With such a large world, of course there is life outside of those who are brought here. But what are they?
The natives to these lands may seem different from the newcomers, but maybe they have more in common with them than they realize.
What sort of dangers, or possible friends, lurk in the wilderness around? There are so many creatures one could run into.
Who roams these lands? What are their stories?
Elves are among the earliest modern races to have a recorded history, likely due to their early adoption of recording things in writing. Their history is intertwined with significant magical advancements, particularly in Igarot, where non-innate magic usage by common people was recorded as early as 718 BD. This reliance on magic became a cornerstone of their society, impacting daily life and shaping their culture, though many elements of their life remained heavily impacted by other technological advancements.
Half-elves are a race originating from Igarot after the often pairing of a human and an elfish parentage, often giving the best qualities of both of their parents. While it's unclear exactly when the first was noted, there have been many notable half-elves throughout history, especially holding a strong part in the original ruling family in Igarot. Due to this, their history is intertwined with development and changes in their parent races and in governmental changes.
Humans are a widespread and adaptable race, found across various continents, including Igarot, Eador, and Seltortis. They were recorded as one of the first modern people in the writings of others, though they took up noting their own histories around the time of the Era of Peace. They have since become well known for being highly adaptive and reliable to take on any roles that need to be taken and are unusually good at handling any injuries that they may acquire throughout their life, and have a fondness for taking other races as their partners.
The Kalashtar originated on the continent of Igarot, likely stemming from a profound ancient spiritual event that intertwined their lineage with an otherworldly presence. Through generations, this unique connection deepened, granting them an innate affinity for psionic abilities and a profound bond with ancestral spirits. Due to this, they are often considered to be related to spiritual practices and to have a closer religious connection, though this only proves to be true for a few.
Vedalkin history followed a path similar to the elvish kind, although it began a couple of hundred years later than it, they picked up writing their history much sooner. They were always noted to be deeply rooted in their innate drive for knowledge and meticulous observation. Over the years, although their population isn’t as great as it once was due to many opting not to have children of their own, they made a name for themselves for being rather skilled at record keeping and organizing things, leading many to trust them to give factual information.
The earliest Simic Hybrid was recorded to be created in only 192 AP, though there was much controversy around its creation, as it only followed after years of attempts and failures. This caused a strong negative stigma to follow them, with many people feeling that they should never have existed, especially when it was found that their lifespan was heavily impacted by their changes. It was likely these mixed feelings about their very existence, even those that were unusually naturally born, that led to most of them fleeing to Occultare upon people leaving Docere, though a few of their limited numbers remained.
The history of the Loxodon race is deeply intertwined with their strong connection to nature and agricultural advancements, with it being widely believed that they originated from the creature they so similarly resemble. As early as 62 AP, Loxodon-led agricultural mages developed sustainable methods for magically enhancing crops in Igarot, indicating a long-standing mastery over both natural and arcane forces for communal benefit. They heavily value knowledge and record-keeping, reflecting often on the past to approach the future in a calculated manner, and are known to rarely keep secrets or behave violently when other options are available.
From the earliest records, Gnomes have been noted to be rooted with curiosity and connections to the earth, especially the gems and precious metals that come from it. Perhaps due to this, or many enjoying spending more time cooped up alone, they have also fostered a nature and talent for tinkering with magical and technological items. This historical focus on craftsmanship and innovation has made them skilled at creating intricate devices and understanding complex magical principles, with many notable inventions coming from them.
Despite their close connections with the standard elf, Eladrin weren’t recorded in history until many years after the traditional elf was, with many believing they were created from an elvish being with a deeper connection to the seasons and nature than any other. This connection has made many of them hold a deep understanding of natural energies and emotions, and many can summon magic with such things. That has also led to many of them wishing to work in positions that allow them to use such abilities to the fullest, though a few bad names have caused some to believe Eladrins to be rather temperamental.
The Gith in the far past were one before changes in the environment and mannerisms of some of their people ultimately resulted in differing abilities, leading to the separation of them into two groups: the Githzerai and the Githyanki. Many of them consider themselves to still be the same, though others are very insistent on the differences between them and their abilities, though most agree to now allow that to cause any squabble between their people. Despite their differing abilities, both have earned names for themselves for typically being strong, either through magical or physical means, though there are varying degrees of how fast to violence they may be.
Shadar-kai are a race originating from Igarot, heavily connected with the elvish kin who walked the land well before them and born from a common ancestor who chose to walk in darkness. They’ve always been portrayed as ones who would rather walk in the dark than live any other option, bringing some weariness from people, but due to their connections with the elf, such ideas are quickly brushed away. Despite many hoping to believe such ideas are only that, rumors and ideas coming from nothing other than appearances and innate abilities, it is the Shadar-kai with the most recorded people to turn to taking up darker magic and necromantic abilities.
The first Warforged was only recorded to have been created in 30 AP, though there’s debate if this was truly when the first Warforged, though many believe that first to be a sign of new beginnings and changes, especially after it created many of its kind before its mysterious disappearance only a few years later. Since then, though it took some time for the practice to be perfected, there has been a growth of warforged beings created, with there being two major variations: those given free will and those only created to follow commands. While there have been conflicting opinions on whether the latter is moral to create, though some are still determined to create such beings, as well as moral conflicts about the few cases of a person born as another race being given a new life as a warforged being.
Firbolg originated from the giants that roamed the lands much more prominently in the past, believed to stem from one that bore children with the rare faefolk in the hills of Igarot. Throughout their existence, they have consistently demonstrated dedication to protecting forests and treating all things with respect, often leading to many believing they are pushovers or too weak to properly fight; such ideas only grew as many opted to live more reclusive lives. Throughout history, they have shown themselves to be ones who push for more sustainable resource management in efforts to reduce the people’s impacts on the land around them.
The history of Changelings is largely shrouded in mystery, with there never being a settled date of when the first one came to be due to their ability to change their appearances to blend in with impeccable skill. Their unique shapeshifting capabilities likely led them to adopt highly adaptable and often secretive societal positions, often leading them to blend well with various cultures in the world. Due to this, many changelings post a profound understanding of identity and perception, used to seeing all parts of things and not just what one wants you to see, though few distrust them out of paranoia of who they may be pretending to be when not in their true form.
Aarakocra are a race of whom there is debate about their origin, though most believe that they came originally from someone cursed by a god of trickery, and such a curse passed down through a single lineage. They have always felt heavily bound to the highest peaks that they could reach, rarely leaving Varis after the islands snapped into their current floating positions, taking it as a chance to prove their strength as well as offer protection from any threats. They’ve always had a sense of freedom and serenity, pursuing anything they wish, with their appearance heavily varying from person to person, many looking unusually nothing like their family.
Aasimar were created from a child of a human who was particularly devoted to the divine; it's unclear which god or goddess gave such grace to a child, but from that point, there were many more instances of them. Although where they are born varies heavily, with it being a higher chance but not a guarantee that two aasimar would produce an aasimar child, many of them opting to live in Aerathis to feel closer to the gods. This connection to heavenly forces means their existence is often intertwined with roles of leadership, protection, and spiritual guidance within their airborne communities, some offering their strength as fierce warriors and others focusing on the healing aspects they can offer.
Created from simply air, it is believed that Air Genasi had no original parent other than the world itself; the first few were noted only after particularly bad storms washed over the continent of Varis. Their connection to the element of air likely shaped their early societal development, leading to roles such as managing the environment and agriculture within their airborne communities. This heritage has also given them unique resistances, such as to lightning damage, and abilities like holding their breath indefinitely and mingling with the wind, leading many to take more daring chances than would be typically safe for a person, and many holding close bonds with others of the elements.
Fairy were always one of the most prominent faefolk around, believed to be first seen around the time of other first modern races, always seen in higher altitudes, and most prominent in Aerathis. They were shown to be rather comfortable in precariously high places, likely thanks to their flight capabilities, and most hold a connection with the land in some way. Many of them are rather mischievous and flashy, with many opting to show off their skills in rather playful ways, earning some people to enjoy them and others to dislike such behaviors as a whole.
The history of Kobolds is believed to be heavily connected with dragons and their offspring, with many of them even today feeling as if they have a deep connection with them, even if there have been no written details of their exact creation. There have been records of them spending much time carving out underground domains; however, as many of them are found in Varis, water raising has caused such efforts to fall through, though some of those tunnels still remain. Kobolds are known for taking a variety of different jobs, though they rarely take on jobs that require great amounts of physical strength, often relying more on speed and intelligence.
Grung have rarely ever been recorded to live somewhere far from plentiful water sources, with it being widely believed they even originally came from the swampy lands of Seltortis, though there is a large amount in Varis as well, bringing debate of where they originally were found. Their poisonous skin causes some to be wary of going close to them, though many choose to take precautions to avoid harming those that they care about, while others go out of their way to make it other people’s problems. Due to how quickly they develop, many often set out from their homes at a young age, or take on rather dangerous careers, though they generally are rather friendly to others.
Sea Elves were noted to first exist well after Elves were first recorded, with it being widely accepted that they evolved from the Elves that chose to spend most of their time in the water rather than on land. These adaptations and changes to their abilities have led to many of them opting to have careers that let them spend a lot of time in the water, especially as their keen senses often let them pick up on small details that may prove useful in such environments. Many of them take pride in taking on artisan-like roles, believing their art can convey the beauty of what the waters show them.
The first Tortle was said to be made of stone somehow granted life, likely through some sort of higher intervention or perhaps from the ground itself, though many believe such a concept was disproven when records of their numbers greatly increased not long after, it instead being said that they were only now spotted from their reclusive lives due to increased water levels. Even after they became more common among the people, they tend to want to rely on being self-sufficient in life, not wanting to rely on others. Much akin to their animal counterparts, Tortles tend to live slow and steady, though they are known for being rather strong and good at keeping things protected.
The oldest recorded native people to Varis, Tritons were the original royal family to claim lands, the royal family remaining even today, typically taking namesakes of things related to water and the ocean. They typically prefer to spend most of their time in water and take extra precautions against any possible threats that may be in the area, especially excelling in underwater combat. Much of their history is built on developing techniques of adapting what they knew to do underwater to work on the surface, especially in combat matters, and vice versa, proving most of them to be quite adaptable and good in positions of power and strength.
Spawned from the depths of the ocean, Water Genasi typically consider themselves to still be one with the water, typically disliking even traveling briefly away from areas where water isn’t in easy reach. Such behavior has caused them to often take roles throughout history that push for more peaceful options, especially in cases where other routes would cause damage to their home waters, though they also can cause quite the storm when needed. As many of the genasi kind do, they feel a sort of kinship towards those who are made of the elements, often trying for peace even more with them than with any other kind.
Yuan-ti are considered by most to be an unholy mixture of snakes and humans, instilling a sense of disgust at those who can’t get past such a belief, as well as the bad name that many caused for themselves. They were said to originally first be born or created in Varis, though there was a small island of only their kind that for years existed just to themselves; however, recently, such an island has been submerged, killing most of its members, and those that survived are seeking life elsewhere. Many of the Yuan-ti are rather snappy and temperamental, likely an outcome of some members of society scorning them, though others take such scorn as a challenge to try to prove them wrong.
Owlins originated from the giant owls that once roamed the land, but at some point, some of their kind began to grow and change into the beings that the owlin are today. Throughout their many years in society, they have made a name for themselves as being rather wise and knowledgeable, with most of them rarely taking on more physically challenging tasks. In recent years, their birthrates have heavily decreased, seeming to stem from the increasing amount of earthquakes that have been happening over the past few hundred years, causing there to be a greater amount of the older population compared to the young.
Kenku originally stemmed from Aaracokra, though after one gained the wrath of the world, had their ability of flight stripped from them, and after generations of this, their wings withered away fully. Many got it into their mind that they might find a way to try to earn their flight back, to regain the favor of the world again, and took to digging tunnels throughout the grounds that they roam for some sign of what they needed to do, likely inspired by the kobolds they once shared lands with. This tradition has been long running, but after many of them were drawn up into the air when Varis’ islands divided, many gave up on such dreams, with attempting such tunnels being too dangerous.
Dragonborn have been traced back to ancient origins, not quite among the oldest of the modern races, but believed to have existed not long after such a time, with it being believed they were created by draconic beings to act as servants. As they broke away from their initial purpose, they strove to find a position of power and to make a name for themselves, not wanting to be thought of as just a creation for use. They have since become well known for their strength and typically have a sense of justice and freedom, and in recent years have taken a heavy role in the royal family in Rezia after one married the queen.
Half-Orcs have been recorded as long ago as their parent races have been found, limited by the first appearances of orcs, as humans were around well before the much more violent parent race. They typically hold some sort of hostility towards one parent or the other, many feeling like they don’t fit in well with either of them, or those who do feel heavy pressure to have the best traits of both parents. Likely due to this, many of them are known to forge their own paths instead of following what is expected of them, with many finding major ways to contribute to society through either physical or political means.
The history of Tieflings has been unusual, with there being no proper timeline of when they were believed to first walk the world, due to them being able to be born to normal parents, and not always guaranteeing a tiefling offspring. Despite some people feeling as if their blood is tainted by evil energy, there is rarely any hostility towards them, likely due to the fact that many of them take on more helpful roles involving plants in some way. Tieflings have been shown to be rather determined and stubborn in their ways at times, though, causing them not to always be the easiest to teach new things.
Bugbears began in the underground portions of the world, sharing common ancestors with the other well-known beings of Quaggoth and the various goblinoids, with their own unique quirks. They arrived on the surface hundreds of years ago and have since shown that they can be rather formidable foes, known for being quick to strike and skilled at hitting any weak points in their enemies. Throughout history, they’ve shown that they are willing to try to scavenge what they can and take full advantage of any openings that they find, even if sometimes they have to take less savory paths to do so.
The first of the elemental beings to be recorded, Fire Genasi are believed to have been around the world for roughly fifteen thousand years, being spawned first from the core of a major volcanic eruption in Erador. While they’ve always held a sense of power and superiority over the people, they didn’t begin to truly begin to grow in power until Rezia’s establishment, taking the position as their royal family, though the family had already held strength before their official declaration. Despite this, those who don’t strive for power tend to find jobs that best suit their own likes, which heavily vary from things like enjoying testing their combative power, while others prefer calmer lifestyles, though they rarely lack any sort of temperamental issues.
Goblins originated underground with their fellow goblinoids, sharing a sense of community and safety in numbers, though such a mindset faded when they began to live on the surface. Throughout the years after their emergence, many of them have developed unique talents for intricate craftsmanship and ingenuity, though those related by blood typically still held some sort of companionship. They have shown to be rather adaptive to sudden changes and able to pick up most jobs fairly easily, often contributing to security and hands-on artisan crafts.
Goliaths come from a lineage of giants who carried certain traits when passed down over time, allowing them to become what they are today, leading them to fall under one of the earliest modern races. For many years, they focused on physical efforts and going for simple labor jobs, not feeling a huge need to take on major roles in society; however, after opportunities arose for craftsmanship, many took it. As early as the mid 200s, they began to cause major impacts in technological advancements, a singular family causing quite the boom due to unique ideas and tactics with their workmanship at the turn of the century, though they have since begun to spread such skills to those who want to learn.
Hobgoblins were always considered to be the less intelligent and quicker to violence of the goblinoids, always shown to be rather resourceful and crafty with the materials that they were able to get. For many years, they didn’t have a significant impact on the lands they roamed, other than typically being known for being reliable to follow through with any promises they swore on, as long as it was in a palace they were likely to want to return to again. After the hoboblin family declared themselves rulers of Abreryn, few dared to openly protest against such a thing, though some did leave their homes, and the current leading siblings are said to be at least somewhat fair in their rulings.
The sudden first records of Minotaurs have led to many people believing that they were a gift from the gods above, and many of them have behaved as protective figures over the years. They rarely chose to take jobs that didn’t focus on their physical strength, many choosing to live the life of guards and other physical work, but over the years, some began to consider other options for their life, pushing past the stereotypes of them not being very intelligent. Most people still consider them to be rather dull, showing doubt when minotaurs want to take on positions of high intelligence and practice, though a few significant people in history have proven such thoughts wrong.
Orcs’ origins are unclear, though it’s known that they weren’t found until many years after the earliest of the modern races, and often held a protectiveness over their own kind. Due to their behavior often being on the more brutal side, there was a brief period of years in which they weren’t considered to be intelligent and were killed without mercy if the need arose, leading them to be rather skilled in defensive tactics. After chances arose through their lives to live more peaceful and comfortable situations, they often took on a variety of jobs, though rarely diverting from more physical work, often still quick to violence.
The history of Leonin is often characterized by their proud and independent nature, leading them to often take on positions of leadership, many believing they were the spawn of big cats themselves due to such similar behaviors. They’ve shown to be rather dedicated to any efforts that they devote themselves to, ultimately earning the position of the temporarily ruling family in the years of Thranebet’s existence, even if it did ultimately collapse, though there was rarely a period where there wasn’t at least one on the council that replaced the said royal family. Many people hold high expectations of the lionfolk, often giving them their trust even if they’ve done nothing to prove themselves yet, though a couple of bad apples have caused not everyone to do so.
Born in the depths of the sea, the Locathah tend to be considered some of the more mild of the fishfolk that lurk in the cold waters of the Mish Isles, which eventually shifted to only be a singular island. It's unclear when they really first began to exist, though they are mostly believed to be the first of the fishfolk, in the earlier years, most had sharp teeth and clawed fingers; such traits have since mellowed out as years passed. Many of them now tend to take on less violent jobs, possibly influenced by the fact that most of the other fishkind around them are larger and better equipped for combat.
Close relatives to Locathah, the Kuo-toa were noted to exist on the Mish Isles not long after them, though they are much smaller in size and quicker in speed. For a period, they were one of the strongest and most prominent fishfolk on the island; however, as the Shauagin population began to grow, their numbers shrank greatly, both from lower birthrates and many of them being killed off for being too weak. This has led many of them to take on simpler jobs in life, though a few still stubbornly strive to win themselves a position of power or even as the leader of Mish Isle, even if it does result in many dying each time they try.
Sahuagin have always been considered the most violent of the fishfolk, leaving it unclear if this was due to how they were originally created or simply an adaptation to their environment over time. There has since rarely been a time on the Mish Isles that one didn’t hold some sort of position of power among their people, as there was rarely anyone who could compare to their physical capabilities. The Sahuagin are also said to be rather proud people, which does cause some disadvantages for them, as they often refuse to accept help from others if they even think that it could be a sign of weakness.
The Merfolk are the only race considered to be highly intelligent while being almost permanently restricted to remain in water, though few of them let that hold them back from doing what they want. Old tales depicted them as people who prayed to the gods to save them after being consumed by fish, causing them to be half transformed to be as they are today, but due to them not appearing till after most of the other fishfolk were recorded, they likely originated as a hybrid species. They are said to be the most diverse of the fishfolk for living habitats, with most staying in colder temperatures, but some have been spotted even in the warmest regions, a few even claiming to take on a migratory pattern each year.
Lizardfolk are believed to come from the same ancestors as the giant lizards that roam the same lands as them today, which is supported by many similar features and abilities. They were always rather ambitious and challenging to those who stood against them, holding the position of the ruling family in Nazae for many years until an assassination caused its collapse, and for their government to rearrange into a council system. This caused a group of lizardfolk to eventually attempt a coup of such a system, trying to say their people had been wronged, but ultimately it fell through, and many of their people were now satisfied to just live normal lives.
Tabaxi are the the first recorded beastfolk who evolved with common ancestors as other current creatures, being the most similar to the smaller felines that exist in the world today, with much more pride and regality in their behavior, though following simple naming patterns of drawing from things around them. They’ve been the rulers of Oento since its creation, and held high positions even before them, rarely having a period in their existence that they weren’t considered to be successful throughout life. The Tabaxi that aren’t a part of the royal family do take on simpler jobs, though they rarely do anything that requires a lot of physical strength, and many take advantage of their thicker fur.
The earliest records of centaurs weren’t for a few hundred years after the earliest written history in Seltortis, though it’s believed they roamed in lone herds for many years before then. While they’ve been shown to come in a wide variety of shapes and sizes, they’ve all shown similarities to creatures of the land Artiodactyla (sheep, deer, cattle) order or Equine family, with it being unclear if such traits are linked to direct lineage from those said creatures or if they only carry similar appearances and traits. Despite their variety of sizes and appearances, they often share the common trait of being rather quick, strong, and skilled with animals in some way, with that leading many to take on jobs dealing with farms or animals.
Satyrs were the second-earliest recorded people on Seltortis, though it was them who were the first to catch on to writing things down on paper to better be recorded, and have been known to exaggerate and shift things to make their own actions seem grander than they actually were. Over time, they grew to be the sort who enjoy being eye-catching or doing something that could earn them wealth with their life, some taking on some more underhanded choices to do so. They have shown themselves to be rather creative and have been a prominent and influential part of many of the artistic and social changes in many parts of Oento.
The Shifters have always been noted to be the sort to often like to be on the move and migrate around the lands they grew up traveling, though a few have taken up homes in the towns around. They often dislike living in large groups or in heavily populated areas of towns when they do live in them, and rarely have large families, and often carry the more animalistic traits even in their natural states. Shifters often took on jobs and tasks that were assisted by their abilities, with many playing into the strength that many of them shared, while others were more agile and hands-on, opting to take on more careful careers.
Believed to be the last of the elemental-born people, the Earth Genasi were said to be born from the earths that once were long traveled by people but were long forgotten, with many believing they were shaped by the tales of those people. They’ve always been noted to hold some sort of feeling of a connection to the grounds they walk, to the plants around them, and some even the animals around, with many holding a strong part in the Widows of the Pure since its earliest times. Those who don’t feel any sort of obligation to try join those who try to protect the world from any threats, many Earth Genasi make a name for themselves, taking on hard jobs that people usually struggle with, such as working in creating more physically useful crafts with goods that come from earth, like metals and clays.
The origins of Haflings lay heavily in the reliance of the people of Oento using their mountains to gather what sorts of underground materials they could, with there rarely being a mining team with a few on them. The northern kingdom’s mining efforts were heavily disrupted when an increase in hostility and threats of war led to many harengon and halfling opting to move south, to show their support for the southern people in 107AP. After their reparture, there were many years that they had to adapt to their new environments, though some were rather quick to do so, and with them even being given a position on Nazae’s council once they were revised.
Dwarves were once one, another sort of people heavily establishing themselves for their use in the mines from their strength and determination, before eventually some began to show traits that didn’t align with the others, the Duergar often carrying more magical abilities and faring better in the dark. It’s unclear at what point in history most of the Duergar stopped walking among the people, though given that a few of the oldest people around still have a faint memory of them, it’s likely in the last three hundred years, though some of them remain. Otherwise, Dwarves over the years have chosen to remain walking among each other.
The Deep Gnome shares many traits and features with those that share the gnome name, though they were recorded in history much later than them, with many of their curiosity focusing on the magics and things relating to darkness and stealth. Their people were the ones who did their best to pick up the slack at the halfling’s great migration, with many of their numbers giving up careers that they had taken outside of the mines to take up the sudden open numbers. Most of them have fallen into being satisfied with taking on simple roles in the society, with many still working in the mines and careers around town that needed to be filled, though there has been a slow decline in their population over the past hundred years or so.
Harengon began as a much smaller intelligent rabbitfolk species, only the size of typical rabbits, with many only standing from a foot to two feet in height, though after time, they grew out of the burrowing habits that many of them enjoyed and in size as well, with many double or triple that height. Over time, they grew to be much more regal and elegant in behavior, with many taking on more showy jobs that made it easier to gain money, or enjoyed telling tales of the world around them. After their people migrated to Nazae in 107 alongside the Haflings, many more of them picked up storytelling of their people and any others that they picked up, even if not taking it up as a full job.
Verdan were always considered a quiet race, in behavior, in voice, in their appearance in this world, no one is sure of their exact history or where they came from, not even tales passed down in families give a concise answer. They’ve always been found in the southern lands of Sentortis, and unusually seem to be one of the few who are so heavily reluctant to go to other lands that they are rarely seen in other continents, or even in the northern country of their home one. Most of their kind tend to take up a life of peace with a dislike of violence, unless it is needed to keep themselves safe and secure, though those that do take up a life of violence tend to rely on their hands or magic instead of weapons.
What creatures of the world are useful to the people? Which of them are simply threats?

Camels are typically only used in the deserts of Seltoris for the use of traveling for long periods over the sandy terrains. They are rarely, if ever, used in a fight, and typically those that ride them will choose to have them flee if an attack were to take place in an effort the save the goods that they carry.

These creatures were said to exist in many continents, though many viewed them as prey animals or pests due to how difficult they were to handle until those in Seltortis began to take them on as mounts. It is uncertain of how long they have been used for such a task, but they are a somewhat newer mount and haven’t grown much in popularity due to the need to raise them from young to make them manageable.

Due to their skill in moving in darkness without struggling, without being able to see without little light, it’s believed that these were originally used by criminals in attempts to avoid capture. They’re somewhat common in the less icy climates, especially with those who rely heavily on caves for their livelihood, often even being taken into areas that are too small to fly in purely for the ecolocative abilities.

These creatures are found in two major biomes, some favoring the drier, more desert-like areas of savannahs or deserts, and others being found in caves, with the latter typically being slightly larger in size. They are standoffish at first but are often swayed with food and protection, with many considering them to be a decent choice for those who wish to go out and tame their own mount.

A creature favored for its speed and silence, they are found on most continents but tend to stray away from the driest and warmest areas and are best suited for those who want their services during the night. They aren’t very strong in combat, however, but they are trusted to be able to get their riders out of sticky situations if an issue arises.

Most often found on or near the lower islands of Varis, these creatures tend to be the most comfortable in damp lands with plenty of swimming environments around, with their riders needing to be comfortable with getting wet or slimy. They aren’t a widely popular mount, due to them often having the habit of swallowing things that they shouldn’t and many finding the hopping movement dizzying.

A creature that was often hunted for its meat, it is often found in colder areas such as Mish, northern Seltortis, and southern Igarot, with someone in the latter lands realizing that they may be useful for traversing over snowy lands and being the earliest record of using them as a mount. They’re often treated similarly in behavior to traditional riding horses, with most disliking using them in combat, though they can well protect themselves if it comes to it.

Horses have always been one of the most widespread mounts around, very common on all the settled continents with the exception of Varis due to their speed and compatibility with listening to their rider’s commands. Riding horses are favored for use outside of combat, while many trust warhorses to be reliable in simple fights, especially ones that have been well trained or equipped with standard armor.

These monstrosities are native to southern Eador and were first tamed by the gobinoids that lived in such lands, though it was rather challenging to do so as they typically don’t join others’ commanies, even those that they are rather close with. They are fairly intelligent, even able to pick up on understanding some languages, though it isn’t always a guarantee that they’ll follow any commands, even if they understand it.

A medium-sized creature known for its swiftness and working well alongside others, clawfoots became a somewhat popular mount among the smaller folk of Seltortis, though they have been reported to never be comfortable with their rider being one of the more animal-like races (harengon, tabaxi, grung, etc). Typically, when they are used as mounts, it is a group of people working alongside each other to keep the clawfoots better behaved and comfortable.

These large arachnids are most commonly found in shallow surface caves, though they’ve been increasingly found outside of their usual grounds, especially at night. They are easiest tamed by raising young, with males usually being culled and only the females raised by the ones who breed them, though they rarely carry much popularity except for those planning steep trips.

This large beast shares close relatives with some of the more commonly kept pets, found typically in colder climates but also found in forested areas. Those who tamed them likely initially intended for them to be another version of their pets; however, as people realized how loyal and useful they could be as a mount, their popularity only grew even more.

These birds can be found across all lands without snow, favoring but not restricted to higher altitudes, and usually stay far above in the sky when not resting or hunting. They never became as popular as mounts as some of the similar options; however, they are rather capable in combat and usually work well with others, considered to be rather loyal once someone is considered a part of their flock.

These creatures are typically found on mountain tops and on the floating islands of Varis, enjoying higher altitudes, rarely posing a threat to most people as they are rather skiddish and prefer hunting smaller prey. Training them takes work and patience, with one having to visit often and trust that the creature will approach on its own once it is ready for it.

It's widely believed that this creature is a distant relative of the axe beak, specifically ones that evolved near the volcano and the surrounding areas, due to similar appearances and behaviors. They aren’t very popular due to being typically rather temperamental and fiery, and many are concerned about the possibility of the things that they care about being burned by the creature’s flames.

Originally found in the plains of Thranebet, these creatures share common ancestors with the cattle that are kept in the continent still; however have been bred to carry less fatty and more muscled features. It's believed that they were first tamed by orcs who used their strength during their combat, leading to the common nickname of Kazaht for the creatures, but have since become more common all across Eador for their use in pulling carriages and other strength-requiring positions.

These beasts are spread across most continents, with the exception of parts of Varis and Mish, though many still hunt them as a source of meat. It was the goliaths of Eador who were believed to be the first to attempt the domestication process, with there still being struggles even today, where boars considered to be trained still show hostility and dangers to those around. Those bred in captivity have shown better results in being more passive around people.

Craig Cats originated in the mountains of Seltortis and Eador, a portion of Mish, and were rarely found in the snowy regions of Igarot, many noted to have migrated further north or south as the weather began to warm in the past few hundred years. Their numbers are a recorded low, likely due to many being killed as they were believed to be a threat, though there’s a number of them rumored to be held by some of the kingdoms due to their magical properties.

One of the biggest predators to have ever roamed the lands of Igarot, the allosaurus’s pack movements made it difficult for some of the towns to be made; however, it assisted with training them. As they still pose many risks between their size and how easily they could harm someone, it is a mount that few dare to take, most of those kept as a mount being captive hatched.

These aquatic creatures were considered to be fast and aggressive, with there only being a few instances of them being successfully tamed enough to be ridden without causing injury. Although it's not the most powerful aquatic creature in the waters of Varis, it is one of the quickest to lash out at anything that gets too close to it.

A huge beast that’s a major threat from the sky for those who aren’t keeping watch of their surroundings, though they rarely attack people in a group, those traveling the more barren lands of Igarot need to remain alert. Despite how much of a threat they can pose from the sky, the ones that have been successfully tamed as a mount are typically used for their speed and have become increasingly popular in the floating islands of Varis.

These slow-moving, huge beasts are native to the denser forests of Igarot, and a few have previously been reported to be in Mish are liked for how sturdy and reliable they are, though they aren’t for those who wish to move quickly or use them in combat. They’re typically kept to be a pack animal to help with transferring large amounts of supplies, especially over long trips.

Native to the southern swampy lands of Seltortis, these huge beasts are surprisingly skilled at swimming and are rather skilled at keeping their targets restrained in their grip. They are easiest to be taken as a mount when hatched and raised from an egg, with there being very little success rate of taming a wild one, with many lives being lost and injuries dealt to those who tried.

This creature is often feared by those who spend their time in caves; however, after some began to be domesticated, there were mixed reactions. Some believed that they should be killed off, while others embraced them, with those who were kept often being treated like a battle companion rather than a true mount, especially making use of their ability to sense through even the smallest tremor around them.

This large draconic being was one that essentially domesticated itself, rather horse-like in behavior, while giving extra benefits to those who ride them. They are often found on mountain tops, more often those with less snow, and take a small bit of food to warm up to someone, but are greatly loyal once they choose the person that they wish to be their rider.

Often found circling the highest peaks of mountains, these monstrosities are skilled at picking up the smallest details of things around them, and are typically especially good at picking up if someone is approaching them with ill intentions. They are favored by those who spend most of their time on or near the mountains and are willing to spend more time out of town than in it, or let their mount go off on its own.

This is a very controversial mount due to its fondness for hunting humanoids as their prey, the only successful instances of doing so being a result of hatching an egg and raising it on other prey, though even those times weren’t without risk. Many refuse to allow these monstrosities in their town, especially when there are many children or smaller folk around.

These creatures are a result of selective breeding and a hybrid of a few creatures by the people of Aerathis in efforts to protect themselves further in the ongoing fight with the lower islands. They’ve been known to be rather mild to those that raise them, but hard to adapt to new people and riders, and any communication from them tends to be blunt and gravvely.

These creatures, originally from the grasslands of Igarot, are more commonly brought along to assist with fights due to the discomfort in riding them, due to their spiky features, and slower movement compared to other options. Their being mostly herbivores allows for more people to feel at ease with them around as well, despite how dangerous they could be if they wanted to, with many people often even striving to try to raise one as a family companion.

This monstrosity was originally harvested to use its blood as fuel for flames, but by chance, one of the people who were tasked to do such a job managed to find a young one and raise it. It was discovered how useful they could be as protection and ambush creatures. Despite their uses, they are not a common mount due to not being very fast or powerful in general, but some have taken a fascination with the them.

A beast native to the savanna lands of Seltortis and Eador, typically pack animals that can quickly grow defensive and aggressive if they believe a part of their herd is at risk. In the process of taming them, it’s been shown how important it is to keep near their herd or raise them from young to consider people as their herd to prevent them from growing close to other elephants, unless one intends to keep them together.

These creatures favor higher terrain but not quite mountain sides, typically found in more hilly lands or spaces with sparsely placed trees, often walking along the ground grazing as much as they fly. The instances of taking one as a mount are rare and brief, with them rarely remaining as someone’s mount permanently, but fighting without mercy when it is helping to protect someone.

These huge creatures are most commonly found in the swamps of Seltoris and occasionally in the waters of Neptaron, with many people considering them to be more of a threat and trouble to tame than they are worth. For those who have managed to tame some, they are rarely fully trusted and more often than not always carry some sort of risk to their rider. A single breeding pair has been successfully kept in captivity, producing a small clutch of eggs every dozen years.

This mild-mannered gargantuan beast is native to the island region of Igarot, where its large size allowed it to keep the population of other predators down; however, its numbers began to lessen due to growing threats. Few are treated as true mounts, though there are a handful that are considered to be tamed well enough to be used when needed, especially useful with construction and facing large threats.

Found in all the warmer waters around, this huge beast is known for its speed in the water and ferocity in attacking, especially when it comes to a target whose blood it has already caught the scent of. It is rather difficult to earn to trust and loyalship of them, taking many months and even years of having to bribe them with food and protection, with few having managed to gain one as a trusted mount.

This rare burrowing creature favors lands with less grass and more rocky terrains, most often spotted all around Seltortis with the exception of their desert. The few recorded instances of people riding them often result in the riders getting injured in some way, causing a weariness for people to continue to attempt to do so, though there are a select few people who have refused to give up.

This large monstrosity is usually given a wide arch due to its strong, unpleasant scent and its ray of death that is said to be able to take down even the strongest threat that they may face in Seltortis’ swamps. Only a few brave people, typically natives to the land, have successfully handled the creature’s unusual features for long enough to use one as a mount, but there have been no permanent instances of one remaining with a person.

This feline and its winged variant is often believed to be related to the Craig Cat despite its celestial nature, often found in many of the same mountains as them and using similar hunting tactics. They are said to only bond with one person their whole life, and will simply lay down and die if that person passes before them, though there have been a couple of instances where that hasn’t happened.

These creatures are often worshiped as holy beings, and it is greatly frowned upon for one to be considered a mount, though a few people have been granted such a privilege, typically considering themselves to be more of a companion than a true mount. They are rather rare, but there has been at least one report of a sighting of them on each continent, though some believe that it’s the same unicorn across some sightings.

These creatures are seen on the highest mountain peaks and the upper islands of Varis, their population over the past few years skyrocketing as the people of Aerathis began breeding them to be one of their main sources of mounts. They are often temperamental and tricky to handle, but once they’ve calmed down, they are powerful and reliable mounts.

A beast that is only native to Mish and the upper island on Oento, it is said that Mammoths are closely related to their less-hairy variant of elephants, while carrying a stronger build. They can be temperamental if not approached carefully or in a herd with young, causing there to have to be caution when interacting with them, with those kept as mounts typically raised from young.
Rarity: Near Endangered
Region: Rezia
Status: Hunted for its luminous glands
Rarity: Endangered
Region: Rezia's Volcanic Region
Status: Avoided, killed if they cause too many issues
Rarity: Common
Region: Most, high altitude areas
Status: Occasionally hunted for pelt and meat
Rarity: Common
Region: Typically Abreryn and Mish
Status: Ignored, some try to keep as pets
Rarity: Endangered
Region: Cold regions, in Mish and Igarot
Status: Protected, monitored when seen in the wild
Rarity: Uncommon
Region: Docere
Status: Avoided, unsuccessful taming attempts made
Rarity: Uncommon
Region: Forested Areas, notably Igarot
Status: Respectfully avoided, relocated if needed
Rarity: Common
Region: Igarot
Status: Avoided, killed if posing issues, occasionally kept as pets
Rarity: Common
Region: Colder Northern Regions
Status: Occasionally hunted for pelts, some kept as pets
Rarity: Uncommon
Region: Mish
Status: Strictly avoided
Rarity: Common
Region: Neptaron and deeper waters
Status: Ignored, occasional discouraged hunting
Rarity: Varies, Uncommon or Endangered
Region: Higher areas of Aerathis and Oento
Status: Some regions protect or ignore
Rarity: Common
Region: Dry lands of Seltortis
Status: Avoided, notably only attacks when threatened
Rarity: Uncommon
Region: Dryer hilly areas and caves
Status: Ignored or killed if posing a threat
Rarity: Common
Region: Swamps of Nazae
Status: Often hunted for meat and hide
Rarity: Common
Region: Shores, especially in Neptaron
Status: Often hunted for meat and chitin
Rarity: Uncommon
Region: Unpopulated regions in Aerathis
Status: Avoided, recorded unsuccessful attempts to tame
Rarity: Uncommon
Region: Neptaron
Status: Occasionally kept as pets or mounts, numbers monitored
Rarity: Uncommon
Region: Volcanic regions of Rezia and all across Varis
Status: Killed if it can be safely done, typically when not in a group
Rarity: Uncommon
Region: Stony and mountainous areas
Status: Avoided, occasionally killed if posing a threat or for its harvest
Rarity: Endangered
Region: Rezia and Thranebet
Status: Monitored and kept in less flammable areas
Rarity: Common
Region: Across Eador and Igarot
Status: Ignored unless a large pack, then carefully monitored or killed
Rarity: Somewhat Common
Region: Rocky areas in Abreryn, Seltortis, and Igarot
Status: Avoided, killed if it can be done safely
Rarity: Endangered
Region: Igarot
Status: Respectfully avoided, occasionally worked with against threats
Rarity: Uncommon
Region: Manticore and some cave regions
Status: Avoided unless posing an active threat, then killed
Rarity: Almost Endangered
Region: Most colder or forested areas
Status: Some relocate if without a mate or cub, when fought are rarely killed
Rarity: Common
Region: Mish
Status: Avoided or killed if causing issues
Rarity: Common
Region: Swamps of Nazae
Status: Avoided or relocated, killing avoided as many consider they help with pests
Rarity: Nearly Endangered
Region: Colder regions in Oento and Mish
Status: Some hunt or kill if it can be safely done, collecting their harvest
Rarity: Endangered
Region: Across Varis and Nazae
Status: Protected in Seltortis, relocated when close to settlements in Varis
Rarity: Uncommon
Region: Neptaron
Status: Respectfully avoided or relocated
Rarity: Uncommon
Region: Neptaron
Status: Killed on sight
Rarity: Endangered
Region: Across Varis
Status: Killed or captured for repurpose
Rarity: Nearly Endangered
Region: Most
Status: Typically avoided and monitored
Rarity: Endangered, exists unnaturally
Region: Thranebet
Status: Killed at soonest the safest time
Rarity: Uncommon
Region: High altitude lands in Varis and Eador
Status: Avoided or relocated if too close to settlements
Rarity: Endangered
Region: Rezia
Status: Heavily avoided unless killing is needed
Rarity: Uncommon
Region: Mostly Rezia dn Abreryn
Status: Avoided, other than those attempting to bond
Rarity: Endangered
Region: Occultare
Status: Captured with minimal injury
Rarity: Uncommon
Region: Multiple, mostly rocky regions
Status: Monitored and killed if needed
Rarity: Uncommon
Region: Igarot
Status: Avoided and monitored, killed if needed
Rarity: Endangered
Region: Occultare
Status: Avoided or captured
Rarity: Nearly Endangered
Region: Mish and Seltortis
Status: Occasionally hunted for harvest
Rarity: Endangered
Region: Mish
Status: Often hunted and killed for a challenge
Rarity: Endangered
Region: Rarely seen in all
Status: Cautiously avoided, believed to only be one in each region at a time
Rarity: Uncommon
Region: Mish
Status: Avoided or killed
Rarity: Endangered
Region: All
Status: Strictly avoided, fled if attacked
Rarity: Uncommon
Region: Swamps in Nazae and shallow waters
Status: Killed if too close to settlements
Rarity: Endangered
Region: Seltortis
Status: Protected and actively assisted when possible
Rarity: Endangered
Region: Neptaton
Status: Relocated if possible, if not then killed
Rarity: Endangered
Region: Parts of Nazae and Varis
Status: Avoided, killed if safely possible
Rarity: Endangered
Region: Neptaron and deeper waters
Status: Respectfully protected
Rarity: Uncommon
Region: Mountains and caves
Status: Cautiously avoid, few recorded close interactions
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