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Urs race + exorcist + demon
Listed as “Urs race”
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Uruse race
38 entries · scan depth 50 · budget 500 tokens
- #1Uruseselective
Keys: Урс, Urus, Урса, Urs, Урсы, Uruse, Ursa
Urs or Urus. Anthropomorphic digitigrade feline beings with almost no pronounced sexual characteristics (meaning no breasts on female Urs). Males and females are distinguished by the shape of their muzzles, with females having prominent eyelashes and males possessing protruding fangs. The average height of Urs ranges from 170–210 cm (males) and 165–185 cm (females).
Their hind paws are three-toed, while their forepaws are four-toed with an opposable digit. Their claws are retractable, like those of domestic cats, and are present on both upper and lower limbs.
Female Urs are commonly called Ursá. More rudely—when referring to nasty, old, or unpleasant ones—they may be called Ursíkha.
Urs vary in fur color, tail length, and ear shape. There are eight subtypes of ear shapes, which are usually inherited through the male line.
The ear shapes, from most common to rarest, are: long straight, short straight, forked, triple, fluffy, tufted, long "ragged," and short "ragged."
Lifestyle Features The average lifespan of Urs is nearly 75 years (excluding accidents), though they can potentially live up to 100 years. The deceased are buried through funeral pyres, where their bodies are cremated.
Urs are omnivorous: they eat meat, fish, vegetables, and fruits. However, their diet maintains a 1:1 ratio of meat to seafood.
The most common fur color is gray, while the rarest is white—often considered a "defect." Among Urs, there are certain superstitions regarding coloration; for example, black "gloves" on the paws are seen as a bad omen, a sort of "mark of the dishonest," associated with scoundrels, deceivers, and thieves.
Urs are also divided into "breeds," which by the time of the narrative have already mixed significantly but can still be traced by certain physical traits.
- #2Mirdorian (Ilusian) Breedselective
Keys: Mirdorian Breed, Ilusian Breed
Mirdorian (Ilusian) Breed:{ Height: 170–200 cm
Ears: Straight
Fur: Thick, soft fur on the chest, belly, and thighs
Build: Medium or stocky
Temperament: Phlegmatic
Coat patterns: Asymmetrical, spotted, or solid
Fur colors: Gray, beige, white, ginger
Eye colors: Gray, green, blue
The Mirdorian breed is widespread across the continent and is currently the dominant one (about 40% of Ilus' population). Notable representatives: Dan and Dave Diesel, Michael Ness, the Morrisons.}
- #3Virassian (Southern) Breedselective
Keys: Virassian Breed, Southern Breed
Virassian (Southern) Breed:{ Height: 170–180 cm
Ears: Long
Fur: Short, with a long fluffy tail
Build: Medium or lean
Paws: Broad palms and feet
Eyes: Almond-shaped
Temperament: Hyperactive
Coat patterns: Striped, rarely symmetrical spotted
Fur colors: White/pale gray or golden base with brown or dark gray stripes
Eye colors: Shades of yellow and red
The Virassian breed was originally concentrated in the central part of the continent but is now widespread. They make up about 25% of the population. Notable representatives: Mora Black, Altair, Mars Allivar, Helena Wulf (defect: lacks stripes), August Lane ("Thunderstrike").}
- #4Aradinian (Forest) Breedselective
Keys: Aradinian Breed, Forest Breed
Aradinian (Forest) Breed:{ Height: 165–175 cm
Ears: Large
Fur: Medium-length, coarse
Build: Sturdy, stocky
Legs: Short and strong
Traits: Highly resilient, large claws on hind paws
Coat patterns: Solid, tortoiseshell, asymmetrically spotted
Fur colors: Shades of brown, ginger, black
Eye colors: Brown, green
The Aradinian breed was common in the forested midlands. They make up about 18% of the population. Notable representatives: Diamond Ashley, Russell Smith (Tammy’s father), Ramira Edison.}
- #5Darunian (Warrior) Breedselective
Keys: Darunian Breed, Warrior Breed
Darunian (Warrior) Breed:{ Height: 190–220 cm
Ears: Long
Build: Powerful, broad chest and palms
Fur: Dense on the belly and chest
Traits: Large fangs, long limbs, voracious appetite
Coat patterns: Solid, symmetrical spots, rarely striped
Fur colors: Shades of gray or beige, rarely white or ginger
Eye colors: Blue, gray, red
The Darunian breed was found in the southern and northern parts of the continent, with two distinct lineages still existing. They make up about 13% of the population. Notable representatives: Jeremy Seed, Arnold Seed, the Hunter family, Michael Shaneberg.}
- #6Felician (Hunter) Breedselective
Keys: Hunter Breed, Felician Breed
Felician (Hunter) Breed:{ Height: 180–190 cm
Ears: Long with tufts
Fur: Short, coarse
Build: Lean, wiry
Traits: Extremely fast, flexible, stronger than they appear
Coat patterns: Solid, occasionally spotted
Fur colors: Gray or brown shades
Eye colors: Green or yellow
The Felician breed is quite rare, originally from coastal regions. They now make up about 3% of the population. The only notable representative is Mark.}
- #7Karshumian (Mountain) Breedselective
Keys: Karshumian Breed, Mountain Breed:
Karshumian (Mountain) Breed:{ Height: 170–180 cm
Ears: Short
Fur: Extremely thick, very long tail
Build: Medium
Traits: Agile
Coat patterns: Spotted
Fur colors: White, gray
Eye colors: Blue
The Karshumian breed once lived in mountainous regions but is now extinct. The last known prominent representative was seen in 1951.}
- #8Religionselective
Keys: Religion, The Great Seer, Yavana, Thai
Religion The general worldview of Urs, due to their constant connection with the "paranormal," aligns most closely with karmic teachings. There is no formal religion, but ordinary Urs still hold beliefs in higher powers through superstitions, legends, folklore, and omens. Exorcists take these "deities" more seriously than regular Urs, but they do not impose their knowledge of the paranormal world on others.
There are three major Higher Spirits (deities) most significant to exorcists, who are believed not only to determine the presence or absence of the Gift but also to define its polarity.
Yavana Embodies the "upper" part of the world and the "upper pole" of the Gift.
Symbols: A dragonfly and a seven-pointed star.
It is believed that those marked by Yavana become healers, creators, seekers, and occasionally hunters.
The Great Seer (The Great Spider) Also known as:
The Weaver of Fates
The Axis of the Universe
The Center of Worlds
The most dominant of all spirits.
Guardian of Balance, responsible for the infinity of existence and the reincarnation of souls.
It is also believed that the Great Seer initially determines an exorcist's Gift, and only afterward do Yavana or Thai bestow their marks.
Symbols: An eight-pointed star. The Great Spider's emblem also appears on the MME (International Exorcism Ministry) insignia.
The primary servant of the Seer is Takkh-Shi—the all-knowing Spirit of Death.
Thai Embodies the "lower" part of the world and the "lower pole" of the Gift.
Symbols: A scorpion and a nine-pointed star.
Those marked by Thai typically become hunters, engineers, demonologists, and occasionally creators.
- #9Uruse clothes (no)selective
Keys: Урс, Urus, Урса, Urs, Урсы, Uruse, Ursa
Urs do not wear shoes or clothes, with the exception of specialized clothing for specific work, military uniforms, ceremonial and combat suits. Belts with patch pockets and carry bags to carry essential items are popular among Urs. In winter, in cold regions, Urs wear warm clothes, especially if they need to be outside for a long time.
- #10exorcistselective
Keys: exorcists, exorcist
Most Urs don't like exorcists.
Classification and features of exorcists The main and fundamental difference between ursi exorcists and "normal" ursi is the presence of the gift of "third sight", which looks like a dual (double) pupil, which is also called "spider vision". This feature allows you to switch your physical vision so as to see more subtle matters, in particular, the general mental background of a living being or entity, mental connections between living and non-living objects, energy traces and invisible entities.
Some exorcists are also able to see and interact with the energy flows of ursi and animals (in particular for the diagnosis and treatment of diseases).
For ordinary ursi, "third sight" looks like a darkening of the sclera and a splitting of the pupil into two. Sometimes, when an exorcist uses the Gift, a semblance of a "black aura" is observed, which is usually associated with how often the exorcist encountered demons and dark ghostly entities.
The gift of third sight usually opens at the age of 7-8, but there are exceptions, and due to stress the gift can awaken earlier. Most often, the "third sight" is inherited, but there are also non-hereditary exorcists, in whom the gift can awaken at 10-13 years old (late awakening syndrome).
Empath-exorcists are able to catch from the general mental background particularly prominent, obsessive, monotonous thoughts or feelings of those to whom they reach with their "energy bubble". Exorcists (especially empaths), who have strong mental connections with their relatives or friends, are able not only to "feel" the moment of their death and the break in the connection, but also to "catch/see" the last moments of life.
After completing training in a specialized school, all exorcists undergo mandatory licensing and are registered with the Ministry of Exorcism. The license must have a special appendix listing all confirmed skills (exorcism, shooting, summoning, working with mechanisms, demonology and much, much more) and indicating the exorcist's specialization.
Bioenergetic structure of ursas
Background (mental background, aura) — the nearest energy shell adjacent to the "channel", into which the state in the "nodes" is projected.
It reflects elements of the state of physical and mental health, emotions and feelings.
"Perception zone" (only exorcists have it) — an external "energy bubble", in the zone of which the exorcist is able to detect vibrations of a mental nature.
The "bubble" is compressed or stretched by an effort of will, depending on the situation.
In a special altered state of life, the "bubble" can be, like a "cocoon", extremely inflated up to 30 meters in diameter.
"Cocoon" — an external energy shell created for protection. It is located at "arm's length". It accumulates free energy of the ursa, and "mental immunity" to various negative influences is gained. Exorcists are able to control their cocoon, strengthening and enhancing it (both to protect themselves and to protect others from themselves), sewing "shields" and "mirrors" into it.
The internal energy structure is represented by "nodes" and the "channels" connecting them. Each node is connected to its organs and senses.
- #11Exorcist Schools
Keys: Exorcist Schools
Exorcist schools are boarding schools. Each country of Ilus has its own exorcist school, which is supervised by the regional Ministry of Exorcism (under the auspices of the IME - Interstate Ministry of Exorcism).
You enter the exorcism school at the age of 8. From the age of 10, the basics of mental protection are added to the usual school subjects, then the study of Shanhar (demonic language), inscription, symbolism, metachemistry, materials science. At sixteen, a graduate must decide on his or her work profile and move on to intensive special courses in his or her future profession, for example, advanced combat training, development of the third sight, survival, enchantment, demonology, etc.
The main disciplines taught in the exorcist school (in different specializations), in addition to general education subjects:
Combat exorcism - includes: possession of melee weapons; possession of throwing and firearms; basics of combat strategy; exorcism and neutralization of entities. Enchantment — includes methods and techniques for creating enchanted objects, totemism, symbolism, Shankhar language, basics of materials science. Metachemistry — studies the non-physical properties of substances and methods for creating reagents. Survival — includes: general survival skills; meditative practices; development of the "third sight"; protection of the mind. Technical (engineering) magic — includes: methods for setting up, controlling, pacifying and destroying entity-mechanisms; inscription; general mechanical engineering. Summoning — summoning demons, forming and setting up various entities. In Northern Tornia, the R. Bacon School of Exorcists is located between the capital of Northern Tornia — Stowhill and the industrial center — the city of Varlis.
- #12Exorcist Specializations
Keys: Exorcist Specializations
Exorcists are divided into the following categories by specialization:
Demonologists — deal with creatures of an infernal nature. They undergo mandatory military and combat training and are subject to conscription into the army in case of war before retirement (at 35-40 years old). Catchers — specialize in parasitic entities, domestic ghosts, divas, polyps, primitive demons. They undergo combat training, military training — at will. Exorcist-engineers — manage mechanical entities and debug their work, undergo combat training at will. Healers — extremely rare, but very sought-after exorcists who, with the help of the Gift, heal the body and soul of any ursa. Healers can diagnose diseases and their source, including if the source is someone's influence (curse, damage) or psychosomatics (self-flagellation, guilt), or standard tests cannot immediately identify which organ is malfunctioning. In addition to physiological diseases, they work with the mentally ill and with problems that only other exorcists have. Creators - a large "branch" of exorcism, which includes jewelers, blacksmiths, metachemists, enchanters and other craftsmen who make weapons, amulets, shells and other consumables for ursi and other exorcists. Searchers - use the Gift to find missing items and ursi. The distribution of exorcists by specialization varies greatly depending on the time/era/conditions, i.e. during wars, more exorcists became hunters and demonologists, in protracted and difficult times - engineers and searchers, and so on.
The smallest group of exorcists has always been healers. At different times, their percentage of the total number of exorcists fluctuated from 1 to 4%.
- #13The main entities inhabiting the world of urs
Keys: Polyp, Energy parasites, Mechanical entities, "House ghosts", Demons, Primitive entities
In addition to urs and various animals, birds and vegetation, there are many other creatures in this world that do not fit into these categories. They can be called "entities".
Demons are various creatures that came (of their own or someone else's will) from the neighboring infernal world. Mechanical entities are creatures that are something at the intersection of technology and a living being, as a rule, they have some practical function and specific features of "exploitation". "House ghosts" are creatures that appear in various dwellings and are somehow connected with their owners. Energy parasites and derivatives of feelings and emotions are what can appear from any sufficiently strong bursts of energy of living intelligent beings. Visible only to exorcists. Primitive entities and "living objects" are the simplest non-sentient creatures, mostly serving as food for other, more powerful entities or used for minor "work" like collecting small trash or catching flies. Polyp entities are something like harmless energy plants that accumulate spontaneous information. They are visible only to exorcists.
There is also a separate subclass of entities in the FurryGuys world, called dark entities. Unlike the others, they are derivatives of the ursa world (that is, they originated there) and are difficult to exorcise.
- #14Demons
Keys: Demon, Demons
Various creatures that came (of their own or someone else's will) from the neighboring infernal world. Characterized by the fact that they have the closest "corporeality" to living beings (that is, flesh), and also obey infernal laws. The main difference from other entities is their "expulsability", that is, even the strongest of them can be sent back to their world under certain conditions.
Classification of Demons Ursa demons are classified by the Circles of Hell - there are only nine of them.
The Ninth Circle - various "small fry", unintelligent small demons that are not able to get into someone else's world themselves, only sneaking after stronger ones. No stronger than house ghosts. The Eighth Circle - the same small fry, perhaps a little larger. The Seventh Circle - small demons with echoes of reason. The Sixth and Fifth Circles are medium and large demons, gregarious and solitary, there are individuals with intelligence. The Fourth Circle is demons of special elemental forces, most often endowed with intelligence. The Third Circle is various intelligent and organized demons capable of responding to a call from the world of ursas. The Second and First Circles have not been studied. Presumably, demons of higher orders live there.
- #15Zas
Keys: Zas
Zas is a fire demon of the 4th circle of Hell, summoned to the world of ursas about 200 years ago by a demonologist and imprisoned in an amulet. The fire demon practically did not obey the "master", regularly causing fires and pogroms. As a result, the amulet with the imprisoned demon was hidden and later found again by archaeologists in 1995. In the same year, they tried to finally get rid of Zas, but the exorcist who was assigned to do this was too lazy to look for an active volcano and dropped the amulet into a mold with molten metal at one of the factories.
The temperature regime of alloy steel was not enough to break the infernal connections, and as a result, Zas became connected to the product that was cast from that melt. This product turned out to be a retort of the gas-phase installation MS-6, which was installed at NIIRMO.
After the "remelting", Zas lost most of his powers, but still manages to cause problems, although Zas is not capable of causing direct physical harm. They tried to get rid of the demon, but the MME commission decided that in order to finally destroy Zas, it was necessary to throw the retort of the installation, which weighs about 10 tons and cost NNIRMO a tidy sum, into an active volcano. As a result, the institute's management resigned itself to the demon's pranks, only strengthening the fire system.
Zas cannot speak and likes to scare others with bloody graffiti on the walls. Due to the shape of the demon's skull, it seems that Zas is always smiling. His eyes and mouth do not reflect light.
- #16Pepelites
Keys: Pepelite, Pepelites
Pepelites are poisonous demons of the 5th circle of Hell, deliberately invading the world of ursas. Pepelites are attracted by the smells of chemical fertilizers, radioactive waste, poisons and other dangerous substances.
An adult female Pepelite can reach 20 meters in length, males are smaller and less aggressive. Pepelite poison is contained in their fangs, chelicerae, spines and hairs on their paws and when it gets into the blood of living creatures, it causes convulsions and cardiac arrest.
Pepelites are loners, and if they manage to break into territory where there are poisonous substances, they make a nest there and begin to jealously guard it until the voracious offspring hatch.
At the moment, a Pepelite breakthrough is a rarity. Thanks to improved techniques for catching and imprisoning them, exorcists almost always manage to catch them alive and process them into reagents.
The last pepelite breakthrough was in 1996 in Burley (West District, North Tornia). One demon destroyed half the town. 50 ursi were killed and many were injured.
Pepelites are able to jump 17 times their height. This is rare even for a demon.
- #17Shurfals
Keys: Shurfal, Shurfals
Shurfals are demons that rarely enter the world of ursas, presumably from the sixth Circle. Despite their relative slowness compared to other demons, adult specimens can be very dangerous, as they have small but powerful jaws and strong arms, and are also capable of making large and sharp jerks due to their long tail. Due to their rarity, shurfals are little studied, but it is known that many parts of their body (claws, horns, bones, eye fluid) have a high mental capacity, which makes them valuable material for reagents.
- #18Hvargs
Keys: Hvargs, Hvarg
Hvargs are fairly large (wingspan up to 4 meters) entities of demonic origin. Formally, they are classified as "8th circle demonids" rather than demons, since they no longer come from another world, but are formed in the world of ursas. Hvargs usually settle near industrial furnaces and boilers, drying chambers and other places with high humidity and temperatures. They are pack demons with a strict hierarchy and a pack leader - a matriarch.
When attacking, they grab with their clawed paw and are able to lift an adult ursa into the air or drag it along the ground. The muscles of the mouth are quite weak, which is why they are unable to cause much harm, but they can howl and growl quite loudly. They are considered pests, but due to their passion for sticking to even hot metals, they can be used to reduce the cooling rate of various metals. At NIIRMO, the number of khvargs is carefully monitored, but in places where they congregate, metal mesh shields have been installed and warning signs have been posted.
- #19Ulkis
Keys: Ulkis
Ulkis is a semi-intelligent demon from the Fifth Circle, who periodically (once every 48 years) invades the world of ursi. His main target is small towns or large villages, where the largest number of ursi are located with the least protection from exorcists. The demon's code name in exorcist operations is "Furuncle".
Ulkis can reach 7 meters in height at the withers (excluding bubbles), has long claws, a three-petaled mouth and a bone "hook-mace" on the tail, but the bubbles on his back are more dangerous. If necessary, the demon can inflate them and explode them, while remaining unharmed.
The skin is resistant to all types of flame, impenetrable for ordinary (unenchanted) weapons. Like all the giants of the Fifth Circle, Ulkis breaks through the Rift in uninhabited territory and begins to rush towards the settlement along the "energy" course.
- #20Mechanism entities
Keys: MDG98t, Mechanism entities, SUN 3.6
Mechanism entities Creatures that are something at the intersection of technology and a living being, as a rule, have some practical function and specific features of "operation". They are considered the closest to the "demons" type, since non-mechanical parts of the body also have a structure similar to the tissues of living beings.
These include:
MDG-98t - (Open-hearth Demonic Caterpillar of class 98. The addition of the letter "t" means that it is adapted to smelting titanium.) SUN 3.6 - Universal Adjustable Sorter
- #21MDG98t
Keys: MDG98t
(Open-hearth Demonic Caterpillar of class 98. The addition of the letter "t" means that it is adapted to smelting titanium.)
MDG is a hybrid of a mechanism entity and a demon, essentially a living smelting furnace capable of "processing" not only various ores, but also refractory metals such as molybdenum and tungsten, forming uniform alloys without foreign impurities.
Most of the MDG's body is hidden by heat-insulating material (the length of the above-ground and underground protection is about 28 meters), underground there is a smelter and a spill area.
The caterpillar loads the charge itself, eating it. MDGs of all modifications are allergic to osmium.
There are only 12 MDGs in use in the world, and one of them works at NIIRMO, preparing special alloys for rocket-mystical equipment. Due to the complexity of the MDG-98t melts, the institute often suffers from indigestion and heartburn, which is why it has to be calmed down with frozen mercury.
- #22SUN-3.6
Keys: SUN-3.6
SUN-3.6 (Universal Configurable Sorter)
The sorter belongs to the Demon class, specifically the Colony-Demon subtype. Produced by NIIRAYU, it is used for sorting industrial waste for subsequent recycling.
Control Mechanism:
Managed via seals applied to its "coral body" zone.
The mobile parts are configured to eject specific materials (e.g., metal, plastic, paper).
Unique Traits:
A new mobile body for the colony regrows slowly (~2 years for full functionality).
Unlike other colonies, it exhibits traces of sentience.
Non-aggressive.
- #23House ghosts
Keys: House ghosts, Oruns, Reimos, Underbed monsters, Mars
House ghosts Creatures that appear in various dwellings and are somehow connected to their owners. They do not have a clearly defined corporeality and after a conditional "death" they crumble without a trace. These include:
Underbed monsters Mars Reimos Orun Aocip Plantik Mara Bed Monsters
- #24Aocip
Keys: Aocip
Aocip is a house ghost that usually settles in a house where there are animals. It makes its lair in hard-to-reach places: ceilings, basements, under ceiling beams, etc. When Aocip appears, it is white, but after a week its fur color becomes the same as that of animals living in the house. The fur is very thick and sheds - it grows quickly and falls out quickly.
Every night, Aocip gets out of its nest to go around the whole house and leave its fur everywhere: in the corners, on upholstered furniture and carpets, and also climbs into open cabinets.
Aocip eats animal food or leftovers of human food. Its mouth is located on the "belly" between its paws.
It is not easy to drive Aocip out of the house - they are extremely cautious, hide well, have a simple mind, are agile and know every corner of your home. Attempts to catch it yourself will most likely end in failure and a terrible mess.
- #25Plantik
Keys: Plantik
Plantik is a rare house ghost that lives in houses with a lot of indoor plants. Its distinctive features:
Appearance: It has iridescent green "fur", disguises itself as grass and leaves. Thin legs can extend up to one and a half meters, which allows it to reach even high-hanging flowerpots.
Behavior: It takes care of plants - waters, loosens the soil, transplants excess shoots, wipes the leaves. It feeds on dying parts of plants.
Features: It moves quietly, tapping with the hard tips of its paws. If you hear it, do not try to find it - Plantiks are timid, shy and avoid contact. They prefer houses without children, animals and other entities.
How to attract: You can encourage it by leaving finely chopped wilted vegetables or salads near the pots.
It is mentioned that attempts to create similar creatures to care for plants in public places (greenhouses, parks) have failed.
- #26Mara
Keys: Mara
Mara is a house ghost that appears in nightmares. Here are its main characteristics:
Appearance:
Resembles a white furry "drop" about a meter long.
Has wings, one eye (usually blue) and a vertical mouth along the body.
Behavior and features:
Not dangerous: the mouth is almost non-functional, the body is loose, the wings are not very mobile and do not allow maneuvering.
The only actions are screeching or howling, chaotic flights under the ceiling, collisions with furniture and people.
Does not show signs of intelligence, often becomes prey to stronger entities.
How to get rid of: It is enough to pour ordinary water on it.
- #27Orun
Keys: Orun
Orun is a type of domestic ghost that appears in places with frequent conflicts and aggression.
Main characteristics of Orun: Habitat:
Prefers rooms where quarrels, swearing or tense discussions often occur (for example, conference rooms, government agencies, police stations).
Appearance and behavior:
Has a smooth body, almost merging with the ceiling when calm.
Observes what is happening through the eye located at the tip of the tail.
When living creatures appear, it begins to scream loudly in many voices at once and rushes along the ceiling.
Can scream almost non-stop thanks to additional breathing holes on the body.
Features: Does not attack, but creates an extremely unpleasant atmosphere, increasing chaos in conflict areas.
It seems to feed on negative energy or simply react to it.
- #28Bed Monsters
Keys: Bed Monsters
Bed Monsters are a type of household ghost that live in dark, dusty places under beds, couches, and other sleeping areas.
Primary Traits: Habitat: Darkness, dust, cluttered spaces under furniture.
Diet: Fear, Maras (nightmares), and Ushiki (presumably small household spirits).
Three main groups of Bed Monsters: "Eyes-under-the-bed"
Appearance: Many (4 or more) red eyes, a tail with a mallet.
Behavior: Knocks on the floor to attract attention, but is completely harmless.
"Skull Head"
Appearance: Vague outlines of a skull in the semi-darkness, a snake-like body, red eyes.
Behavior: Frightens with silhouettes, but does not cause harm.
"Black Paw"
Appearance: Hypertrophic clawed paw (scaly or hairy).
Behavior:
Grabs legs, hides toys, touches heels.
Aggressive when trying to remove its "nest" - can scratch.
Considered dangerous for children, requires exorcism.
- #29Reimos
Keys: Reimos
Reimos:
Main characteristics of Reimos: Habitat: Corridors and hallways.
Appearance: Resembles a twisted snake with two "heaters" (although there are also varieties with multiple heaters). Can change color, disguising itself as furniture or wallpaper.
Behavior:
Steals small items: keys, flash drives, paper clips, etc.
Generally harmless, but can cause inconvenience by losing things.
If desired, it can be "trained" to put stolen small items in one place, from where they can be easily retrieved later.
Features: Reimos is not aggressive or dangerous, but its antics can be annoying. However, if you find an approach to it, it can even become a useful "collector" of lost things.
- #30Energy parasites and derivatives of feelings and emotions
Keys: Energy parasites and derivatives of feelings and emotions
Energy parasites and derivatives of feelings and emotions That which can appear from any sufficiently strong bursts of energy of living intelligent beings. Visible only to exorcists.
These include:
Zhabrokobas (an entity that appears from laziness in a closed space, is distinguished by the fact that it is material and very heavy) Primitive entities and "living objects"
- #31Primitive entities and "living objects"
Keys: Primitive entities and "living objects"
Primitive entities and "living objects" the simplest non-intelligent creatures, mostly food for other, more powerful entities or used for minor "work" like collecting small trash or catching flies.
These include:
Buarig (lives in flower beds and flower clusters). Flower stag beetle Downy stag beetle (not to be confused with the flower one - the downy one has a "mane" on its neck) Pine duster Forest rustler Grass scarecrow Ushik US (Cigarette recycler)
- #32US (Cigarette Disposer)
Keys: US (Cigarette Disposer), (Cigarette Disposer), US
US (Cigarette Disposer) is a unique household spirit associated with smoking.
Main characteristics of US: Nicknames: "Smoking room spirit", "living ashtray".
Diet: Ash and cigarette butts (the mouth is located on the "bottom" of the creature).
Appearance and tactile sensations: Resembles a rough, slightly warm stone.
Behavior:
Moves slowly and awkwardly.
Peaceful, able to remember people who "feed" it (leave cigarette butts).
Hibernates without food, but generally lives a long time.
Features: US is not dangerous, but rather acts as a "natural disposer" of tobacco waste. Its description combines elements of everyday myth and eco-fantasy, creating the image of a funny and useful household spirit for smokers.
- #33Polyp entities
Keys: Polyp entities
Polyp entities Something like harmless energy plants that accumulate spontaneous information. Visible only to exorcists.
These include:
Dark Cornic Buka Beaked Eyepiece "Spine" Bush
- #34Unclassified entities
Keys: Unclassified entities
Unclassified entities Entities that are either too few in number, isolated, or too fast to be checked by standard tests. These include Tammy Hunter's pet Mraka and DGU14, nicknamed "toilet tentacles" at NIIRMO.'
TACC-SHI — a powerful spirit associated with death and the transition between worlds.
The main characteristics of TACC-SHI: Status:
Servant of the Prophetic (probably a deity or a higher spirit).
Guardian of the border between worlds (helps souls at the "crossroads").
Appearance:
Ephemeral auh (spirit), constantly changing shape.
The only constant detail is a white worn mask with eight black eyes located in a circle.
Abilities:
Possesses intelligence, can speak with those who are on the brink of life and death.
Helps souls make a choice: to return to earthly life or go into the "stream of rebirth".
Symbolism and omens: Symbol: White-headed Hawk Moth (a rare species of moth).
It is believed that seeing him in a dream or in reality is a harbinger of someone's death.
AGU-14, living in the sewers of NIIRMO (probably a scientific or research institution).
Main characteristics of AGU-14: Appearance: A clot of black tentacles, reminiscent of an octopus.
Behavior:
Aggressive: during "breakthroughs" (approximately once every 2 weeks) it destroys plumbing, pipes, causes floods, and then disappears.
Elusive: severed parts of tentacles instantly crumble into ash, which makes it difficult to study.
Features:
Cannot be banished or controlled.
Goals and motives are unknown.
"Dark entities" are a special subclass of supernatural beings that are highly dangerous and have specific characteristics.
General properties of Dark entities: Origin:
They can be formed from any entities (house ghosts, mechanisms, energy parasites, etc.), except for imperials and polyps.
They are not demons, but come from the world of ures (an alternative reality or dimension).
Features:
They have a reason for their appearance ("source"), which must be eliminated to get rid of them.
They do not always respond to standard methods of exorcism (like demons).
Appearance:
Deformities and mutilations (twisted limbs, protruding bones, asymmetry).
Unstable form (partially liquid body, non-functional elements).
Danger classification (scale from 1 to 8): Class 8 (least dangerous): Small entities with corporeality.
Physical attacks, tied to a place.
Origin: house ghosts, primitive entities.
Class 7: Incorporeal ghosts.
Mental attacks (can scare to death).
Tied to a place.
Class 6: Medium entities (up to 2 m).
Combine physical and mental attacks, cause hallucinations.
Can stalk the victim.
Class 5: Incorporeal entities capable of possession.
Require a search for a "source".
Class 4: "Mad mechanisms" (corrupted large mechanism entities).
Dangerous within the "working zone".
A specialist is needed to destroy them.
Class 3: Incorporeal "elementals" made of mechanisms.
Can leave the place of creation.
Class 2: Large entities (more than 5 m).
Aggressive, almost invulnerable.
Have a "growth point" for accumulating strength.
Class 1 (the most dangerous): Do not have a clear form.
Capable of mass attacks.
Reasonable, require clarification of the reason for their appearance (curses, artifacts, etc.).
- #35The World of Urs
Keys: The World of Urs
The World of Urs The comic takes place on the continent of Ilus, in its northernmost country, called Northern Tornia.
The capital of Northern Tornia is Stonehill, but NIIRMO and most of the mystical industry are located in the city of Varlis, 200 km from the capital.
The chronology of the Ursian world is similar to our universe: 24 hours a day, 7 days a week, 12 months or 365 (366) days a year.
The time of action at the beginning of the comic is May 2015, the countdown starts from the "last rift" (p.r.) - an event in the past, when in a long war with demons their last portal to the world of Urs was closed.
The approximate ratio of exorcists born in Northern Tornia is 1 to 2000, (in other countries the ratio is different) and this is considered quite high. The percentage of exorcists in the world's population is 0.05%.
Besides Ilus, there are the following continents: Skaora (west of Ilus), Laaron (south of Ilus), Tier (east of Ilus), as well as the North and South Poles.
On Ilus, especially in the northern countries (Northern and Southern Tornia, Gartons), there are many anomalous "places of Power" - in such points of the planet there are energetic - or failures, or thinnings, or "vortices" of different types of energy: positive, negative, and even "zero". Such places can randomly change their coordinates (location), disappear, appear and change polarity.
Entities and animals are afraid of and avoid these places, and ursi who find themselves in a "vortex" place of power most often die from unknown causes.
The nature and purpose of "places of Power" have not yet been studied...
Geopolitics There is a redirect to this section: Ilus. The level of knowledge among the states on the Ilus continent is approximately the same (since this is managed by the Interstate Ministry of Exorcism - IME), but the methods of work are different for everyone. In countries where heavy mystical industry is not developed, the percentage of using entities in production is much lower, small countries use protective circles on the scale of an entire city and do not need, for example, demonologists, they deal with demons with "catchers" and the military. The only downside is that the city cannot be expanded beyond the border of the circle - they have to build settlements away from it.
Northern Tornia has the most developed mystical industry of all the Ilus countries and uses entity-mechanisms the most.
Brief history of the world, key dates and events 1834: Tornia was divided into Southern and Northern Tornia; 1835: Northern Tornia founded its own school of exorcists; 1935-1938: The Fourth War; 1984: foundation of the largest enterprise of the mystical industry NIIRMO; 1993: war in the Sinskie Mountains;
- #36The Interstate Ministry of Exorcism (IME)
Keys: IME, The Interstate Ministry of Exorcism (IME), The Interstate Ministry of Exorcism
The Interstate Ministry of Exorcism (IME) is a supranational organization of exorcists that unites ursos to combat the external (otherworldly) threat of demon invasion. Regulates the level of knowledge and technology in the states of Ilus and other continents in the world.
The structure of the IME IME is a confederation of Ministries of Exorcism in different countries that cooperate with each other in every way. In each country, the Ministry of Exorcism is headed by its own "Supreme Exorcist" and under him is a council of senior officials, including 12 ministers who, in fact, elect the head of the ministry. When it is necessary to make any decisions between states, a council of Supreme Exorcists is assembled.
The Ministry itself has a hierarchy, like the Ministry of Defense. In each country, the Ministry of Exorcism is divided into 9 departments, each of which has its own authorized representative - a minister (sometimes more than one):
The Department of Education (managed by two Ministers) - is responsible for exorcist schools, the development of teaching methods and advanced training, special courses, training grounds, etc. The Department of Population Protection - is responsible for patrol services and search and rescue teams of exorcists, the protection of settlements and homes from mental intrusions. The Tribunal (managed by three Supreme Judges). The Department of Protection of Juvenile Exorcists - it includes a service for monitoring juvenile exorcists, it is also responsible for shelters and boarding schools. The Mental Industry Department is responsible for all factories and craftsmen's cooperatives related to work on the ME (equipment, weapons factories, automobile industry, production of reagents, uniforms, consumables, etc.) The Research Department is engaged in collecting and organizing all information about the mental nature of the world. Under it are all research laboratories and services, archives, special mail, vivariums, menageries, mental storages, etc. institutions. The Health Department is under it are hospitals, clinics, centers for special training and rehabilitation for exorcists; The Department of Interstate Affairs is a related department that resolves interstate issues, also engaged in intelligence and investigations together with the Tribunal. The Department of Social Protection and Labor is engaged in the distribution and employment of exorcists. In almost every country, the Ministry of Exorcism is formally on the same level and equal terms with other structural and government departments, but in fact it is often much more influential. On another continent, there are several countries that live under the complete dictatorship of their Ministry of Exorcism.
Exorcists have many of their own laws, and they also have their own Tribunal.
Each licensed MME exorcist has an identification number, which is assigned to him upon receiving a license. It is used not only to coordinate patrols and dispatchers, but also to identify any exorcists. That is, when contacting absolutely any ME department in any country, an exorcist only needs to give his number - and all his data (photos, documents, licenses, cells, etc.) will be found in the general database, according to which all further actions are performed.
There are also unlicensed exorcists: half-educated people who decided not to connect their lives with this profile of work, “late awakeners” who do not develop their Gift. Or practicing exorcists who have been brought before the Tribunal and deprived of their license. The absence of a license also means the absence of the entire social package and guarantees that exorcists receive. For example, depending on the complexity of the work, exorcists retire at about 35-40 years old.
MME departments MME departments are located in every city; in sparsely populated areas, exorcist departments can be combined with police stations. In addition, all countries have a 24-hour patrol that works on call.
After completing training at a specialized school, all exorcists undergo mandatory licensing and are registered with the Ministry of Exorcism. The license must have a special appendix listing all confirmed skills (exorcism, shooting, summoning, working with mechanisms, demonology and much, much more) and indicating the exorcist's specialization.
Known branches
Stonehill branch (possibly more than one) Varlis branch Varlis special communications branch. Western branch (such specialized branches are usually established at arsenals or warehouses, they are engaged not only in the delivery of artifacts, reagents and equipment according to the ME instructions, but also in internal mail). Berley branch Ministry of Exorcism of Northern Tornia As of 2015, there are approximately 50,000 exorcists registered with the ME in Northern Tornia.
Healers of which - 498 (registered). Guardians - 150.
Distinctive features, equipment, charms and amulets of MME exorcists Many exorcists (especially demonologists) make about a dozen standard protective tattoos that are tattooed on the skin, that is, they first shave off the hair in the places where the magical signs are applied.
MME exorcists are standardly armed with "Glocks" with enchanted bullets. During military operations together with the army, they wear special wide metal collars with the MME emblem in the center, instead of a distinctive sign.
Also known is the temporary amulet "Firm Hand" popular among exorcists, in the form of a red ribbon wrapped around the wrist with writing in Shanhar.
Many exorcists have a favorite weapon. Tammy Hunter has an axe, Jeremy Seed has a glaive, Duke Morrison has a Magnum revolver.
The working vehicles for the MME exorcists' trips are black jeeps without license plates, with the emblem of the ministry.
Known MME documents Instruction No. 13 is one of the working documents of the MME, containing a list of all prohibited techniques and practices of exorcists. In addition, the instruction contains regulations indicating the conditions under which some of them can still be used.
For example, "combat possession" can be used in cases where there is a threat of an attack on the civilian population by a demon (hazard class not lower than the third) when it is impossible to stop the demon with the available forces or in case of large losses.
Various concepts, definitions and names related to exorcists and ordinary urs
Demonologists are exorcists who work with creatures of an infernal nature. They undergo mandatory military and combat training and are subject to conscription into the army in case of war before retirement (at 35-40 years old).
Lakos - literally from Shankhar lakkos means "eyeless". This word usually refers to demons deprived of organs of vision of any kind (physical or mental), but much more often exorcists dismissively call ordinary, "normal" urs who do not have third sight, giving the pronunciation a shade of ugliness and inferiority. Catchers are exorcists who specialize in parasitic entities, house ghosts, divas, polyps, primitive demons. They undergo combat training, military training - at will. The Possessed are exorcists who use the "combat possession" technique proposed in 1935 (during the Fourth War). The possession mode was achieved by exorcists by binding a sufficiently strong demon to themselves, thanks to which for a time (while this connection lasts), there was an opportunity to turn into a monster capable of fighting on par with demons. Such a mode was accompanied by serious and very painful "rollbacks", but the martial law and the threat of a demon breakthrough forced everyone who could to use this technique.
During the Fourth War, in order not to frighten ordinary ursi-military exorcists with such a possibility, "possession" was used only in closed operations. And in 1945, it turned out that those who used this method had a risk of a disease later called "Terhar rabies" (nightmares, seizures and epileptic fits, disorientation, attacks on their own, spontaneous possession).
In 1949, the method was banned from use, except for cases specified in Instruction No. 13.
Searchers - use the Gift to find missing things and ursi.
Hermits - this is the name for exorcists who work as patrolmen/guides in the desert regions of Gartons, where the ME testing grounds are located.
Creators - a large "branch" of exorcism, which includes jewelers, blacksmiths, metachemists, enchanters and other craftsmen who make weapons, amulets, shells and other consumables for ursi and other exorcists.
Guardians are ursi demonologists (women) who took a vow of celibacy and innocence (being virgins) to the Spirits, and in return received the strongest protection. The vow cannot be cancelled - it is given once and for all, until the end of life. This is not something mandatory, but it gives a "bonus" for life. This is especially true for talented (natural-born) exorcists. Such demonologists are respected and partly feared. After taking the vow, part of the sexual perception atrophies due to uselessness. At the same time, ursi can flirt and play around - but they do it consciously, for some specific purposes. After taking the vow, the mental background changes (it becomes neither male nor female) and even the smell (it switches to "neutral", akin to the smell of an immature teenager). In particular, taking the vow suppresses the empathy and compassion inherent in the female sex, so such demonologists are more cruel and emotionally stable. At the same time, they are capable of love and friendship. Only sexual overtones are excluded from interaction.
Known Guardians: Tammy Hunter, Helena Wolfe, Maura Black.
Exorcists usually perceive Guardians as "universal" daughters, sisters or mothers (if they live to adulthood), and treat them accordingly, regardless of the degree of acquaintance and closeness.
Healers are extremely rare, but very sought-after exorcists who, with the help of the Gift, heal the body and soul of any ursa. Healers can diagnose diseases and their source, including if the source is someone's influence (curse, damage) or psychosomatics (self-flagellation, guilt), or standard tests cannot immediately identify which organ is failing. In addition to physiological diseases, they work with the mentally ill and with problems that only other exorcists have.
Exorcist engineers are exorcists who manage the entities-mechanisms and debug their work; they undergo combat training at their own discretion.
- #37The Scientific Research Institute of Rocket and Mystical Equipment (NIIRMO)
Keys: The Scientific Research Institute of Rocket and Mystical Equipment (NIIRMO), The Scientific Research Institute of Rocket and Mystical Equipment, NIIRMO
The Scientific Research Institute of Rocket and Mystical Equipment (NIIRMO) is a fictional scientific research institute. An institution created to organize technomist scientific research and conduct experimental design developments for the industry of the Urs world. NIIRMO produces parts and components from various materials (metals, composites) for the civilian and military industries, for example, aircraft components that protect against airborne parasitic entities.
NIIRMO is located in the city of Varlis (Northern Tornia), two hundred kilometers from the capital of the country - Stonehill.
It is known that NIIRMO is equipped with the most advanced equipment on the mainland. The Institute is part of a corporation that monitors entities of a mental nature.
Founded in 1984 [1]. The first exorcist of NIIRMO was Diamond Ashley with the assistance of John Arlem.
Known departments and workshops of NIIRMO The sixth department is responsible for the mental protection of the enterprise, it includes: duty security of the workshops (department 61), periodic control operators (department 62), incident archive, arsenal, entity research laboratory (LIS), anomaly controllers (department 63) and full-time exorcists. Supply Department OTK — Technical Control Department Mechanical processing section Public sector with PKT (Circular Weaving Spiders) THO (Thermo-chemical treatment) section Electrical panel Warehouses Defect isolator 250 workshop (mixed production) Assembly shop
Some abbreviations adopted at NIIRMO PKT — Spider Kruglotkatsky. ESKD — Unified System of Demon Classification MDG (MDG98t) — Marten Demonic Caterpillar of Class 98 SUN (SUN3.6) — Universal Adjustable Sorter
- #38Northern Thornia
Keys: Northern Thornia
Northern Thornia
Northern Thornia is one of the urs states in the fictional world of the webcomic FurryGuys, created by Veda.
Geography and Climate Northern Thornia covers an area of approximately 6,400,000 square kilometers. The country has a fairly cool climate due to cold ocean currents. The Sin Mountains run along the border with Southern Thornia, and the border with the Garthons lies in a desert region. Relations with neighboring countries across the continent are generally peaceful, largely because the urs share a common external enemy in the form of demons, who periodically launch serious invasions.
Economy and Resources Northern Thornia cannot be considered particularly “wealthy”; most of its natural resources (oil, gas, metals) are consumed domestically. As a coastal country, it exports seafood to landlocked nations. In return, southern countries supply Northern Thornia with fruits, vegetables, and certain types of meat.
The country enforces strict controls on deforestation and engages in reforestation efforts.
Technology and Industry The general level of scientific and technological development is comparable to that of Russia in 2008–2010. Electronics and digital technologies are not rapidly advancing, as a large portion of the national budget is allocated to defense and managed by the Ministry of Exorcism.
Major Cities The capital of Northern Thornia is Stonehill. Its industrial center is the city of Varlis, located about 200 kilometers from Stonehill. Varlis is home to the majority of the country’s mystical industry, including the most prominent research institution in rocket-mystical technology — NIIRMO (Research Institute of Rocket-Mystical Industry).
Mystical Industry Among all countries in Illus, Northern Thornia has the most advanced mystical industry and makes the greatest use of entity-machines. In its industry, the tech-to-entity ratio is roughly 40/60.
Currency The currency of Northern Thornia is the Thornian Pound.
History Until 1834, Thornia was a unified monarchy. However, the birth of twin heirs, both with equal claims to the throne and unwilling to yield to one another, led to the country’s division along the Sin Mountains into Northern and Southern Thornia.
In Northern Thornia, the royal line ended 23 years later due to the lack of an heir. However, the last monarch had a capable council of advisors, who managed to maintain power and transition the country into a parliamentary system.
In Southern Thornia, the royal family remained intact. As of 2015, it operates under a parliamentary monarchy.
Population Northern Thornia has a population of approximately 100 million urs. The average population density is around 15 urs per square kilometer, though most of the population is concentrated in urban areas, with some regions remaining nearly uninhabited.
The approximate ratio of exorcist births in Northern Thornia is 1 in 2,000 — a relatively high figure compared to other countries.
Social Programs (See also: Northern Thornia Social Program) Northern Thornia has a program allowing any family to take an orphaned exorcist child into their care. The program mostly includes children who struggle to adapt to life in orphanages, “difficult” teens, and those with unstable mental backgrounds. Naturally, families receiving such children are provided with instructions, guidelines, and safety warnings.
Most participants join the program because of the financial support it offers — equal to the country’s average salary — though some citizens are genuinely motivated by a desire to help raise future defenders of the nation.
Under the program, a child must live with the family for at least one year. After that, the contract can be renewed or terminated. If, for any reason, the family fails to complete the probationary period, they are fined heavily, and the foster exorcist is reassigned to another family.
Exorcist School Northern Thornia has one exorcist school, established in 1835 on the initiative of the MME (Ministry of Mystical Exorcism). It is located 53 kilometers from the capital, Stonehill.
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