Species

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There are many diverse species of creatures that dwell in the realms of Spyro's universe, ranging from small, harmless sheep to hulking, carnivorous dinosaurs. This is a brief overview of many of the beasts that inhabit the Dragon Realms and its surrounding worlds.


Contents

Dragons

Main Article: Dragons

Dragons are the winged, fire-breathing residents of the Dragon Worlds, Spyro's home, and the former residents of the Forgotten Worlds, the realm of the evil Sorceress.

Artisans

The Artisans are peaceful dragons that spend their time creating sculptures, paintings, songs, poems, and other forms of art. They enjoy socializing and gathering to sing songs and view each others' works of art. The Artisans live in lush, green valleys and rolling, serene plains.

Peace Keepers

The Peace Keepers are the most militant and warlike of all dragon families. They are the largest and strongest dragons and are constantly looking out for a creature that might be breaking the peace. The Peace Keepers live in dry deserts and canyons, near muddy rivers, and in icy caves.

Magic Crafters

The Magic Crafters are shy and elegant dragons who study various forms of magic. The artifacts they create are used by other dragons throughout the Realm. Magic Crafters live high up in the snowy mountains.

Beast Makers

The Beast Maker dragons usher all forms of new creatures into the Dragons Worlds. They are typically large and burly and have a very easy-going and relaxed nature. The Beast Makers live in dark, misty swamps, large, stone temples, and high tree tops.

Dream Weavers

Very similar the the Magic Crafters, the Dream Weavers are wise, mystic dragons who use magic to prevent nightmares throughout the Dragon Worlds. They have bright and colorful complexions and an elegant arrangement of horns. The Dream Weavers live on earth platforms that float miles up in the air.

Gnorcs

Main Article: Gnorcs


The gnorcs are a combination of sorts between gnomes and orcs. The two types of gnorcs are the genuine gnorcs and the animated gnorcs. For the most part, the animated Gnorcs are one of the main enemies of the dragons. They are created by the magic animation of gems and obediently serve their leader, Gnasty Gnorc. Genuine Gnorcs, though they look the same as animated gnorcs, are allies of the dragons.

Common Gnorcs

The most common gnorcs are stout, green bipeds, about five to six feet in stature, with pointed ears and sometimes protruding bottom teeth. They are the common foot soldiers of the gnorc armies and are virtually defenseless without some sort of weapon. The devices used by common gnorcs include helmets, swords, shields, spears, cannons, tazers, electric blasters, grenades, wrenches, boats, dogfighter planes, trains, helicopter packs, and machine guns.

Large Gnorcs

Large gnorcs are a bigger, heavier, and stronger version of common gnorcs. They are quite capable of defending themselves without any sort of weapon due to their tough, round bodies and muscular arms, though often use clubs, shields, and metal armor.

Sand Gnorcs

Sand gnorcs are similar in size and strength to their common counterparts, but have yellow skin and are well adapted to living in hot, dry, desert climates. The smaller of sand gnorcs use metal armor, swords, muskets, and sheilds, while the few larger ones typically use vultures as weapons. Of particular note with sand gnorcs are the beserkers who protect the giant witch doctor gnorc, Dr. Shemp. They are standard sized, are clad in metal armor and visors, and are armed with spears and small swords. Motivated by their large gnorc wives, the beserkers charge fearlessly towards enemies, even at the risk of falling off cliffs due to their vision being obstructed by their visors -- something that often happens to them.

Snow Gnorcs

Snow gnorcs are a group of minions well adapted to the cold. They have purple-ish blue skin and range in size from standard to large. The smallest of the snow gnorcs typically travel on skis and use snowballs as weapons. Medium sized snow gnorcs have fat, round bodies and wield large clubs. The largest of the snow gnorcs are about the same size as large green gnorcs, but their bodies are much less obese and much more muscular. The only items used by large snow gnorcs are occasional armored chestplates.

Boss Gnorcs

The two largest gnorcs found in the Dragon Worlds are the two bosses Dr. Shemp and Gnasty Gnorc.

Dr. Shemp is a very large, sand gnorc witch doctor who is put in charge of the Peace Keepers World by Gnasty Gnorc. He wears metal armor and sandals, a feathery, metal headband, and a pair of sunglasses. His weapon is a long, spear-like club. Dr. Shemp thinks he is cool and continuously brags about himself.

Gnasty Gnorc is a huge and powerful green gnorc who is the leader of all gnorcs in the Dragon Worlds. He wears a tannish tunic, shin guards, and a viking-like war helmet. His weapon is a large, spiked mace which doubles as a scepter that can shoot green bolts of energy. Gnasty has a resentment for all of the dragon families and lives in the industrial world formerly known as the Dragon Junkyard. He is protected by large, mechanic gnorcs who use barrels and wrenches as weapons and gnorc commandos armed with machineguns, swords, and grenades.

Rhynocs

Main Article: Rhynocs

Rhynocs are the bipedal, rhinocerous-like minions of the Sorceress who harass the citizens of the forgotten worlds. While typically dimwitted, they can be fierce fighters and their numbers rival those of the gnorcs.

Common Rhynocs

In the same way as a gnorc army, the rhynocs' forces are comprised primarily of short but stout-bodied infantry with stubby tails, large eyes, and a single horn. While most rhynocs have gray hides, their skin tones can vary, somtimes in accordance to environment. Some other skin colors possessed by rhynocs include pinkish, brown, blue, orange, and purple. The intelligence and combat levels of rhynocs varies from location to location, as some rhynocs will flee and cower in terror upon seeing an enemy, while others have elite ninja training. The weapons and attire of the rhynocs is also a broad spectrum; a variety of blunt, edged, magic, electric, projectile, pyro, and makeshift weapons and vehicles as well as numerous types of armor and disguises.

Large Rhynocs

The greater rhynocs of the species are roughly twice the size of common ones and universally display dominant and aggressive behavior. All of them are gray and their weapons of choice tend to be ones centered around melee combat.

Rhynoc Centurions

A small group of rhynocs that is briefly but regularly seen in the throne room of the Sorceress appears to be the Sorceress' retinue of personal bodyguards. They have broad, muscular bodies and are noticeably larger than common rhynocs. They are clad in tightly bound leather armor and centurion helmets and carry broadshields almost as tall as they are. While never seen with weapons or even in a violent situation, it is quite likely that the centurions utilize spears or gladius-like swords, have superior rhynoc intelligence, and have been trained to the highest level of skill in fighting. It was a rhynoc centurion that was used to create the Sorceress' most dreadfull monster, Scorch.

Sleepyhead

See "Sleepyhead" under MAGICIANS.

Spike

Spike is the result of a transformation spell being cast on a common rhynoc. Spike is an enormous, tan rhynoc with furry, faun-like legs. He is extremely muscular with a physique that rivals that of Gnasty Gnorc, and has a large spike protruding from his forehead and one from each shoulder. Even for his size, Spike appears to be considerably dense, his weight allowing him to create fissures on the solid rock platform in his arena by simply jumping up and down. Spike can use his powerful arms to slam downward at enemies in close quarters, but his weapon of choice is a wide barreled electric blaster which can rapidly fire off pulses of deadly electricity. The gun can also adapt to and use power-ups, shown capable of emitting a constant bolt of energy and an expanding wave of ground-bound flames.

Scorch

Scorch is the result of the Sorceress' second spell cast on one of her minions to create a monster. Scorch appears to be a giant psuedo-bat creature who is even larger than Spike and just as muscular. Scorch is almost constantly surrounded by rings of a projectile-repelling energy shield. The shield drops, however, whenever he makes an attack. Scorch seems to be a vicarious fighter, spawning eggs from his toothy maw which hatch into crabs, suicidal beavers with TNT, a Buzz, or a kamikaze living fireball. While these eggs are his primary means of attack, Scorch can also, after a moment of charging, release a shower of energy balls from his chest.


Animals

There are, of course, common and not-so-common indigenous creatures that roam about the world of Spyro.

Sheep

There are several different species of sheep that dwell in the Dragon Worlds and surrounding realms.

Sheep Fodder

The most common sheep are the small, fodder sheep that graze, hop around, and release a butterfly for Sparx to eat when they are charged or flamed. They can be found close to any place where grass can be found.

Bighorned Sheep

The Bighorned species are large, white sheep with huge, curling horns. They live in Stone Hill in the Dragon Worlds and appear to be the protectors of the fodder sheep there, as they aggressively attack any intruders.

Another sub-species of sheep, possibly related to the Bighorns in Stone Hill, are the mountain sheep found in Canyon Speedway in the world of Avalar. While their horns are about the same size as those in Stone Hill, their bodies are significantly smaller and purple in hue. The mountain sheep are very docile and non-assertive.

Colossus Goats

Goats have the same bodies as the mountain sheep in Canyon Speedway, but have stubby horns and are far more aggressive. They can be found in Colossus in Avalar and a similar species can be found in the Cloud Temples.

Yaks

Colossus is also the home to a number of large, brown yaks with rabbit-like mouths and disproportionately small legs. To get around their environment, they hop up and down using all four legs at once. When they engage enemies, they roll like bowling balls in an attempt to flatten them.

Camels

One sheep relative that can be found in Avalar is the camels that act as "gaurd dogs" outside the palace in the world Scorch. They are standard camel size and color, but balance on only two legs. Though they are tied to wooden stakes in the ground, they viciously lunge forward to bite unwanted intruders who come too close.

Lava Goats

Lava Goats live in the the Cloud Temples. They are about the same size as standard goats, but have shorter fur and slightly longer horns. Their defining characteristic is their ability to regurgitate and spit dense lava rocks as a projectile weapon. Lava Goats are mildly aggressive, running to establish a good shooting location rather than charging into combat.

Brown Goats

Brown goats can be found in Cloud Temple and will use their horns to charge at enemies.

Space Sheep

A group of sheep that periodically shows up in the worlds of Avalar and the Forgotten Worlds are sheep that zoom about in flying saucers. First appearing in Metropolis in Avalar and later in the speedways of the Forgotten Worlds, the Space Sheep seem bent only on creating chaos. The saucers they fly can rocket through the air at high speeds, abduct things with a levitation ray, and shoot deadly bomb-like laser projectiles from their exhaust ports.

Pigs

A number of different types of swine can be found in certain realms of Spyro's universe.

Beast Makers World Boars

The Beast Makers World is the home of a group of wild boars with large bodies, tan fur, and sharp tusks. As the boars have almost oversized heads and small legs and sport a pair of tiny, atrophied wings, it is largely possible that they were the result of gnorcs experimenting with the Beast Maker Dragons' animal making magic during Gnasty Gnorc's takover of the dragon realms. The boars are highly aggressive, routinely rearing on their hind legs to survey their surroundings and charging at any creatures which invades their immediate territory.

Fracture Hills Pigs

The swine of Fracture Hills in Avalar are a group of tame, though relatively large, fodder pigs. When they hear bagpipe music, they stand on their hind legs and dance.

Bomber Pigs

The bomber pigs are a group of kamikaze pigs that help the Space Cows and other farm animals invade Metropolis. They are slightly smaller than the pigs of Fracture Hills and are strapped to explosive rockets. When they spot an enemy, they light their rockets and fly through the air until they hit their target or something else and explode.

Molten Crater Boars

The wild boars of Molten Crater are large, tusked pigs with black-spotted, orange fur. Like the boars of the Beast Makers World, they are very territorial and attack any potential challengers.

Flying Pigs

In the Country Speedway of the Forgotten Worlds, there is a small group of pigs that hold aerial races in bi-planes.

Dogs

Guard Dogs

The Artisan World's boss, Toasty, and his shepard bodyguards are protected by large, muscular, gray attack dogs with spiked collars. Possibly narcileptic, the dogs are always either sleeping or lunging forward to body slam their enemies.

Big, noisy, gigantic, awful Beasts

While not actual canines, the enormous, yellow beasts that roam the Alpine Ridge of the Dragon Worlds serve as guard dogs for the pesky druids that also reside there. The beasts walk on four elephant-like legs, have yellow fur and no tail, and have toothsome mouths with a pair of large tusks. When agitated, the beasts will stamp their feet and growl aggressively. In confrontation, they will rear onto their hind feet and roar with incredible volume that echos all across the Ridge. Though they are equipped with adeguate dental hardware, when attacking they usually body slam their enemies. The beasts appear loyal to the druids, as they attack when ordered to and wait patiently for treats when not occupied.

Shape-shifting Dogs

In Dark Passage, there is a group of dogs that has the ability to shape-shift in accordance to light. While illuminated with a lamp or other light source, they are small, toothless, and yappy (though still aggressive) with yellow fur. When they are in shadows, however, they grow to several times their normal size, change colors from yellow to red, and sport a huge, toothsome mouth capable of completely swallowing small opponents.

Racing Dogs

A group of dogs (who appear to be muts) reside in the Ocean Speedway of Avalar and race in boats and go-carts.

Jackals

The hidden chambers of the Haunted Tomb in the Forgotten Worlds are gaurded by living jackal idols made of stone. Impervious to heat, they rigidly - though aggressively - charge towards intruders with their hard, spear-like ears.

Fauns

Some of the worlds of Avalar are home to several of the species with goat legs and a humanoid upper torso.

Fracture Hills Fauns

The female fauns of Fracture Hills are roughly twice as tall as Spyro and have blue fur and braided pigtails. They all seem to enjoy playing with yo-yos.

Satyrs

The satyrs of Fracture Hills are slightly larger than the fauns and have tannish fur. The play the bagpipes and their music is capable of breaking thick stone.

Magicians

While beings that use magic are not necessarily an individual species, they do make up a large amount of the creatures found in the Dragon Worlds and surrounding realms.

Druids

Green Druids

Green Druids are mischievious beings with long noses, bushy beards, and long, green robes. They can be found in the Magic Crafters World and specialize in object manipulation. According to a dragon elder, "they insist on moving everything in sight", as they constantly raise, lower, and shift walls, platforms, and stairs.

Armored Druids

Armored Druids are the same species as Green Druids, but wear full-body metal armor and carry large staves with which they protect themselves. Although they don't display any magic abilities, they have been shown capable of taming the enormous, tusked beasts that dwell in the Alpine Ridge realm.

Wizards

Wizards

The common wizards of the Dragon Worlds are large, blue-robed magicians with large, white beards and pointed hats. Their displayed practices include the animation of Snow Gnorcs via a spell with snowflakes and the generation of arrow-shaped energy projectiles which they can cast with their hands. The wizards seem to dislike the Druids, as the two often get into feuds.

Wind Wizards/Witches

The Wind Wizards are relatively small magicians who wear robes and pointed hats that are either light green or navy blue with a white star pattern. The Wind Wizards' magic specialty is weather manipulation and wherever they go, a small precipitating raincloud hovers above them. They can generate and cast electric bolts from their arms/sleeves, and those who have blue robes with stars (found in Haunted Towers in the Dream Weavers World) are also skilled in animation, capable of making large, empty suits of armor come to life and fight.

Wind Witches are female magic makers who wear ragged, blue dresses and hover about in generated tornadoes. They are capable of casting tornadoes at their foes, which swirl them around before dropping them on the ground. The Wind Witches, like the Druids, fight against the common wizards.

Ice Wizards

The Ice Wizards are the tormentors of the Ice Builder cavemen in Crystal Glacier. In existance almost entirely because of magic, their bodies are bluish-white heads (characterized by large, spire-like crests that protrude from the top) which are "attached" to big, blue robes. The Ice Wizards can generate and cast two types of snowballs; one which merely hits it's target hard and one which can encase it in ice.

Fire Wizards

Similar in body structure to the Ice Wizards, the Fire Wizards are magically energized black robes with orbs of fire for a head and hands. The Fire Wizards dwell in the Skelos Badlands and can cast fan-shaped spreads of fire across the ground. When hit hard enough to be destroyed, the Fire Wizards' heads will separate from their bodies, and after a moment, explode in a spray of flames.

Water Wizards

The Water Wizards live in the Mystic Marsh of Avalar and practice animation as well as some animal manipulation. They have decorative robes, round, pale heads with blue eyes, and two long braids of hair. They run a large Magic Fountain which seems to be the source of all the magic in their swamp. When it is running, their hair braids hover over thier heads and they are able to keep the wild beasts that live in the swamp docile and under control.

Cloud Wizards

Cloud Wizards are similar to Water Wizards, but they have yellow skin, a single, large plume of hair, and draw their power from their own individual scepters. The Cloud Wizards are very powerful magicians, skilled in transformation, object manipulation, and thermal conduction. Respectively, they've been shown to change objects into stone, move and secure floating platforms, generate fireballs strong enough to destroy large walls, and change creatures into goats. The Cloud Wizards reside in the Cloud Temples of Avalar.

Cat Wizards

The Cat Wizards are a group of blue, cult-like feline magicians who seize control of Charmed Ridge from the fairies of the Forgotten Worlds. Garbed in yellow capes, the Cat Wizards are powerful magic workers, adept at conduction, transformation, levitation, and object manipulation. They have been shown capable of moving stairs, platforms, and stone slabs, lifting stone pillars and using them as giant battering rams, causing rhynocs to undergo dramatic increases in size, and generating and casting fiery orbs powerful enough to blow chunks of rock out of a mountainside. While many of the Wizards travel on broomsticks, one of their leaders, Prince Azrael, rides a flying motorcycle.

Fairies

Fairies, the eternal friends of dragons reside in many different places in the three worlds. Some have special abilities, which they use to fight enemies and help others do the same. Some non-specialized tasks performed by fairies include catching Spyro if he falls from cliffs, acting as guides, or holding directional signs.

Save Fairies

Save Fairies are fairies who specialize in saving Spyro's progress as he makes his way through different worlds. Zoe is a save fairy.

Whirlwind Fairies

In the Lofty Castle of the Dream Weavers' world, a number of fairies held captive by Gnasty Gnorc's forces will pool their magic to create whirlwinds when freed.

Fire Fairies

The red- and orange-clad fairies of the Haunted Towers and High Caves can give magic kisses which greatly enhance the power of a dragons' fire. Kisses given by red fairies will give a temporary enhancement (about 30 seconds), but the orange fairies' kisses grant the enhancement as long as the reciever remains in their world.

Ice Fairies

An Ice Fairy's kiss works in the same way as a Fire Fairy's, but, as their title suggests, the ability is an ice breath.

Princess Ami

Princess Ami is the Fairy Princess of the Forgotten Worlds' Charmed Ridge and the bride of the Cat Wizard Prince Azrael. While she's never displayed her works of magic, her engineering skills helped Spyro to fix up the Professor's rocket.


Clans, Cults, and Clubs

Monks

The mountain temple of Colossus in the world of Avalar is the home to a brotherhood of monks with portly, orange bodies and white, button-up robes. The monks practice object manipulation, particularily levitation, and are quite adept at moving objects. As they levitate walls, platforms, and goats, they chant mysteriously. The monks also show an interest in hockey, as one part of their temple has an ice rink with build-in goals.

Hulagirls

The Hulagirls are the apparent counterparts of the workers and foremen of Idol Springs. They are similar in body structure to the monks of Colossus, but have green skin and wear grass skirts and coconut bras. While not adept magicians, the Hulagirls can perform a raindance which can cause a bolt of lightning strong enough to obliterate a large stone idol.

Gnomes

The Gnomes of the Crystal Islands are ambitious, up-and-coming magicians who are still inexperienced at using their power. While they were brave enough to "steal" some of the magic of The Sorceress, most of their abilities are restricted to magic tricks such as creating a whirlwind or floating crystals. One of their spells, which was more of a misfire than anything, was one of transformation which changed all of the large indigenous creatures of the Islands into living crystal.

Dogs of the Haunted Tomb

The Haunted Tomb of the Forgotten Worlds is the home of the a group of ancient canines who gaurd the tomb and spin riddles. Though some of them carry scepters, their magic capabilities seem limited to minor transformation (Agent 9's tail into a snake).

Bosses

Blowhard

The leader of the Wind Wizards and Witches and the boss put in charge of the Magic Crafters' World is the large and powerful Wind Wizard, Blowhard. Blowhard's actual body is a swirling tornado with arms and a hatted head. He is capable of moving at very high speeds and like the Wind Wizards, has a raincloud over his heads and uses electric conduction as his main weapon. Unlike the smaller Wizards, however, Blowhard attacks his enemies by generating a raincloud which floats out over it's target and hits it with a bolt of lightning.

Gnasty Gnorc

The leader of the Gnorc armies himself is a reasonably capable magician, shown capable of casting energy beams from his mace, transforming and animating a huge amount of gems into gnorc minions, and encasing nearly all dragons in the Dragon Worlds in solid crystal.

Ripto

Ripto, the single horned, dinosaurian antagonist of the citizens of Avalar, is an extremely adept sorcerer who is skilled in thermal, electric, and energy conduction, transformation, and animation. With his crystal-powered scepter, he has been shown capable of bringing statues to life, casting fireballs, shockwave-like rings of fire, and burning energy blasts, surrounding himself in swirling, energy orbs, creating and animating a large, robotic dinosaur, transforming and animating an orb into a jet-powered, robotic bird, and surviving being submerged in molten lava.

Sleepyhead

Sleepyhead is a large rhynoc wizard who wears a blue nightgown and nightcap dwells in the Spooky Swamp of the Forgotten Worlds. He dislikes light, and can perform basic animation and thermal conduction spells by creating small alligators and casting expanding rings of fire, respectively.

The Sorceress

The Sorceress is the large, blue, dinosaur-like ruler of the Forgotten Worlds. For over a thousand years she has practiced magic and is skilled in thermal and electric conduction, transformation, teleportation, animation, and preservation, among possible others. Throughout her reign, she has hinted at the ability to create an immortality spell, as well as displayed the ability to live for hundreds of years, transport creatures to places far distances away, transform standard rhynoc pawns into hulking, powerful beasts, enhance and animate giant snowmen, generate and cast fireballs and multiple electric blasts, sheild herself in an electric, energy screen, and survive multiple hits from concussion weapons as well as being submerged in seething lava.

Miscellaneous

Fools

The Fools are living artifacts of magic that can be found in the Dream Weavers World. They have short, skinny bodies, long noses, wild, orange hair, and fairy wings. The Fools are invincible and when struck, will transform into either a clock that times the movement a platform or a bright lamp, depending on which type. The Fools, as their name suggests, have little to no intelligence, and when approached, will flee while exclaiming "Woohoo!"

Satyrs

The Satyrs of Fracture hills can play bagpipe music which can break stone.

The Alchemist is a rather old Satyr who wears a pair of glasses and a red tunic. He practices the art of alchemy and can use magic chemicals to change things into stone and vice-versa. Other alchemy abilities he possesses have not been revealed.

Warlocks

Warlocks are large, purple, dog-like magicians who are the antagonists of the Cloud Wizards. They, like their adversaries, are quite adept magic crafters, as they've been shown to transform stone sheep back into their living form, use manipulation to steal Cloud Wizards' scepters, and cast thermal energy orbs that home in on their targets.

Bianca

Bianca is a magician-in-training and the former apprentice of The Sorceress. She is a white, anthropomorphic rabbit, clothed in a purple robe and hood. Of those shown, Bianca's magic abilities include thermal conduction, transformation, animation, and manipulation. For high-speed travel, Bianca uses a type of teleportation by transforming into an energy-ribbon-like rainbow. The spell used in this travel is likely to be unstable and difficult to control, though, as when the rainbow moves through the air, it turns and fluctuates sporadically. Of her other abilities, Bianca can cast heat-energy orbs, transform beings and objects (i.e. a rhynoc or a rabbit into a monster, a flower into a large carnivorous plant, a dragon egg into a woolly mammoth and back), open physical and magical locks, and create small objects like butterflies.


(More Species information yet to come!)

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