Beasts are creatures that are a natural part of Prism’s ecology. While most beasts resemble ordinary animals—but are fantastical hybrids or exaggerated evolutions of said animals—some, like the Frogres who have a bipedal form, don’t resemble an ordinary animal at all. These beasts can have magical powers, but most are unintelligent and lack any society or language.
H – N
Poisonous Purple Parasites
Appears In: Postknight 2
Found In: Violetfair (Kurestal)
Class: Beast
Variation: None
Those who travel to Violetfair often recognise the purple Coilshade Bush for its ability to produce a dense fog that poisons any creature within a one-meter radius. Despite its reputation, this purple shrub is harmless in its natural state—it only becomes poisonous when parasitised by Bushworms. These tiny beasts, no longer than a grain of rice, are native to Violetfair’s Everwood Forests. Despite their size, the toxins they produce profoundly alter their host plant, the Coilshade Bush.
Bushworm Parasitism
These fuzzy, parasitic larvae burrow deep within the stems, taking control and rewriting the way Coilshade Bushes behave. Bushworms have fine, filament-like antennae, which they thread into the plant’s vascular tissue—a network of vessels that transport water and sugars throughout the plant.
These antennae serve two functions. First, they inject a toxin that reprograms the plant to “sweat” out this toxin through its stomata—tiny pores that release water and gases—along with water vapour to create a deadly fog. Second, the antennae feed on the plant’s nutrients, sustaining the Bushworm as it develops from larva to pupa.
When disturbed, Coilshade Bushes release a dense purple fog of Bushworm toxins into the air.
Bushworm Poisoning
While the toxic fog isn’t potent enough to kill larger creatures such as Humans, prolonged exposure can cause headaches, nausea, visual distortion, and in severe cases, unconsciousness.
Adventurers and merchants travelling to and from VioVioletfairletfair avoid trails heavily infested with Coilshade Bushes. Postknights passing through hold their breath and dash past the Bushes to avoid the poisonous fog.
When inhaled, the effects of the Bushworm toxins are immediate.
Traveller's Tips: Hold your breath and dash past untreated Coilshade Bushes—those without a band of paint around the trunk—to minimise the effects of Bushworm poisoning.
Bushworms are a highly invasive species, and the proliferation of Bushworm-infested Coilshade Bushes has disrupted trade between Violetfair and the rest of Kurestal. As a result, Violetfair has commissioned Aldor Scholars adept in plant magic to concoct a systemic insecticide that strengthens Coilshade Bushes against reinfestation—a liquid treatment poured directly into the soil.
This treatment purges infested plants of Bushworms, preventing reinfestation for several years. VioletVioletfairfair woodcutters then mark treated Coilshade Bushes with a distinctive band of paint around the trunk, giving travellers a clear signal that the path is safe to pass.
– D –
Hunters of the Wild
Appears In: Postknight 1, Postknight 2
Found In:
1. Maille (Kurestal)
2. Sagacia Plains (Quivtol)
Class: Beast
Evolution: Dire Wolf Cub ➞
Dire Wolf ➞
Alpha Dire Wolf ➞
Omega Dire Wolf
Dire Wolves are commonly found along the borders of Kurestal and Quivtol. Highly resilient, they are well-adapted to cold environments and can thrive even in the harsh, frigid climate of Verstand Mountain. These wolves live in packs, typically led by male Alpha Dire Wolves—though there have been a few rare cases of female Alpha leaders. Dire Wolves are territorial and aggressive; when faced with a threat, they issue a warning growl before deciding whether to fight or flee. As a pack, they are capable of taking down creatures larger than themselves—easily felling a solitary Honey Bear—though lone wolves choose their battles more carefully.
Despite centuries of effort, humans have had little success in domesticating Dire Wolves. An exception is Ghost, a Kurestal Dire Wolf and the loyal companion of the legendary Postknight, Peanut.
Dire Wolves in Kurestal and Quivtol appear similar, but the Quivtol variety is distinguished by subtle differences. Quivtol Dire Wolves tend to sport thicker, more insulating coats in darker, earthier shades, often flecked or mottled to blend in with dense woodland. Their bodies are sturdier and more compact, with broader paws and bushier tails, which provide surer footing on rugged, mountainous terrain.
Across most of the world, Dire Wolves are regarded merely as creatures of the wild—but in Quivtol, the Aegles revere them as symbols of guidance and protection. They have been woven into Aegle culture for centuries, appearing in countless legends and folktales. At the root of these stories lies the earliest and most enduring legend: that of the Wolf of Wulfenwald—an unusually large Alpha Dire Wolf said to have guided Aegles through the forests of Sagacia during the Great War.
According to the tale, the Wolf of Wulfenwald led a pack of Quivtol Dire Wolves to escort fleeing Aegle refugees during the Burning of Sagacia—a tragic event in which Humans unleashed magical fire that swept through the towering trees of Sagacia and the neighbouring Wulfenwald Forest. The flames razed rural settlements and Sagacia City, the ancient Aegle capital, raging for an entire week before finally subsiding. Throughout this devastation, the Wolf of Wulfenwald and his pack guided the Aegles safely up the Verstand Mountains to the Regalle Mines, where a small Aegle settlement had taken root.
The Aegles would go on to expand the settlement into a fortified stronghold, which would eventually become Regalle City, the new capital of Quivtol. With their home in Wulfenwald Forest lost, the Dire Wolves took refuge in the Wandron Woods at the foot of Verstand Mountain, where they have remained since—steadfast protectors of the Aegles and a formidable deterrent to all those who would dare threaten Regalle City.
– F –
Petals of Deception
Appears In: Postknight 2
Found In: Maille (Kurestal)
Class: Beast
Variation: Overflowerflies,
Flowerflies
These creatures are one of the many known species with the unique ability to copy the physical characteristics of the flora in their environment.
Flowerflies—and by extension, Overflowerflies—have one of the fastest evolutionary rates ever recorded in Prism. Within three mating seasons—about three years—a Flowerfly’s appearance can evolve to mimic the physical characteristics of its favourite plant. This ability grants them natural camouflage against predators. In their natural habitat, Flowerflies are hard to spot, but careful observation reveals subtle differences: they are typically about a quarter larger and bulkier than the flowers or leaves they mimic. First-time travellers to Maille—and many first-year Postknight Trainees—often take a step back in surprise when what at first appeared to be an ordinary patch of flowers suddenly takes flight, leaving the onlookers watching a cloud of wings scatter into the air.
Overflowerflies in Regalle dwarf Flowerflies and mimic the leaves of the city’s ornamental flowering trees!
Beyond their appearance, other characteristics set the peace-loving Flowerflies apart from their more territorial Overflowerfly cousins. The Flowerfly is docile and shy, preferring to hide atop the Peloros flowers and among the leaves. Only when threatened do they defend themselves, unleashing a crackling pink orb of superheated plasma to serve as a distraction before flitting away to safety.
I Scream, Nice Cream
Appears In: Postknight 2
Found In: Mount Aldor (Kurestal)
Class: Beast
Variation: None
Frogres are ivory-white, bipedal beasts that live in the snow-capped forests of Mount Aldor. Once thought of as ugly mountain goblins because of their stout bodies and row of sharp teeth set in a wide, gaping maw, they present a frightening sight. However, over the years, that belief has been replaced by a fondness for Frogres as pets, thanks to their ability to produce Nice Cream, a sweet, frozen dessert.
Tree Trunk Home
In the wild, each Frogre makes its home in a hollowed-out tree trunk with a spout-like opening in the middle. When the Frogre sleeps curled up inside its trunk with its ivory-white back peeking out, it resembles snow piled on a stump. To create their homes, Frogres slowly chip away at the soft wood with their teeth. They then carve a thin, bendable layer of wood from within the trunk’s spout, which they use to propel ice balls at intruders.
Ice Balls
As an adventurer or traveller nears, the Frogre raises its head from its trunk to let out an ear-piercing shriek that disorients its unsuspecting victim. The Frogre then shoots an ice ball out of its trunk’s hole, striking the poor traveller hard enough to leave a nasty bruise.
Traveller's Tips: Frogres are territorial creatures that use ambush tactics to catch intruders off guard! When venturing into the Mount Aldor wilderness, keep an eye out for the colour and shape of the snow piled on top of stumps—they’re not quite as white or as round as they should be!
Shrieking before they strike, Frogres mercilessly attack any intruders that come too close.
Making Nice Cream
The Frogre produces its ice balls by gargling snow in its mouth. This action churns the snow, while the Frogre’s icy breath keeps the snow cool as it forms into a compact ball. Enzymes in the Frogre’s saliva make the ice ball sweet. The end result is not just a weapon, but also a cold dessert that both sweet-toothed Humans and Sabrecats have come to love. In fact, Sabrecat prides often adopt Frogres, providing them shelter and protection in return for an endless supply of desserts.
Nice Cream Popularity
In Aldor City, Humans domesticate Frogres to produce Nice Cream—a popular sweet and especially creamy ice cream—to sell. This popular dessert substitutes Tuffler milk for snow during the gargling process. The milk comes from Tufflers, woolly beasts native to Caldemount.
In return for making Nice Cream, Frogres are rewarded with yoghurt, their favourite food.
– H –
Honeyed Wardens
Appears In: Postknight 2
Found In: Pompon (Kurestal)
Class: Beast
Evolutions: Honey Cub ➞
Honey Bear ➞
Honey Beast
The hulking Honey Beasts that patrol the woods on the outskirts of Pompon are the adults of the Honey Bear family.
Younger members are the juvenile Honey Cubs and the adolescent Honey Bears. The adult Honey Beasts have fully formed patches of hexagonal scales—or Hexascales—covering their arms and lower torso.
These Hexascales are formed by specialised glands beneath the skin, which process and convert sugars from the Honey Beast’s bloodstream into a honeycomb-like inner layer that serves as an energy reserve during hibernation. When exposed to air, this compound quickly oxidises and calcifies, forming a hardened outer shell comparable to shock-absorbing armour.
Hexascales begin to form in adolescence, though the younger Honey Cubs first develop a rudimentary form of Hexascales, patterned like a skep—a bell-shaped beehive made from coiled straw or wicker. At least once a year, Honey Bears shed their scales, which are then collected and processed for use in making both armour and dessert: the inner layer is carved away and used in Spicy Sweets—a Pompon delicacy—while the hardened outer layer is forged into durable armour plating.
These beasts have special hexagonal scales that serve as both armour and a natural energy reserve.
In the wild, Honey Bears share a mutually beneficial relationship with Orkids—adorable, bee-like creatures that produce honey. The Bears protect the Orkids from the aggressive Shuttles and, in return, the Orkids provide the Bears with a steady source of honey. In Pompon, beekeepers who specialise in Orkid honey employ Honey Bears and Beasts from the Honey Bear Hamlet to protect the Orkids and assist in harvesting the honey.
From the left, a Honey Cub, Honey Bear, and Honey Beast.
– P –
Trouble in Threes
Appears In: Tiny Guardians, Postknight 2
Found In: Maille (Kurestal)
Class: Beast
Evolutions: Pippop
Native to the forests of Maille, Pippops are often seen hopping along trails that run close to water sources in trios of three different colours, most commonly red, green, and yellow. These amphibians begin life as Tadpops—or water larvae, as Scholars call them—and undergo a metamorphosis in which they reabsorb their tail, which then sprouts from their heads into a distinctive curl that resembles a ‘hairstyle’.
A Pippop uses this curl to express its emotions, much as dogs and cats do with their tails. For example, when a Pippop is startled, its curl springs upright in alarm.
Pippops form groups of three, varying in colours—from common reds to rare purples—and in personality, from gentle and friendly to harsh and imposing. These creatures are highly social and dependent on each other for their protection and mental well-being.
Pippops group together at birth. In rare cases, if the rest of a young Pippop’s group is killed and the lone Pippop cannot find and join another group, it may fall ill from depression and eventually starve. Fully formed groups of three will sometimes adopt a lone Pippop, forming an odd group of four.
Though now largely land-dwelling beasts, Pippops retain their early-life instinct to stay near water. Travellers—and even the most intrepid Postknight—often steer clear of water sources to avoid being overwhelmed by a Pippop horde.
Pippops can’t live without each other! They’re always in threes, each a different colour.
Kickboxing Cottontails
Appears In: Postknight 1, Postknight 2
Found In: Caspid Region (Kurestal)
Class: Beast
Evolution: Piff ➞
Puffle ➞
Puffort
Puffbits are rabbit-like beasts native to the Caspid Region in Kurestal. The Puffbit family encompasses three distinct life stages: juvenile Piffs, adolescent Puffles, and adult Pufforts. However, only female Puffles mature into Pufforts and go on to lead Puffbit colonies. Males remain in their Puffle form throughout their lives, their smaller size making them well-suited as pets.
Born in the cold late-summer to early-autumn months as fuzzy little balls, Piffs are juvenile Puffbits that develop a collar of long fur to keep them warm. As they grow into adolescent Puffles, this collar of fur recedes to cover only the chest. Adult Pufforts possess long ears capable of detecting predators or intruders across great distances. Their powerful hind legs can shatter bones with a single strike.
From the left, a Puffle, Piff, and Puffort .
Puffbits often travel in groups known as fluffles, foraging the grassy fields for their favourite vegetable: wild Kuroots. When a Puffbit senses an incoming threat, it thumps its hind leg in a rapid rhythm to alert the colony. As the others converge, the adult Pufforts, led by the fluffle’s leading Puffort, launch themselves at the attackers in an effort to overwhelm them with an onslaught of mighty kicks. If the leading Puffort is defeated and no other Pufforts remain to take its place, the Piffs and Puffles scatter momentarily before regrouping.
Traveller's Tips: While Puffbits are docile in Caldemount City and its surrounding towns, stay vigilant in rural areas of the Caspid Region! Stay at least eight meters away from Puffbit fluffles.
Domestication
Much like dogs, Puffbits form lifetime bonds with their handlers. The beasts’ responsiveness to commands and refusal to abandon handlers make them excellent companions for the citizens of Caldemount City and its surrounding farms. Puffbits can be found in the wild; of these, the juvenile Piffs are often rescued because they are easier to domesticate.
Alternatively, there are breeders who raise Puffbits on local farms, selecting for specific traits. The ideal time to start training them is during the juvenile Piff stage, as early bonding prepares them for roles such as guard Pufforts.
Train together, fight together. Female Pufforts and their handlers master the martial arts together in the City Guard.
Domestic Roles
Agriculture: On farms, Puffbits assist in harvesting root vegetables more efficiently by loosening the surrounding soil with their rhythmic thumping.
City Guard: In Caldemount City, the City Guards regularly bring in batches of female Piffs, assigning each to a handler. Those Piffs that show promise and excel at training are inducted into the Guard. Once grown into Pufforts, their acute hearing, agility, and powerful kicks make them formidable guards, whether defending city gates or patrolling the streets.
Pets: Male Piffs and Puffles are popular house pets among the nobles, prized for their loyalty and often dyed in vibrant colours to serve as fashionable companions. The dyeing process is safe as Puffbits are immune to chemicals and toxins. This includes pigments that would otherwise cause hives, as well as the poison found in wild Kuroots.
– S –
Cute and Combustible
Appears In: Postknight 2
Found In:
1. Salamander Island (Helix)
2. Wastelands (Helix)
Class: Beast
Evolution: Salamander ➞
Greater Salamander
Salamanders are among the oldest species in Prism, predating AA (After Advent).
Once amphibians that swam in the lush lakes and rivers of Helix before it became a wasteland desert, Salamanders have evolved over the centuries into scaly brown fire-breathing lizards that predominantly dwell on land. Although they can be found roaming the lands of Helix and Kurestal, they are native to Salamander Island, a small island off the coast of the Helix Wasteland. Solitary by nature, they only gather briefly during their youth.
A distinctive physical trait of Salamanders is their reddish-orange hexagonal patches of scales, which release the excess heat accumulated within their bodies as steam. Another notable feature is their flame pouch. This curious pouch is similar to the organ long hypothesised by Aldor Scholars to exist in the dragon Kuregon. Often referred to as second stomachs, the pouches are filled with gaseous liquid that, when expelled, ignites upon contact with air, producing a steady stream of flames.
Salamanders—including their much larger, longer-lived elders, the Greater Salamanders—are also the only known creatures capable of regenerating parts of their internal organs using their surviving cells. Within weeks, a Salamander can reform bones, veins, skin, and connective tissue, much as they could during their pre-hatching development. Despite this remarkable resilience, they are not immortal and may still perish if the damage to their bodies outpaces their ability to heal, such as in the case of decapitation. Many Scholars study Salamanders and their regenerative abilities in the hope of developing medicines or machines that would allow Humans to replicate this ability.
With their regenerative abilities, Salamanders can live incredibly long lives in captivity or within the safety of Salamander Island. However, across the dunes of Helix, they are hunted by the predatory Terrafins, leading to many never reaching adulthood.
Small but mighty! Salamanders defend themselves by unleashing a steady stream of fire.
Posterior Pyrotechnics
Appears In: Postknight 2
Found In:
1. Wastelands (Helix)
2. Pompon (Kurestal)
Class: Beast
Evolution: None
Those who dwell in the Caspid Region know that an encounter with a Shuttle in the forest can be perilous for the unprepared.
While their sleek, angled bodies and translucent wings may be the first features that catch the eye, savvy adventurers know the Shuttle’s glowing posterior poses the greatest danger. This posterior can unleash a vivid flare that propels the Shuttle forward in an explosive burst of speed. Though these territorial creatures can be found in the cooler climates of Kurestal and Quivtol, they thrive in hot temperatures, making them significantly more dangerous when encountered in their native desert wastelands of Helix.
Shuttles become hyper-territorial and even more aggressive during their mating season in the spring and summer, which can wreak havoc on the folks living in the Caspid Region. Once a Shuttle has mated, it fiercely protects its clutch, launching fire darts from its posterior at any Human or creature that steps into its territory. If this fails to drive away the intruder, the Shuttle will resort to a final, self-destructive attack: an explosive detonation that guarantees its destruction and can kill or seriously injure the offending trespasser. This instinctive sacrifice ensures the continued survival of the species.
In Helix, Shuttle populations are kept in check by the Sand Angels and Burk’ani Lava Slugs, who prey on their eggs. Beyond Helix however, Shuttles have neither natural predators nor egg-eating creatures to curb their numbers. This has led to them becoming an invasive species in the Caspid Region. Ever since arriving in Pompon, Shuttles have taken a liking to Orkid honey and have been attacking Orkid hives indiscriminately. Without Chieftess Magnolia enlisting the help of Postknights and Honey Bears to cull the Shuttles’ numbers, these bug-like beasts could very well devastate the region’s ecosystem, as well as Pompon’s main source of income, Orkid honey.
Shuttles are hyper-aggressive during mating season. Get too close, and you might just go out with a bang! Well, along with the Shuttle too.
– T –
Petrified Illusionists
Found In: Ameranne
Class: Beast
Evolutions: None
Tanuchis are skittish, shapeshifting beasts believed to have been smuggled into Kurestal from Ameranne. These beasts are prized for their exceptionally soft, ringed tails, which are used to create fur hats—a popular statement piece among the elite in Caldemount City.
Field Note: The name Tanuchi originates from the words tanuki and mochi—a soft, fluffy glutinous rice cake popular in Ameranne—a reference to the creature's exceptionally soft fur.
Glamouring
To protect themselves from threats, Tanuchis learn how to cloak themselves in a Glamour from a young age. These ring-tailed beasts can transform into any natural object found in their forest environment, such as rocks, minerals, and dead or petrified wood. However, unlike Noxies who wear their Glamour like a second skin with little effort, Tanuchis require intense concentration to hold their disguises. The illusion can be broken by injuring or stunning the beast.
Tanuchi’s First Glamour
Young Tanuchis first practise taking on the form of rocks, which passersby often overlook—so the illusion doesn’t need to be accurate. With time, patience, and practice, Tanuchis can eventually perfect this disguise. However, rare moments of panic may result in a very fuzzy, decidedly un-rock-like tail poking out from an otherwise perfect illusion.
Traveller's Tips: When in Violetfair, do as the locals do! Don’t throw rocks, and make sure you inspect them before plopping down for a quick break—they may very well be Tanuchis.
A Tanuchi’s first Glamour is always a rock. Because nobody pays attention to rocks. Well, almost nobody.
A Tanuchi’s Leaves
Before newborns learn to Glamour themselves as rocks, Tanuchi parents place two leaves on them—a small one on their forehead and a larger one on their back. These leaves serve as training aids to help the young pups practise disguising themselves within their environment. When they sense something large approaching, young pups freeze and hunch down on the spot, resembling a small pile of leaves.
With practice, they learn to stay still and calm, which helps them maintain the Glamour over long periods of time. Eventually, these two training leaves disintegrate, prompting the Tanuchi to find replacements. This habit of wearing leaves is hard to shake even after they master their Glamour, and many Tanuchis continue to hold on to them as a sort of ‘comfort blanket.’