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very rough hycha sketch

The hycha is a dark-elemental mammalian species of pack-based predators native to forest environments in the temperate and tundra regions of Mirai. These are fierce nonsapient beasts that cannot be tamed or domesticated without the use of magic, and are known to be extremely dangerous for unprepared lone travellers to encounter.


A hycha is a lion-sized quadruped with powerful limbs, a long tapering tail, and a thick muscular neck holding up a heavy, strong-jawed skull. It is covered by a short scruffy pelt of pale grey with spots or blotches of a darker coal-grey. A stiff black mane runs down the spine from the top of the head all the way to the base of the tail. Each paw has four digits equipped with ivory claws like that of a canid, and some individuals have dewclaws as well. Hycha skin is a tough and leathery dull mauve, with their pawpads, gums, and tongue being a slightly lighter hue.


It has a pointed snout and very strong teeth similar to a hyena both in structure and in their bone-crushing ability. A hycha's solid-hued eyes lack visible pupils and appear a deep, dark red during daylight hours but glow a brilliant neon red at night. Hycha ears are large and batlike, with acute hearing aided by their motility.


This species lives in tight-knit packs of three to eight adults and two to three pups. Only the dominant pair is allowed to reproduce, and the whole pack (usually made up of related individuals) pitches in to raise and protect the pups. 

Hycha pups take about five years to reach maturity, then either stay with their natal pack (if submissive) or strike out on their own to forge their own packs and territories (if dominant). A healthy hycha can live up to 70 years, but any direct exposure to sunlight or magical light can weaken them and eventually reduce their lifespan. Hycha within a pack have a close family bond, and will care for sick or elderly packmates.


Hycha vision is designed for darkness, and the less light is available the better they can see. They have a sort of biological night vision that allows them to see perfectly in pitch darkness, and they also have highly-developed senses of smell and hearing to aid them in locating prey and defending their expansive territories.


The hycha is strictly nocturnal. Adult hycha hunt and patrol their pack's territories together each night, while spending all daylight hours asleep in their dens (which can be dug out of the ground or located in natural hollows like caves). They prefer to hunt large hoofed herbivores when available, but are not picky when hungry and will readily attack sapient beings who travel through their territory.


Hycha communicate amongst themselves with a wide range of growls, howls, yips, and chuffs. Dominant individuals tend to be the most vocal, but all hycha are noisy creatures when not directly involved in stalking prey. They are excellent trackers who often follow prey for long distances and they have both good speed and endurance.


Qwachi (elemental fae beasts) of the dark element are respected and left alone by the hycha, but qwachi of other elements are not welcome--especially those that give off visible light such as light, fire, or electric. Hycha packs will not kill or consume any fae species (including even light qwachi) but they do harass and attempt to drive them out of their territory if spotted.


Certain magical traditions and cults consider the hycha a sacred beast that is important to Achii'lo (a major elemental deity of the night) or simply a status symbol for those who appreciate the dark element, and these folks sometimes attempt to acquire rare magically-tamed hycha from skilled clerics of Achii'lo to serve as guards or hunting beasts.


Even a hycha defanged by magic must be handled carefully, as these are strong-willed and physically powerful beasts who will not tolerate mistreatment.

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rough sketch of Entuzi
a rough sketch of Entuzi, king consort and meek spouse of the queen Ya'asu (the monarch and leader of the entire mosdra species)

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sketch of a catcus

The catcus, as its name implies, has a mix of feline (animal) and cactus (plant) traits. Catci have bodies covered in green cactus "skin", from which grow countless little spines on every part of the body except the face, insides of the ears, and the pawpads. These spines are very sharp and serve as an effective defense.

The body structure is mostly feline, with catlike limbs, head, and tail. There is no hair or fur anywhere on this creature, and no whiskers. Only slightly smaller than a typical domestic cat, the catcus has a plump and compact body with short, squat limbs and a thick tail of medium length. The tailtip is rounded, and the paws are stubby, with white retractable claws.

The eyes are big and round, with feline pupils, and usually yellow or gold in hue. The nose is small and feline, as are the muzzle and teeth. The nose, pawpads, tongue, and gums are all either light yellowish-green or warm pink, while the teeth can be white or ivory.

For much of the year, it is impossible to visually identify the sex of a catcus. Males and females look very similar until spring and the brief yet intense rains it brings, when each adult male will quickly grow a big cactus flower atop his head. It blooms and gives off a pleasant scent to attract females. This blossom is usually bright yellow or red, but can be magenta in a few rare individuals. The flower lasts all season, then rapidly wilts and falls off as summer arrives.

One of the most frequently seen elemental fae species, the catcus is only restricted by strict habitat requirements and its slow growth to maturity. An adult female catcus can breed once a year in the spring, each time giving live birth to a litter of two to five kittens. A catcus can live up to age 150, but kittens grow slowly and only reach adulthood at around age 30.

The catcus can be found in the deserts and other hot, arid regions of Mirai. They cannot tolerate cold or humid regions. But they do well (and are thus relatively common) in their hot, dry habitats.

This is a nonsapient magical beast, with only the intelligence of a typical small felid. Some desert-dwelling humans and other sapients occasionally capture and tame a wild catcus kitten, keeping it as a pet or using it to eliminate rodent pests. Once acclimated to their new owners, they can become affectionate companions.

Catci are highly adapted to their desert environments. They can tolerate extreme heat and almost never need to drink water since their prey provides them with all the moisture they need. Their slow and efficient metabolism (and ability to store nutrients & water) ensure they can go long periods without food or hydration. They are well equipped to survive even the most severe of droughts.

Their floral flesh is photosynthetic, allowing them to produce much of their own energy by utilizing the harsh desert sunlight. In addition to photosynthesis, catci have a keen predatory instinct and will hunt prey to consume--especially younger ones who are still growing and need more protein. They mainly target small rodents and birds.

Like most felines, catci have superior senses of vision, smell, and hearing. However, unlike typical cats they are diurnal, and due to their photosynthetic plant traits prefer to be active only in the day. Thus, they are not equipped for night vision and do not hunt at night.

Catcus females mate and raise a litter of kittens only once per breeding season, but adult males usually try to mate with every fertile female they encounter. Outside of the breeding season, catci are sedate and even lazy creatures when they are not hunting. They enjoy sunning themselves and taking naps in the afternoon sun. Kittens are more active and playful. Adult catci are solitary beasts, only mingling with others of their kind during the spring breeding season. Males can be territorial, but females are generally lax about such matters.

There are many varieties of catci, matching the many types of cacti. The one described above is the most common variety, but all have a similar basic appearance. One rare type of catcus resembles the old man cactus; this catcus's skin and spines are nearly hidden by flowing white fuzz that resembles hair.
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an adult male chavoska

The chavoska (frequently referred to as just "oska") is a repto-mammalian sapient species that lives in the humid jungle region of southwestern Mirai. This is a being highly adapted to an arboreal lifestyle, with sticky gecko paws and a long, fully prehensile tail kept curled up like that of a chameleon when not in use.

Chavoska usually average about 4 feet in height as adults, with lithe and slender bodies. All four of their limber paws are prehensile and good at both gripping/manipulation and sticking to woody surfaces for ease of climbing. In addition, they have sharp white retractable claws on both hands & feet--these are used as an extra climbing aid in especially slippery terrain, and for defense.

The creature's head has a pair of large neon-yellow eyes that give off a faint glow; these are solid yellow with no visible iris or pupil. The ears are floppy and non-motile. The snout is very short, barely a protruding bump from the face, and there is no visible nose. Dentition is omnivorous, and the pale pink tongue is long and sticky, similar in shape to that of a lizard.

Chavoska are covered in a pelt of short, sleek fur and are sexually dimorphic: males are always bright green, while females are pale peach to deep orange. Only males have wings, while only females have antennae. Both sexes have pale creamy yellow undersides and palms/soles.

The four insectoid wings of a male chavoska are similar to those of a wasp or dragonfly, being long, veiny, and transparent. They allow for instant takeoff and highly agile flight, but are not intended for extended use as they consume an enormous amount of energy while active. Males mainly use their wings for short flights: to get from one village to another or for dazzling courtship flights to woo a potential mate (or honor an existing one).

The two antennae of a female oska are long and fuzzy, ending in rubbery yellow bioluminescent bulbs that serve as vibration-detecting sense organs and a form of light-based communication. They are capable of limited motility and frequently carried semi-upright, swept back behind the head.

Oska are omnivorous, and have similar diet preferences to their mosdra neighbors: fruits and insects, in their case the many tree fruits and nuts of their tropical home and the fat larvae of the beetles, moths, and flies they culture and tend. Some of them are also partial to freshwater fish and small reptiles.

Chavoska normally live about 85 to 90 years, with some individuals living much longer. They are oviparous, with each gravid female laying a single spotted egg. Hatchlings and young children are called osklings, and take about 15 years to reach maturity. Male osklings are born without wings, which will only begin growing at puberty.

The oska is a nocturnal species, being more comfortable engaging in most major activities at night. They rarely stray far from their treetop dwellings during the day, but will if they must attend to something important. Their vision is well-adapted for seeing in the darkness, and in general is very acute. Their other senses are only average, as they are a sight-based species.

These arboreal beings live in complex treetop villages high up near the canopy. These villages are inaccessible to and impossible to traverse by beings unable to climb well. Steep drops are common, and most bridges and ladders are nothing more than natural vines and liana put to creative use. They make use of various technology imported from other regions and species, but use almost zero magic of any type.

Chavoska society is extremely egalitarian, and both sexes can and do occupy any roles within their families and villages. They also have little sense of social class, and everyone is considered equal. Villages are tight-knit and cooperative both within each village and with other villages, so that the species as a whole does well. Wealthier and more materially successful families tend to strongly assist those who need it.

Oska villages and the species as a whole have no formal ruler or even their own laws to follow. Each village generally heeds the advice of its elders. Villages tend to be clusters of several related extended families, and all oska villages are located within a few days' travel of each other.

They tend to be monogamous, but not exclusively so. Married couples/polycules usually remain together for life, as oska partners bond with each other strongly after a successful courtship, and the species is not prone to domestic strife. Oska families tend to have 2 or 3 children.

Chavoska tend to be agreeable, honest, and even-tempered, and the species works well with other sapients. As a result they have few enemies outside of the local jingu (who are hostile to everyone). Oska have the aptitude for specific professions and trades, and many of them become chemists, pharmacologists, or herbalists.

They have a knack for ending up in shady dealings, and are well regarded and frequently seen merchants and makers of black market goods. Because of this association, they often work with another arboreal species known for this knack: the krimi.

The oska are on good terms with nearby human communities as well as the neighboring mosdra kingdom, which they frequently venture into for the purposes of trade and recreation. They avoid the dangerous jingu who share their region, being careful to stay out of the jingu tribes' territories.
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rough sketch of a parasite's head and paw

like the mosdra, this ancient original species was first created in my teens and is a resident of my fantasy world called Mirai. unlike the mosdra, the parasite is a closed species. this means you may not create your own parasite characters--the only way to aquire one is through potential adoption in the future (unlikely to be offered)

this race's real name is the om-nith, but they are almost universally known by the sapients of Mirai as simply "parasite" for reasons that will be explained here.

a donkey-sized quadruped of semi-sapient status, the parasite is a visually unremarkable mammalian being. it has canid paws with blunt claws, a long flexible cameloid neck, and a shortish doglike tail.

the creature's head shape is perhaps its most striking feature, with a flat toothless beak like that of a platypus instead of a snout. the eyes are eerily human and tend to be chocolate-brown or hazel in hue. the ears are small and somewhat motile. this being is nearly silent, and makes little noise.

a short, scruffy pelt of coarse fur covers the beast and comes in two varieties: standard (fawn to sandy) and pure black, the latter being far less common and due to an occasional genetic glitch. both coat colors have deep grey skin and a black beak.

this is a very rare, mysterious species that is seen as a bad omen when it appears. this is because, despite their unassuming and even goofy appearance, the parasite is dangerous due to its unique & supernatural form of feeding.

it sustains itself on nearby "probability", causing localized strikes of bad luck in the areas it inhabits. this affects complex/intelligent life the most.

it must "eat" often. the longer it spends in a given area, the more likely that location (and all life within it) will undergo various disasters.

this process continues until the affected area is unsuitable for all life and the parasite must move on to find a fresh source of probability to feed on.

the only lifeforms immune to the parasite's luck-draining aura are fellow parasites.

fortunately for all other life, parasites are not actively malevolent, avoid highly populated areas, and are fairly easy to avoid. they are placid and never aggressive, and show no interest in communicating with or befriending other species.

they tend to be solitary. males and females are outwardly identical and impossible to tell apart at a glance. they seem to reproduce extremely rarely and live for many centuries, and they spend most of their time in isolated mountain & desert regions.

baby parasites are called pups, and are kept in secret dens in hard-to-reach places. they take about a year to wean from their mother's crop milk to their kind's unique diet. until that point they are not dangerous to be around.

humans especially tend to hate and fear these beasts, as they lack the magic defenses to counter (or deter) their presence that some other sapients of Mirai have. the om-nith are seen as (and may well be) cursed beings, and attempting to kill or harm (or even approach) one is forbidden in nearly all of the world's cultures.

they do not seem to age past the mature stage of adulthood, and a dead parasite has never been found--they seem to simply vanish at the end of their long lives. however, they can be found in a weakened state if they fail to "eat" enough, but this is rare.
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smiley species ref

The smiley is an unusual fae beast species that used to be fairly common all over Mirai, but has been hunted nearly to extinction and is now very rare.

About the size of a leopard, an adult smiley is a quadruped with a feline body shape and tail. Though it also has retractable claws like a cat, the smiley's paw structure isn't feline and lacks pawpads.

The smiley's short yet luxuriously plush coat is always a solid bright yellow. Claws are black and sharp, and the skin beneath the beast's pelt is a warm pink. Their glittery blood is a sparkling neon pink, and any injuries heal quickly.

The skull is rounded, leading to a rotund head with two pointed catlike ears. The glossy eyes are perfectly round and are solid black. The muzzle is extremely short and completely lacks a nose (and has no visible nostrils). The mouth is wide, with pure black oral tissues and a pink mammalian tongue. Dentition is similar to a canid, but rarely seen as the smiley has the ability to fully retract its teeth into its gums.

Smileys are omnivores who have a preference for sweet food such as fruits, sugary sap, and honey. They never actively hunt, but do scavenge on fresh carrion. They are good climbers due to their claws, and where large trees are present they have a semi-arboreal lifestyle.

The smiley is an agender species, and they reproduce by a process similar to budding after reaching maturity. Smiley young are called kits, and grow to adulthood slowly. They usually reach full maturity around age 80, then live for several centuries past that.

Their sapience is disputed, especially by those who seek to hunt them, but in fact the smileys are fully sapient and capable of speaking multiple languages--they just rarely bother. They do chirp and squeak to express delight. As fae, they have a special connection with all the mortal/nonmagical wildlife where they reside, and no normal animal will disturb or hunt them. They are considered a sign of good luck by many sapient species, and in fact do seem to bring health and productivity to a region’s foliage.

The smiley species is unable to feel or process any negative thought, sensation, or emotion. They are incapable of feeling any pain, physical or psychological. These beings are in a constantly blissed-out state, ever cheerful and always upbeat. They show no fear when approached by hunters, and do not react with distress when injured or dying. They seem content at all times.

The reason smileys are so sought-after by hunters is that their body fluids (especially blood) can be used to process a magical euphoriant drug of intense potency. This drug is banned in most regions yet commands very high prices on the black market, even moreso in recent times due to the dwindling population of its source.

Smileys are hunted but never captured alive by the unscrupulous individuals who hunt them. Those who desired to keep them in cages and repeatedly sell their blood found this cruel practice unsustainable, as they quickly fall into a deep sleep and eventually die when deprived of their freedom.
erraticstatic: (Hashy)
 various mosdra sketches

(the following was copypasted from an old twitter thread, so forgive any wonky formatting)


I first came up with the mosdra when I was in my early teens, making them the oldest of my original species that is still active. like a few others I will share, they are part of my fantasy worldbuilding project called Mirai.

the mosdra is an open species, meaning anyone who wants to make their own mosdra character is welcome to do so! just please abide by the correct species traits and credit me where appropriate.


k lets go~

the mosdra (short for "mosquito dragon") is a relatively small draconic entity about the size of a large dog. it is an oviparous endotherm with a very fast metabolism (due to hovering flight being the preferred means of getting around)

both hands & feet are capable of a strong grip, and fully prehensile with opposable digits and sharp claws. the tail is long and tapering, ending in a flat fin that serves as a rudder and is helpful for balance.

they have excellent vision and a decent sense of smell/hearing.

two flat membranous wings sprout from the upper back, and rapidly flutter like the wings of an insect when in use.

capable of hovering and even flying backwards or upside down, mosdra depend heavily on their wings and any individual unable to fly is shunned by their society.

though equipped with those strong and well-developed feet, mosdra prefer to fly everywhere and can fly from the moment they hatch.

they tend to be actively hovering almost constantly while awake (even when not travelling anywhere), meaning they must eat very often. It's highly energy-expensive.

their wings are quite small relative to their body size, but their rapid flapping and the creature's hollow bones, internal airsacs, and low body mass allow them to fly (think Watto from Star Wars, who has very similar wings)

females are larger, stronger, and more aggressive than males, and also have a longer/sharper beak. the "beak" is really just a sharp snout and lacks teeth.

the species is strictly monogamous and has a slow rate of reproduction, with each couple producing no more than two children over their 300+ year lifespans (short for a draconic creature) and many choose to never breed at all.

they have leathery skin (no scales) that most often comes in olive, teal, mustard-yellow, or various shades of brown. uncommon skin hues are found mainly in the royal family & nobility and include crimson, black, and purple.

the most common eye colors are yellow, amber, mint, and grey. rare eye hues include red & magenta, and even pitch-black.

albinism is possible but extremely rare.

they are omnivores, with a preference for insects and fruit. females consider blood (especially the blood of mammals) a delicacy and tend to crave it most after mating until egglaying.

fully sapient, they have a matriarchal society organized into a loose feudal system topped by a hereditary monarch (always a queen), whose heir is always her firsthatched daughter (or adopted daughter from the upper nobility if she has no biological daughters) though high-strung and known for a vicious reputation, they tend to be surprisingly even-tempered until wronged, and many have trading/business relationships with both humans and other sapient species who live in the regions bordering their own.


they have low magical ability for a draconic species, with rare exceptions. some have joined weird cults (which their queen strongly disapproves of) their ears are slightly motile and can be slicked back against the skull to emphasize emotion.

a cute fact about them:

hatchling mosdra cannot yet hover for extended periods like their parents, so tired infants are frequently seen clinging to their mother's drooping tail as she flies about.

a less cute fact:

honor duels are a major way of settling disputes among the nobility, and these are not unlikely to result in the death of one or both of the participants because mosdra are very brutal fighters once angry. the common folk don't have time for this nonsense lol

 

bonus art of the mosdra here


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rough sketch showing pinna differences in males vs females, plus paw & muzzle deets
These beings are an entire species of elemental fae beasts. They are occasionally known as qwachi. Though they look somewhat like mammalian predators, any resemblance to mammals or any other animals is entirely superficial. They are not regular mortal animals at all, but rather elementals with a beastlike form. They are fully sapient and have their own language, but are largely instinct-driven. They stay wild and have no civilization or complex society to speak of. They usually stick to remote wilderness areas.

Each beast reps a single element. The known elements and their rarity are as follows:

Common - Fire (Heat), Ice (Cold), Water, Earth, Plant

Uncommon - Poison, Electricity, Metal, Wind (Air)

Rare - Dark, Light

A few of the above types have 'subtypes' such as: Earth beasts can be ground, rock, crystal, or a variety of gems. Metal beasts can rep almost any single metal, from ferrous to precious.

Their horizontal ungulate pupils look quite uncanny on a creature with the forward-facing eyes of a predator, giving a hint to the supernatural nature of these beasts. They look almost like a mockery of a normal animal, with their front-facing goat eyes and sharp uniform teeth.

Each of a beast's four paws has four digits, and these end in razor-sharp and fully retractable claws like those of felines. The tail tends to be long and flexible, and often seems to have a mind of its own (it seems to twitch and lash about at random, and can even react to threats when its owner is asleep or otherwise distracted)

There is no fleshy nose capping the short muzzle, just a pair of small round or slitted nostrils. Within the jaws are sharp and "primitive" teeth that aren't differentiated; no advanced dentition here. Instead, these teeth are all uniform in shape like that of a crocodile or piranha, though they can vary slightly in size.

Their metabolisms do not require them to breathe, though most do have a heartlike pump that circulates fluid through their "blood" vessels, though instead of blood the liquid coursing through their veins is a medium for elemental energy. This fluid is often of a similar color to the individual beast's skin & internal flesh, and thus rarely red unless those are also red (such as in some fire beasts)

Although all of these beasts are carnivores who can digest meat (with a preference for warm-blooded prey and, in the case of water beasts, fish & cephalopods as well) they can also obtain nourishment from absorbing their own element. For example, an electric-beast might feed on natural lightning and snack on batteries. A cold beast might eat snow or glacial ice. An earth beast might nibble on stones, pebbles, or dirt. And so on.

The crocodile-like dentition of these beasts does not allow for efficient chewing, so most tear off and swallow chunks of meat without doing so.

Each qwachi can both emit/breathe their element, absorb external sources of their element for sustenance & healing, and even shift into a pure form of their energy type temporarily! The latter is most often used for rapid escape or quick travel.

Their most potent/taxing ability is their power to "summon" a storm of their element. For example, a cold beast could summon a blizzard. An electric beast can summon a lightning-heavy thunderstorm. An earth beast can summon an earthquake. An air beast could summon a tornado or hurricane, depending on the individual beast. A water beast can call upon a massive tsunami or rainstorm, and so on.

Although all of them have decent vision in dim light, only the dark-elementals see perfectly well in complete darkness.

Their gender distribution is uneven: 60% of individuals are male, 35% are female, and 5% are nonbinary.

Only about 10% of them are capable of reproduction, while the rest are sterile for their entire lifespans.

Though they have internal genitalia that usually remain concealed, it's easy to tell the sexes apart because of their ears: males have erect "prick" ears, while females have floppy "hound" ears. The rare nonbinary individuals can have either ear type, or even one of each.

All of these beasts have certain physical features in common to their species as a whole. These include the approximate size and general shape of the body and head, those goatlike eyes with horizontal pupils, a long tail, sharp retractable claws on all four limbs, and sharp piranha-like teeth.

An individual beast's appearance otherwise depends on its own element. This affects coloration and hide, fur, or scale texture.

Some elements are more likely to produce beasts with certain traits. For example, very ample and fluffy fur is most common in fire, light, and wind beasts. Water beasts often have webbed paws, scaly skin, finned tails/ears, or cephalopod tentacles. Wind beasts often have feathery plumage instead of a coat of fur. Electric and poison beasts often have quills or spines. Poison beasts often have stinger-tipped tails and hollow, venomous fangs and spines. Plant beasts can have giant flowers tipping their tails, have a pelt made of moss or leaves, and give off a sweet floral scent. Earth and metal beasts can have tough, armored hides like an armadillo or the scales of a pangolin. Dark beasts can have a wispy coat of ghostly shadow "fur", while light beasts can have a "pelt" of radiant white, yellow, or pale gold light.

Horns are most common in metal, earth, plant, dark, and light beasts, but any element can possess them. These horns can take any form, from curling ramlike spirals to tiny spiked nubs, and are unique to the individual.

All of these beasts can have a pelt of real fur, but some (namely water, earth, and metal) are more likely not to.

Some elementals (namely fire, electric, and light) leave behind glowing pawprints as they walk. These are usually red or orange for fire beasts, yellow or cyan for electric beasts, and often a brilliant white for light beasts.

Others also leave behind unique pawprints-- dark beasts leave smoky black or dark purple pawprints that dissipate quickly. Plant beasts' prints often cause grass and other plants to grow where they tread. Ice beasts leave cold white or pale ice-blue prints that can freeze the surrounding area. Some (not all) poison beasts leave behind sickly green or purplish-mauve prints that seem to ooze with poisonous slime.

Wings are only possible for wind and poison beasts. Such wings can be either fully functional or tiny and vestigial. Wind beasts can have any wing type (bird, bat, or insect) or patagia for gliding, while poison beasts can only have insectlike wings (from wasp to butterfly). None of the others can have wings.

Males (and nonbinary individuals with one or both male-type ears) have much better hearing than the lop-eared females do.

This species is oviparous. When two fertile individuals mate and conception occurs, usually just one egg is laid about eight months later. The egg must be incubated for six months, which is typically done by both parents. From that egg a single pup hatches. On occasion a pair of eggs will be laid and twins will hatch. The pups take about two decades to reach maturity.

Beasts of opposing elements tend to dislike each other, and in the rare chance they'd get along well enough to conceive, that pregnancy is likely to end in miscarriage, as the elemental egg never forms correctly. Even if the pup of such a union survives, the pregnancy that produced it will have caused significant physical distress to the mother. Surviving pups will usually be of the mother's element.

A list of which elements oppose which, and whether one has an advantage over the other:

Fire & Water, water wins

Fire & Ice, fire wins

Fire & Plant, fire wins

Electric & Earth, earth wins

Electric & Water, electric wins

Wind & Earth, tie

Wind & Metal, tie

Water & Earth, tie

Water & Metal, tie

Plant & Poison, poison wins

Plant & Earth, plant wins

Dark & Light, tie

Light & Plant, plant wins

Dark & Plant, dark wins

Opposing elements with advantage do more damage to the opposite element, and that damage regenerates much slower than normal. But even "tied" opposite elementals have a strong instinct to detest and avoid each other.

These beasts frequently mate for life and live in pairs or small family groups. They tend to be territorial, but otherwise their natures vary by individual. Certain elements are more likely to have specific personality traits, but there are exceptions.

Fire beasts are often hotheaded and temperamental, yet also warm and passionate. Ice and dark beasts tend to be more shy, reserved, and stoic. Earth and metal beasts tend to be more grounded and serious. Electric beasts are often nervous, high-strung, and jittery. Wind and water beasts are often moody and fickle. Light beasts tend to be good-natured, yet think too highly of themselves to the point of arrogance. Poison and plant beasts don't have any specific personality traits associated with them.

This is my sona’s species! Hashmal is a female electric qwachi, and in fact her name means “electricity” in Hebrew (my native language)
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moving my worldbuilding blog from cohost to here! bear with me while I figure stuff out 

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The Mirai Project

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