BJ Says...
macabre marsh
the history
Macabre Marsh is not your usual wetland. The land is infected. The creatures and plants that live and grow here are unlike those anywhere else in Shaman. The swamp-land is new. It slowly grew, spreading through the countryside like a fungus when the Pantheon was formed. No one knows exactly how, but they are certain that the pantheon is to blame. Was the Marsh the result of the magic needed to erect the temple? Or is it the result of the mysterious magics the original faries are using inside the Pantheon itself, in their fight against the foe that would destroy them? Whatever it is, the Marsh is here to stay, and it is not a place for the foolish or the weak.

the monsters
level one creatures

The Nalim
A creature found only in Shaman. It is water-dwelling, so it can usually be found towards the centre of the swamp where the deeper pools present them with the perfect habitat. It is rumoured to be part pirana, part hyena and can change its size at will between the range of the size of a fairy's hand to the size of a large dog. They are nearly always found in scholes. They can be killed using any of the standard methods, and have a particular dislike of lavender.

click here to learn more about Nalim.

The Bunyip
The Bunyip is a creature found in aboriginal legends, and is quite mysterious in nature. It is an unusual creature with a dog-like face, dark fur, a horse's tail, seal-flippers, and walrus-like tusks. They are most dangerous in the water but prefer the more shallow pools towards the edge of the swamp, as they like to wallow in the mud. Unlike the Nalim however, the Bunyip can venture out onto the land, so running away might not be enough. Again, the Bunyip can be defeated using the usual methods. It is said to be alergic to lemongrass.

Will-O'-The-Wisp
Tales of the Wisp are common place throughout Europe. They take the form of small floating balls of light, and the ones in Shaman have been known to appear in a variety of colours, depending on the preference of the traveller they are appearing to. They have a hypnotic song that they use to lead people into bogs where they suddenly, and without warning, show theit teeth. Since they are non-corporeal, the Wisp cannot be killed with standard weapons. They are alegric to other light sources, and can be defeated if they come in contact with one bright enough.

Level 2 Creatures

Slithy Toves
Native to Shaman, Slithy Toves are usually large, lazy creatures resembling anteaters, but with alligator jaws. Usually they are relatively harmless, sticking to a diet of fish. The Marsh however, has corrupted them. Their teeth are longer and more numerous than those of their mild-manner cousins, and they used them to hunt inn the dark places amongst the reeds. They are highly intelligent beats, more than a match for many a fairy, and you never quite see them...before they bite. The only way to kill a Slithy Tove, is to cut off its head, and throw the skull into the nearest pool.

click here to read more about Nazeers.

Grootsland
The Grootsland are rumoured to be the ancestors of both snakes and elephants. They are huge creatures with thick shiny skin like steel. Its tail and trunk are both poisonous serpants with long fangs, more than capable of puncturing straight through the torso of an adult fairy. They are naturally solitary, so you are unlikely to meet more than one at once. Like magpies, they have a fondness for shiny things. Throw some on the floor and they will be feel compelled to pick them all up. This gives you your chance. Their weak spot is their stomachs, puncture with a sword, and be prepared to get messy.

Nazeers
Great hell-hound-like creatures the size of cattle. The Nazeer torments its victims into a terrified frenzy before attacking. They stick to the shadows, preferring to hide their mutated bodies from the sight of the other creatures of the marsh. They are attracted to magic, so the stonger you are, the more likely they are to find you. The Nazeer of the marshes are scared of deep water, in order to kill them, they must be drowned, put out their fire, and you might just survive the encounter.

click here to read more about Nazeers.

Wolpertingers
The Wolpertinger would be adorable if it weren't so nasty. With the body of a rabbit, the wings of a bird, sharp antlers and even sharper fangs, this vicious rodent must not be underestimated. Even worse, once engaged in an attack, a wolpertinger will often howl for its warren-mates, drawing up to six others of its fluffy, angry kind. Wolpertingers can be subdued by the standard methods, or by an offering of alcohol. The creatures are notoriously addicted to the stuff and will drink until the liquor runs out or until falling unconscious, whichever comes first. In this manner they can occasionally be captured. submitted by Dema

level three creatures

Lamrions
Native to Shaman, these creatures were the monster henchmen of Gwythr during the war. Since his fall, they feld out into the wild places of Shaman before eventually being drawn to the mystical energies of the marshes. They live underground in the dark places, vampire-like with skin burnt black. It is rumoured that they were once faerie-like, but were cursed and cast out, making them bitter and angry. They are one of the marsh's most dangerous creatures because they can think and fight just like you. Do you dare try and take one on in a test of skill? They are sensitive to sunlight, so if you can find away to get some into the swamp...you might be able to make it out alive.

click here to read more about Lamrions.

Knucker
A water-dragon spoken of in English folklore, with cousins throughout the British Isles. They are not very big, about the same size of your average doberman, but they have a nasty bite, could probably bite a fairy clean in two. The knuckers in shaman can not only stay under water indefinitely without the need to breathe, but they can also walk upon its surface, giving it a distinct advantage over you. The Knucker draws its power from the marsh water, and can regenerate its flesh and heal its wounds from the smallest contact with liquid. Rumours have it, it can even grow back its own head. The legends say that a boy once defeated a Knucker by weakening it with posion before decapitating it. The poison stopped the head from growing back. Maybe you could try that?

Venaraptor Venaraptor are probably the most ferocious predators to be found in the Marsh. They are tall and dinosaur like, with great carving claws and a tongue that bites...literally. They always hunt in packs of three, and will eat and kill anything it sees. The raptor that will get you, is probably the one you never even saw. They track their pray by smelling out magic, making faeries particularly vulnerable to attack. They are extremely fast, and the ones on the marsh do not tire easily, they are relentless in their persuit of food. The raptors on the marsh are hardier than their dryland cousins, and the only way to kill them is to infect their blood with a tarnished blade, something rusty perhaps? You want to put a raptor down as quickly and effectively as possible, you do not want one of these critters getting back up again. They're even worse when angry.

click here to learn more about Venaraptors


the system
Luck
Are the fates on your side today? Luck scores are awarded out of five and are determined randomly.
out of 5

Creativity & Resourcefulness
Wow! That was an amazing move! This score is also out of five, but is based on your post. Length is unimportant, but we’re looking for originality and a demonstration of the fact that you are really playing around with this whole monster-fighting concept. Don’t just stab...stab with style.
out of 10

Skill
That is a shiny semi-colon you’ve got there. Scored out of five, this is about how your post is put together. All that boring but important stuff like paragraphing, grammar, full-stops, spelling, etc. We will also be looking for detail, basically how well you describe your attacks/what is happening, so we can visualise what you wanted us to when you wrote it.
out of 10

Luck scores are doubled
Final score out of 30

Level one monster: 15 points
Level two monster: 20 points
Level three monster: 25 points


Teamwork
You are, of course, welcome to venture into the marsh with some company, so that you can take on the monsters together. The teamwork score is based on how well you take advantage of the fact that there are more than one of you. Your posts should not read simply as individuals, there should be some form of interaction/maximisation of the extra numbers. This is scored out of five.

Final score --/35 In this case, each member of the marsh exploring party will be given a mark out of 35. In the event of decimals the score will be rounded up. The average will then be taken, and that will be used to discover if you have successfully vanquished the monster.

Level one monster – 17 points
Level 2 monster – 23 points
Level 3 monster – 28 points


the prizes
Level one - one of the following (randomly generated)
$50
+10 points
Healing potion
Compass
Monster item worth $50

Level two – one of the following (randomly generated)
$200
+15 points
Point Bundle
Survival kit
Telepotion

Level three – one of the following (randomly generated)
$600
+25 points
Scrying mirror
Green apple
Flame grilled steak
Copper
Database glitch