Geography of Shaman
the planet
"Shaman" is a world based far from Earth. The term "world" is generally used rather than "universe", since it's unclear whether Shaman is in the same universe as Earth but in a different solar system, or if it's in a separate universe altogether. The word "Shaman" can be used to refer to the planet as a whole, or as a collective term for all the known land within the planet. Therefore, sometimes fairies can talk about "the lands beyond Shaman" (i.e., the unknown or undiscovered territory) while still referring to the same planet.
As yet, fairies have not explored beyond the planet of Shaman and there has been very little study of astronomy. As technology develops and curiosity is piqued, this may be an area of development.
geography and climate
Most of the known territory on Shaman is on the mainland. By Earth terms, the mainland is relatively small: it's possible to trek from one end to the other in a day. There are some unexplored areas in the mainland, but most of it is known and utilised by fairies. Around the mainland are a few smaller islands which each generally serve as one territory, since they are too small to be split into numerous lands. There are some unexplored and undiscovered islands around the mainland.
There is almost certainly more undiscovered territory beyond what is currently known. It is now believed that what is known as "the lands of Shaman" is actually only one country on a planet of indeterminate size. It's every explorer's dream to find a new, undiscovered country.
Within the mainland, the geography is extremely diverse. Shaman was not created in a carefully controlled manner; polar opposites were frequently thrown together in a confusing jumble, which is how freezing mountain ranges and tropical rainforests can co-exist alongside one another. Magic stabilises these different biomes, but due to a combination of fairy intervention and nature, the geography is constantly changing. Territory boundaries are usually drawn where a new biome seems to appear. Magic and magical pollution often has a huge impact on nature and can completely alter the laws of physics.
The climate is completely unstable due to excess magical pollution. Sometimes the whole of Shaman is fairly temperate, sometimes there are vast differences between individual territories.
Life on Shaman
Shaman was created by the deity Aura as a sanctuary for fairykind and a place where they could escape human persecution. Consequently, most of the "intelligent" life on Shaman is fairies and their familiars. The only other intelligent life is the unknown entities who are formed from ancient magic, such as Omni, whom many believe are not fairies at all but rather a different species altogether. All fairies are effectively the same species, although there are proven biological differences between "ordinary" fairies and the original fairies. This has led some to propose the theory that there are two sub-species of fairy: the "pure" originals and the "compound" ordinary modern fairies. There are also some smaller biological differences between modern fairies and extremely old immortal fairies, suggesting evolution over time.
All manner of plant and animal life exists on Shaman, from the "ordinary" creatures of Earth to strange mythical beasts. Some believe that magical pollution has caused mutations in the DNA of ordinary animals, creating entirely new species altogether. These new species are called "shamanimals". You are free to design your own shamanimals. If you do create one, please share it with us so we can put it up on this page!
Click the headings below to view the shamanimals and Shaman-unique flora creatured by members.
Fauna
Nazeers

Origin: they are almost like hellhounds, perhaps inbreeding for centuries and out sourcing for whatever was necessary caused these creatures to mutate and become skillful stalkers. They have a tendency to play with their targets and make them paranoid, causing them to feel scared before they attack. They are outcaste from hell, roaming within the shadows of the earth before finding their way to Shaman, attracted by whatever magical force. Besides that much of their history unknown, its all just pure legend.
Created by Wolf. Art by SongDragon.
The Nalim (or, Nahleem) are creatures which are supposedly the offspring of a piranha and a hyena. The early fairy Gwen Lin wrote this description in his legendary work, 'Beyond the Gates of Oden':
'Like a piranha, it has a huge and terrifying jaw and a slim, finned body, the rest of it being in all ways equipped as that of a hyena, including fur and legs armed with claws. On the ground, they have a distinctively bear-like gait, but usual they prefer to use their magical gifts to swim through the air, much like their fishy ancestors. They are distinguishable by their spotted fur coats, from which we derive their name: nah, meaning furred, -lim, meaning fish.'
Nalim tend to travel in groups of over twenty or so individuals, and if one somehow finds itself alone it will swiftly go mad, turning its frustration at being isolated in on itself, eventually chewing itself to pieces. They have short front legs and longer back ones, like hyenas, which trail below them when they fly, as they are propelled as fish, partially by magic and partially by the movements of their bodies, and thus have little use for them. Their plentiful teeth are more like those of a hyena in individual shape, but are arranged like those of a piranha - by organising their teeth so that the bone-crushing premolars do not interfere with the meat-slicing carnassials to the rear, nalim can crush bone without blunting the carnassials' blades. They are inexplicably given to chewing off only small portions of their prey, but their practice of travelling as a group means that this can be effective and lethal to even large groups of people. They are opportunistic feeders like hyenas, with the ability to process and obtain nutrients even from skin and bone. As a group they are notable for their patterns of dominance, co-dependence and submission. Their general appearance is like that of a shoal of misshapen fish, except that they are in the air. They have two magical abilities: the first is being able to fly, the second is to control their size, and so, although they are usually quite small, about the size of one's hand, which is the smallest they can go, they can grow to be the size of a large dog. To defend oneself it is necessary to wear heavy, tough amour, shield oneself effectively, or take arms against them - it is also rumoured that they are put off by the scent of lavender.
Created by Starshine
Mome Raths'Like a piranha, it has a huge and terrifying jaw and a slim, finned body, the rest of it being in all ways equipped as that of a hyena, including fur and legs armed with claws. On the ground, they have a distinctively bear-like gait, but usual they prefer to use their magical gifts to swim through the air, much like their fishy ancestors. They are distinguishable by their spotted fur coats, from which we derive their name: nah, meaning furred, -lim, meaning fish.'
Nalim tend to travel in groups of over twenty or so individuals, and if one somehow finds itself alone it will swiftly go mad, turning its frustration at being isolated in on itself, eventually chewing itself to pieces. They have short front legs and longer back ones, like hyenas, which trail below them when they fly, as they are propelled as fish, partially by magic and partially by the movements of their bodies, and thus have little use for them. Their plentiful teeth are more like those of a hyena in individual shape, but are arranged like those of a piranha - by organising their teeth so that the bone-crushing premolars do not interfere with the meat-slicing carnassials to the rear, nalim can crush bone without blunting the carnassials' blades. They are inexplicably given to chewing off only small portions of their prey, but their practice of travelling as a group means that this can be effective and lethal to even large groups of people. They are opportunistic feeders like hyenas, with the ability to process and obtain nutrients even from skin and bone. As a group they are notable for their patterns of dominance, co-dependence and submission. Their general appearance is like that of a shoal of misshapen fish, except that they are in the air. They have two magical abilities: the first is being able to fly, the second is to control their size, and so, although they are usually quite small, about the size of one's hand, which is the smallest they can go, they can grow to be the size of a large dog. To defend oneself it is necessary to wear heavy, tough amour, shield oneself effectively, or take arms against them - it is also rumoured that they are put off by the scent of lavender.
Created by Starshine
Huge, bulky beings which can appear or disappear by magic. They have large, toothed beaks shaped like a toucan's, two legs which end not in feet, but in stumps from which large snakes emerge, each one equipped with a poisonous bite. A Mome Rath's face is shaped like a man's except larger and grey, with a shiny, flat nose and thick eyelids which cover rust-coloured eyes. Their mouths are dark and humanoid. They have no hair, instead a forest of tiny horns encrusts their skulls, usually darker in colour than their face. They have hugely muscular shoulders but their arms are boneless, instead, like a shark, they are strong and pliable, generally light in colour, and covered in a slick skin. At the end of these are appendages rather like that at the end of an elephant's trunk. Their torso's are like that of a man, except broader and dark grey. They usually attack very physically with close contact, destroying their opponents with crushing blows and bites from the two snakes, but their arms can also act as huge slingshots or, indeed, as cannons, from which objects can be propelled at speeds of over 200 mph. They do not speak a language, the only sounds they create being extraordinary loud yells, but they are telepathic, and can communicate in any language through thoughts, particularly images.
Created by Starshine
DosidotesCreated by Starshine
The Dosidote generally exists as a translucent blob. It waits like this for a threat or prey to be sensed by its incredibly sharp senses - it has x-ray vision (it sees with its entire body), can hear for miles, can feel the tremors of someone's approach for miles, can smell anything from a vast distance. Once it has sensed its victim, it finds it and follows it as a translucent blob, and as the victim becomes a threat or easier to attack, it becomes darker and more solid, until one can start to make out tentacles and then it starts to absorb light from its surroundings, particularly the colour blue, so that everything becomes more and more red, orange and yellow, confusing it's victim. Once the time is right, it leaps forward with a sound like the screech of brakes, and sucks the life from the victim, leaving a skeleton when it unwraps itself. This takes two to three seconds. When touched, it feels like a metal sheet.
Created by Starshine
Sabre-Toothed SciuridoxCreated by Starshine
A giant, reddish squirrel with six fluffy tails, eight black eyes and long, sharp canine teeth that protrude beyond the lower jaw.
Created by Dema
Slithy TovesCreated by Dema
Large, lazy creatures resembling anteaters, except with huge, clawed paws and alligator-type jaws. They tend to be found in dark, moist areas. They tend to have thick fur which stands out on them like bristles on a brush, and is generally light green in colour. They are omnivores, although naturally they tend to eat mainly fish as their mouths, being green and shady, are attractive to fish once left open under the water, and thus their prey practically swims into their stomachs. They are ferocious once upset, and once tamed are often used as guard dogs, as their high levels of intelligence and huge teeth and claws mean that they can easily recognise those they have seen before as friend, and strangers or those whom they dislike as foe.
Created by Starshine
Glow MonsterCreated by Starshine
Appearance: A Glow Monster looks much like a small armadillo lizard. However, instead of brown scales the Glow Monster is turquoise with light green scales over the eyes, the tip of the nose, and stripes down the tail. However, much of this color isn't seen because of the light blue glow that surrounds the creature at all times.
A Glow Monster grows no larger than 6 cm long. Typically, they are born one or two cm long and reach their full growth within a six months. Sexual dimorphism is minimal, with males being only slightly larger than females. Females produce live young after a gestation period of two and a half months and give birth to one offspring at a time.
Glow Monsters live in small rock-pools and are mainly vegetarian. The main staple of their diet is the algae that grows along the sides and bottoms of shallow pools, with small fish and fish eggs being a very occasional supplement. Glow Monsters are not amphibious and require submersion in water to prevent their skin from drying out.
Created by Nicky
ElugiA Glow Monster grows no larger than 6 cm long. Typically, they are born one or two cm long and reach their full growth within a six months. Sexual dimorphism is minimal, with males being only slightly larger than females. Females produce live young after a gestation period of two and a half months and give birth to one offspring at a time.
Glow Monsters live in small rock-pools and are mainly vegetarian. The main staple of their diet is the algae that grows along the sides and bottoms of shallow pools, with small fish and fish eggs being a very occasional supplement. Glow Monsters are not amphibious and require submersion in water to prevent their skin from drying out.
Created by Nicky
Description: A large, lumbering animal covered in thick warm fur. It is completely vegetarian, despite it's menacing bear-like appearance, and tends toward clumsiness. It does not always realize that it is as large as it is, nor how high its antlers reach, and will occasionally get stuck in low-hanging branches. A peaceful species, it rarely attacks, though cubs are a soft-spot.
Created by Edel
ManriiCreated by Edel
Name: The Manrii
Appearance: By day or by night, it is treacherous to encounter the Manrii. Flesh-eating creatures with the bodies of horses, taloned wings much like a dragons and a poisonous stinger for a tail, the Manrii feast on anything they can come upon. Males are large and thickset with the females being smaller in size and sleeker in build. They have thick hides with dragon-like scales covering their necks and body.
The manrii breathe fire and their manes are made of living unquenchable flame. These deadly creatures travel in groups, often running or flying through the dangerous wastelands of Shaman. They hunt fairy and the other Shamanimals that live there, feasting upon them when they can. Their biggest weakness is their addiction to sugary substances. When one stumbles upon a hive of honey, they often lose attention to their surroundings as they gorge down on the sweet nectar within the honeycombs. Beware the flesh-eating Manrii, whose neighs and flashing red eyes strikes fear into those which dare go and try to find them in the wilds.
HOW TO KILL:
These creatures, much like dragons, can be difficult to kill. However, they can be lured by honey or another sweet substance and if one is cunning enough, killed by stabbing it in the heart with a blade or spear.

Created by Matt. Art by SongDragon.
MondaugsAppearance: By day or by night, it is treacherous to encounter the Manrii. Flesh-eating creatures with the bodies of horses, taloned wings much like a dragons and a poisonous stinger for a tail, the Manrii feast on anything they can come upon. Males are large and thickset with the females being smaller in size and sleeker in build. They have thick hides with dragon-like scales covering their necks and body.
The manrii breathe fire and their manes are made of living unquenchable flame. These deadly creatures travel in groups, often running or flying through the dangerous wastelands of Shaman. They hunt fairy and the other Shamanimals that live there, feasting upon them when they can. Their biggest weakness is their addiction to sugary substances. When one stumbles upon a hive of honey, they often lose attention to their surroundings as they gorge down on the sweet nectar within the honeycombs. Beware the flesh-eating Manrii, whose neighs and flashing red eyes strikes fear into those which dare go and try to find them in the wilds.
HOW TO KILL:
These creatures, much like dragons, can be difficult to kill. However, they can be lured by honey or another sweet substance and if one is cunning enough, killed by stabbing it in the heart with a blade or spear.

Created by Matt. Art by SongDragon.
[1.] Mondaug:
Per the folklore of the forests where these legendary creatures are said to have come (and though rare and of sinister enough of a nature to make for a good legend, they exist in truth), there are three signs by which you will know a mondaug:
First, the mad animals - the squirrels, rabbits, and sparrows thrown into a frothing frenzy. By this you will know its presence. Second, the fearless crow - crows have no dread of mondaugs, and are audacious enough to perch on one's back when it is near. By this you will know its position. Third, the spellbreaking eyes - the revelation of the mondaug's eyes breaks its own spell, though often too late for the victim. By this you will know the beast itself.
Little scientific study has been made of the mondaug. They are thought to be rare - no physical sightings have been confirmed in the present day - though necessarily they are masters of camouflage and may not be so rare as is thought, merely unseen. The physical description that follows comes from secondhand reports of the examination made of the only dead mondaug specimen known to have been found by faeries; all speculation on behavior is pieced together from traditional lore regarding the creature, with some amount of scientific deduction.
The first and most important thing to know is that the mondaug is a niche predator. It appears to have adapted to preying on the faery race specifically.
Its method of hunting is simple: it will perch, utterly still and silent, and wait for a faery to happen upon it. From the shoulder of the animal there is a protrusion made of some similar substance to animal horn, which is shaped vaguely like the torso and head of a faery. Though revealed to be no more than the eerie shadow of the faery form when the mondaug is dead, this decoy becomes deadly bait when the creature is alive. It is said that the mondaug spins an enchantment around itself that causes any faery who falls under it to believe - when they look upon this faery-shape - that they are looking at a real, living, speaking faery, who beckons them to come near with a voice so sweet they cannot resist. When they do come near, the mondaug springs from where it was hiding in plain sight by means of its excellent forest camouflage, encloses the faery in its claws and injects it with a lethal venom from its teeth, and swallows its victim whole to digest over a period of time. The time between the strike and the complete ingestion of the faery is less than ten seconds.
The suddenness and lack of significant struggle that accompany a mondaug attack mean that it is difficult to tell whether a mondaug is to blame for a disappearance. Remains of one of the beast's victims are rarely found, though bones turned black and leathery are attributed - erroneously or not - to a mondaug.
The mondaug is an endlessly patient creature. It appears to be cold-blooded, and related to anthropods, though it fits neatly into no classification system. The creature ranges in size from being able to hold a single adult to up to five or six adult faeries in its stomach. It has long forelimbs with strong, claw-like fingers, easily mistaken for branches or wood vines; its hind legs are short and powerful and fold easily beneath the mass of its body when it has found a place to wait for prey. It has incredibly tough, hard, thick skin, similar to a horse's chestnuts, which can change color and pattern to match its surroundings and is often embedded with forest debris. The skin serves as something of an exoskeleton, protecting the mondaug from other animals, insects, and the elements, in addition to providing it with camouflage. The mondaug moves only in the slowest increments, or else remains perfectly motionless - except in the lightning-swift moment when it strikes its prey. Its slow metabolism allows it to go for months between meals, useful for a creature who must wait for its prey to come to it.
The mondaug generally resides in lonesome forests where it is likely only a single wandering faery will come upon it at a time, though if its hunger becomes great, it may move to a more populated area for a time until it has consumed a victim, before withdrawing back into lonely country. The mondaug is loath to linger in a place where there are a great many faeries, perhaps understanding the nature of its prey and that to haunt one copse too long would invite its prey to come and hunt it down to protect themselves. The intelligence of the mondaug can only be guessed at. Their social structure and their methods and rituals surrounding reproduction are unknown.
The enchantment by which the mondaug fools faeries into thinking the faery-shape at its shoulder is a real faery is said to be inescapable, once a faery has fallen into it. This is why recognizing the traditional signs of a mondaug's presence is essential before the sighting of the false-faery is made and the illusion of its false-voice is heard. Escape must be made swiftly. The mondaug's means of fooling faeries may indeed be a true enchantment, or may be the product of a hallucinogenic compound secreted by the creature for this purpose. In any case, the "mad animals" that are said to be found convulsing in the groves where a mondaug is hidden - most famously squirrels, rabbits, and sparrows - are likely the result of this enchantment or hallucinogen having a negative effect on hapless wildlife. The crow, famously unaffected by the mondaug, probably has an immunity to the effect.
Then there is the discussion of the mondaug's eyes. It is said the mondaug hides its face in its side while it waits for its prey to come along, for it knows that a faery will recognize it by its eyes. While its senses of smell and hearing are adequate, sight is its sharpest sense, and it needs to see its target in order to strike accurately - and so at the last minute will unfold its long neck and reveal its eyes to its prey. In this moment, the spell the mondaug has cast over its victim is said to be broken - but though the faery will realize they have been fooled, they often have no time to react before the beast strikes with its deadly venom.
Lastly, a mondaug may be killed by normal means, though its thick, somewhat spongy, tough skin makes for excellent armor; they are also creatures of stealth and stillness by nature, and are difficult to find. They have sudden strength, though their endurance in a physical fight is questionable - they have no need for physical contests that last more than a few seconds. How fast a mondaug may move over land is unknown; they move very slowly from place to place, but may be capable of sprints in case of such natural phenomena as wildfires.
No sketch provided.
Created by Equilibrium
LamrionsPer the folklore of the forests where these legendary creatures are said to have come (and though rare and of sinister enough of a nature to make for a good legend, they exist in truth), there are three signs by which you will know a mondaug:
First, the mad animals - the squirrels, rabbits, and sparrows thrown into a frothing frenzy. By this you will know its presence. Second, the fearless crow - crows have no dread of mondaugs, and are audacious enough to perch on one's back when it is near. By this you will know its position. Third, the spellbreaking eyes - the revelation of the mondaug's eyes breaks its own spell, though often too late for the victim. By this you will know the beast itself.
Little scientific study has been made of the mondaug. They are thought to be rare - no physical sightings have been confirmed in the present day - though necessarily they are masters of camouflage and may not be so rare as is thought, merely unseen. The physical description that follows comes from secondhand reports of the examination made of the only dead mondaug specimen known to have been found by faeries; all speculation on behavior is pieced together from traditional lore regarding the creature, with some amount of scientific deduction.
The first and most important thing to know is that the mondaug is a niche predator. It appears to have adapted to preying on the faery race specifically.
Its method of hunting is simple: it will perch, utterly still and silent, and wait for a faery to happen upon it. From the shoulder of the animal there is a protrusion made of some similar substance to animal horn, which is shaped vaguely like the torso and head of a faery. Though revealed to be no more than the eerie shadow of the faery form when the mondaug is dead, this decoy becomes deadly bait when the creature is alive. It is said that the mondaug spins an enchantment around itself that causes any faery who falls under it to believe - when they look upon this faery-shape - that they are looking at a real, living, speaking faery, who beckons them to come near with a voice so sweet they cannot resist. When they do come near, the mondaug springs from where it was hiding in plain sight by means of its excellent forest camouflage, encloses the faery in its claws and injects it with a lethal venom from its teeth, and swallows its victim whole to digest over a period of time. The time between the strike and the complete ingestion of the faery is less than ten seconds.
The suddenness and lack of significant struggle that accompany a mondaug attack mean that it is difficult to tell whether a mondaug is to blame for a disappearance. Remains of one of the beast's victims are rarely found, though bones turned black and leathery are attributed - erroneously or not - to a mondaug.
The mondaug is an endlessly patient creature. It appears to be cold-blooded, and related to anthropods, though it fits neatly into no classification system. The creature ranges in size from being able to hold a single adult to up to five or six adult faeries in its stomach. It has long forelimbs with strong, claw-like fingers, easily mistaken for branches or wood vines; its hind legs are short and powerful and fold easily beneath the mass of its body when it has found a place to wait for prey. It has incredibly tough, hard, thick skin, similar to a horse's chestnuts, which can change color and pattern to match its surroundings and is often embedded with forest debris. The skin serves as something of an exoskeleton, protecting the mondaug from other animals, insects, and the elements, in addition to providing it with camouflage. The mondaug moves only in the slowest increments, or else remains perfectly motionless - except in the lightning-swift moment when it strikes its prey. Its slow metabolism allows it to go for months between meals, useful for a creature who must wait for its prey to come to it.
The mondaug generally resides in lonesome forests where it is likely only a single wandering faery will come upon it at a time, though if its hunger becomes great, it may move to a more populated area for a time until it has consumed a victim, before withdrawing back into lonely country. The mondaug is loath to linger in a place where there are a great many faeries, perhaps understanding the nature of its prey and that to haunt one copse too long would invite its prey to come and hunt it down to protect themselves. The intelligence of the mondaug can only be guessed at. Their social structure and their methods and rituals surrounding reproduction are unknown.
The enchantment by which the mondaug fools faeries into thinking the faery-shape at its shoulder is a real faery is said to be inescapable, once a faery has fallen into it. This is why recognizing the traditional signs of a mondaug's presence is essential before the sighting of the false-faery is made and the illusion of its false-voice is heard. Escape must be made swiftly. The mondaug's means of fooling faeries may indeed be a true enchantment, or may be the product of a hallucinogenic compound secreted by the creature for this purpose. In any case, the "mad animals" that are said to be found convulsing in the groves where a mondaug is hidden - most famously squirrels, rabbits, and sparrows - are likely the result of this enchantment or hallucinogen having a negative effect on hapless wildlife. The crow, famously unaffected by the mondaug, probably has an immunity to the effect.
Then there is the discussion of the mondaug's eyes. It is said the mondaug hides its face in its side while it waits for its prey to come along, for it knows that a faery will recognize it by its eyes. While its senses of smell and hearing are adequate, sight is its sharpest sense, and it needs to see its target in order to strike accurately - and so at the last minute will unfold its long neck and reveal its eyes to its prey. In this moment, the spell the mondaug has cast over its victim is said to be broken - but though the faery will realize they have been fooled, they often have no time to react before the beast strikes with its deadly venom.
Lastly, a mondaug may be killed by normal means, though its thick, somewhat spongy, tough skin makes for excellent armor; they are also creatures of stealth and stillness by nature, and are difficult to find. They have sudden strength, though their endurance in a physical fight is questionable - they have no need for physical contests that last more than a few seconds. How fast a mondaug may move over land is unknown; they move very slowly from place to place, but may be capable of sprints in case of such natural phenomena as wildfires.
No sketch provided.
Created by Equilibrium
They are things not of legend, but of myth, of those stories told around campfires in order to build up the most primitive of fears. Children are warned of them, that if they do not behave, the Lamrion will come for them. Or worse, they will join the ranks of the cursed Lamrion. Teens tease each other of the Lamrion's existence, pushing each other in the darkness and calling out into the night in order to tempt them, but for many years, no one has seen a sign that they exist.
Until now.
The stories say that they were fairies, but an awful deed had cursed them to live underground to escape the terrifying rays of the sun. Before their curse, it is said that they were members of a tribe of fairies so beautiful that neither painting nor sculpture could ever duplicate them. Their skin was a perfectly blending of creams and pastel pigments and their hair seemed to be bleached of all color, but the sunlight brought out hues unimaginable as they moved. Sleek and tall, their delicate hands wove not just blankets or clothing, but trees, trees as beautiful and breathtaking as their makers. A passerby would mistake these trees for a normal willow, but closer inspection would reveal the mastery of the craftsmen. The individual threads could be seen at a close distance and they caught the light much like the hairs on the Lamrion for the Lamrion always put pieces of themselves into their work.
The Lamrion were perfect, the first beings created by Aura. She cherished them and her world was peaceful in order to please them.
But the shores of Shaman brought terrible tidings.
The girl was heavily scarred and her black hair differed so greatly from that of the Lamrion. As she laid unconscious, the Lamrion hunters talked amongst each other, watching the tides steadily begin to cover her. They debated on whether or not to bring her into their home or leave her for the "lesser fairies" to find. In the end, Lorraine was brought into the heart of the biggest of the woven trees, the Kysalun.
The Lamrion Council debated for months on what to do with this seemingly lost child, but while they debated, Lorraine, a girl and distant girl, blended into their culture and ways. She made friends easily, but the mysterious circumstances surrounding her entrance into Shaman keep the Elders from allowing her to gain promotions as she grew. It was only when the Prince, Alradur, married her that she confessed to him in their marriage bed,
"They followed me here, my love. I am not them, they are not me, but they are always with me."
Prince Alradur did not know this, but the ancestors of Mallos had entered Shaman. This was before Aura cast a spell upon her world which stopped those of other worlds from retaining their powers upon entrance.
The Prince, our dear Prince, was concerned over the sanity and safety of his wife. Any sort of enemy was unheard of during these times in Shaman and the thought of something so sinister following his wife was beyond what he could understand. He did not warn the Council when news of "lesser fairy" villages being destroyed reached them, when stories of beings that could turn an entire forest into flames instantly began to circulate. The Lamrion, the greatest people that ever existed in Shaman, were idle as Mallos' ancestors began to destroy their world.
To protect themselves, they wove an intricate labyrinth of which only the Council knew its secrets, but the labyrinth was quickly defeated as Mallos' ancestors tore through the weaving and entered the city. In their desperation, they called upon Aura to save them, finally acknowledging the enemy in Shaman. Aura's power was enough to drive Mallos' ancestors away, but the world of Shaman felt anger and betrayal toward the Lamrion people.
Legend says that it was not Aura that punished them, that it was the world itself that cast the feeling of guilt and shame upon the Lamrion. During the night, all of them went through a transformation. Their pallid, perfect skin was darkened so that it looked burned and their hair fell to the ground as they were stripped of their beauty. Everyone with Lamrionian blood became covered with these dark scales, their fine wings turned to leathery attachments, their noses flattened, their incisors lengthened, their noses pressed flat, and claws grew from their hands. All of them were moaning and groaning during the night as their bodies changed and when the sun rose, their screams echoed through the kingdom. The sunlight burned them greatly and, in their pain, they began to build a city below the now Shady Labyrinth, a territory that would never see full sunlight again. Yes, even the sun is too ashamed to look again. The territory has a labyrinth beneath the labyrinth, a place where the Lamrion hide from the world and wait for a time when no one would remember their story.
Perhaps that most terrifying part of this story is where Lorraine witnessed the decaying bodies of her husband...and son. Prince Alradur succumbed to the enchantment while Prince Valahur, their sun, wilted before her eyes. The only one in the kingdom without Lamrion blood, Lorraine was unaffected as she watched the people that accepted her turn to ash. Still today, during a particularly silent night, her screams can still be heard through the territory. The loss of her husband and son weakened her and no one is quite certain of what happened to her when the sun rose. The story says that she was gone and Aura had left in mourning of the loss of her precious Lamrions.
The Lamrions still exist today, but their memories have basically been wiped. They have hardly a recollection of their past lives. The only feeling that they have is guilt...and shame. The presence of normal fairies, the uncursed, angers them to extremes. The blood of the beautiful and noble is too tempting for them to ignore. Many of fair maiden have become victims to their now vampyric ways and children should never go through the Shady Labyrinth alone.
This is the cursed race of Shaman, the race that today's fairies only mention in a kind of Boogeyman reference, but their existence is definitely real, especially that of Valahur, the now Heir of the lost Lamrion kingdom.
He ventures outside of the Shady Labyrinth, looking for something that he cannot remember. Before he arrives, the victim can hear the wails of his distraught mother and when he gets there, well...no victim has survived to tell the tale. Some say that he takes them to the underground labyrinth as trophies while others say that he not only drains the blood from them, but he consumes the bodies as well. No victim has ever been found, dead or alive. Like the other Lamrions, his eyes are white and cloudy for none of the Lamrions can see what the world now is. It is unclear whether they are aware of Time for Valahur should have been long dead by now. It may be part of their curse, to forever live in their guilt and shame.
There is a song that the older kids sing to the younger children to frighten them,
One, two, three
He won't come for me
He knows that you are too tasty
Grab your knife
Cause some strife
It will never lead to your safety
Fly away, if you may
But he will always find you
Valahur! Valahur!
Your mother weeps as you walk
Does she know what has become of you?
Bolt the doors, if you must
Close the curtains, sprinkle dust
Nothing will ever save you
Say a prayer to Aura
But do not expect aid
For even she is ashamed of him
Valahur! Valahur!
Live forever in your sin.
Description
The Race: The Lamrion
The Leader: Valahur, the forgotten Prince
The Description:
- Black, burned skin
- Adversity to sunlight
- Vampyric disposition
- Long, pointed teeth that extend past their "lips". (They really do not have visible lips anymore)
- Leathery, full wings
- Over six feet tall
- Flattened noses
- Hairless
- Only talks in screams
- Lives in an underground labyrinth
- Very sensitive senses
- Quick flight
- Fire has no effect on them; only the sun. Even light rays cast on them cannot do anything because only the sun knows of what they did. Their shame is their weakness.
Legend Says: They will lift their curse if they repay their debt to Shaman.
How to Tempt Them: - Singing Valahur's song (which tempts him, not necessarily all of them)
- Boasting of your virtues
- Abandoning a child
- Any fight at night
- Walking alone at night
Created by Shenan
VenaraptorsUntil now.
The stories say that they were fairies, but an awful deed had cursed them to live underground to escape the terrifying rays of the sun. Before their curse, it is said that they were members of a tribe of fairies so beautiful that neither painting nor sculpture could ever duplicate them. Their skin was a perfectly blending of creams and pastel pigments and their hair seemed to be bleached of all color, but the sunlight brought out hues unimaginable as they moved. Sleek and tall, their delicate hands wove not just blankets or clothing, but trees, trees as beautiful and breathtaking as their makers. A passerby would mistake these trees for a normal willow, but closer inspection would reveal the mastery of the craftsmen. The individual threads could be seen at a close distance and they caught the light much like the hairs on the Lamrion for the Lamrion always put pieces of themselves into their work.
The Lamrion were perfect, the first beings created by Aura. She cherished them and her world was peaceful in order to please them.
But the shores of Shaman brought terrible tidings.
The girl was heavily scarred and her black hair differed so greatly from that of the Lamrion. As she laid unconscious, the Lamrion hunters talked amongst each other, watching the tides steadily begin to cover her. They debated on whether or not to bring her into their home or leave her for the "lesser fairies" to find. In the end, Lorraine was brought into the heart of the biggest of the woven trees, the Kysalun.
The Lamrion Council debated for months on what to do with this seemingly lost child, but while they debated, Lorraine, a girl and distant girl, blended into their culture and ways. She made friends easily, but the mysterious circumstances surrounding her entrance into Shaman keep the Elders from allowing her to gain promotions as she grew. It was only when the Prince, Alradur, married her that she confessed to him in their marriage bed,
"They followed me here, my love. I am not them, they are not me, but they are always with me."
Prince Alradur did not know this, but the ancestors of Mallos had entered Shaman. This was before Aura cast a spell upon her world which stopped those of other worlds from retaining their powers upon entrance.
The Prince, our dear Prince, was concerned over the sanity and safety of his wife. Any sort of enemy was unheard of during these times in Shaman and the thought of something so sinister following his wife was beyond what he could understand. He did not warn the Council when news of "lesser fairy" villages being destroyed reached them, when stories of beings that could turn an entire forest into flames instantly began to circulate. The Lamrion, the greatest people that ever existed in Shaman, were idle as Mallos' ancestors began to destroy their world.
To protect themselves, they wove an intricate labyrinth of which only the Council knew its secrets, but the labyrinth was quickly defeated as Mallos' ancestors tore through the weaving and entered the city. In their desperation, they called upon Aura to save them, finally acknowledging the enemy in Shaman. Aura's power was enough to drive Mallos' ancestors away, but the world of Shaman felt anger and betrayal toward the Lamrion people.
Legend says that it was not Aura that punished them, that it was the world itself that cast the feeling of guilt and shame upon the Lamrion. During the night, all of them went through a transformation. Their pallid, perfect skin was darkened so that it looked burned and their hair fell to the ground as they were stripped of their beauty. Everyone with Lamrionian blood became covered with these dark scales, their fine wings turned to leathery attachments, their noses flattened, their incisors lengthened, their noses pressed flat, and claws grew from their hands. All of them were moaning and groaning during the night as their bodies changed and when the sun rose, their screams echoed through the kingdom. The sunlight burned them greatly and, in their pain, they began to build a city below the now Shady Labyrinth, a territory that would never see full sunlight again. Yes, even the sun is too ashamed to look again. The territory has a labyrinth beneath the labyrinth, a place where the Lamrion hide from the world and wait for a time when no one would remember their story.
Perhaps that most terrifying part of this story is where Lorraine witnessed the decaying bodies of her husband...and son. Prince Alradur succumbed to the enchantment while Prince Valahur, their sun, wilted before her eyes. The only one in the kingdom without Lamrion blood, Lorraine was unaffected as she watched the people that accepted her turn to ash. Still today, during a particularly silent night, her screams can still be heard through the territory. The loss of her husband and son weakened her and no one is quite certain of what happened to her when the sun rose. The story says that she was gone and Aura had left in mourning of the loss of her precious Lamrions.
The Lamrions still exist today, but their memories have basically been wiped. They have hardly a recollection of their past lives. The only feeling that they have is guilt...and shame. The presence of normal fairies, the uncursed, angers them to extremes. The blood of the beautiful and noble is too tempting for them to ignore. Many of fair maiden have become victims to their now vampyric ways and children should never go through the Shady Labyrinth alone.
This is the cursed race of Shaman, the race that today's fairies only mention in a kind of Boogeyman reference, but their existence is definitely real, especially that of Valahur, the now Heir of the lost Lamrion kingdom.
He ventures outside of the Shady Labyrinth, looking for something that he cannot remember. Before he arrives, the victim can hear the wails of his distraught mother and when he gets there, well...no victim has survived to tell the tale. Some say that he takes them to the underground labyrinth as trophies while others say that he not only drains the blood from them, but he consumes the bodies as well. No victim has ever been found, dead or alive. Like the other Lamrions, his eyes are white and cloudy for none of the Lamrions can see what the world now is. It is unclear whether they are aware of Time for Valahur should have been long dead by now. It may be part of their curse, to forever live in their guilt and shame.
There is a song that the older kids sing to the younger children to frighten them,
One, two, three
He won't come for me
He knows that you are too tasty
Grab your knife
Cause some strife
It will never lead to your safety
Fly away, if you may
But he will always find you
Valahur! Valahur!
Your mother weeps as you walk
Does she know what has become of you?
Bolt the doors, if you must
Close the curtains, sprinkle dust
Nothing will ever save you
Say a prayer to Aura
But do not expect aid
For even she is ashamed of him
Valahur! Valahur!
Live forever in your sin.
Description
The Race: The Lamrion
The Leader: Valahur, the forgotten Prince
The Description:
- Black, burned skin
- Adversity to sunlight
- Vampyric disposition
- Long, pointed teeth that extend past their "lips". (They really do not have visible lips anymore)
- Leathery, full wings
- Over six feet tall
- Flattened noses
- Hairless
- Only talks in screams
- Lives in an underground labyrinth
- Very sensitive senses
- Quick flight
- Fire has no effect on them; only the sun. Even light rays cast on them cannot do anything because only the sun knows of what they did. Their shame is their weakness.
Legend Says: They will lift their curse if they repay their debt to Shaman.
How to Tempt Them: - Singing Valahur's song (which tempts him, not necessarily all of them)
- Boasting of your virtues
- Abandoning a child
- Any fight at night
- Walking alone at night
Created by Shenan
Species: Venaraptor (meaning 'blood predator')
Appearance: Reptilian in evolution, the Venaraptor stands about 10 feet tall, the larger females of the species able to reach a maximum of 12. They weight about 2.5 tons on average and are a quadreped with extremely fast reflexes. It has a long, snake-like neck with a muzzle filled with needley teeth which are constantly shed and replaced much like a shark's. The Venaraptor's arched spine enables it to sprint in great speeds (up to 40 mph) for short bursts, but it's long narrow ribcage allows for steady chasing endurance as well. Covered in iridescent scales, the normals colors are muddy brown or dull green with the flanks and underbelly and tail tapering to a lighter color where distinctive spots can be seen. It is suggested these spots can act as a sort of camaflouge, especially in a wooded location where the light is dappled.
The Venaraptor's main weapons are the two sickle shaped middle claws on its forefeet and it's tri-forked tongue. The claws are used as grappling hooks, used to latch onto and puncture the vital organs of it's victims (liver, jugular vein, etc.) The tongue is its main source of feeding, each of the three points being a hollow syringe of muscle through which it sucks up the body fluids of fairies and familiars.
How it Hunts: The Venaraptor's eyesight is less then standard, so it's primary way of finding it's prey is through 'smell'. It has three receptors on the very tip of it's nose that allows it to translate magic into a smell, much like how snakes can smell body heat. The stronger the power of the fairy/magical creature, the brighter it's aura and therefore the easier it is to track. It can therefore been assumed that lower level fairies or creatures devoid of magic stand a greater change of sneaking past a Venaraptor then those of great power. It is a ruthless predator, and will go to great lengths to catch it's prey once it's made a decision on who to hunt. It is clever, can solve problems of how to get past obsticles between it and it's prey and fight it's way out of traps, and can go weeks following the same lifeform before getting bored and calling off the hunt. It is almost impossible to catch by surprise, since it is constantly scanning all directions like a bird and has the quick, twitching reflexes of a cat.
The Venaraptor always hunts in packs of three. One to draw the attention of the prey as a false threat and two that swiftly approach for the kill from both flanking sides. A Venaraptor is perfectly able to hunt alone, but to see one doing so is normally a sign of a beast in servitude or extreme old age.
Breeding: Venaraptors lay eggs the size of a grown man, in sets of three once every 150 years. Due to their slow reproduction rate, there are usually only 12-15 Venaraptors alive in the world at one time. It is unknown how the raptors choose their mate, but they do mate for life.
Behavior: Venaraptors do not communicate through any language known to fairies, they own way of speaking coming as clicks and whistles in octaves sometimes beyond fairy hearing. They can communicate with fairies however through their gift of Telepathy. They do not speak words, but instead draw series of pictures that illustrate what they wish to convey. Fairies/familiars who are aware of this can often return mental pictures and communicate back.
Venaraptors do not like or respect fairies since 1) they are their primary food source and 2) the race believes fairies abuse their magic for selfish means. It is very difficult to strike a bargain with a raptor, but occasionally one can be made if the stakes are high enough. For example, it is possible for an older, loner Venaraptor to enter into an agreement of servitude, but they must be promised something of great value in return.
A Venaraptor can be killed like any other mortal creature. Their blood is a deep purple and extremely vulnerable to septisemia (blood poisoning). Which means if it were to eat a fairy with tainted blood, or receive a wound in battle from a tainted weapon, it would be weakened quickly and eventually die. Most of the time however, it is the wiser decision to always try to just go around then engage a Venaraptor in battle.
MjolniersAppearance: Reptilian in evolution, the Venaraptor stands about 10 feet tall, the larger females of the species able to reach a maximum of 12. They weight about 2.5 tons on average and are a quadreped with extremely fast reflexes. It has a long, snake-like neck with a muzzle filled with needley teeth which are constantly shed and replaced much like a shark's. The Venaraptor's arched spine enables it to sprint in great speeds (up to 40 mph) for short bursts, but it's long narrow ribcage allows for steady chasing endurance as well. Covered in iridescent scales, the normals colors are muddy brown or dull green with the flanks and underbelly and tail tapering to a lighter color where distinctive spots can be seen. It is suggested these spots can act as a sort of camaflouge, especially in a wooded location where the light is dappled.
The Venaraptor's main weapons are the two sickle shaped middle claws on its forefeet and it's tri-forked tongue. The claws are used as grappling hooks, used to latch onto and puncture the vital organs of it's victims (liver, jugular vein, etc.) The tongue is its main source of feeding, each of the three points being a hollow syringe of muscle through which it sucks up the body fluids of fairies and familiars.
How it Hunts: The Venaraptor's eyesight is less then standard, so it's primary way of finding it's prey is through 'smell'. It has three receptors on the very tip of it's nose that allows it to translate magic into a smell, much like how snakes can smell body heat. The stronger the power of the fairy/magical creature, the brighter it's aura and therefore the easier it is to track. It can therefore been assumed that lower level fairies or creatures devoid of magic stand a greater change of sneaking past a Venaraptor then those of great power. It is a ruthless predator, and will go to great lengths to catch it's prey once it's made a decision on who to hunt. It is clever, can solve problems of how to get past obsticles between it and it's prey and fight it's way out of traps, and can go weeks following the same lifeform before getting bored and calling off the hunt. It is almost impossible to catch by surprise, since it is constantly scanning all directions like a bird and has the quick, twitching reflexes of a cat.
The Venaraptor always hunts in packs of three. One to draw the attention of the prey as a false threat and two that swiftly approach for the kill from both flanking sides. A Venaraptor is perfectly able to hunt alone, but to see one doing so is normally a sign of a beast in servitude or extreme old age.
Breeding: Venaraptors lay eggs the size of a grown man, in sets of three once every 150 years. Due to their slow reproduction rate, there are usually only 12-15 Venaraptors alive in the world at one time. It is unknown how the raptors choose their mate, but they do mate for life.
Behavior: Venaraptors do not communicate through any language known to fairies, they own way of speaking coming as clicks and whistles in octaves sometimes beyond fairy hearing. They can communicate with fairies however through their gift of Telepathy. They do not speak words, but instead draw series of pictures that illustrate what they wish to convey. Fairies/familiars who are aware of this can often return mental pictures and communicate back.
Venaraptors do not like or respect fairies since 1) they are their primary food source and 2) the race believes fairies abuse their magic for selfish means. It is very difficult to strike a bargain with a raptor, but occasionally one can be made if the stakes are high enough. For example, it is possible for an older, loner Venaraptor to enter into an agreement of servitude, but they must be promised something of great value in return.
A Venaraptor can be killed like any other mortal creature. Their blood is a deep purple and extremely vulnerable to septisemia (blood poisoning). Which means if it were to eat a fairy with tainted blood, or receive a wound in battle from a tainted weapon, it would be weakened quickly and eventually die. Most of the time however, it is the wiser decision to always try to just go around then engage a Venaraptor in battle.

Coloration: Dark coat, almost black. Skin and underbelly are white, eyes are yellow and crown of horns are white as well with red at the tips.
Habitat: varied.
Personality: extremely intelligent creatures, cunning, and can plan ahead. They have memory, and will remember a master...or at least, the one that treats them the best or earns their submission. Logical, not usually a sadistic creature...
Abilities: They like to climb, and know the highest ground to be the best advantage. Their speed and accuracy is deadly, but their recovery rate is the same as any other animal. They use their large tails for balance, and their claws can grow to incredible sizes.
Proportions: They are large creatures, the average size is about the size of a small car. There are very few in existance, probably only a couple left in Shaman.
Lifespan: They live outrageously long, no one is certain of their exact lifespan, but it has been estimated that they can retain their strength for at least 100 years unless critically wounded or diseased.
Gender differences: Except for reproductive parts ( females have nipples for young ), no difference has been spotted.
Birth rate: Mating between two creatures is very rare, since most Mjolniers have lost their mating season drives over the course of the changes throughout Shaman.
Young: The younglings are born one or two at a time, twins being extremely rare. Mating and birth ceremonies are obscure and almost completely unknown since Mjolniers find absolute seclusion during both. They will mate for life, but likely only produce once or twice in the entirety of their lives.
Speech: They growl, shreik, coo, and make all kinds of different strange gutteral noises. Their roar is quite loud, similar to a lions, or a Thanator's. ( AVATAR. Big purple thing. )
Created by Kaidan
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 their teeth. Since they are non-corporeal, the Wisp cannot be killed with standard weapons. They are alergic to other light sources, and can be defeated if they come in contact with one bright enough.
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.
Wolpertinger
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.
Created by Dema
KnuckerCreated by Dema
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, and 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, healing 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?
Umbariet Deer
Umbariet are a species of deer. They have stong thick-set deer bodies, tiger-like legs and paws and long prehensile cat-like tails. They excel at climbing trees. Both males and females grow branch-like antlers which produce leaves and flowers seasonally. The kind of tree their antlers imitate is determined by the most populous tree in their habitats. Their fur is black andd absorbs all light, making them dull and difficult to spot. Their skin is tough enough to resist arrows. They are herbivores but eat a wide diet including leaves, flowers, berries and mushrooms.
Created by Merlin
SpirigusCreated by Merlin
Spirigus are medium sized boar with three sets of tusks and snow-white bristley fur. They have unusual black face-markings which pick-out the lines of their skulls. They also grow manes with the males growing thicker, more lion-like examples. Generally shy creatures, they become enraged when provoked or startled, especially if they are caring for their young. The tusks of a Spirigus secrete a poisonous mucus which can prove deadly if ingested, and can speed up the onset of infection in open wounds.
Created by Merlin
Terrik BearCreated by Merlin
The terrik bear looks like a cross between a bear cub and a Lancashire terrier, with large ears like those of a fennec fox, and a lion-like tail. Its back-legs and body are mostly dog-like, but it has the broad shoulders and front paws of a bear. Its coat changes colour from brown to white during the winter months. There have been reports of terrik bears who live in the deepest parts of the kingswood where the trees grow thickest. This population has developped a very dark, almost black pelt, which they retain all year round. They combine a dog's playfulness, a terrier's subborness and a bear unpredictability.
Created by Merlin
IctyphCreated by Merlin
Ictyph are horse-sized creatures, with weasel-like faces and necks, golden-retriever bodies, fox tails and retractable claws. They come in a variety of colours ranging from golden to mahogany. They have wings, but these are incapable of sustained flight. They can only manage to hover for a couple of minutes at a time. An Ictyph uses its wings to reach the tree-tops and steal bird eggs out of nests. They are very fast and extremely flexible, enabling them to weave between trees and cross rough terrain with ease.
Created by Merlin
Moth OwlCreated by Merlin
The moth owl is a large species of owl with feathery moth-like antennae protruding from their heads. They greatly resemble barn owls, but are far larger and darker in colour. They come in many different shades of brown, and possess a magpie-like coloured sheen. This sheen comes in a variety of colours and shades. They have particularly fine tail-feathers, including two long streamer-like feathers which they can make glow and move at will. They use these to hypnotise and draw-in their prey.
Created by Merlin
Great OccivaCreated by Merlin
The Great Occiva is an emu-like bird with a thick pointed bill like that of a shoebill stork. They have particularly vicious claws, including a raptor-like hook on their second toe. These birds are incredibly aggressive and have been known to attack and kill fairies. They fear very little and are left alone by most other living creatures. They are exceptionally territorial and have a scream-like attack cry. They eat amphibians, fish and lizards.
Created by Merlin
Caliga FishCreated by Merlin
The caliga fish is a beautiful silver-grey koi-like fish. It comes in both fresh and salt water varieties. Their scales have evolved to reflect the light in such a way that they sometimes seem to vanish before your very eyes. Caliga fish are able to leave the water when its foggy and swim through the mist. Male caliga fish have small protrusions on their heads which glow when they leave the water in order to guide the way through the fog.
Created by Merlin
SylvewtCreated by Merlin
The sylvewt is a newt-like amphibian capable of changing its size to suit its home environment. They can grow to be the size of an average 3 year old child. They grow plant and pond life along their backs to help them hide in shallow water. They prefer still, shallow water but some have been known to thrive in rivers. They only leave the water at night and have a particular interest in fireflies. Their young are born leg-less and spend the first three years of their lives moving around on the bellies like snakes. They are strong swimmers.
Created by Merlin
DandehogCreated by Merlin
Dandehog are tiny hedgehogs with backs resembling the seeds of a dandelion clock. Dandehogs grow like seeds from their mother, who burrows underground in winter ready to sprout and grow her offspring in the spring. The Dandehog seedlings leave their mother at the start of spring, carried away from her on the wind. Dandehog only have very short lives. They live and grow independently in spring and summer before breeding in the autumn. The male hogs die at the first signs of frost, and the females burrow underground ready to sprout the following spring. Warning: do not blow on dandehog sprouts - you may force the seedlings to leave their mother too soon, and she will die as soon as all her children have blown away.
Created by Merlin & Edel
BoneshireCreated by Merlin & Edel
At first glance this creature appears to be a pile of bleached white bones; these bones can resemble those from almost any creature, however, horses are the most common (Shire horses in particular, hence the name). These mischievous creatures lie in wait until someone or something passes by, then they pull themselves together to form a complete skeleton with glowing eye-sockets (usually blue or green, though yellow and red are also not uncommon) and follow after their "target" with the goal of sneaking up behind them and scaring them! Their favorite thing to do is sneak up behind someone and blow gently on their neck, then be looming over them when they turn around. If a person turns around before they are close enough to scare them, the creature will explode back into a pile of inanimate bones. Aside from their penchant for scaring the daylights out of people, Boneshires are largely harmless and some can even be friendly with fairies or familiars.
Boneshire bones contain powerful magic which grants a holder supernaturally good luck. They can give away only one bone during their lifetime, but many choose not to give any away at all; if they do, the fairy it is given to is often remarkable in some way, such as being exceptionally pure of heart. Boneshire bones may also be stolen, however, the Boneshire is constantly connected to their missing bone and will chase after the thief relentlessly, subjecting them to terrible hallucinations of goblins, ghouls, and other terrifying monsters until they get the bone - and a sincere apology - back. It is said there are ways for a fairy to "shield" a stolen bone from the creature, but it may not be worth the risk...
Created by Fennic
Calico DeerBoneshire bones contain powerful magic which grants a holder supernaturally good luck. They can give away only one bone during their lifetime, but many choose not to give any away at all; if they do, the fairy it is given to is often remarkable in some way, such as being exceptionally pure of heart. Boneshire bones may also be stolen, however, the Boneshire is constantly connected to their missing bone and will chase after the thief relentlessly, subjecting them to terrible hallucinations of goblins, ghouls, and other terrifying monsters until they get the bone - and a sincere apology - back. It is said there are ways for a fairy to "shield" a stolen bone from the creature, but it may not be worth the risk...
Created by Fennic
Large creatures (about the size of a black bear), with a deer-like body, cat-like fur bearing distinct calico patterns, and cat-like faces. Males and females both grow extremely large and extensive bone-white antlers, which are shed and regrow each year in the summer. They are largely solitary, but can be found in bonded pairs during the winter. Calico deer are omnivore scavengers (they primarily eat plants, but may eat dead animals if found); they are relatively peaceful but can get territorial in the winter, and will pursue live prey if they are starving.
Created by Fennic
DekoCreated by Fennic
Tiny (fist-sized) reindeer that live in tall grass. Their coat is primarily a dark green and has lighter green spots throughout. Deko travel in herds and are typically very hard to see due to their camouflaged coats. They have dog-like personalities and can be quite friendly if approached with care.
Created by Fennic
FaetCreated by Fennic
A bright blue bird the size of a human’s thumbnail, Faet possess a hauntingly beautiful voice. Faet are extremely rare and seeing one is considered a very good omen.
Created by Fennic
FauxfishCreated by Fennic
A magical creature that takes the shape of a large, extra fat fish. Fauxfish are immortal so if one body is slain they are reborn immediately into the same body of water they originated from.
Created by Fennic
FirebugCreated by Fennic
A small flying insect that is nearly invisible during the day; at night, a Fire Bug will suddenly appear to be a tiny moving fireball.
Created by Fennic
GraffCreated by Fennic
Graff are small hoofed creatures about the size of a Bobcat, with the appearance of a miniature giraffe. They have beautiful spotted pelts which can come in any color or combination of colors. Graff are usually seen in groups of threes and are known to make an unusual "hooting" noise when alarmed. They are typically seen as prey animals, but their hooves and teeth are quite sharp and they can cause damage if sufficiently threatened.
Created by Fennic
Golden FleaCreated by Fennic
A legendary creature, which existence cannot be proven or disproven. It is an invisible insect whose bite is said to make the victim extremely lucky, intelligent, and good-looking... But only for a week.
Created by Fennic
GramyorCreated by Fennic
A tiny bipedal creature that looks much like a leopard standing on its hind legs. Gramyor are extremely quick-thinking and crafty, and normally prefer to set traps rather than pursue prey. Gramyor have a strange affection for puppies and refuse to harm them, some Gramyor have even gone so far as to “puppy-nap” and attempt to raise puppies as their own (often this relationship will end badly once the puppy grows to an adult).
Created by Fennic
KrakuCreated by Fennic
A bipedal, medium-sized creature with eight limbs (four "arms" and four "legs"), the head of a big cat, a furry humanoid body, and a rattlesnake tail. They are private and extremely territorial, especially with other predators and fairies.
Created by Fennic
KurratCreated by Fennic
A medium-sized tree-dwelling creature that appears very similar to a porcupine, except that their fur is bright red and they have blue and black spines. Their acidic spit is used to "pre-digest" their food (primarily plant matter); this also allows them to eat a variety of poisonous plants with ease. When the animal is killed the majority of its spines melt, creating a sticky, tar-like substance which is extremely irritating to the skin.
Created by Fennic
MeckleCreated by Fennic
A hardy insect that appears to be a patch of moss, excluding the fact that it occasionally makes an odd clicking/giggling noise. Meckle can vary in shape, size, and color.
Created by Fennic
Mirror DeerCreated by Fennic
A fairly new addition to Shaman, these creatures seem to have been brought along from the distant world of Knell! Mirror Deer resemble ordinary deer, but are typically on the smaller/petite side. They have shaggy green fur and extensive antlers coated in a shiny metallic substance that reflects light; both males and females keep their antlers year-round. They are always found in identical pairs (pairs may come together into small herds, but there are always even numbers with a maximum of 8 adults) and always produce twins from every breeding. They are extremely shy. Their meat is poisonous to most fairies, likely the result of the final "gift" from their patron goddess/creator, Novee, before they were transferred to Shaman.
Created by Fennic
PlatoCreated by Fennic
An extra large beetle (the size of a Galapagos tortoise) that moves so slowly plants, even small trees, can grow on its back.
Created by Fennic
PocobellyCreated by Fennic
Small, black, rabbit-like creatures that appear harmless at first glance. Pocobelly have snake-like fangs, can unhinge their lower jaw, and the powerful ability to suck in any food items in its vicinity, much like a vacuum (or a black hole). Pocobelly that have just finished eating may grow to three or four times their regular size and are often incredibly sluggish/lethargic.
Created by Fennic
Storm FleaCreated by Fennic
A relative of the Golden Flea, this insect is also invisible to the naked eye. Its bite brings extreme bad luck, stupidity, and ugliness for a one week period.
Created by Fennic
TyrikCreated by Fennic
A massive black canine shaped similarly to a Greyhound. The Tyrik’s eyesockets appear to be filled with blue flames. Tyrik are easily recognized by their singed pawprints, vaguely sulfur scent, and hyena-like "laugh". They are considered extremely bad omens, but there is no record of an attack on fairies... yet?
Created by Fennic
ElevulpCreated by Fennic
Elevulp are medium-sized creatures resembling red foxes. They come in four primary "elemental breeds" (described below) though other, rarer kinds have been discovered and are usually the result of cross-breeding between types. They are shy creatures who largely keep to themselves and run in packs of 4 - 6 adults; while largely peaceful creatures who would prefer to avoid confrontation (almost always fleeing rather than fighting) they can be defensive when they have pups. They have a maximum lifespan of 40 years and older members of the species can be quite intelligent; they produce only one or two pups per pregnancy and only breed once every seven years, so they are quite rare. Their summer colors are deep and dark, while their winter colors are softer and more pastel hues. Shed fur can often be found during the fall and spring, but the Elevulps themselves are much harder to find during those seasons. Their natural scent (determined by their element) is quite soft and mellow, but is strongest around their dens and/or when the creature is under stress; collected fur/pelts will continue to smell even long after the animal is gone.
Air Elevulp have short, sleek fur which grows in soft spirals along their body; their fur is normally white or pale yellow with darker yellow/orange ear and tail tips. They have an air stone (Turquoise, Aquamarine, Citrine, Opal, Pearl, Sapphire) in the middle of their forehead and smell like Spearmint. Earth Elevulp have thick, dense fur which is often brown or dark mossy green with lighter green or gray ear and tail tips; they have an earth stone (Amber, Granite, Jade, Malachite, Onyx, Tiger's Eye) in the middle of their forehead and smell like Cedar. Fire Elevulp have long, wispy fur resembling flames, which is most often orange or red with yellow ear and tail tips; they have a fire stone (Amber, Carnelian, Diamond, Flint, Geodes, Sunstone) in the middle of their forehead and smell of like Cinnamon. Water Elevulp have short, slick fur with distinct wave patterns, which is most often blue or green with black ear and tail tips; they have a water stone (Alexandrite, Emerald, Lapis Lazuli, Moonstone, Peridot, Zircon) in the middle of their forehead and smell like Chamomile.
Created by Fennic
BewilderbeestAir Elevulp have short, sleek fur which grows in soft spirals along their body; their fur is normally white or pale yellow with darker yellow/orange ear and tail tips. They have an air stone (Turquoise, Aquamarine, Citrine, Opal, Pearl, Sapphire) in the middle of their forehead and smell like Spearmint. Earth Elevulp have thick, dense fur which is often brown or dark mossy green with lighter green or gray ear and tail tips; they have an earth stone (Amber, Granite, Jade, Malachite, Onyx, Tiger's Eye) in the middle of their forehead and smell like Cedar. Fire Elevulp have long, wispy fur resembling flames, which is most often orange or red with yellow ear and tail tips; they have a fire stone (Amber, Carnelian, Diamond, Flint, Geodes, Sunstone) in the middle of their forehead and smell of like Cinnamon. Water Elevulp have short, slick fur with distinct wave patterns, which is most often blue or green with black ear and tail tips; they have a water stone (Alexandrite, Emerald, Lapis Lazuli, Moonstone, Peridot, Zircon) in the middle of their forehead and smell like Chamomile.
Created by Fennic
A creature that certainly exists but accounts of its appearance are inconsistent and confused as the bewilderbeest causes any who come across it to misinterpret their experiences until the bewilderbeest is safe and away.
Created by Edel
ShuppyCreated by Edel
A recently discovered ray of happiness. The shuppy is a small animal, about the size of a small dog (think a terrier). They have a large head which seems a little too big for their bodies. Their heads have a fin on top while their bodies seem reminiscent of a puppy. Shuppies do not have fur, but have smooth, sleek, and rubbery skin like a dolphin. Their tails are little shark or dolphin tails. They are amphibians and are perfectly happy in or out of the water. They act like little puppies and never seem to outgrow that stage of their lives. The only “power” they have is bringing happiness to everyone and making friends. Shuppies have been known to be baby blue, lilac purple, baby pink or a pale yellow in color.
Created by Renny
Created by Renny
Flora
Evendim
A tiny off-white flower in the shape of the North Star, this is the rarest plant in all of Shaman. It's rarity is due to the nature of it's blossoming, as it thrives and blooms only in virgin forests where no tree has ever been felled by fairy kind. It has dark midnight blue leaves that are long and thin, which the blossoms grow in the center of in clusters of 3. This flower closes during the day, fearing bright light, and only opens when the last light in the sky has turned the teal of evening, hince it's name.
There is an old wive's tale on Shaman that says whoever manages to find this flower and present it to their potential lady (or gentleman) of choice will win their love on first sight of the bloom in their hand. It symbolizes innocence and the desire to love immensely without carnal impurity. Its logical to assume the Evendim flower might be one of the ingredients in love potions.
What's interesting and horrifying about this plant, is the metamorphasis it undergoes if a tree in it's forest is felled. The moment a tree falls in an Evendim forest, the white blooms immediately drop from it's foilage and the leaves start to curl under and downward. By the next evening, the leaves will have turned sharper and broader, sporting a smokey charcoal color. And on top of them will be fire-like stakes of red flowers that resemble sprays of blood (see Red Eve Flower). These red flowers cover entire forests floors, turning them now into aptly named Blood Forests. Once a blood forest has sprouted, the white Evendim blossom never returns.
It is rumored there might still be Evendim blooming in the Kingswood Henge.
Created by Alora
Red Eve FlowerThere is an old wive's tale on Shaman that says whoever manages to find this flower and present it to their potential lady (or gentleman) of choice will win their love on first sight of the bloom in their hand. It symbolizes innocence and the desire to love immensely without carnal impurity. Its logical to assume the Evendim flower might be one of the ingredients in love potions.
What's interesting and horrifying about this plant, is the metamorphasis it undergoes if a tree in it's forest is felled. The moment a tree falls in an Evendim forest, the white blooms immediately drop from it's foilage and the leaves start to curl under and downward. By the next evening, the leaves will have turned sharper and broader, sporting a smokey charcoal color. And on top of them will be fire-like stakes of red flowers that resemble sprays of blood (see Red Eve Flower). These red flowers cover entire forests floors, turning them now into aptly named Blood Forests. Once a blood forest has sprouted, the white Evendim blossom never returns.
It is rumored there might still be Evendim blooming in the Kingswood Henge.
Created by Alora
The moment a tree falls in an Evendim forest (see Evendim), the white blooms immediately drop from it's foilage and the leaves start to curl under and downward. By the next evening, the leaves will have turned sharper and broader, sporting a smokey charcoal color. And on top of them will be fire-like stakes of red flowers that resemble sprays of blood. It has now morphed into a Red Eve Flower. These red flowers cover entire forests floors, turning them now into aptly named Blood Forests. Once a blood forest has sprouted, the white Evendim blossom never returns.
Having been tested by fairy botonists time and time again, it is indeed a different biological species than the Evendim plant. No Red Eve flower has ever bloomed where there was not first Evendim. This flower is highly prized for it's use in dyes. Its powerful and staining color has been used in making robes and flags which, once red, will never loose its potent blood red color. It is poisonous and not ingestible by fairy or animal.
Created by Alora
Ghost GrassHaving been tested by fairy botonists time and time again, it is indeed a different biological species than the Evendim plant. No Red Eve flower has ever bloomed where there was not first Evendim. This flower is highly prized for it's use in dyes. Its powerful and staining color has been used in making robes and flags which, once red, will never loose its potent blood red color. It is poisonous and not ingestible by fairy or animal.
Created by Alora

Created by Merlin

Created by Merlin
It is a small but sweet plant, if eaten. It provides long lasting beauty to the world around it with its longevity. The Butterfly Blossom only ever blooms & dies when sheer evil is near OR regular decay occurs ever 2 years. It is a rainbow flower, in the shape of a butterfly. From 4 wings and two antenna if it wasnt the gradient rainbow coloration one could think it to be real. The Stamen of the flower, are the antenna of the 'butterfly' blossom, while the area that holds the seeds is the middle part often considered the butterfly body.
The Bio-luminescent Butterfly Blossom has two ways to spread itself, assuring that it will have a new generation to bloom wherever it lands within the next two years before the next bloom. The standard way is by birds, bees, or other creatures that rub its fur amongst the pollinating stamen passing it on to other flowers around it. At the same time, it will release the little seed pods which crack open and take flight at night. literally. The soft rainbow glow aura covers the valleys in which this seed passes through, once the seeds land a soft pulsing light is emitted as they burrow just below the surface to begin their growing. Once they have slid under the dirt, the aura vanishes and grass will grow over it (if it lands in a dirt patch without grass it will create the grass, otherwise itll land in a patch of grass). And they will grow for those 2 years, until the last patch dies and its times for them to bloom. They can exist in any environment around Shaman, as long as pure evil doesnt exist they can bloom.
Created by Anailaigh
Lacewood MapleThe Bio-luminescent Butterfly Blossom has two ways to spread itself, assuring that it will have a new generation to bloom wherever it lands within the next two years before the next bloom. The standard way is by birds, bees, or other creatures that rub its fur amongst the pollinating stamen passing it on to other flowers around it. At the same time, it will release the little seed pods which crack open and take flight at night. literally. The soft rainbow glow aura covers the valleys in which this seed passes through, once the seeds land a soft pulsing light is emitted as they burrow just below the surface to begin their growing. Once they have slid under the dirt, the aura vanishes and grass will grow over it (if it lands in a dirt patch without grass it will create the grass, otherwise itll land in a patch of grass). And they will grow for those 2 years, until the last patch dies and its times for them to bloom. They can exist in any environment around Shaman, as long as pure evil doesnt exist they can bloom.
Created by Anailaigh
A medium-sized (very rarely over fifteen metres tall), slow-growing hardwood tree. Its most notable feature is a lacy, light green patterning over smooth, dark gray bark that continues all the way down to the heartwood. Once harvested, the patterning eventually bleaches to white.
Leaves are delicate and frond-like, a rich emerald color in summer and yellow-orange in autumn. The Lacewood often has multiple trunks growing close to the ground, supporting a broad canopy of slender boughs. It has tiny, pale yellow flowers in the Spring.
The Lacewood is rare, and both the tree and its wood are prized for ornamental uses, such as knife handles, combs and musical instruments.
Created by Dema
MonkwoodLeaves are delicate and frond-like, a rich emerald color in summer and yellow-orange in autumn. The Lacewood often has multiple trunks growing close to the ground, supporting a broad canopy of slender boughs. It has tiny, pale yellow flowers in the Spring.
The Lacewood is rare, and both the tree and its wood are prized for ornamental uses, such as knife handles, combs and musical instruments.
Created by Dema
This plant is made up of small clusters of flowers, ranging in color from neon green to vibrant pink to eye-smarting yellow (but always bright and eye-catching!). Depending on the "smell-ee", the scent these flowers produces changes and is always the most mouth-watering delicious scent in that person's opinion possible. This plant is so tempting that people have been known to eat the whole thing in one sitting, with some... interesting effects! Monkweed is named such because monks often used the flowers to aide in meditation as, in small doses, it produces a calming effect (and also has the side-effect of making people incredibly goofy and happy). In large doses the plant can cause hallucinations (all positive, happy ones) and will also change a person's body in some way (for example: someone "high" on Monkweed may suddenly notice their hair is bright pink, or their eyes have turned purple, or that they suddenly have antlers). The effects, for both large and small doses, typically last about 24 - 48 hours.
Created by Fennic
WyrmglowCreated by Fennic
Wyrmglow is found almost exclusively in the Apeliotes Caves and is known mostly for it's light-giving properties. In full darkness, Wyrmglow's favorite place to grow, the moss-like plant emits a soft green glow that is just enough to see by. It grows quickly and is almost impossible to remove completely, it can take over entire rooms within the cave systems in just 24 hours and will cover floor, walls, and ceiling without any problems. If one can get over how bright this can make certain areas, they will find the plant makes excellent bedding as it is fluffy and soft to the touch. Wyrmglow, when smashed into a paste with saltwater, can cure most infections (if applied quickly to the wound). When Wyrmglow has touched blood it turns a dull red color and emits a strange, vaguely menacing smell; it seems to react poorly to murder in particular as entire rooms may turn red if someone is killed there.
Created by Fennic
AgyoCreated by Fennic
This is a rather unastonishing tree, with wide leaves providing lots of shade, with branches starting roughly two-thirds of the way up the main trunk. What makes this an interesting plant is that it's sap is quite adhesive to inorganic matter, such as stone, without being adhesive to organic matter like fairy skin or familiar fur. This makes it perfect for the construction of stone homes, and it is said much of the labyrinth was building using Agyo sap.
Created by Edel
Aura's TearsCreated by Edel
A low-growing, annual wildflower characterized by its drop-shaped, silver-white blooms. The triangular bloom clusters are held aloft by very thin, woody stems - thus, the flowers appear to be floating above the leaves, to a distant observer. Leaves are long and narrow, blue-green in color, and adopt a silvery sheen just before blooming in the fall. After blooming, the plant will die within a few weeks.
Aura's Tears are abundant in the Grove and Kingswood Henge, but rarely seen elsewhere and very difficult to cultivate.
Medicinal properties include -
In a salve: burn relief, treatment for insect bites and poisonous plant exposure, mildly antibiotic. In a tisane: powerful fever reduction
Created by Dema
KhusAura's Tears are abundant in the Grove and Kingswood Henge, but rarely seen elsewhere and very difficult to cultivate.
Medicinal properties include -
In a salve: burn relief, treatment for insect bites and poisonous plant exposure, mildly antibiotic. In a tisane: powerful fever reduction
Created by Dema
The plants look as if they are made of ice or glass, with the leaves shaped like aloe, but clear. They have flowers that are just as see through, aside from the very middle, which were various shades of purple, blue, and red, depending on the flower in question. Upon inspection of the leaves, one would find that the pulp inside is much like aloe, except it has a natural numbing effect on the skin. There is a slightly cool feel to the plants if touched. Discovered by Tarquin in V14.
Created by Cas
Spaniard's FlareCreated by Cas
A flower both modest and ostentatious, named after Mallos, deity of the sun. The stem, leaves and buds of this flower are completely black in winter, spring and autumn. The leaves are stylishly shaped and look a bit like elongated oak leaves. This plant blooms in the height of summer, revealing large vivid flowers of red yellow and orange. The stems and leaves are also transformed with the heat, adopting a pretty ombre starting with yellow at the roots and transitioning to red at the base of the flower.
Spaniard's flare is also useful. Pick a flower and press it between your hands and it will admit a pleasing hot water bottle-like heat. Fairies have taken to collecting Spaniard's flare in summer and drying it out to preserve it for use in winter.
Created by Merlin
Northman's BladeCreated by Merlin
Named for the deity Rhaegar, Northman's Blade is a tall type of grass with golden stems and white feathers. Its leaves are long, thin and shaped like the blade of a Viking's sword. They become straight and rigid when picked. In both forms Northman's Blade is razor-sharp and has been known to give travellers a nasty nick when they walk past. The only thing that can cut Northman's Blade is another leaf from the same plant. Its fine point and long-lasting sharpness means it is often used in place of a scalpel in surgery.
Created by Merlin
Jack Frost's KissCreated by Merlin
Jack Frost's Kiss is a parasitic kind of fungus which resembles frost. It attaches itself to other plants, turning their leaves an icy blue. Plants infected with Jack Frost's Kiss develop dark blue veins in their flowers and stems. Jack Frost's kiss can cause freezer burns and, in cases of prolonged exposure, frostbite.
Jack Frost's Kiss has been successfully cultivated as a local aesthetic and can be used in medical procedures. Essences created from the fungus can be heavily diluted with water to try and control fevers. In the hands of a professional Jack Frost's Kiss can also be used to remove warts and similar growths. Some fairies pick infected plants wearing protective gloves, scrape off the fungus and seal it in packets to create small packs which help to keep food fresh and cold.
Created by Merlin
AngelberryJack Frost's Kiss has been successfully cultivated as a local aesthetic and can be used in medical procedures. Essences created from the fungus can be heavily diluted with water to try and control fevers. In the hands of a professional Jack Frost's Kiss can also be used to remove warts and similar growths. Some fairies pick infected plants wearing protective gloves, scrape off the fungus and seal it in packets to create small packs which help to keep food fresh and cold.
Created by Merlin
A small bush that lives only for one month, and never grows in the same place twice. They produce tiny golden berries that have a soft white-gold glow; the berries sometimes "hum" when being picked.
Created by Fennic
BrawnberryCreated by Fennic
A small green berry (unripe berries are a pale green, while ripe berries are dark, nearly black green) which is extremely bitter. It is rumored to increase someone's strength if enough are eaten, but most people can't make it through more than one or two!
Created by Fennic
IsafruitCreated by Fennic
A triangular purple fruit that has a taste similar to what you would imagine blueberries and strawberries tasting like when combined.
Created by Fennic
Ghost CreeperCreated by Fennic
An ivy-like plant with pale white flowers. The entire plant is only visible at night, and the flowers seem insubstantial and wispy, like a ghost.
Created by Fennic
MuddlebrainCreated by Fennic
A tall black herb with a strong molasses flavor, it is alcoholic and extremely potent.
Created by Fennic
OniyCreated by Fennic
A large, thorny tree with green, white, and yellow bark. Completely still during the day, it "dances" wildly at night and teleports to a new location each morning; one well-known specimen can move up to fifteen miles away in the blink of an eye.
Created by Fennic
Rex FlowersCreated by Fennic
A tiny bush with fragrant pink berries, it smells vaguely of strawberries.
Created by Fennic
SpiceweedCreated by Fennic
A herb that grows in tall stems and has brightly colored flowers with a distinctive spiced flavor. Neutralizes bad odors, including bad breath!
Created by Fennic
SquigglesmudgeCreated by Fennic
A deep violet plant with bright orange and purple-striped flowers that give off a menacing, sulfur-like scent.
Created by Fennic
StinkCreated by Fennic
A red herb that carries an awful smell (similar to skunk cabbage), but has a sweet, tangy taste.
Created by Fennic
YemwavaCreated by Fennic
A small, tasty black flower that gives off a smell similar to that of cinnamon and tastes like Big Red gum.
Created by Fennic
Created by Fennic
rules | contact | credits
home | adhere | adventure | reside | ooc | help
© Shaman 2009 onwards, all rights reserved.