[center].:The Evren:.
Description in-general:
Evren are scaly animals with a hard yet smooth skin, for when looking at an Evren scale using a microscope, you can see the thin, soft fur on it. They are loyal, battle-trained, and headstrong. They can speak human when trained, and are usually good mounts for cavaliers.
Their height is 1' 4" (~42 centimeters) when they are small, and can reach 5' 8" (~177 centimeters) when in adult stage. They can weight from 30 lbs to 100 lbs for females, 35 lbs to 125 lbs for males. Their light weight makes them swift runners, although more vulnerable defense-wise, despise their hard scales.
In-depth description:
All Evren are white (unless a rare gene slips in), and only the stripes may change colors. They are always composed of black and white, and another color, which also determines the color of their stardust breath, for they can summon starry and celestial skills.
Each skill may have a different element, although most are composed of wind and fire. Under-stripes are usually light grey, although they were discovered to simply be random.
The "white" of their eyes is always red, since Evren are not allowed to sleep (and simply cannot); this is why they are often used as vigils and night-guards.
When in danger, they may make a specific call to alert their humans and/or Evren partners with a loud screech, followed by a whimper. Their scales harden, and they mostly use their arms and feet to block attacks, since the limbs in question are made out of pure steel and formed especially for defense instead of offense.
For offensive counterattacks, they use their tails, claws, and fangs, as well as their celestial breath, which is usually a mixture of wind and fire elements. They prefer staying on the defensive, but if trained properly, an Evren can become a very savage fighter, up until a point where it can go berserk and kill even its own trainer/cavalier through fury.
The fins on their heads can be used like a radar. When very focused, an Evren can sense any movement or sound using its fins. They also act as arms when they are swimming, although mainly used as guides.
Bonding description:
An Evren is very doubtful. It will be able to trust other pets, but may be unable to trust humans at first sight. Evren are respectful creatures, and will give respect if you do the same. To demand the friendship of an Evren, it is advised that you either give it something as a starting gift (which may be given back if the pet desires so) or you may approach it and bow down to it as a sign of respect. If it bows back or accepts the gift, it means it is will to try and bond with you. Once the Evren trust you to the fullest, it will give you back a gift of its own and remain loyal to you until death or betrayal.
Skills:
Evren use their claws and tails and their celestial breath.
Star Breath: Breathe a windy breath of fire.
Cosmos Storm: Create a tornado out of the celestial breath.
Universe Ambush: Engulf in celestial breath and charge at the enemy. Deadly to both enemy and user.
Dust Shield: Engulf with celestial breath to become temporarily invincible to magic spells. Offensive attacks are still effective.
Planet Crush: Bite, punch, slash, kick, tail-slaps the enemy while enveloping said limb with star breath.
Celestial Soul: "Ultimate move", engulf in an enormous amount of star breath shaped in the form of an animal. If used for too long, the Evren may get its soul destroyed and pass away.
Colors:
Body: White (different color is rare, unless reproduced in laboratories through specific breeding)
Stripes: Black
Under-Stripes: Usually light-grey, although recently discovered to be random.
Eyes: "White" is always red, eye color itself can be: blue, red, grey, green, orange (uncommon), purple (uncommon), golden (rare), silver (rare), bronze (very rare)
Arms/Legs: Depends on defense quality: weak (rare, silver), normal (very common, orange-ish-bronze), hard (rare, black-golden)
.:The Winterdew:.
Description in-general:
Winterdews are sweet and lovable creatures. They're calm and easy to take care of, not to mention their reasonable size. The horns on their head can generate electricity, and all Winterdews must wear a special bolt collar, or else the electricity cannot be summoned. They have no mouths, but need none, for they feed on oxygen. They have no sense of taste since they cannot eat, but they can still speak, cough, and do other actions of the like. They can stand on their back legs like humans and walk on four paws like quadrupeds.
Winterdew wings are basically useless, for their meaning has not been found yet. As for their tails, it is to represent their close relationship to the forest and vegetation. Their size goes from 0' 4" (~ 12 centimeters) when they are babies and still growing, and usually cannot go over 3' 3" (~ 101 centimeters) once in adulthood. Their hooves are smooth at birth, and become harder by the time they become adults, the same thing going on for their horns.
In-depth description:
Although Winterdews are more fitted to be domestic pets or simply friends, they can be trained to be used in battle. Their electricity is powerful and deadly, for a baby -- if controlling it's bolts correctly -- can give a grown adult quite a big shock. They cannot use their electricity if they are not wearing bolt collars or bracelets. The collars/bracelets allow the pet to control their powers to the fullest, making sure there is always enough electricity in the body. The accessories attract the bolts unless the user shoots them elsewhere for offense or defense.
Winterdews are as quick as lightning, but their defense is below average due to their lack of armor, although they can make shields out of their static powers or block blows. When its electric energy is well-mastered, a Winterdew may learn how to summon animal spirits, be it a wolf, a dragon, a cat, or a turtle. This cost a lot of energy, but gives exceptional damage in the long run. The Winterdew blanks out while summoning the spirit so to control it.
A Winterdew prefers fighting with its partner than alone; they prefer it when they know they have someone nearby to cheer for them if something bad happens.
Bonding information:
Bonding Winterdews remain together until the babies are born. When small, it takes a while before the newborns open their eyes, and their horns are still very little and barely noticeable. The collar and bracelets grow "out" of the baby's body after a while. Once it reaches a more developed stage in life, the collar and bracelets can be removed. Most Winterdews only keep the collar.
Rival males will fight for the female before bonding. The rules for the fight are simple: the first male to lose the collar or bracelet(s) loses and the winner wins the right to the female. Such battles can also be won from K.O's. Litters give around 1 to 3 babies.
Name information:
Winterdews name their babies and friends with double-words names. The first of the species was named Winterdew for its snow-white pelt and light green and pink coloration. A Winterdew's name can be anything, but must either start or end with 'later' until an Elder figures the small one is ready to be named properly; that is when the youngster is finally able to control its electricity without fainting or losing control. The youngster may either choose its second part of the name, or leave the choice to the Elder.
Skills:
Winterdews control electricity, and can manage a little martial arts if taught well.
Lighting Strike: Basic electric attack. Shock the enemy with your bolts.
Lightning Strike EX: Stronger than Lightning Strike. Deadly.
Thunder Stab/Punch: Hit the enemy while with an electricity-enveloped hoof.
Volt Fire: Concentrate electricity into a ball to finally shoot a concentrated beam of static energy.
Static Rage: Spin and fire multiple bolts of electricity at random.
Static Indignation: Spin and fire powerful bolts of electric energy that are set to aim for the enemies.
Ambuscade of Current: Charge at the enemy while engulfed in electricity. Deadly to both enemy and user.
Heavenly Electricity: Engulf self in electricity to protect body from damage for a short while. No more moves can be cast while this ability is in motion.
Spirit Summon: "Ultimate move", summon a powerful animal spirit to control and defeat your enemies with. Requires much mastery of powers and a lot stamina.
Depending how it fights, a Winterdew can combine close-range moves with electricity, if practice is often accomplished.
Colors:
Pelt: Can be any color.
Fur of hooves: Light color.
Fur of feet: Light color going well with hoof-fur's color.
Feet: White, black, or grey.
Hooves: Same color as horns, always.
Electricity current: Usually black. Proved to be random in some cases. Color doesn't affect strength.
Wings: A shade of green.
Tail: Top color is darker than under color. Both colors can be anything, but must be of the same shade. (i.e: top is dark red, under will be a lighter shade of the top red, etc)
Eyecolor: Blue, red, orange, purple, brown, grey, green, golden, silver.
Other examples of Winterdews: Nickelfish, the Shark Terror