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Fwooper
Fwoopers are fairly popular pets nowadays, but they are susceptible to a variety of maladies. The most common of them would be "Fwooping cough". Often times Wizards will forget to renew the silencing charm on a Fwooper until they hear it begin to happily sing, upon which they quickly cast the charm and go on their merry way. If this happens multiple times, a Fwooper will develop a sort of "cough" - they will be able to make noise, but only in short bursts of incredibly strange sounds. Some Fwoopers will simply gurgle. Fwoopers with this illness become incredibly depressed and their colourful plumage fades to grey. The sound of a Fwooper's "cough" also has the tendency to put older Wizards to sleep and cause younger or weaker Wizards to faint. To cure Fwooping cough, the Fwooper must be taken to a specialized Fwooper Recovery Centre, where groups of Fwoopers are placed in a sound-proof greenhouse together and allowed to sing freely. After two and a half weeks, Fwoopers will gain their colour again (though often it is not the same as their original colour) and silencing charms are placed back on the Fwooper. The creatures may then return home.
Fwoopers also may catch something called "sun fever", which causes them to change colours constantly, and causes their plumage to glow. Sun fever appears in stages: first, a Fwooper may only have one or two feathers change colour. Second, it will have seemingly different plumage every day or so. Third, the plumage will constantly change colour, and finally, the Fwooper will give off coloured light a well. This kaleidoscopic effect causes the Fwooper to feel dizzy and incredibly warm. If left untreated, Fwoopers will explode into a ball of colourful fire, much like a Phoenix would - but they are not reborn. How long a Fwooper has before they will turn to fire depends on the Fwooper, so it is best to treat sun fever as soon as symptoms arise. Luckily it is often fairly simple to treat sun fever - Fwoopers develop this if they are cooped up in a dark house too long or if the climate is particularly rainy. As they are native to Africa they are used to warm and very sunny climates. To cure sun fever one must allow the Fwooper to spend about seven hours out in the sunlight or in a windowsill that faces the sun. Wizards who find themselves living in dark or rainy areas of the world must apparate with their Fwooper to a sunny region, since no artificial light has ever been proven to be beneficial to a Fwooper with sun fever. It is due to sun fever that Wizards living in the arctic regions do not often own Fwoopers.
Fwoopers also may catch something called "sun fever", which causes them to change colours constantly, and causes their plumage to glow. Sun fever appears in stages: first, a Fwooper may only have one or two feathers change colour. Second, it will have seemingly different plumage every day or so. Third, the plumage will constantly change colour, and finally, the Fwooper will give off coloured light a well. This kaleidoscopic effect causes the Fwooper to feel dizzy and incredibly warm. If left untreated, Fwoopers will explode into a ball of colourful fire, much like a Phoenix would - but they are not reborn. How long a Fwooper has before they will turn to fire depends on the Fwooper, so it is best to treat sun fever as soon as symptoms arise. Luckily it is often fairly simple to treat sun fever - Fwoopers develop this if they are cooped up in a dark house too long or if the climate is particularly rainy. As they are native to Africa they are used to warm and very sunny climates. To cure sun fever one must allow the Fwooper to spend about seven hours out in the sunlight or in a windowsill that faces the sun. Wizards who find themselves living in dark or rainy areas of the world must apparate with their Fwooper to a sunny region, since no artificial light has ever been proven to be beneficial to a Fwooper with sun fever. It is due to sun fever that Wizards living in the arctic regions do not often own Fwoopers.
Hippogriff
The Hippogriff, despite it's level of difficulty to tame, is a wildly popular beast. Physical injuries are more commonly seen in Hippogriffs, as opposed to infections or magical ailments. Physical injuries are almost always caused by inexperienced fliers attempting to get used to riding a Hippogriff.
Treating a broken leg or wing in a Hippogriff is fairly standard. One must wrap the affected limb in cloth, ensuring it is tight enough to discourage movement but loose enough to allow circulation to continue. Wings must have a splint attached to them to ensure proper positioning of the healing. As Hippogriffs are incredibly proud creatures they will often not be easy to keep resting, and they will not take kindly to any kind of forcing - magical or physical. It is due to this that an ointment must be brewed or a potion must be used to aid in fast healing. Only advanced professionals should brew any type of potion for a Hippogriff injury, but often the brews include Ashwinder eggs, lavender, and cuttings from Devil's Snare.
Hippogriffs rarely get ill, but when they do it is fairly severe and often of the mental variety. Hippogriffs may develop a mental illness called "Rabbia". Rabbia is a state of mind where a Hippogriff is always incredibly aggressive and paranoid. Hippogriffs with Rabbia have been famous for creating the violent or dangerous persona many Wizarding folk used to perceive of the beasts. Affected Hippogriffs should not be approached as doing so is sure to result in sever injury or even the loss of the Wizard's life, unless the Wizard is highly skilled. It is in this case acceptable to cast the body-bind curse on a Hippogriff. Rabbia is cured by sprinkling Floo powder in the Hippogriff's eyes and then casting obliviate on it. A Hippogriff will return to it's normal mental state afterwards, and oddly enough seems to keep all of it's memories that it had prior to developing Rabbia. Rabbia's cause is not yet fully known, but many Magizoologists believe it is caused by the frequent disrespect of a Hippogriff
or the feigned respect of one.
Hippogriffs are also known to sometimes be convinced that they are quite like Muggle dogs or the Wizarding Crup, and will bounce about and attack any stranger they see, making odd chirping noises all the while. Hippogriffs with this condition will refuse to fly and often accidently injure people as they aren't mindful of themselves. This condition is caused by a chip in it's back hooves and is curable through creating a fake piece of hoof to replace the missing piece.
Treating a broken leg or wing in a Hippogriff is fairly standard. One must wrap the affected limb in cloth, ensuring it is tight enough to discourage movement but loose enough to allow circulation to continue. Wings must have a splint attached to them to ensure proper positioning of the healing. As Hippogriffs are incredibly proud creatures they will often not be easy to keep resting, and they will not take kindly to any kind of forcing - magical or physical. It is due to this that an ointment must be brewed or a potion must be used to aid in fast healing. Only advanced professionals should brew any type of potion for a Hippogriff injury, but often the brews include Ashwinder eggs, lavender, and cuttings from Devil's Snare.
Hippogriffs rarely get ill, but when they do it is fairly severe and often of the mental variety. Hippogriffs may develop a mental illness called "Rabbia". Rabbia is a state of mind where a Hippogriff is always incredibly aggressive and paranoid. Hippogriffs with Rabbia have been famous for creating the violent or dangerous persona many Wizarding folk used to perceive of the beasts. Affected Hippogriffs should not be approached as doing so is sure to result in sever injury or even the loss of the Wizard's life, unless the Wizard is highly skilled. It is in this case acceptable to cast the body-bind curse on a Hippogriff. Rabbia is cured by sprinkling Floo powder in the Hippogriff's eyes and then casting obliviate on it. A Hippogriff will return to it's normal mental state afterwards, and oddly enough seems to keep all of it's memories that it had prior to developing Rabbia. Rabbia's cause is not yet fully known, but many Magizoologists believe it is caused by the frequent disrespect of a Hippogriff
or the feigned respect of one.
Hippogriffs are also known to sometimes be convinced that they are quite like Muggle dogs or the Wizarding Crup, and will bounce about and attack any stranger they see, making odd chirping noises all the while. Hippogriffs with this condition will refuse to fly and often accidently injure people as they aren't mindful of themselves. This condition is caused by a chip in it's back hooves and is curable through creating a fake piece of hoof to replace the missing piece.
Kneazle
Kneazles are widely owned by Wizards all over the globe. Often any Healing Magizoologist will have their first official case be that of a Kneazle's. Kneazles are independent creatures who enjoy being able to roam freely and make their own decisions. If a Kneazle's desires are repressed by an owner who wants to control them, they will quickly become stressed. Stressed Kneazles will drool profusely, wag their tails about (often preferring to smack anyone nearby with
them), and yowl dreadfully for hours on end.
The drool of a Kneazle in stress is highly acidic.; it will leave a rather nasty burn on skin and will disintegrate any material it touches. A stressed out Kneazle is very unpleasant to live with, and having a Kneazle be stressed for an
extended period of time significantly shortens it's lifespan. To make a Kneazle relax, one must simply expose it to shredded Viridian Toadstools. Note that a Kneazle may become stressed again if the cause of the problem is not resolved; if you are planning to own a Kneazle, you must treat it as your equal.
Kneazles may also develop a nasty case of something called "spackle stomach", more commonly referred to as "spitting". A certain virus (caused by chewing on ordinary grass) can infect and irritate the stomach lining of a Kneazle, causing them to vomit when they feel the slightest bit excited or nervous. This is incredibly uncomfortable for the Kneazle and never a pleasant thing for any Kneazle owner. The cure for this is a mixture of crushed Plimpy scales and ordinary tea.
them), and yowl dreadfully for hours on end.
The drool of a Kneazle in stress is highly acidic.; it will leave a rather nasty burn on skin and will disintegrate any material it touches. A stressed out Kneazle is very unpleasant to live with, and having a Kneazle be stressed for an
extended period of time significantly shortens it's lifespan. To make a Kneazle relax, one must simply expose it to shredded Viridian Toadstools. Note that a Kneazle may become stressed again if the cause of the problem is not resolved; if you are planning to own a Kneazle, you must treat it as your equal.
Kneazles may also develop a nasty case of something called "spackle stomach", more commonly referred to as "spitting". A certain virus (caused by chewing on ordinary grass) can infect and irritate the stomach lining of a Kneazle, causing them to vomit when they feel the slightest bit excited or nervous. This is incredibly uncomfortable for the Kneazle and never a pleasant thing for any Kneazle owner. The cure for this is a mixture of crushed Plimpy scales and ordinary tea.
Streeler
The Streeler is an odd beast, rarely ever kept by anyone fond of vegetation.
There has only ever been one reported issue with Streeler health, which is
called "veneno vitam" or "poisoned life" in Latin. Commonly called simply
"veneno", this condition causes the acidic trail that Streeler's leave behind to enchant all it passes over to exhibit qualities of the living; stones will hum, grass will move, leaves will dance, etc. The cause for veneno is unknown, as is the cure - but it mysteriously stops exactly eight days, twelve minutes and nineteen seconds after it begins. After a Streeler has exhibited veneno once, it will never exhibit it again in it's lifetime. As veneno is fairly fascinating and amusing, and it appears to have no detrimental effects on a Streeler's life, it has not been considered a priority to find a cure for it.
There has only ever been one reported issue with Streeler health, which is
called "veneno vitam" or "poisoned life" in Latin. Commonly called simply
"veneno", this condition causes the acidic trail that Streeler's leave behind to enchant all it passes over to exhibit qualities of the living; stones will hum, grass will move, leaves will dance, etc. The cause for veneno is unknown, as is the cure - but it mysteriously stops exactly eight days, twelve minutes and nineteen seconds after it begins. After a Streeler has exhibited veneno once, it will never exhibit it again in it's lifetime. As veneno is fairly fascinating and amusing, and it appears to have no detrimental effects on a Streeler's life, it has not been considered a priority to find a cure for it.