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Taen's Book of Beasts

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Greetings, explorer. If you're reading this, I assume you're either some reckless adrenaline-seeking adventurer killing innocent creatures for your twisted sense of glory, or someone who's genuinely interested in the knowledge we've collected about Taen's unique wildlife.

As there's nothing I can do about either situation, allow me to at least enlighten you.

Welcome to the Taen Book of Beasts, curated by yours truly, Dr. Carina O. Gomez. In this book you can view all the information we have on Taen's creatures, contributed by myself and the occasional helpful explorer.

The entries are organized into three categories - Sentient Races, Native Species, and Invasive Species.

  • Sentient Races are creatures in Taen who have intelligence on par with humans, have societies and cultures of their own.
  • Native Species are creatures that exist naturally in Taen, and are a natural part of their environment.
  • Invasive Species are those creatures from other worlds that have been transported to Taen via worldrift portal, and have multiplied, creating a sustainable population in the pocket dimension.

If you would like to submit an entry into the Book of Beasts, please do so here.

All illustrations created by @Piperpie

A late thank-you to @Shlimazel for helping edit the Mork'Outh entry!

Edited by Csl

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| Sentient Races |

The Mork’Outh


The Mork'Outh are a largely peaceful race native to Taen whose lives are deeply rooted in the environment, their very culture and lifestyle revolving around nature. Though the Mork’Outh may seem like a simple, tribal people, their mastery over wildlight and worldrift gives them lives not unlike many other cultures outside of Taen.


In appearance, the Mork’Outh are physiologically similar to the average Terran human, apart from several features they seem to have adapted to Taen’s environment. The most obvious of these is their height, which averages 7 to 9 feet, and their tough, bark-like skin. Each Mork’Outh sports a pair of ram-like horns, while their fingers and toes taper into claw-like talons.


Mork'Outh society operates under a tribal system, with each tribe numbering anywhere from 20-50 adults. Mork’Outh tribes are familial in nature, with the eldest mated pair leading the tribe as a whole. In times of great and dire need, a leader is chosen by the chiefs of all the tribes.

Central to the livelihood of the Mork’Outh people are the mages, known as kat’ubo. These are those who have mastered control of both worldrift and wildlight magics, and thus are tasked to teach future generations the craft of their people. Each tribe has at least one Kat’ubo

Culture & Technology

Having lived in the portal-prone Taen for several centuries, the Mork'Outh people have become accustomed to the arrival of visitors from other realms, and are generally benevolent to outsiders. They have an affinity for worldrift magic, having limited control in opening worldrift portals and manipulating the fabric of spacetime. This is mainly used for them to create tools that can cut through all matter, and limited manipulation of forces like gravity and magnetism.

The Mork'Outh religion believes that Nature is sacred, as is the force of life that flows through every living creature. This force is the source of their wildlight magic, and it is due to this that the Mork'Outh people put an emphasis on the protection of nature in it's most raw and untamed forms. As a result, they hold great contempt towards any form of mechanical technology.

Their use of wildlight, however, makes them excellent organic technology engineers. Wildlight is applied to most aspects of their life through genetic modification and controlled cell growth, sculpting living structures and biological tools out of plant life. One example of this is a white vine they have genetically modified to be a brainwave translation device, allowing them to communicate to beings that do not share their language. The numerous vines coiled around their horns and threaded through their hair also act as amplifiers for wildlight.

The Mork’Outh also regularly use the wildlight thoughtstream to transmit mental messages to each other over great distances. Due to this, misunderstandings and conflict within their race are rare. Combat is seen as a last resort, and violence only used when absolutely necessary. However, the constant threats from foreign species such as the Xer-orians, coupled with their skill in magic, have shaped them to be a race of extremely effective (albeit reluctant) warriors.


Mork’Outh tribes are found in Taen’s four Quadrants, though most of their population is concentrated in the Jungle. To ensure natural resources aren't quickly depleted, each tribe lives a good distance away from each other, tending to respective parts of Taen. Smaller Mork'Outh tribes tend to have a nomadic, hunter-gatherer lifestyle.


The Xer-orians

xer_orian_soldier_by_piperpiccolo-dbjq22o.pngThe Xer-orians are a hostile, hive-minded insectoid race bent on conquering all known worlds. They are more commonly known as Xers to the Taenites, and seem to have come from another realm several centuries ago. Since then, they have constantly attempted to slaughter all Taen’s inhabitants, and frequently attack travelers.


All Xer-orians are insectoid, having six-limbs and a smooth, hard exoskeleton. Each has a pair of thick, antler-like antennae protruding from their skulls. There are four subtypes of Xer-orians (two male, two female), and each one has slight variations in their appearances.

Soldier Xer-orians make up the bulk of the race, outnumbering the other subtypes 10:1. These are the muscle of the race, usually used for combat and physical task. They have very low intelligence and usually act by instincts or impulses when not being controlled by the females. Soliders have an average height of 6 feet and an average weight of 200 pounds, and are dark grey in color.

Cxer_orian_consort_by_piperpiccolo-dbjq1tx.pngonsort Xer-orians are a specialized, larger type of soldiers, standing an average of 8 feet and weighing 600 pounds. They have human intelligence, though lack the psionic abilities of female Xers. Consorts usually serve as assistants and breeding partners of Queens.

Female Xers are smaller and more fragile than the males of their race, having an average height of 4 feet and average weight of 150 pounds. Each has human-level intelligence, as well as the ability to mentally control male Xers, though the strength and range of this influence varies.

When born, female Xer-orians are called Princesses, and have a greyish-blue coloring which grows darker and redder as they mature. Princesses have minor psionic abilities and can launch psionic attacks, though can only control a limited number of male Xers. xer_queen_concept_2_by_piperpiccolo-dbl9g4d.png

At adulthood, female Xer-orians stand at an average of 5 feet and 150 pounds, and have a dark, dried-blood coloring. When they reach this stage, they are considered Queens, and have fully developed their psionic abilities. Queens also have the ability to breed and produce offspring. 

The leader of the Xer-orians is the high queen. Its appearance is unknown.


Xer-orians have a complex, matriarchal society. At the head of their race is the High Queen, which has a mental link with all Queens and has psychic control over the entire race. All Xers are descendants of it, with the oldest Queens being its daughters.
Once a Xer-orian Princess matures into a Queen, it takes a Consort from its mothers' colony to breed with, then leaves its birth colony to produce its own. The new Queen will then either produce offspring with its Consort for Soldiers, or attempt to steal Soldiers from other Queens through battling for mental control of them.
Queen-on-Queen combat is usually psionic. However, Queens commonly launch attacks against each other with their soldiers, attempting to kill the opposing Queen. Once a Queen has been killed, the surviving Queen will automatically take control of its Soldiers, integrating them into its own colony.Xer-orian psionic bonds are primarily determined by genetics. The longer a soldier has been under the control of a Queen, the harder it will be to break their bond. The High Queen has influence over the entire race, and Queens have influences over their Princesses, Consorts and Soldiers. Princesses typically have little psionic power, and may only control five to ten Soldiers of its mother's colony before maturity. However, Soldiers whose Queens are deceased may be controlled by almost any Queen. Without a Queen, though, Soldiers will become deranged, living by their primal instincts.


The race as a whole has very little cultural practices or traditions, as there are only a small number of actual sentient minds in the entire colony. Queens and Princesses have a fondness for wearing simple, brightly-colored woven clothes (usually stolen from other races), despite having no need for them. Soldiers often use primitive spears in combat, but it is unknown if Xer-orians have more advanced technology


The Xer-orian Core Hive, where the High Queen resides and where the race’s breeding areas are is rumored to be on the western side of the mountain quadrant, within one of the caves.

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| Native Species |



First documented by: Lunarian Government

Physiology: Rixnours have a similar appearance to Rhinoceroses, with tortoise-like heads. Have plant growths. The plants growing on them are a form of natural camouflage that enables them to hunt more efficiently.

Behavior: Rixnours are omnivores. While they mostly subsist on vegetation, Rixnours will willingly eat corpses, and occasionally, hunt down humans. While Rixnours generally mind their own business around humans, it's wiser to avoid provoking them, as they can quickly turn from docile to dangerous.






First documented by: Lunarian Government

Physiology: Morphers are swamp trees that have been imbued with unnaturally huge amounts of wildlight. Due to this, they can use their mimic the appearance of any creature they have encountered, though prefer to take a humanoid form. Despite this, they still rely on photosynthesis for nutrition.

Behavior: Morphers have primate-level intelligence. They are generally peaceful, benevolent to both humans and Mork’Outh. Morphers are exceptionally skilled at mimicking voices and are fond of speaking in human speech.





Zkriz'kas zkriz_kas_by_piperpiccolo-dbertzf.png

First documented by: Lunarian Government

Physiology: Zkriz'kas are canines though have physical similarities to reptiles and ungulates. On average, Zkriz’kas are 10 feet tall, sprouting a pair of antelope-like horns, and bluish fur.

Behavior: Zkriz’kas are carnivorous, living and hunting in packs. These creatures are intelligent, and while not sapient, seem to be able to communicate well with each other through clicks and growls. This makes them able to work efficiently in groups. Paired with their seeming love for making them an extreme threat to any explorer who enters the Jungle Quadrant.





desert_wolf_by_piperpiccolo-dbeinr9.pngDesert Wolves*

First documented by: Lunarian Government

Physiology: Also known as Desert-Fox-Wolves, these creatures are very similar in appearance to coyotes or desert foxes. However, they are usually bigger, standing at 5-6 feet at the shoulder. 

Behavior: These creatures hunt in packs of 6-8. Normally, they are shy around humans, and it is rare to encounter them in the Desert Quadrant. Similar to wolves, their packs are led by two Alphas.

*Recently there seems to be another wolf species roaming the forest edge near Lunaris. Little is known about them beyond their similarities to the deser

Edited by Csl

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| Invasive Species |


First documented by: Lunarian Government

Physiology: Garantahs are gigantic primates that appear to have come to Taen from another world. These creatures have an average height of 15 feet at the shoulders, and 30 feet when standing on their hind legs. Garantahs are have formidable physical strength, allowing them to lift over ten times their own weight, and are equipped with prehensile tails and tusk.

Behavior: Garantahs are usually peaceful when left alone, residing in the hundred-foot trees of the Jungle Quadrant. They dwell in groups, similar to gorillas. When enraged, however, they are likely to go on stampedes, destroying nearly everything in their path.


old_sketch_by_piperpiccolo-dbjnxp9.jpgRed Salamanders

First documented by: Margie (@Piperpie)

Physiology: <upcoming>

Behavior: <upcoming>








First documented by: Kilg'hesh The Unbound ( @Abe Büzer)

Physiology: While similar to Komodo dragons, these creatures have tightly-packed, snakelike scales, shorter tongues, and lighter builds. Notably, there is a curved, hook-like bone at the tip of their tails. They have about 60 teeth arranged in four rows, each about an inch in length and curving inwards. As an adaptation to the swamplike grounds within the deeper regions of the jungle quadrant, Uqatu have partially webbed feet. They average 3.5 feet in length, standing at 1 foot high at the shoulder, and weighing 110 pounds. Uqatu, however, are exceptionally agile; they are capable of climbing trees, and are able to make powerful, short-range jumps that help them hunt prey. They also have excellent night vision, adapted to their low-light habitat, and hides with dark green patterns that help them hide in dense undergrowth.

Behavior: Uqatu are carnivorous and are always seen to hunting in groups. If hungry enough, they'll resort to cannibalism. If one sights prey, it can gather more Uqatu for the hunt by a strange call described as a "hiss followed by a groan" However, if the hunting pack isn't large enough, they will flee.

Edited by Csl

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