Ghost stories. That's all the Wyrdness is... right? Ghost stories told by Druid parents to misbehaving Druid children to keep them in line. That if they weren't good the Wyrdness would come and get them. It would turn them into horrible monsters. The Evil god, more powerful than all their deities. The one that could never be killed, but had been locked away long ago. Sleeping. Lurking. Waiting. Unfortunately. Some ghost stories are real. The Wyrdness is not just a phantom, created to scare children. While time has eroded most knowledge of the Wyrdness it has always been there. Waiting for the time when it would finally be free of its prison.
And now, the chains have been broken and the world will never be the same.
WHAT IS THE WYRDNESS
The Wyrdness is the creator of all magic. It was a sentient consciousness though it has no physical body. Instead, its body is a mist, covering the span of an island named Yrisle. It is thousands of years old, predating even humanity (at least humanity as we know it). It is possesses immense power, and is able to twist and manipulate the world around it. Bending anything to its will. The Wyrdness has a trickster's nature and can curse or bless you (depending on its mood at the time).
Yrisle, the island The Wyrdness resides, is a world entirely of its own. Constantly shrouded in mist. Though what you can see is... wrong. The creatures and plant life are unlike anything you've ever seen. You find ruins of settlements scattered across the landscape, though they resemble no dwelling you're familiar with. The humanoid inhabitants who call these "dwellings" are called Wyrdlings. Though they clearly lost their humanity long ago.
The Wyrdness was locked away and sealed by the Druids thousands of years ago. The Wyrdness chipped away at the ancient magicks that imprisoned it, weakening its prison over time. It has finally weakened the enchantments enough to interact with the world once more.
Any who set foot on Yrisle will feel... off. These effects can vary.
Wizardkind: The effects of the Wyrdness may remind some slightly of what it was like to step on Hy-Brasil for the first time. An overwhelming feeling of magic. But this magic will be completely unfamiliar, different, and foreign. It will make you question magic itself. Wizardkind can adjust to the feeling (though how long it takes it totally up to the individual), but they will never get over the feeling of something being off.
Druid: Druids have a very negative reaction to the Wyrdness. It will feel wrong. Unnatural. It will be like a gag wrenching taste and smell that they can't get rid of. Their insides will feel like they are turning inside out and it will be as if the earth, water, and very air have suddenly turned against them. While Druids can manage the symptoms, they never grow used to the affects at all. Druids will often "hear voices" on the Wyrdness. A strange whispering in their hear in an unfamiliar language that they can't understand...
Demihumans: Demihumans (vampires, werewolves, veelas, giants, goblins.) will feel an odd sense of... familiarity. As if deja vu. Something you know you recognize but you can't place your finger on it. The island will feel off, if you have wizardkind blood, but this familiarity will heavily outweigh those feelings. There is a sense of belonging in a way you've never felt before. While the world itself will be physically unfamiliar you just can't help but feel like you know this place.
WHAT HISTORY FORGOT
Long before human memory, forgotten to time, a strange phenomenon occurred. A strange stone was cast into the fire. Before this stone melted, however, thunder rolled overhead. A great storm rolling in. The winds roared, and the rain fell. As all four elements met (earth, fire, air, water), there was a bright light, then a great mist. Thick, heavy in the air. The Wyrdness was born.
This mist, the Wyrdness, hung over an ancient nomadic village. The Wyrdness blessed the ancient people of this village. Magic was born. Everything the mist touched (or blessed) was changed. Many for better, some for the worst. With every creature it touched the Wyrdness grew wiser and slowly became a sentient phenomenon. It was naive and gave its blessings freely. Sharing its gifts with everything it could reach. But not everything wanted its gifts, and would reject the Wyrdness. Over time, The Wyrdness grew spiteful and resented those that refused it.
The Wyrdness grew stronger, larger. its blessings grew in power. Those blessed by the Wyrdness came to be called "Wyrd touched". And thus, the first Vampire and Werewolf were born.
A man named Vampyre came to the Wyrdness hoping and wishing for immortality. The Wyrdness, amused by the request, granted it and made him immortal, at the cost of consuming the life blood of his peers. Unless drained beyond possibility of survival the man would not sustain himself. While he might have lived forever, he was eventually killed for his crimes of endless murder. Those he turned to for company found the touch to affect them. Though not as severely as Vampyre as they didn't have to kill people to sustain themselves. While they aged, they aged slowly. The gained other, miraculous skills like turning into bats, though the sun burned them.
The one that brought Lycantropy (the wyrdwolf as he was called) was similar. While he did not wish for anything, the Wyrdness turned him into a beast at the moon. While wild and free and sound of mind there was one twist... upon smelling blood while shaped as the beast he would go on a rampage. The bloodlust he felt wouldn't be sated until he had killed at least one living creature. It didn't matter what he did to stop it, even having his peers lock him up at the moon, the bloodlust would last weeks until he killed another. The ones that survived his bloodshed (though not unscathed) became what is now known as the werewolf. Less sound of mind but only dangerous during the full moon.
The Wyrdness touched each in a unique way. There were some only affected physically, their body changed and twisted into something new. Others developed odd senses or had their minds warped. Some were affected in all ways. The nomadic people sought ways to reverse the blessing of Wyrdness, but found that only a few of the wyrd touched could be helped... until the Wyrdness brought forth its own prophets. While many went on to become twisted by the Wyrdness due to their unique connection to the Wyrdness, these individuals could tell people exactly how to reverse the "blessings" (curses) the Wyrdness placed upon them. The problem was the riddles in which they spoke were as vague and obscure as the Wyrdness itself, using odd descriptors and twisting and turning endless puzzles for the people to figure out. It was almost like the Wyrdness enjoyed the game of playing with its victims, watching them suffer to try and complete the riddles to remove their curses.
This endured for several centuries and the Wyrdness was content. Yet people feared its erratic nature and soon fled. The ones that remained were not half as entertaining to play with, and thus the Wyrdness started to use its victims to expand. It started to take lives, draining the very essence of people and turning them into more Wyrdness, leaving twisted and mangled forms scarcely recognizable. Others that willingly gave themselves to the Wyrdness (its prophets and cultists pretty much) were twisted into new creatures, magical but dangerous and lusting for blood at all times. They became known as Wyrdlings.
Recognizing the danger, the community sought a solution. The debate lasted many years but the events sparked a split in the magical folk, leading to the first wars and the splitting of tribe.
Those that believed in nature felt it should be contained but allowed to endure where it couldn't overtake the world. Their descendants would be called Druids.
Those that believed it should be destroyed or used for individual gain would one day become Wizardkind.
Those that sought to communicate with the Wyrdness but not embrace became shamans, though their faith died out many centuries ago. While some descendants still live, they lost their connection to the Wyrdness long ago.
The last group embraced the Wyrdness, seeking it out, wanting it to change them, believing it would make them gods. They were changed and altered and hid within the Wyrdness. These twisted humanoids descendants are now the stuff beyond legends, shadows, demons, and monsters. Wyrdlings, like the prophets and cultists.
In the end, the Druids of old won. While highly dangerous, the Wyrdness was still a sentient life form and they couldn't to destroy it. They built statues around the island that had been almost entirely consumed by the Wyrdness and infused it with powerful magic and enchantments to keep the Wyrdness from escaping and to stop others from getting in. Only they knew how to break or pass the barrier they created and they guarded the secret with jealousy, lest the Wyrdness be destroyed or used to cause death and destruction.
They interwove the Wyrdness in their stories and legends, warning children of the magical fog that twisted all things natural. The understanding faded with time and eventually the Wyrdness was treated more like an evil godlike entity of myth and legends, terrifying druid children into behaving so that the Wyrdness would not come to change them and turn them into something unnatural. Yet on the island the Wyrdness, and Wyrdling survived. They fought against the druidic magic, living in the mist and building their own villages and cities deep within the island, twisting the land. They strenghtened the Wyrdness they were locked up in and slowly but surely the Wyrdness began to consume and twist the statues into nearly shapeless and ominous figured that loomed in the mists surrounding the islands.
While the magic and enchantments still hold they have grown weaker over the thousands of years. Sometimes sailors that get close only to flee and spread rumors of a haunted island. A few that accidentally crossed the weaknesses in the barrier were destroyed or wandered the strange woods until they stumbled across the Wyrdness and twisted by it, or consumed. The enchantments grow weaker by the day...
WHAT IS WYRD TOUCHED
The Wyrdness often gives blessings.. or curses. Twisting people however it desires. its near impossible to tell how the Wyrdness might change one, as you are entirely at the Wyrdness' mercy. Those who have been blessed or cursed by the Wyrdness are called "Wryd Touched". These changes can be physical, mental, or both. its highly unpredictable. Some changes may be very minor, while others catastrophic. its almost like playing Russian roulette.
Any who set foot on the Wyrdness run the risk of becoming Wyrd Touched.
HOW THIS AFFECTS YOU AND WHY YOU SHOULD VISIT
It'd be a lovely vacation!
The Wyrdness has been growing stronger and stronger as the generations pass. While the Wyrdness is, very much, a danger to all who step on the island those daring can reap great treasures. There are relics of immense power on the island, strengthened over time by the Wyrdness. These powerful magical objects are unlike anything currently existing in the world.
Magizoologists, herbologists, and others of similar fields would be deeply interested in the alien ecosystem of the island. As the creatures and plant life are unlike anything else existing in the world.
With the weakening barrier, it's clear that the Wyrdness will soon be completely free. Many seek the same goals as their ancestors. To lock the Wyrdness away, use it for their own purpose, or destroy the Wyrdness.
MAGICAL LOCATIONS ON YRISLE
There are 11 specific biomes on Yrisle.
ANIMIIORA
Animiiora is the biome on the island where most of the wildlife lives. It's a peculiar type of paradise where everything is dangerous, but is also home to some of the most beautiful creations on the planet. They will kill you in a heartbeat, even as trees themselves seem to have developed a sentient nature. The Wyrdness isn't very present here, but sometimes takes it over completely to the point in which nothing is visible. It's hard to say that anything will be recognisable after the mist has rolled by.
BKRYS
The bay of arrival and the one place where someone can enter the island mostly unchallenged. The shores are mostly lined with ruins and other telltale signs of shipwrecks. Many tragic journeys have come to an end here. The sand of the beach is a peculiar red color that almost sparkles like god. It's almost a miracle that nobody has tried to dig for gold here.
FLYORGACH
A vast grass and flower field to the east of the island. It's a calm and quiet place, and possibly one of the few places on the island where nothing is inherently dangerous there. Even the creatures that call Flyorgach home are completely harmless. It is impossible to reach without braving the dangers of the island first, as the jagged edges of the stone-like walls seem to be at their highest point here.
MYRYRYR
A desolate field of rock where the fog and Wyrdness are so thick, you can barely see through it. The rocks are broken and large rifts run through it filled with plants and thorns and other undergrowth between which many items lay hidden. Only the bravest are willing to chance the natural resistances for trinkets. In the middle of the field stands UF, a volcano that erupts at the will of the Wyrdness. Sacrifices were attempted, but eventually angered the Wyrdness so the practice was discontinued.
UF
A very large volcano that seems to be constantly on the verge of eruption. It's the safest place to look out over Yrisle as the Wyrdness rarely actually creeps to the peak. Nothing lives on the volcano as the lack of Wyrdness actually makes the volcano a lot less safe.
SAKAH
Sakah is a massive tree with a twisted trunk that looks more like a thousand trees were strung together. Between the various cracks in the trunk, many different creatures call this place home including one of the Wyrdling tribes. While it might look peaceful from a distance, this place is usually teeming with wildlife as venomous arthropods on spindly legs crawl over the tree in mesmerising patterns, closely monitored by the Wyrdlings.
SCHOL
Schol is a lake made up fully, entirely and completely of truth serum. Those near the lake find themselves unable to tell lies. The serum itself from the lake is acidic in nature, and all but magical creatures and Wyrdlings suffer severe acid burns upon contact. It is warm enough that a constant plume of steam rises from the lake, leading to the taste of blood filling the unsuspecting adventurers mouth, especially when they linger near the lake too long.
TRYD
Tryd is a lake that appears to be extremely filthy with slimy eels in a shallow pond. Yet all creatures seem very fond of braving that filth to venture into its depths. Under the enchanted surface of the lake that acts like a mirror to repulse unwary adventurers lies a true oceanic paradise, with deep clear waters, rich corals, and brightly colored fish. It is essentially the dream of any oceanic enthusiast, even more so as those who brave the depths can breathe under water without special aid.
VA'KA'LA'KG
Another vast wasteland, Va'Ka'La'Kg is the graveyard of the island. It is littered with bones, half eaten and digested corpses as well as mummified remains. Anything that is dead tends to end up here. At night, the spiritual impressions of all that are restless party with the living, laughing in wicked enjoyment as the bones are slowly ground to dust. According to Wyrdling customs, one cannot find rest without having every bone broken. This means that Wyrdlings will cut off the fingers and toes of their victims to deny them from the afterlife rather than allow them to find peace within Va'Ka'La'Kg.
ARGNA
Argna is the largest social hub of the Wyrdlings and other sentient creatures of Yrisle. While it more closely resembles ramshackle ruins rather than a city, it houses some of the most peculiar items on the island and is a hub of trade and other social connections. Argna is dangerous to those who have not been touched by the Wyrd, but it will welcome all beings who have felt different their entire lives.
WYRDWOOD
The Wyrdwood is one of the few places that wasn't named by the Wyrdlings themselves. It has crude and ancient signs places strategically throughout it, some plastered with warnings and others simply information about the island. It is a dead and desolate place with very little of worth in it for the Wyrdlings. It seems to be the most normal part of the island, which means it holds none of the treasures hidden within the magic of the island.
YRISLE WILDLIFE
Yrisle has its own unique ecosystem where beings, beasts and vegetation are twisted beyond recognition. The main sentient form of wildlife is Wyrdlings.
WYRDLINGS
Wyrdlings are humanoid creatures that have been twisted beyond recognition by the wyrdness. While some might expect their culture to revere the wyrdness they see it far more as a friend and mental adversary. They live in harmony with it and will strongly judge those that seek to bring it harm. All Wyrdlings can communicate with the wyrdness in their own way, although the cryptic nature remains. They serve the wyrdness much as it serves them.
Wyrdlings are peculiar and in times of need will consume their own for the sake of the survival of others. They are similar to druids in several ways since they don't have technology and live in balance with the nature around them, yet wyrdlings are almost more animal than human, just like many of the creatures that surround them are almost more human than animal.
Wyrdling culture centers around change above all and a life without change is seen as a horrible curse. A wyrdling is not considered adult until it has at least one encounter with the wyrdness where the wyrdness changed them, leading to a fairly wide variation on physical appearances, although a few things always hold true. The sides of their arms are covered in thick black feathers and their arms are a strange leathery skin of various colors that are reminiscent of their human origins. Their body and legs are usually covered in either scales or bark, depending on the tribe they belong to. Their bodies are unnaturally lithe and slim, allowing them to crawl through impossibly thin openings. They have long, almost clawlike fingers and toes.
Yet the most distinguishing trademark is a seemingly oversized head covered in many monochrome eyes in distorted patterns. Their heads are shaped like a wide, rounded arrowhead and covered in a strange mixture of hair and fur. They have long gaping mouths that are no longer well suited to regular human speech but perfectly suits their own language. They have a prickly strong tongue like sandpaper that they use for personal grooming, although mostly of their eyelids.
Wyrdlings have an interesting afterlife, as they believe they cannot rest until all their bones have been broken at least once. This leads to the peculiar habit of cutting off toes and fingers of enemies to wear them as accessories. They believe that life is about challenges and death is about parties and celebrations until the next passing happens. They are by nature peaceful but value being different above all. If you stand out in any way the wyrdlings will gladly join you in celebrating your differences, unless you choose to kill them for it.
AISKNII
A small dog with reptilian features like scales and fur, an elongated muzzle with teeth like an alligator type creature that hatches from a soft egg, laid in groups of four or five. Once hatched the aisknii disperse and feed on small creatures that it can catch. Only about 2 from every clutch survive because if they don't leave the area fast enough, they're likely to eat each other. It takes about a month to reach maturity and a week before they reach maturity the females lay their only clutch of eggs. The male then finds the eggs by the scent the female placed on them and settles on them till they start to hatch. When they start hatching the male leaves, (this whole process takes about a week, they have a short breeding and life cycle) after which they mature. The second an aisknii comes of age it imprints itself onto whatever living being (wizards included) it first sets eyes on. This can be a predator, but it follows what it imprints on around regardless and forces it's attention onto the being. It can either be considered quite a nuisance, or a friend, but the second the object of it's imprint either leaves, they get separated or the being dies, the aisknii dissolves into a cloud of ash that settles on the ground and leaves a permanent pattern on the ground in the exact likeness of the being they imprinted on.
Diet: Carnivore
FJAPPOM
Fjappom are dinner plate sized butterflies that are brightly colored and patterned in order to draw in their prey, which happens to be anything with flesh. They flap their wings slowly and as the pattern on their wings moves it almost hypnotizes their prey into coming closer to them, when they're close enough the fjappom latches it's wings around it's prey's face/head and inserts tiny claw like spikes into the skull that are spaced around the wings for maximum effect. Its mouth sits at the bottom of the head of the prey and its body starts to emit an acid like liquid that slowly eats away at the prey's face. The fjappom eats the dead and half dissolved flesh that drops into its mouth. The fjappom is susceptible to either fire or water due to the membranes of their wings being sensitive and thin. When threatened the fjappom tightens their grip and produces more acid in order to try and survive, so attacks against it must be swift and strong. It is unable to kill anything bigger than a small rodent but it'll draw in anything it can eat, so wizards might not from an attack but they can be horrendously scarred and the spikes from the fjappom's wings (once it has either been pulled off or killed) will need to be removed by hand because magic causes them to dissolve and enter a wizards bloodstream. There the remains might cause severe infection can only be cured by finding the egg casings of the fjappom's and making an elixer by crushing and boiling the casings.
Diet: Carnivore
IKSVÄ
The iksvä is a legendary creature, even amongst those dwelling on the island. It has a reputation similar to those of dragons, despite not being anywhere near them in size. The iskvä is a physical manifestation of death, or so it is said. This phenomenonal creature appears inside a foggy environment as a shape and kills anything it touches. It is claimed to lurk and used to explain any unexplainable death. The iskvä stopped by and ripped their heart out. The only evidence that this creature exists and is not merely a legend are account of attacks and the bodies that were found without a heart, since that had mysteriously vanished.
The lair of the iskvä is told to have a large collection of mummified hearts inside it, even though it eats only insects. The hearts are supposedly drained for their magic and life, which sustain the iskvä.
Diet: Insects
ILDERSWITCH
The illderswitch blurs the lines between plant and creature. Some have debated that you could even claim it’s both. They exist all throughout the island but to most they would never even notice. The illderswitch when viewed by its target or not hunting is just a mere tree. Nothing more, nothing less.
They typically takes on the form of the trees they grew up around. Yet at times they will move to different areas for food and they’ll have to try to change their appearance. They don’t do a very good job though, which is a good thing for their chosen prey. The only way for them to change their disguise appears to be to take from the other trees around. They’ll steals limbs, leaves and even bark to cover themselves. Luckily at times like these they’re pretty noticeable and any wizard will know something isn’t right. Even Wyrdlings have been noted to avoid them.
The most frightening part of the illderswitch is how they hunt their prey. As young they will attack any bug that comes near the, as they appear as just mere saplings. The bigger they grow the bigger their prey must become. To the point they appear as a full grown tree. This is possibly where they are at their most dangerous. They will still wait for prey to come to them. Yet if no prey is near by the illderswitch will uproot itself with a surprising speed and silence. They will then hunt and stalk their prey. They don’t exactly move fast but they are incredible silent when they move. They can also re-root themselves in a fraction is a second. So if their victim was to turn around it would just look like any other tree.
Once their prey is close enough they will open their large mouth and capture it. The victim is left to be digested by the illderswitch. All the while the prey is inside screaming for help. This is one reason people have heard cries from animals, Wyrdlings and the rare person from the forests of Yrisle.
Fire has proven a successful countermeasure against the illderswitch. If spotted luckily before they attack they will flee from source of fire. If used on the illderswitch from inside it’ll cause enough damage to the creature to release its victim. It also may burn the victim as well so use fire with caution. The best course of action for anyone who is unfortunate enough to find themselves inside an illderswitch is to fill its mouth with water using the Aguamenti spell. Once the mouth is full it’ll open to release it’s victim and contents as it’s just too full to digest it all.
Diet: Carnivore
LINGDERIES
These creatures may appear as if they are just small and bulbous beetles but theh hide a truly horrifying defense mechanisms. Over its life they collect and contains the fog of the Wyrd in their own bulbous rear abdomens. When threatened it will release the fog all at once. Which is enough to effect even the most harden of Wyrd island creatures. A creatures originally from the island will just be stunned for a moment. Enough time for the little beetle to escape. Where it’ll start to collect the fog all over again. Anyone not originally from the Wyrd will be in for worse outcomes. There are four known sub-species of Lingderies. They are divided by color but it’s so much more than just a difference of color.
Purple Lingderies: this sub-species lives primarily in the forests of Animiiora. Due to the mixture of the ecosystem from wild life and fog these creatures collect. The gas when released on someone not originally from the island will cause them to lose all sense of self. This can range from thirty minutes to an hour. The victim will have no memories and typically just wander around where they were attacked till the effect wears off.
Yellow Lingderies: these creatures live primarily in the mass graveyards of VA'KA'LA'KG. Their diet of mostly carrion while collecting up fog causes their sickly yellow color. Their gas when released causes the victim to fall incredibly ill. To the point they can barely function for almost an hour as they are too busy doing much else besides gagging and worse.
Pink Lingderies: live in Flyorgach and are the least harmful. They live on a diet of flowers and barely collect much fog in this place. Their gas when released causes mild dizziness for a few minutes. You’ll be lucky if this is the only kind you come a crossed.
Red Lingderies: live in the MYRYRYR and you must avoid them at all costs. The threes other sub-species still allow for the victim to flee if need be. Even if unbearably sick or confused on who they are. They still are aware of dangers and can protect themselves. Not when attacked by the Red Lingderies. They live in a place where the fog is so thick at all times that they have such a concentrated form of fog. When a victim is hit they will be rendered paralyzed for about an hour. They will be aware of everything that happens but that can not move nor speak. Never go to this place alone this is a magizoology warning to all.
Diet: Wyrdfog and plants (Herbivores)
OOOVAM
The ooovam is a peculiar creature. It has a lithe and small body but a very plump face shaped and colored much like a strawberry. It seems to mostly be made of sickly brown twigs apart from its face. Wyrdlings have long since bred and hunted these peculiar creatures as aphrodisiac. They eat their heads, which increase fertility. When eaten by somebody without pure intentions towards their company the ooovam will cause violent spasms and frothing at the mouth that will last for up to seven hours.
Diet: Insects
OUEIAUIO
The oueiauio is a large creature with a humanoid torso of a sickly pink color. It has a horribly disfigured face covered in lumps of loose hanging flesh and uses its oddly angled arms to drag itself across the ground at a relatively high speed. The lower body resembles a tadpole and has the same sickly shade of pink. It has a row of eyes at the center of its body, running down over the chest and back towards the tail where it has thousands of bulbs that all have retractable eyes in it of various shapes and sizes. It's about the size of a rhino.
Diet: Herbivore, but loves snacking on human hair
PESHNYR
The Peshnyr is a spider-like creature that is invisible to muggles and even most magical folk. The few that can see the Peshnyr are often declared crazy, while they have a very good point. The Peshnyr prefers to live inside the mouth of living things, especially of witches and wizards. Anybody that finds themselves a host to a Peshnyr will often get strange cravings, use spells without realising why they cast them and in more extreme cases bouts of amnesia. During the amnesia the Peshnyr takes complete control of it's victims brain and turns them into a worm-like creature with tentacles that tears any that offended it into pieces. The host will have no recollection of this event after it happened, though they sometimes wake covered in blood and gore. The best way to get rid of a Peshnyr is by only drinking normal water for a week, which the Peshnyr absolutely hates. It will die after the third day but leave a nest of legs behind that can only be washed away with water. All alcohol should be avoided during this time period, as it causes the eggs to hatch.
Diet: Feeds off host nutrition. When it does not have a host it eats anything (Omnivore)
REKYNII
A small creature with black fur and yellow eyes spread over most of its head. It resembles a bunny somewhat but rather than toes he has tiny little tentacles that allow it to climb just about any surface it can get a grip on. Its diet consist mostly of smaller creature and while it appears extremely cute it has a mouth full of tiny sharp and venomous teeth capable of ripping chucks of flesh from larger sized creatures. During mating season the Rekyn (multiple Rekynii are called Rekyn) can form swarms of sorts in which they will find a seemingly impossibly large creature which they proceed to eat alive. The survivors of this feast proceed to lay litters of about eight to twelve Rekyn.
Diet: Carnivore
URKWING
Urkwings are a peculiar breed of birds. Their song sounds like the laughter of children. They have a huge beak compared to the rest of their body and they have a very long blue tongue that can be used in many recipes. While on average not unfriendly, the Urkwings will always seek out people to lead them towards water. While mostly harmless they will lick people when they feel threatened which causes the skin of their victim to slowly turn to stone. Yrisle (the island of the weirdness) has a garden full of hollow statues of all sorts of creatures that wondered into the breeding grounds of the Urkwings. If smashed the statues will usually yield mummy-like corpses, as the victims were never able to eat or drink because they couldn't move, leading them to slowly die of dehydration and starvation.
Diet: Eat fruits, mostly poisonous
WYRDGGARTS
As best as we magizoologist can tell, the Wyrdggarts were originally boggarts that got trapped on the island when it was eventually sealed. The fog, island and mixture of centuries since it was sealed caused them to evolve into the new creatures they are today. Unlike their original forms these creatures don’t try and hide and use fear as a way to get people to flee from them. The Wyrdness changed them in so many ways and the only thing that holds true is that no one knows what it’s true form really is. The wyrdggarts take the form of what someone might desire most unlike taking their fear. They draw the target closer, whether or human. Once the target comes into contact of what they believe is their deepest desire the Wyrdggart strikes. Slowly they siphon the emotional and magical energies of their target leaving them void of emotion and magical abilities. All the while the victim is too focused on they object of their desire to do anything else. They share some similarities with dementors which has caused us to question the origins of dementors.
Thankfully the Wyrdggarts don’t know what to do when two people are close enough for it to create its desired form. It becomes a mess of the two things. Giving away that it is not what it might attempt to appear as. As long as people travel in pairs they will be safe from any wyrdggarts. It’s advised to never travel alone or right to something that seems too good to be true.
Diet: Magic and emotions