Beast Overview
Across Kaelara, Phanerozoic animals large and small have found niches both alongside and independent from humans. Some beasts are classified as dinosaurs, some as the synapsids that predate them, and some as the mammals that succeeded them. Mechanically, beasts are divided into four broad categories: Lesser Beasts, Mount Beast, Greater Beasts, and Apex Beasts. These categories describe not only the size, but the role and temperament of each beast.
You will notice that the beasts listed are not single species, but genera and families. This is intentional. If you, the player, can identify a species that belongs to a listed genus or family, you may use that species in play. It does not need to be the most famous, the most powerful, or the GM’s favorite example in order to appear. If you want a Utahraptor instead of a Velociraptor, that’s perfectly valid so long as both fall within Dromaeosauridae.
Mechanically, these species are treated as variations on a shared foundation. Differences in size, feathering, horns, fins, or behaviors will be expressed through minor traits or narrative use, not through entirely separate statblocks unless the GM chooses otherwise. But, this freedom cuts both ways. Just as players may select any species within a listed genus or family, the GM may introduce any species within those same bounds.
The Rule of Cool
Kaelara is inspired by real prehistory, but any paleontology fan worth their salt will know it is not scientifically accurate. Mammals walk alongside their Synapsid ancestors. The climate would never support Sauropods to survive in such small areas. Scientific accuracy is welcome, but it is never required. Any beast’s size, strength, coloration, or behavior may be adjusted to suit the story, so long as it remains within its category. If you want to ride a Velociraptor, or for your Tyrannosaur to break into a full sprint, or for your Mosasaur to behave like anything other than a sluggish ambush predator, that’s fair game!
That said, this is not a license to ignore limits entirely. The GM is the final arbiter of what is reasonable for a given beast category. Adjustments should be within what is balanced for the game. You cannot fly on a tiny Tapejaridae that could barely lift itself, but a larger member of that family may well carry a rider. You cannot turn a lesser beast into an apex predator, but you can make it more dangerous than scholarly sources would suggest.
Beast Bonds
Beasts can be bonded to in a ritual called by many as a Joining. These rituals link the magical field of beast and rider and allow both to work in symbiosis with each other. See the Rulebook for more details on how bonding occurs.
Once bonded, a beast and rider are inseparable only by death. But the adjustment from a wild to a bonded beast can be difficult for both rider and ridden to grow accustomed to. As such, there are three tiers of beast bonds that can occur: new bonds, normal bonds, and exceptional bonds.
New Bonds
New bonds are the first stage once a bond is established. During this phase, the beast can function as a magical conduit, and can work alongside its rider without checks. However, more stressful or coordinated commands require Animal Handling checks, these checks rolled at advantage if they are aligned with the beast’s instincts.
Standard Bonds
These are where most sit for the majority of their lives. After spending 10 long rests with a bonded beast, you gain a standard bond that allows beast and rider to understand each other well. These bonds do not require checks for combat commands or coordinated movements, but will require rolls if attempting something that stresses the beast.
Exceptional Bonds
Most individuals never see this kind of bond, and it is usually acquired via legendary means. The GM is the only one capable of granting an exceptional bond, and should do so sparingly. These bonds do not require any checks between rider and beast, and unlock an Exceptional Bond Ability that is beast specific. When one partner is impaired or destroyed, the other may suffer emotional shock and lose access to bond abilities temporarily.
Reading the Bestiary
The Bestiary is meant to be a living reference to help players and the GM establish a common language when talking about animals in the world of Kaelara. When reading the bestiary, keep the following in mind:
All genus and family names in the bestiary are presented in scholarly/Linnaean terms. The Google Doc names hyperlink to a wikipedia page so you can easily read details on the group. You don’t need paleontology knowledge, though curiosity is encouraged!
Additionally, each beast has a role, which describes what that creature is best suited for mechanically and narratively. A beast’s role isn’t set in stone, it can be changed depending on what fits the story.
Some beasts are associated with a culture. This means the culture holds that animal in high esteem, often due to social values. A beast having a culture does not mean it only exists among that culture; the same species may be found wild, feral, or adopted elsewhere. Cultural ties affect the individual, not the beast.
Each beast lists a biome, indicating where it is most commonly found in the wild. Most beasts can travel outside their native biome, though some adapt better than others, especially in the desert. Aquatic creatures are the only exception, and they are biome locked.
Whenever a specific species from a listed genus or family appears in play, it will be added to the bestiary for players to reference later. If all goes well, your knowledge will grow alongside the campaign as you grow accustomed to hearing scientific nomenclature.
As a final note, you are encouraged to do your own research and to present any questions you have to the GM. The GM has access to far more resources and references than the player-facing bestiary. If you have a concept in mind, reach out! The perfect bonded beast for your PC could be right under your nose and you don’t realize it.