BILBY

Ferrowood is a world consisting entirely of smaller sized species, the largest being a Canus. 

Races:

Canus: (Dog)Felis: (Cat)Galloan: (Fowl)Testus: (Turtle)Lagos: (Rabbit)Lepidos: (Lizard)
DogsCatsTurkeys, Ducks, Chicken, Swans, GeeseTurtles, TortoisesRabbits, Hares, PikasGeckos, Lizards, Chameleons, Iguanas
Tachyglo: (Echidna)Sciur: (Squirrel)Psitta: (Bird)Eulipo: (Mole)Stris: (Swift)Myodon: (Rodent)
EchidnasSquirrels, Prairie Dogs, Chipmunks, MarmotsParrots, Doves, Pigeons, SparrowsMoles, ShrewsSwifts, HummingbirdsMice (Mus), Voles, Lemmings, Rats
Pentes: (Snake)Chirop: (Bat)Didelph: (Opossum)
Strigifor: (Owl)


SnakesBatsOpossumOwl


Clothing, Armor, and Weapons:

  • Surrounding environments play a large factor in what an animal living within it may wear. While it does not necessarily require it, clothing is sometimes hard to come by and as a result is oftentimes made out of nearby resources.
  • Animals do have the ability to create thread, thus the potential ability to make clothing.
  • Armor and weapons are heavily influenced by environment.
  • Common material for amor:
    • Tree bark
    • Thin stone
    • Straw
    • Leaves
    • Clay
    • Pinecones
    • Cotton
    • Eggshells
    • Seashells
  • Common material for weapons:
    • Sticks/twigs
    • Stone
    • Reeds
    • Thorns
    • Quills/talons/claws/teeth
    • Seashells

Magic:

  • Magic in civilizations can vary dependent on the circumstance. Some societies heavily rely on its usage, and as such are more prone to be gifted with the ability to use it, where others take on a more technologically-inclined approach. Such differences are often determined by environment and available resources, though civilizations have evolved past this basic need over time.
  • One does not need to genetically inherit the ability to use magic in order to have it, however it does liken the odds. 
  • Being able to initiate/produce/control/manage magic varies between individuals. While some may never be able to become in touch with  magic, others take to it rather quickly.
  • Producing magic also differs between users. For some, the key to unlocking one's magic may reside in the mere thinking of it whereas with others it may stem from something deeper in the heart. Oftentimes there is a certain feeling correlated with the conducting of magic. Some magic can be produced through incantation.
  • Magic is rarely able to be used in significant bursts through the hands and wings of an individual. Because of this, magicians will seek conductors, artifacts, devices, etc. that overtime will develop said ability. The event that causes this is rather unexplainable as the creating of such an item is left up to the beholder. Some have come to describe it as "speaking life" into an object. Some mages may talk to their artifact over long periods of time and use, others manage to spark life into it during a desperate time of need.
  • Common artifacts:
    • Quills/talons/claws/teeth
    • Gems/minerals
    • Sticks/twigs
    • Stone
    • Thorns
    • Quills/talons/claws/teeth
    • Seeds
  • Trinkets are another odd phenomena, their uses are less predictable than that of magic. Trinkets can be anything enveloped with magic and can exceed outside of one's own abilities of magic.