated hide, a long tail, and claws which have partially fused into scythes. Its inner flesh ranges from black to white with various cool, drab tones in between.

 

Behavior

 

The squall is known for its shriek, known as “Squall of the Void”. This sound will cause prey to become complacent if not inviting of death, allowing the beast to more easily overpower them.

Squalls are aggressive, but can be made relatively docile by a dedicated and knowledgable tamer.

 

Reproduction

 

Both female and male squalls have a cloaca. The male has a long, ridged penis which extends like a telescope. Females have a tight vaginal slit with a ribbed texture throughout its length.

 

Squalls lay black, ribbed eggs.

 

Diet

 

The squall is a carnivore, and eats virtually anything it can catch - including any citizens that wander far from the city’s gates.

 

Habitat

 

Squalls occupy the plains outside the City of Nodd.

 

Usage

 

Squalls are the cherished familiar of House Umbrasia, and their wails echo through the pallid halls of the citadel.

 

They may also be a target for hunters, who cull the bothersome predators for sport. They may also make a formidable addition to any skilled beastmage's roster.

concept_vrugg.jpg

 

 

The Vrugg

 

Aspect: Mind

Type: Abomination

Height: 9', above ground

Length: -

Weight: -

Myth: When one resists temptation

Notable Traits: Illusive desire trap

 

Physiology

 

WiP

 

Behavior

 

WiP

 

Reproduction

 

WiP

 

Diet

WiP

 

Habitat

 

WiP

 

Usage

 

WiP

Vrugg
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