| Ferox | 
|---|
  | 
| Race | 
|---|
| Pronunciation | 
Fair-ocks | 
|---|
| Population | 
Approx. 80 Million | 
|---|
| Naming Customs | 
Varies by culture | 
|---|
| Traits | 
|---|
| Magic Potential | 
Yes | 
|---|
| Min/Max Age | 
Varies by Subtype | 
|---|
| Min/Max Height | 
Varies by Subtype | 
|---|
| Average Weight | 
Varies by Subtype | 
|---|
| Eye Colors | 
Varies by Subtype | 
|---|
| Hair Colors | 
Varies by Subtype | 
|---|
| Skin Tones | 
Varies by Subtype | 
|---|
| Half-Breed | 
Yes. Humans and elven races. | 
|---|
| Artist Credit | 
LekkuLovers | 
|---|
  Ferox Shifting allows some Ferox to display more human or animal-like traits.
 
The Ferox are a race of bipedal humanoids who resemble various land animals from around the world. Whether canine, feline, rodent, avian, or even a blend of multiple animals, there are very few Ferox traits that could be shocking to anyone, anymore. Ruins discovered by Dwarven miners around natural deposits of Cymrinite have led historians to theorize that perhaps the earliest Ferox were wild animals who, after millennia of exposure to Cymrinite, went through an expedited evolution. This led to heightened intelligence, and gave some the ability to shift their bodies so that they could express more near-human qualities, like five-fingered hands and upright postures. Ferox would then go on to become nomadic tribes, to integrate into other established cultures, or to settle their own civilizations, always holding to their own unique blend of naturalism as well as a zealous curiosity that drives them to travel, learn, and create new discoveries. While many Ferox consider themselves a product of whatever society they grew up in, blending seamlessly into various countries and cities across the world, others maintain ties to their own traditions and cultures. These tribes, clans, and civilizations are too abundant to name, and include every subtype of Ferox imaginable, even those that have not yet been added to this list. Some major Ferox cultures continue to have relevance to this day, and serve as an appropriate study for anyone interested in the overarching story of one of Pannotia’s oldest races.
Ferox can resemble any animal that exists in Galudon, with the exception of marine life and insects/bugs, even if that species is not named specifically on this page. Ferox Subtypes are meant to cover the most broad application possible, with smaller niches available to be filled in at a later date.
Appearance and Biology
  Individuals with two different Ferox subtype lineages can have mixed aesthetics, such as this Reptile-Hooved Ferox.
 
The exact physical appearances of the Ferox are difficult to describe in vague terms, as their animalistic traits vary between individuals even among the same subtype. Additional information can be found for specific Ferox subtypes below, and on their specific pages, but in general, the Ferox always bear the appearance of animals from Pannotia (which includes all real animals from the IRL world). They always stand upright, either on two legs (plantigrade, digitigrade, or ungulate), or a tail, and possess two arms, and always bear the ears and tails of their creature counterparts (or scales for reptiles). 
Ferox are an adaptable Race and are born with the innate skills of the animal they resemble. For example, they may have a strong sense of smell, good low-light vision, or the capability to move quietly and gracefully. Their fur, hide, and skin are also variable, though mainly adhere to the natural colors normal to their animal counterpart species. Both full-blooded and Half-Ferox exist on every level of the spectrum between animal and human-like.
Thanks to their early close contact with Cymrinite, many Ferox have the special ability to transform parts of their anatomy at will, in a process called Ferox Shifting. These changes are strictly aesthetic in every fashion when it comes to game mechanics - the use of a snake tail instead of legs does nothing to one’s typical movement speed, and the addition of claws does not improve unarmed combat states. These shifts are meant to allow for flexibility in character design and emotes, not to give advantages in combat. Additionally, this only covers the shift between a more animalistic appearance, and a near-human one. It never allows one to completely transform into a full animal. It also never allows for a complete erasure of the animal traits, always including ears and a tail, or scales. Likewise, it does not allow one to change their hair color or physical traits randomly, always sticking to the colors of their natural hair or fur, and those traits that resemble their animal genetics. It also cannot regrow a limb, or periphery traits like ears and wings, and doesn’t heal wounds. An injury remains whether a Ferox shifts or not. Any played character is welcome to either have the shifting ability or not have it, though most NPC Ferox likely do not.
Half Ferox are possible, and may take on some traits of both their lineages. This includes half-humans and half-elves, as well as cross-animal Ferox, which can result in some design freedom including, for example, the addition of horns to felines, wings to reptiles, or long bushy tails to rodents. Coloring should still follow the influence of the animals which inspire the design, meaning that a fox who gains antlers does not randomly become blue, rather, they would still have either fox or deer-like colors and traits. To avoid creating chimeras, cross-species Ferox are limited to two animal inspirations at most. The antlered fox, for example, cannot also have a grandparent who is a Roc, and thus also have wings and a beak. Additionally, the Ferox shifting ability will always lead to the same physical design and traits. In the example of the antlered fox, this means that the Ferox cannot decide to switch between deer and fox ears on a whim, rather they have an animal-like appearance, and a human-like appearance, and they simply shift between those two ends of the spectrum, but they always look like themselves. 
Diet
With sensitive taste buds, Ferox are some of the best and most respected food connoisseurs in Pannotia. However, due to their diversity, it can be extremely tricky to anticipate the dietary needs of every Ferox when planning to host them for dinner. This has led to the widespread belief that Ferox are incredibly difficult to cook for, leading to social faux pas that may simply be best avoided by not even attempting to cook for them. Still, some daring chefs may try, at their own discretion. The specific tastes of each Ferox subtype can be found on their own pages.
Mentality and Philosophy
The Ferox are intelligent people, regardless of what animal they appear to be. They possess the same mental capacity for problem-solving, communication, workmanship, compassion, etc. as any other sentient race in Pannotia. They are explorers, tinkerers, cartographers, scientists, and culture-spreaders by nature, carrying their traditions with them wherever they go, or adapting to new ways of life with ease. With nomadic roots that carry them across all societies and nations, many continue to wander throughout their lives.
Despite their differences across all clans and species subtypes, the same basic belief system creates the fundamental core of all Ferox philosophy. It is a naturalistic philosophy, which encompasses two key beliefs. One, that nature is sacred, and two, that nature is in a constant state of duality, or cycles. What this means will have some slight variance between Ferox cultures, but in general there is no “good and evil” in Ferox philosophy, only the existence of opposites that live in balance to one another by shifting through the cycles of nature. Life and death, peace and conflict, the individual and the collective, knowledge and ignorance - all things have a place in the natural world, and each culture has formed their own unique set of beliefs based on this core idea. An individual Ferox may combine or pick from other philosophies however they wish, often forming their own specific outlook on the meaning of nature and its cycles, and how a person can live within balance. This also allows them to explore other religions, so long as their veneration of the natural world comes first. 
Politically, the Ferox are as diverse as any other people. However, they should always hold strict to their loyalty to the planet, and tend to act on behalf of the natural world, environmental conservation, and allowing isolated peoples to carry on undisturbed. While they are not luddites, and indeed many thrive as engineers and brilliant inventors, they will always keep the rest of the world in their designs, and will feel that any Ferox who does not do the same is betraying their own blood, and their connection to the world, the plants, and the animals without whom they would not exist. 
Unique beliefs about the world, about nature, and about what facets of nature’s duality are considered sacred will vary between Ferox Clans. In no way are the Ferox a homogenous culture, and even among the same societies, political opinions and individual personalities are extremely diverse.
Ferox Diversity
Since the beginning of their history, the Ferox have been a diverse group who each found unique niches to fill throughout the world. Some settled early, establishing complex cities with their own unique hierarchies. Others remain nomadic to this day, hidden in whatever wild havens remain in the world. Some have yet to be discovered, and others integrated into established societies while holding fast to their own unique beliefs and traditions. Population counts are approximations at best, and there are undoubtedly more Ferox cultures that have yet to be counted. Certain populations, Rodent and Rabbit Ferox especially, make up a greater percentage of the total population of Ferox than others.
Population Breakdown
| Canine Ferox
 | 
12 million
 | 
| Feline Ferox
 | 
15 million
 | 
| Dinosaur Ferox
 | 
10 thousand
 | 
| Serpent Ferox
 | 
4 million
 | 
| Ursa Ferox
 | 
80 thousand
 | 
| Critter Ferox
 | 
40 million
 | 
| Avian Ferox
 | 
6 million
 | 
| Primate Ferox
 | 
600 thousand
 | 
| Hooved Ferox
 | 
2 million
 | 
Canine Ferox
Canine Ferox include those with traits from all domestic and wild dog breeds, as well as wolves and foxes. Typically, this means an elongated snout, triangular ears, pointed teeth, and often bushy tails. It can also mean clawed hands and feet with or without paw-pads, and digitigrade or plantigrade legs. Below you can find more info about the wolf raider clans, a globe-spanning guild of fox spies (coming soon!), and elite training academies for dogs.
 Dominant Cultures:
 
  |  
  | 
Feline Ferox
These Ferox share traits with domestic cats, big cats, or any type of wildcat. They typically have large, sensitive ears, a small snout, pointed teeth, and a tail which resembles their animal counterpart. They can have fur or skin patterns with stripes, spots, or points, and may have retractable claws on either animal or human-like hands and feet. These felines can have digitigrade or plantigrade legs, and have excellent low-light vision. Below you can find more info about the ancient and powerful cat cities, and their prestigious guild of courtesans.
 Dominant Cultures:
 
  |  
  | 
Reptile Ferox
Reptile Ferox include those who resemble serpents, dinosaurs, and lizards. With a wide array of heights and truly exotic features, these Ferox often appear the most alien to humans. While some have tails, appearing like Naga/Lamia, others do not. Serpent Ferox can also forgo their legs and instead adopt a tail to support their upper bodies, and may have small snakes growing from their heads, instead of or in addition to having hair, giving a Gorgon-like appearance. Many reptiles sport pointed teeth, or fangs, though some with dinosaur features may have bill-shaped or beak-shaped mouths. Reptile Ferox always show some amount of scales on their body or face. Below you can find more info about the dinosaurs and the tyrant king they worship like a god, the lizard-folk, and the enigmatic enclave of serpent assassins.
 Dominant Cultures:
 
  |  
  | 
Ursa Ferox
All bears, from pandas to grizzlies, are considered Ursa Ferox. Typically large and hardy people, the Ursa Ferox can have large hands or paws, always with five fingers and toes, often with powerful claws. Their fur tends to be thick, and they can have a long or short snout as well as pointed teeth. Their ears are typically small and round, and they have short tails. Below you can find more info about the self-sufficient bears and their meditative lifestyle. (Coming soon!)
 Dominant Cultures:
 
  |  
  | 
Critter Ferox
This catch-all term for Ferox includes various rodents and small mammals, such as rats, mice, rabbits, opossums, raccoons, guinea pigs, and most creatures who do not fit elsewhere. They tend to be the most diminutive in stature, with large ears and sensitive noses. They often have prominent teeth, with many rodent-adjacent animals having long, hairless tails. These Ferox tend to live in large communities, with prolific families. Below you can find more info about capitalist rabbit engineers, the rat mafia, and the rodents and other small mammals trying to survive in a world that sees them as easy targets.
 Dominant Cultures:
 
  |  
  | 
Avian Ferox
Avian Ferox range from those with typical bird traits, to the near-monstrous roc and harpy archetypes. All Avian Ferox have feathers, and can have clawed feet with three to four toes, with sharp talons. They may have feathers in place of or in addition to hair, and/or growing across their body. They can have a pair of wings on their back, or their arms can grow long flight-feathers. Depending on the individual, they can have humanoid faces, or beaks. Below you can find more info about the fleet of airships that makes up the trade federation which dominates bird culture, and about the rebellious sky-pirate harpies, who value freedom above all else.
 Dominant Cultures:
 
  |  
  | 
Primate Ferox
These Ferox include apes, lemurs, and all sorts of monkeys, large and small. Though their appearances range between this aesthetically diverse group, they all have five-fingered hands, and the option of fur in a variety of colors and patterns. Many have long, prehensile tails, and large round ears. Below you can find more info about the monastic monkeys and their quest for balance between discipline and fun.
 Dominant Cultures:
 
  |  
  | 
Hooved Ferox
Ferox with traits from any animal with hooves, such as deer, cows, sheep, moose, horses, goats, and pigs, are categorized simply as Hooved Ferox. Many of these Ferox have antlers or horns. Some have hair, while others have wool, both of which can be varying degrees of straight or curly. These Ferox typically do not choose to have human-like plantigrade feet, instead maintaining hooves and animalistic legs, reminiscent of satyrs or fauns. Others will opt for a humanoid body with an entirely animalistic head, evoking a classic Minotaur appearance. They can even have a single horn in the center of the forehead, remeniscent of unicorns. Below you can find more info about the nature-loving tribes of hooved Ferox, who adorn themselves with flowers and greenery to express their emotions. 
 Dominant Cultures:
 
  |  
  | 
Trivia
- Marine Ferox do not exist. Whatever evolutionary happenstance caused Ferox to emerge, it did not extend to fish or other water based animals.
 
- Reptilian Ferox who form bonds with other races typically have their partners tattoo the Ferox’s scale patterns onto the other’s skin as a show of commitment.
 
- There are potentially hundreds of Ferox populations still to be discovered and studied by Galudonian scholars.
 
| Accreditation | 
|---|
| Writers | 
LekkuLord, LadyLekku | 
|---|
 | Artists | 
LekkuLovers | 
|---|
 | Processors | 
Ashurism, Bimberi | 
|---|
 
  | 
| Last Editor | 
LadyLekku on 05/15/2025. | 
|---|
 
  | 
|---|