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.
– D –
Hunters of the Wild
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
Found In: Maille (Kurestal)
Class: Beast
Variation: Overflowerflies,
Flowerflies
Maille’s Flowerflies were once as large and vibrant as their Quivtol Overflowerfly progenitors, but their appearance has evolved over generations to mimic the five-petaled pink Peloros blooms native to Kurestal.
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.
– P –
Trouble in Threes
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.
– S –
Cute and Combustible
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
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.