Slightly larger than unicorns (110 cm at the shoulder).
Twin horns arching outward like curved daggers.
Less magical affinity, more physical strength.
Ferox caprunculus – Capricorn
Upper body of a goatlike ungulate, lower half replaced by scaled, piscine tail. Horns long and ridged.
Thrive in coastal cliffs and deep sea caves.
Less aggressive, but fiercely protective of territory. Sing low, eerie bellows under the water.
Ferox lunaris – Moonhorn
Nocturnal cousin with pale-blue luminescent horns.
Said to have stronger ties to the moons Auralis & Emberin.
Revered as omens, especially during double full moons.
Ferox sanguinorbis – Crimsonhorn
Rare desert variant from Ebony Sands.
Reddish-golden coats, horns that can grow up to 50 cm long.
Known to be far more aggressive; will gore intruders without hesitation.
Ferox parvulus – Foelhorn
Smallest known subspecies (60 cm tall).
Sometimes domesticated by fae for herding or companionship.
Horn is shorter, often blunt or twisted like a ram’s.
(I dont know why tumblr mess with my perfect list....
7. Ferox kirinus – Kirin
Graceful, deer-like body, often with golden scales scattered across legs and spine. Hooves sharp, almost stiletto-like, able to pierce stone. Single horn smooth and pearl-colored.
Peaceful by nature, but their kicks and charges are devastating when provoked.
Seen as semi-divine; often associated with harmony and purity.
8. Ferox alicornis – Alicorn
Larger than common unicorns (130 cm at the shoulder). Possess both one spiraled horn and feathered wings.
Fiercely elusive, almost never seen in groups.
Considered the rarest Ferocidae.
9. Ferox nocturnus – Duskstalker
Black-coated, with narrow, spike-like horns that resemble shadowy antlers. Eyes glow faint violet.
Stealth hunters, unusually predatory compared to other Ferocidae. Opportunistic omnivores—will scavenge or ambush small prey.
Gloamveil Expanses, shadowed forests.
Considered cursed; their horns fetch high value in black markets for use in shadow-magic artifacts.
Considered the rarest Ferocidae; many scholars argue if they still exist in the wild.
10. Ferox ensifer – Bladeskull (Inspired by @aphractal2's unicorn designs)
Medium Ferocidae, about 140 cm at the shoulder. Sturdy, deer-like or goatlike build with a single “horn” that is not bone, but the visible hilt of a sword embedded in their skull. Their presence feels heavy, as though standing near a sheathed weapon. Their eyes glimmer like steel.
The “blade” is planted inside their head, it is a chain/whip sword coiled along their spine to renforce it. The hilt looks different per individual (wrapped leather, jeweled pommel, simple iron crossguard), hinting at the nature of the sword within.
Extremely cautious and mistrustful. Known to test potential allies relentlessly before allowing them to come near.
A Bladeskull’s “horn” can be drawn by a chosen partner (human, fae, beastfolk, etc.). Drawing the sword renders the Ferox ensifer entirely harmless: their horns and primary means of defense are gone. The sword is immensely powerful, infused with the Ferocidae’s life essence. It can cut through enchantments, ward off corruption, and channel the wielder’s magic more potently than ordinary weapons.
If the Ferox dies, the blade turns to ash wether it’s still inside or have been drawn.
To “draw” a Swordhorn’s blade requires absolute trust. If betrayed, the Ferox ensifer will never allow that person to touch the hilt again, and may even turn hostile. Legends say that only those with “hearts unclouded” can earn a Swordhorn’s bond—and once the bond is made, it lasts until death.
As a new student at Fablewood Academy, you are mysteriously invited after stumbling upon an ancient storybook. Among peers who resonate with
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So... I rarely do this but I wanted to share my though, cause I feel alone right now. This is my opinion/feelings about them, it's fine if you don't have the same though.
Everyone is fangirling over thoses two.
yes, Minajael (wtf is that name?) is hot. Yes, ok. But why does he look like a smug a**hole? What's this mocking evil smirk? You can't tell me that guy is not a girl/boyfriend stealer or a sarcastic b*tch.
Ok, he doesn't really disappoint. His clothes are nice too (guess this is the dorm uniform?) I'm ok with the hype for Minajael.
Now... about Rielle. This is were I disagree with a lot.
I guess they wanted to give him the big curious eyes of Ariel....but.. ugh...
So when I look at him I see a bald baby head with a wig on an adult body. That freak me out. WTF is wrong with his hair?? I mean the front bangs! The rest of the hair looks fine I guess, but the bangs????
And his clothes...... errr... I like all the little references but I really don't like the outfit in a whole. Some colors just don't fit together. They clearly tried to mix both the tail/bra with her pink dress, while they should have just stay with one. There is too much misplaced things. Only one belt was necessary, or at least make something more pirate-like,that would have been cool...
So no, I really don't like Rielle's design. ANY speculative fanarts I've seen of him were better. Litterally any.
Then, my last issue, same with Neige too. They are basically a copy-paste gender bend of the princesses.
Yes it is the case for Malleus too actually, but he was kinda the "face" of the game, appearing on most ads for it, so he had to be ressemblant. As for the other, they share one, maybe two trait with their original villain inspiration, the rest is a real work of creativity that makes them unique. Vil is blond when the evil queen have black hair, same with Riddle who have crimson red hair instead of black, Idia only have the flaming hair that are the same, I guess the yellow eyes too, some characters were not even super evident to guess.
Here, for Rielle, for Minajael, for Neige too (Chen'ya don't count, because the beastkins are all just human versions of the animals, though the nrc ones still show a lot of difference, like Leona don't have pitch black hair, Ruggie either, while both Scar and the hyenas have a pitch black mane/crest) I just feel like I'm watching a princess genderbend fanart. This disappoint me.
Take someone who is not part of the fandom, show them the NRC boys (dorm uniform, so it's an equal chance) and make them try to guess which character they are based off. I did with my mom, and the only ones that have been guessed right were Malleus, Idia, Riddle (but mostly because of his clothes), Leona and Ruggie. Even Jamil have been labelled as Jasmine or Aladdin before thinking of Jafar.
Now do the same with the rsa boys. Again did with my mom, and she immediately guessed it. And it was not even "maybe it's-" no, it was "Oh that's Ariel!" "well, easy, this is Jasmine" "Snow-white without hesitation"
You see what I mean?
(I still keep my headcanon of RSA not being as pure as they pretend, you can thank Ambroise for being such an a**hole rubbing every nrc loss into Crowley's face and just... owning Malleus' mother's orb... and because I like the idea of visible innocence is often a lure)
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Well... originally a dating sim game idea that will be a novel because I don't have any programmation skills nor the money to pay some developpers, but I like it and got lots of ideas for it so let's just share it.
If you want to make a OC and/or your MC from it, then have fun, I would love it ^-^ (list of existing ones at the end ^^)
It's a dating sim, mix between "Twisted Wonderland" and "Obey me!"
This is mostly ideas thrown like this in a messy way. But you can now read the novel version here:
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 -All other chapters will only be on the other plateforms, always free to read
whole on my Tapas, Toyhouse, Ao3 or wattpad
I also introduce all the characters on Toyhouse or Deviantart and regularly post here on tumblr about it
And to not have to search through my tumblr, you can find every single infos about Scriptoria, on my Toyhouse as well.
everything under the cut
As a new student at Fablewood Academy, you are mysteriously invited after stumbling upon an ancient storybook. Among peers who resonate with legendary characters from fables and folklore, you stand apart—unable to resonate with any historical figure. Instead, you uncover a profound connection to the mysterious Writers.
Navigating the competitive dorm dynamics and building relationships with students and teachers, you begin to unravel the secrets of Scriptoria, the world of stories. With your unique bond to the Writers, you hold the key to saving it from an ancient force threatening to rewrite history itself.
~~~~
World
"Scriptoria"
A magical world shaped by the memories and writings of the legendary Writers, who recorded the lives and deeds of its inhabitants.
~~~~
The Writers :
The authors of fairytales we knows, they are called the "writers" not because they have wrote the tales (since it's supposed to be all real stories in this world) but because they were keeper of memories, noting everything that was happening in the world, which permitted the actual characters to knows all about the stories.
The Writers and Their Origins
Connection to Their Stories and Cultures:
Jean de La Fontaine (Beastman from Beasthaven):
La Fontaine, a fox beastman, had a knack for observing the social structures of Beasthaven’s vibrant and diverse communities.
Hans Christian Andersen (Mer from the Seafoam Dominion):
Andersen was a merman with a melancholic streak, deeply inspired by the beauty and sorrow of the sea. His ability to capture fleeting emotions and weave them into poetic tales was unparalleled.
The Grimm Brothers (Goblins from Myrcadawn):
Jacob and Wilhelm Grimm were goblin-faes, an unexpected yet fitting revelation. The magic of the Writers kept their mischief in check, channeling their keen wit and curiosity into recording humanity's most primal fears and hopes. Their goblin heritage explains the darker, more visceral tone of their collected tales.
Charles Perrault (Human from Austreim):
Perrault was a human writer from the cobblestone streets of Austreim. Known for his elegance and refinement, he focused on moralistic tales that resonated with high society while still appealing to common folk. His work emphasized transformation and perseverance, ideals he believed could bridge social divides.
An so many more… In short, every single race and country had one or multiple Writers.
The Omniscience of the Writers
The Writers weren’t ordinary historians—they were endowed with a unique form of magic called Storysense.
Storysense Explained:
Writers could sense when someone was destined for a life-altering story—one that would leave a profound impact on their world and become a tale told for generations.
When they encountered such an individual, their magic activated instinctively, drawing them to observe and record the person’s journey.
This connection allowed them to witness events in real-time, ensuring no detail was missed.
The Rule of Non-Intervention:
Writers were forbidden from interfering in the stories they recorded. Their role was to document, not shape, the fates of those they observed.
Consequences of Breaking the Rule:
If a Writer intervened, their Storysense could fracture, leaving them unable to detect new stories. Worse, they might accidentally unravel the tale they were meant to preserve, altering history itself. (e.g. Helping Cinderella to escape her abusing family would prevent her from meeting her prince and she would not become the Great queen Austreim had known)
The Role of the Writers’ Magic
Memory-Keeping:
The Writers’ magic extended beyond mere observation. They could project their memories into enchanted quills or scrolls, creating flawless records of events. These documents became powerful artifacts that resonated with the essence of the stories they contained.
The Grand Archive:
All Writers’ works were stored in a magical repository known as the Grand Archive. The archive it a living entity, capable of organizing itself and occasionally revealing forgotten tales to those in need of their wisdom.
The Grand Archive’s real position is unknown and is hidden in its own pocket dimension. This dimension open slightly for the Resonance Ceremony.
The Writers’ Legacy
Unique Perspectives:
Each Writer brought their cultural background and personal perspective to their work, enriching the world of Scriptoria with a tapestry of diverse stories.
La Fontaine’s fables emphasized cleverness and morality.
Andersen’s tales highlighted emotion and transformation.
The Grimms’ stories embraced the primal, magical forces of nature and humanity.
Perrault’s narratives bridged the elegance of court life with the struggles of common folk.
~~~~
Locations
Austreim: Inspired by European fairytales (Germany, France, Scandinavia). A realm of picturesque forests, cobblestone towns, and grand castles. Home to tales like "Cinderella" and "Little Red Riding Hood."
Beasthaven: A country inspired by La Fontaine’s animal fables. Predominantly inhabited by beastmen. Features different biomes in different part of the land, from lush forests and rolling meadows to savannah or thundra. The country is known for their lively markets in every biome.
Seafoam Dominion: An underwater kingdom of mermen and aquatic fae. Draws inspiration from Andersen's stories. Has shimmering underwater cities and shores dotted with mythical artifacts.
Ebony Sands: Inspired by African folktales such as "The Man Who Never Lied." A sun-drenched land of deserts, savannahs, river deltas and ancient temples.
Celestial Plains: Based on East Asian folktales, blending Chinese, korean, Japanese stories among others. Features rolling hills of bamboo, cherry blossoms, and mystical shrines guarded by spirits.
Myrcadawn: A borderland filled with ancient ruins, magical storms, and creatures from forgotten tales. Mostly inhabited by faes.
~~~~
"Fablewood Academy"
An all-boy institution dedicated to preserving the legacy of the writers and their stories. Located at the heart of Scriptoria, blending all cultural styles. Where the Writers’ legacies are studied and the world's future is shaped.
~~~~
The Resonance Ceremony
When a student enters the school, they undergo a Resonance Ceremony, a deeply symbolic ritual that determines their connection to an Historical Character (a character from fairytales and myths).
Ceremony Description:
The Setting:
The ceremony takes place in a grand, mystical chamber called the Hall of Echoes, a circular room lined with glowing murals of countless legendary figures. In the center, on the ground like a pond, is the Ethereal Mirror, which shimmers like water and reflects not the student’s image, but fragments of their potential resonance.
The Ritual:
The student steps up to the mirror, guided by a faculty member.
The mirror reacts to their essence, glowing brighter as it identifies the Historical Character whose moral compass and essence most closely align with the student’s.
The chosen figure materializes as a spectral image above the mirror, accompanied by a brief vision of their story, morals, and defining characteristics.
The student receives an Artefact Sigil, a magical mark on their hand, symbolizing their connection. The sigil also acts as a key to their dormitory.
Outcomes:
The character determines the student’s dorm assignment. Dorms represent shared principles or traits rather than region or story type, which creates unique diversity within each house.
The student begins to develop their Legacy Arte, influenced by their resonance.
~~~~
Dorm Names & Founders
Astraquartz (Inspired by Cinderella, Charles Perrault): Represents perseverance, humility, and transformation.
Scarletfang (Inspired by Little Red Riding Hood, Grimm Brothers): Represents courage and cunning.
Everswell (Inspired by The Little Mermaid, Hans Christian Andersen): Represents sacrifice and curiosity.
Mousetrail (Inspired by The Lion and the Mouse, La Fontaine): Represents cleverness and loyalty.
Obsidianspire (Inspired by Mamad in "The Man Who Never Lied", unknown Writer (African tale)): Represents honesty and wisdom.
Verdance (Inspired by "The Tale of the Bamboo Cutter", Minamoto no Shitagō): Represents grace and adaptability.
~~~~
Resonance Dynamics
Living By Their Resonance:
Students are expected to uphold the values and morals of their Resonance Character. Deviating too far from these principles leads to a Resonance Crisis, where the bond becomes unstable.
Resonance Crises:
In a crisis, a student’s personality and abilities are warped by the unresolved conflict. They might embody the antithesisof their Historical Character, becoming a distorted, corrupted version of their story’s ideals.
Example: A student resonating with The Happy Prince may hoard wealth selfishly, spiraling into greed, causing their Legacy Arte to malfunction.
Resolution:
To restore balance, the student must confront their choices and find a way to realign with their character’s core principles, often with the help of peers or the protagonist.
The Nature of Resonance
Resonance is not a rigid set of rules that dictate a person’s every thought or action. Instead, it represents a core essence—a reflection of the Resonance Character’s archetype, personality, and values. When a student resonates with a character, it means they share a similar foundation, but they are free to interpret and act on that foundation in their own unique way.
Core Principles of Resonance
Guiding Influence, Not Control:
The Resonance doesn't force someone to behave exactly like their historical counterpart. Instead, it provides a general blueprint of traits, preferences, and tendencies that align with the character’s essence.
Example: Coach Garrick’s Resonance with the Big Bad Wolf doesn’t mean he must terrorize pigs—it means he shares the wolf’s gruff, bold, and predatory nature. How he channels those traits is entirely up to him. For Garrick, they manifest as a tough love coaching style.
Freedom to Choose Actions:
While Resonance shapes a student's instincts and inclinations, their choices define their character. They can act in harmony with their Resonance without being confined to it.
Example: Elric, resonating with Cinderella's Stepmother, naturally enjoys luxury and attention. However, he can choose to respect others while enjoying these things, rather than mistreating them like the original stepmother did. If he strays too far—say, by shunning luxury entirely—it might destabilize his Resonance, but small acts of kindness wouldn’t harm it.
Resonance Crisis Is About Extremes:
A Resonance Crisis occurs when a student goes against their core nature to an extreme degree, causing an inner conflict. This doesn’t happen because of minor deviations but because of a deep misalignment.
Example: If Elric started wearing rags and actively rejecting his love of luxury, his Resonance would destabilize. But respecting servants or treating them kindly, while still enjoying the finer things, would maintain balance.
Here are clear, narrative-driven examples to help clarify how Resonance works without feeling restrictive:
Garrick “Grizz” Wolfin (Big Bad Wolf):
Garrick’s Resonance gives him traits like gruffness, strength, and an intimidating aura. He embodies the archetype of the wolf, but how he uses those traits is his choice. He could easily become a bully, but instead, he channels his gruff demeanor into being a demanding yet caring PE teacher. His choices define him, not the wolf.
Elric Briarthorne (Cinderella’s Stepmother):
Elric shares the stepmother’s love for luxury, beauty, and a touch of laziness. However, he is not bound to repeat her cruelty. Elric can enjoy being pampered and commanding attention without mistreating others. If he rejects his natural affinity for elegance entirely, he risks a Resonance Crisis, but respecting a servant while maintaining his love for luxury keeps him in balance.
~~~~
Resonance Crisis: The Fractured Legacy
What Happens?
When a mage’s bond with their Resonance Character destabilizes, their Artefact Sigil fractures, and their inner conflict manifests as a dangerous, externalized force called a Fractured Legacy. The Fractured Legacy represents the mage's core identity spiraling out of control, with tangible consequences for the individual and their surroundings.
Mechanics of a Resonance Crisis
Stages of the Crisis:
Warning Phase: The Artefact Sigil dims or cracks subtly, signaling instability. The mage exhibits heightened emotional extremes or behaviors contrary to their Resonance Character.
Example: A Cinderella Resonance becoming tyrannical and dismissive, echoing the stepmother’s cruelty.
Threshold Event: A traumatic or critical moment causes the bond to fully destabilize. The mage’s Artefact Sigil shatters, triggering the Crisis.
Transformation:
The mage transforms into an Echoed Antithesis of their Resonance Character—a distorted, exaggerated version of their worst traits.
Example: A Little Red Riding Hood Resonance becomes a wolf-like beast, embodying predation and fear instead of courage.
The environment around them twists to reflect their turmoil—spreading corruption, illusions, or chaotic phenomena tied to the Resonance.
Manifestation:
The Fractured Legacy takes a physical or semi-physical form—either merging with the student or manifesting as external entities they must face.
Example: The transformed mage might summon spectral versions of antagonists, or their minions, from their Resonance Character’s tale, or their surroundings could morph into a warped, nightmarish version of their story.
Consequences
Prolonged Crisis states can cause lasting damage to the mage—mental, physical, or magical.
If unresolved, the bond with their Resonance Character could sever entirely, leaving them vulnerable to permanent loss of their Arte and magical abilities.
Resolving a Resonance Crisis
Core Resolution:
The mage must confront the internal conflict driving their instability.
Example: A Happy Prince Resonance consumed by greed might need to realize that hoarding wealth doesn’t bring joy or fulfill their true essence.
This confrontation often requires the help of others, especially the protagonist, who serves as a mediator or guide.
Reformation:
The Artefact Sigil repairs itself, often evolving into a stronger form, symbolizing the student’s personal growth.
The Legacy Arte might gain new abilities tied to the lessons learned during the Crisis.
Designing the Fractured Legacy
Visuals:
The Crisis should have a haunting yet poetic visual style that reflects the student’s Resonance Character.
Example: A Cinderella Resonance would look more like a deformed version of the stepmother or the stepsisters, surrounded by jagged shards of broken glass and spectral pumpkin monsters.
Themes:
Each Crisis explores the darker side of the Resonance Character’s traits.
Example: A Little Mermaid Resonance, consumed by jealousy, might suffocate others in waves of magical water, symbolizing their suppressed longing for acceptance.
Combat Dynamics in Resonance Crises
Fractured Legacy Boss Fights:
The mage undergoing the Crisis transforms into a formidable, story-inspired boss.
Example: A Big Bad Wolf Resonance could manifest as a towering wolf-like monster with powerful wind attacks, symbolic of their huffing and puffing.
Emotional Mechanics:
Incorporate dialogue or cutscenes mid-fight to remind players this isn’t just a battle—it’s an attempt to reach someone in pain.
Example: As the protagonist deals damage, the Fractured Legacy might shout distorted lines from their tale or reveal their inner turmoil through flashes of memory.
Combat Objective:
The goal isn’t necessarily to defeat the character in a traditional sense but to weaken their Fractured Legacy enough to restore clarity.
Player Options in Combat
Artefact Sigil Powers:
The characters used can use their own Legacy Arte abilities, which align with their Resonance Characters, to counteract the Fractured Legacy’s powers.
Example: A character resonating with the Little Mermaid might summon tidal waves to neutralize a fire-based Fractured Legacy attack.
Special Techniques:
Introduce a Breakthrough Strike mechanic where players can charge a special attack tied to the Resonance Character of the opponent.
Example: Against a Red Riding Hood Resonance, a teammate resonating with the Woodsman could unleash an axe-cleaving move that counters the wolf-like powers.
Group Synergy:
Peers with similar values or with a character from the same story to the Resonance Character in Crisis might deal bonus damage or have abilities to calm the Crisis state.
Emotional Impact of Combat
Hitting Hard With Purpose:
The protagonist struggles with the morality of fighting a friend or peer. Dialogue options or animations could reflect hesitation and determination.
Example: “I don’t want to hurt you, but I can’t let you destroy yourself!”
Each successful attack might shatter parts of the Fractured Legacy’s appearance, revealing glimpses of the real student underneath.
Dynamic Reactions:
As the player weakens the Fractured Legacy, they could start to show signs of clarity—stammering, pleading, or showing flashes of regret mid-battle.
Example: A Cinderella Resonance Crisis might sob, “Why am I acting like this? This isn’t me!” as their Fractured Legacy starts to crumble.
~~~~
Legacy Arte
Each Legacy Arte is tied to the unique essence of the resonated Historical Character. These are not static powers—they grow and evolve as the student’s connection deepens. It can be an offensive or defensive ability, a practical one for everyday or even a constant unseen ability (enhancing strenght, magic powers or anything else)
For example:
A student resonating with Princess Kaguya might have an Arte called Moonlit Grace, allowing them to summon moonlight to shield themselves and others. As they grow, the Arte might evolve into Celestial Radiance, granting healing and offense.
~~~~
Artefact Sigil
The Artefact Sigil serves as both a resonance stabilizer and a channel for magic, directly tied to the student's connection with their Resonance Character. It appears on the student's hand during the Resonance Ceremony.
Key Features of the Artefact Sigil
Appearance:
A glowing, dynamic symbol or glyph that reflects the essence of the Resonance Character. Its design evolves as the bond deepens, becoming more intricate and vibrant.
Example:
Astraquartz: A delicate glass slipper.
Scarletfang: A bold wolf’s paw print, with thorny vines wrapping around it.
Everswell: A flowing wave, centered with a small pearl-like dot.
Mousetrail: A small mouse.
Obsidianspire: A tall spire with rays of light radiating from its top.
Verdance: A crescent moon embraced by bamboo leaves.
Functionality:
Magic Channeling: The Sigil channels the student’s magic, focusing and amplifying their spells. It glows or pulses during use, with colors and intensity varying based on the magic type.
Legacy Arte Activation: The Artefact Sigil is the key to unlocking and evolving Legacy Arte abilities. As the student grows, the Sigil adapts to better support these powers.
Resonance Stabilization: The Sigil detects and moderates Resonance Crises. If a student strays too far from their Resonance Character’s core ideals, the Sigil dims or cracks slightly, serving as a warning. It also emits calming energy to help realign the connection.
Personal Connection: The Sigil is an inseparable part of the student, growing and changing with them. This deep connection makes magic feel more instinctive and intimate, as it’s literally a part of their body.
~~~~~~~~
Lore Tie-In
Origins:
The Artefact Sigil was created by the Writers, using fragments of their own memories as the foundation. This ensures that every Sigil is a direct link to the archives of Scriptoria.
The Resonance Bond:
The Sigil embodies the merging of the student’s essence with their Resonance Character. Its visible state reflects the health of this bond, making it both a tool and a representation of their inner journey.
~~~~
Scriptos Currency System
Coins (for smaller transactions):
1 Scripto:Copper coin
5 Scriptos: Bronze coin
10 Scriptos:Silver coin
50 Scriptos:Gold coin
Bills (for larger transactions):
100 Scriptos
200 Scriptos
500 Scriptos
1,000 Scriptos
10,000 Scriptos
Design Details
Coins:
Each coin feature an emblem of a quill or an open book to symbolize creativity and storytelling.
The coins shimmer faintly or show shifting patterns when exposed to light.
Bills:
The bills have holographic text or illustrations that animate briefly (e.g., a bird flying off a quill or ink drops forming a picture).
They feature famous Scriptoria figures, mostly the Writers, with each having different possible figures.
-the 100 could feature Pu Songling or D. O. Fagunwa,
-200 feature Don Juan Manuel, Alexander Pushkin or Giovanni Francesco Straparola
-500 feature Charles Perrault, the brother Grimm or La Fontaine,
-1000 feature Al-Jahiz, Hans Christian Andersen or Valmiki,
-10 000 feature Joseph Jacobs or Alexander Afanasyev …)
The bills and coins are waterproof. Coin will not get rusty if used by merpeoples.
Body length (nose to rump): 2.3–2.7 m (7'7"–8'10")
Total length (including tail): 3.4–4 m (11'2"–13'1")
Weight: 300–500 kg (660–1,100 lbs)
• Head:
A remarkably human-like face with a slim, flattened nose. Juveniles possess a distinctly feline face with large, round eyes and a short muzzle. As they age, the face elongates vertically while the muzzle flattens, producing their iconic serene appearance. Their eyes become narrow and almond-shaped, framed by naturally dark eyelids resembling elegant eyeliner.
• Body:
Powerfully built feline body with tremendous musculature concealed beneath a sleek coat. Despite their immense strength, their movements are graceful, measured, and almost silent.
• Fur:
Short, dense coat in shades of cream, ivory, golden beige or pale sand in females. Males display darker coats ranging from tawny brown to deep chestnut and dark umber.
• Wings:
Present only in females. Large feathered wings capable of sustained flight despite the creature's considerable size. Primarily used for patrolling territory, reaching elevated perches, and protecting nesting grounds rather than long-distance migration.
• Limbs:
Massive feline paws equipped with retractable claws capable of carving through stone or enchanted metal when necessary.
• Tail:
Long, flexible feline tail ending in a dark tuft used for balance and communication.
• Other Details:
Long hair/mane grows continuously throughout life and serves as protection agaisnt the sun.
Eyes possess exceptional night vision.
Their gaze appears almost constantly half-closed, giving them an expression of permanent calm.
Cubs have oversized ears, round eyes and noticeably softer facial features.
⤷ Reproduction & Behavior:
• Sexual Dimorphism:
Strong. Females possess wings, red eyes and much lighter coloration. Males completely lack wings, have yellow eyes and are consistently darker. Aside from these traits, both sexes are physically similar.
• Intelligence:
Comparable to elephants, dolphins, or great apes. sphynxes fully understand spoken languages and can remember conversations, individuals, and places for decades. They are not sapient and possess no civilization, culture, or technology, but display extraordinary reasoning and memory.
• Vocalization:
Among themselves they communicate through purrs, chirps, growls, body posture, scent and numerous feline vocalizations. When addressing humanoids, however, they can use words and talk, but they possess an instinct unlike any other known creature: every sentence they voluntarily speak becomes a riddle. This behavior is entirely instinctive rather than cultural.
Young cubs often produce nonsensical riddles, absurdly simple riddles, or accidentally include the answer while asking. As they mature, both the complexity and elegance of their riddles naturally increase. They are perfectly capable of understanding direct speech from others.
• Reproduction:
Viviparous.
Gestation lasts approximately 11 months.
Litters contain 3–6 cubs.
Cubs nurse exclusively during their first month.
Meat is gradually introduced during the second month.
• Parental Care:
Among the strongest recorded in Scriptoria. Females primarily serve as hunters and aerial guardians, spending much of the day patrolling territory from cliffs or high branches while periodically returning to nurse their young. Males remain almost constantly with the cubs, feeding them, grooming them, teaching survival skills, introducing them to riddles, and engaging in play. Both parents will defend their offspring without hesitation.
⤷ Ecology:
• Diet:
Obligate carnivore. Prey includes:
Deer
Wild boars
Large birds
Mountain goats
Magical beasts
Occasionally fish
Humanoids are never hunted despite persistent legends.
• Habitat:
Ancient ruins, mountain temples, sacred forests, abandoned shrines, forgotten libraries, secluded cliffs and magical landmarks. They are naturally drawn toward locations of historical, magical or emotional significance.
• Behavioral Pattern:
Primarily diurnal. Extremely calm, patient and nurturing. Most individuals spend long periods resting while quietly observing their surroundings from elevated locations. They rarely initiate violence and generally avoid unnecessary conflict. A sphynx may guard the same location for centuries simply because it finds the place beautiful or meaningful.
• Territoriality:
Rather than defending territory aggressively, sphynxes defend whatever they personally decide deserves protection. This may include:
Ancient ruins
Sacred relics
Forest clearings
Sleeping cubs
A lonely bridge
A village entrance
Occasionally... someone's own front door.
Once settled, they challenge approaching humanoids with riddles before allowing passage.
• Natural Enemies:
Virtually none. Adult sphynxes possess few predators due to their immense magical and physical abilities. Only the largest manticores, cephalogres or similarly powerful magical creatures pose any realistic threat. Cubs remain vulnerable. Anatomorphes are not smart enough to understand they should not attack them and may try to eat the cubs.
• Population Control:
Naturally slow reproduction combined with large territories keeps populations low.
⤷ Cultural Status:
• Threat Level:
Extremely High (Potential). Actual encounters are overwhelmingly peaceful. A sphynx possesses enough physical and magical power to eliminate nearly any opponent, but almost never chooses violence.
• Nicknames: Keepers of Riddles, Temple Lions, Silent Guardians, The Watchers, Feathered Judges (females)
• Legality:
Protected in nearly every kingdom. Harming a sphynx without immediate justification is considered a major crime in many regions. Attempting to capture or domesticate one is illegal almost everywhere.
• Human Interactions:
Despite their fearsome reputation, sphynxes are remarkably fond of humanoids. They display particular affection toward smaller peoples such as goblins, gnomes, dwarves, rodent beastfolk, and children, whom they often regard with the same fascination humans reserve for kittens. While impossible to domesticate, lifelong friendships often develop. A friendly sphynx may casually settle near a village or household and remain there for decades.
• The Riddle Instinct:
Contrary to legend, answering incorrectly does not result in death. Instead, the sphynx becomes visibly proud and simply refuses passage or access to whatever it has chosen to guard. Answer correctly, however, and the sphynx becomes mildly offended before leaving, only to return later with an even more difficult riddle. If someone answers ten riddles correctly in succession without a single mistake, the sphynx concludes it has been defeated and reluctantly abandons its chosen post. When guarding a friend's home, however, it rarely leaves permanently. It typically returns days later with renewed determination and an even harder riddle. If a beloved friend consistently fails, the sphynx gradually begins offering easier riddles instead, eventually abandoning the challenge altogether while affectionately rubbing against them.
• Smiling:
One of the most misunderstood aspects of sphynx behavior. Wild sphynxes do not smile from happiness. A smile is an instinctive predatory expression displayed immediately before or during a hunt. Many cultures preserve a common warning:
"If the wild sphynx show you its grin, no road remains to save your skin."
However, sphynxes living alongside humanoids often imitate human facial expressions through observation. Some eventually learn to smile as a gesture of affection despite its original biological purpose.
⤷ Biological Weaknesses:
Cubs remain vulnerable for several months.
Large wings make females slightly less agile on the ground than males.
Their protective instincts toward cubs can override otherwise excellent judgment.
Extended isolation without mental stimulation causes obvious boredom; they actively seek opportunities to challenge humanoids with riddles.
Although physically capable of tremendous destruction, they instinctively avoid lethal force whenever possible, making them surprisingly predictable against malicious opponents.
⤷ Additional Notes:
• Lifespan:
250–500 years. Some exceptionally old individuals are believed to exceed 700 years.
• Magical Abilities:
Innate barrier magic around chosen territories.
Extraordinary resistance to hostile magic.
Exceptional perception capable of sensing magical disturbances over great distances.
Some ancient individuals appear capable of recognizing lies through subtle behavioral cues, though whether this is magical or observational remains unknown.
• Memory:
sphynxes rarely forget a face. A traveler who once answered a sphynx's riddles decades earlier is often greeted with a more difficult one upon returning.
• Folklore:
The widespread tale that sphynxes devour anyone who fails a riddle is almost entirely fabricated. Scholars believe the myth likely arose because very few travelers were willing to repeatedly admit they had simply been outwitted by a giant magical cat and politely turned away.
• Domestication:
Impossible. They are to fierce to be treated as pets. Friendship, however, is surprisingly common, and once a sphynx considers someone part of its extended "family," it may watch over them for the rest of its life, even if it continues asking them riddles every single visit.
• Collective Noun:
A gathering of sphinxes is traditionally called a Puzzle. Such gatherings are exceptionally rare, usually consisting only of breeding pairs and their cubs. Larger Puzzles have only been documented around ancient sacred sites or during unusual magical events.
• Kingdom: Animalia
• Phylum: Chordata
• Class: Mammalia
• Order: Rodentia
• Family: Angelidae
• Species: O. coronatus
• Type: Omnivorous Pest Mammal
• Alignment: Chaotic Curious
⤷ Appearance:
• Size:
Shoulder height: 18–22 cm (7–9 in)
Body length: 35–45 cm (14–18 in)
Weight: 3–5 kg (6.5–11 lbs)
• Head:
A compact head blending traits of rodents, mustelids, and small felines. The muzzle is short and slightly tapered, giving the face a surprisingly gentle appearance. Four long ears, two on each side of the head, hang gracefully and remain highly mobile, swiveling independently to detect the faintest sounds.
Despite belonging to the rodent order, Angels possess unusually elongated, needle-like incisors rather than the broad chisel-shaped teeth seen in most rodents. These incisors grow continuously throughout life and are constantly sharpened through gnawing, allowing them to chew through wood, leather, soft metals, plumbing, and many common building materials with remarkable ease. The most distinctive feature is the circular "halo" above the head. Contrary to popular belief, this is not an ornament but a true horn. Young are born with two short horns that curve inward as they grow. After the first two years, they fuse seamlessly into a complete ring of keratin.
• Body:
Compact and agile with a flexible spine allowing it to squeeze through remarkably narrow openings.
• Fur:
Dense, soft coat varying from cream and sandy beige to grey or pale brown. The underside is usually lighter.
• Feathers:
Present only in males. Large, brightly colored decorative feathers emerge from the shoulders and upper back. Despite their resemblance to wings, they are completely incapable of flight. They serve exclusively for intimidation, courtship displays and visual communication. Females entirely lack these feathers.
• Limbs:
Short but nimble legs ending in dexterous paws capable of climbing, digging and manipulating small objects.
• Eyes:
The Angel's body is covered with numerous fully functional eyes. Every eye is connected to the nervous system and contributes to its vision, granting an almost complete panoramic field of view.
• Tail:
Long balancing tail ending in a small fur tuft. The tuft is of a bright color for the males, but brown or grey for the females.
The horn ring continues thickening throughout life.
Every eye blinks independently.
⤷ Reproduction & Behavior:
• Sexual Dimorphism:
Highly pronounced. Males possess colorful ornamental feathers and slightly larger horn rings. Females completely lack decorative feathers but retain the characteristic halo horn.
• Intelligence:
Comparable to rats or raccoons. Exceptionally curious and capable of solving simple mechanical problems, opening containers and remembering food locations.
• Parental Care:
Moderate. Females raise litters of 4-8 pups inside elaborate nests hidden in attics, walls, hollow trees or abandoned burrows. Young remain with their mother for approximately two months before dispersing.
⤷ Ecology:
• Diet:
Omnivorous. Feeds primarily on:
Seeds
Fruits
Roots
Mushrooms
Insects
Bird eggs
Stored grain
Household food reserves
It also habitually gnaws wood, leather, cloth, pipes and numerous construction materials, not for nutrition, but to wear down its continuously growing teeth.
• Habitat:
Forests, farms, villages, caves, cities, abandoned buildings and virtually any place inhabited by humanoids. Their remarkable adaptability allows them to thrive almost anywhere.
• Behavioral Pattern:
Primarily nocturnal. Exceptionally inquisitive and fearless. Angels constantly investigate unfamiliar objects and frequently steal small shiny trinkets for no apparent reason. They often establish nests inside granaries, warehouses, roofs or barns, where entire colonies may remain unnoticed for months.
• Defense Mechanisms:
Rather than fighting, Angels rely on awareness and agility. Their numerous functioning eyes make ambushing one nearly impossible. Unfortunately, this extraordinary vision comes with a drawback. In environments containing excessive movement, crowded streets, stampedes or large gatherings, the overwhelming amount of visual information can become disorienting, causing hesitation, dizziness and confusion.
• Natural Enemies:
Owls, foxes, snakes, wild felines, griffins, hydras and numerous medium-sized predators. Young are especially vulnerable.
• Population Control:
Their high reproductive rate is naturally balanced by heavy predation. Humanoid settlements frequently organize pest-control campaigns to prevent infestations.
• Adaptation to Civilization:
Although strongly associated with human settlements, wild Angels living too far from villages instinctively seek out goblin cave systems. Goblin warrens provide warmth, abundant food stores, and countless tunnels that closely resemble the cramped spaces Angels naturally prefer. This has resulted in a long-standing, often reluctant coexistence between the two species. Goblins frequently curse the creatures for stealing food, chewing through their machineries, and nesting inside their homes.
⤷ Cultural Status:
• Threat Level:
Low. Although harmless to people, Angels are considered one of the most troublesome household pests throughout Scriptoria.
• Etymology:
Naturalists believe their name originated from Faespeak, though no consensus exists. Three principal theories remain debated:
Aenjyr - "Pest"
Aenghyl - "Thief"
Ahn'giel - "Mischief"
Ironically, all three descriptions fit the animal remarkably well.
• Legality:
Wild individuals may be kept under permit in many kingdoms. Commercial breeding is regulated due to the risk of accidental infestations. Releasing captive Angels into the wild is punishable in several provinces.
• Human Interactions:
Few animals divide public opinion as dramatically. To homeowners, they are destructive nuisances capable of ruining food stores, chewing through plumbing, furniture and wooden structures.
To enthusiasts, however, Angels are affectionate, playful and surprisingly intelligent companion animals. Owners frequently insist they are "just misunderstood giant rodents."
Most skeptics remain unconvinced, explaining that they have no desire to wake during the night and discover dozens, or hundreds, of tiny eyes quietly staring at them from the foot of the bed.
⤷ Biological Weaknesses:
Overwhelming visual stimulation causes confusion and temporary disorientation.
Poor endurance over long distances.
Decorative feathers make males more conspicuous to predators.
Continuously growing incisors require constant gnawing; individuals unable to wear them down may eventually starve.
Their horn ring can become temporarily lodged while squeezing through very narrow openings.
⤷ Additional Notes:
• Lifespan:
8–15 years.
• Collective Noun:
A group of Angels is called a Choir. The name originated from the strange rustling produced by dozens of decorative feathers moving simultaneously through walls and attics.
• Economic Impact:
One of the costliest pest species in Scriptoria. Damage includes:
Destroyed food reserves.
Damaged plumbing systems.
Chewed furniture and textiles.
Structural weakening of wooden buildings.
• Domestication:
Partially possible. Captive-bred Angels readily bond with caretakers and enjoy climbing in arms, hiding in clothing and accepting treats. They nevertheless retain all the instincts of their wild counterparts and require constant environmental enrichment to prevent destructive chewing.
• Curious Fact:
Despite possessing dozens of eyes, Angels frequently sleep curled into tight balls with every eye closed simultaneously, making them appear far less unsettling than when awake. Many owners insist this is "the cutest thing imaginable." Everyone else tends to disagree.