Surrounded around the Shuriman Continent are several clans of Brackern, including clans in the Shuriman desert.
Dormun[]
Dormun 1
Dormun 2
A depiction of a Mwatis
1/3
The Dormun are gigantic, slow-moving creatures protected with large chitinous plates covering their body. In the harsh conditions of Shurima they have evolved to survive the perpetual drought by utilizing an unknown sense to locate hidden reservoirs of water. Incidentally, certain nomadic tribes have built themselves a permanent home upon the backs of these beasts where they clean the creature and hunt any airborne pests who venture near.
Eka'Sul[]
Desert goats that travel in herds.
Mwatis[]
Mwatis are goatlike creatures with large plated casques on their heads. Mwati wool and plate are prised for felting and insulation.
Kmiros[]
Gigantic scarabs that roam in swarms, looking for unfortunate travelers to feed on. They seem to be common prey for Rammus.
Beside the Xer'Sai, other creatures from the Void, referred to as 'outerbeasts', can be found in the desert.
Xer'Sai: Creatures from the Void that plague the southern deserts. They are the size of big dogs on average, but can be smaller or much bigger. Rek'Sai, as the queen, is by far the largest and most dangerous of her species. Xer'sai burst from their small burrows and ravage anything nearby, to the detriment of desert caravans. Once dead, the Xer'sai decompose at an abnormally rapid rate and become inedible.
Ralsiji[]
A Ralsiji
A Shuriman Camel 1
A Shuriman Camel 2
1/3
Large and aggressive minotaur-like creatures. They are humpbacked quadrupeds with long limbs and thick horns.
Shuriman Camel[]
A breed of camels native to the deserts of Shurima and are used by caravans as well as common folk as primary mode of transportation. Despite being well-suited for lengthy travels in the desert landscape, they are still prey to a many predator such as the Xer'Sai.
Sandswimmers[]
Sandswimmers
Sandswimmers are massive quadrupedal creatures that traverse the Shuriman desert in cyclical patterns. They got their name due to their preferred method of travel. Their narrow bodies and webbed feet are perfectly design for swimming under the sand. They feed on bugs and other small creatures most desert beasts ignore. Scavengers will often memorize the predictable paths these creatures take, and jump onto their backs to ride as far as they wish.
Skallashi[]
Skallashi
Skallashi in The Great Sai
Skallashi at The Zoantha Cascade
Skallashi near The Sun Disc
Skallashi in Nashramae
1/5
The Skallashi are large quadrupedal herbivores. These hardy beasts of burden are common across Shurima, ideally suited to the harsh desert environment. Their key body feature is their long legs. Notoriously bad-tempered, they are nevertheless treated with great reverence. Their brown hides are often painted with sacred symbols of protection, and their horns hung with totems and charms. While these creatures are mostly used for travel and carrying heavy loads, on some larger skallashi people are able to built miniature rooms for more comfortable travel. To own one is often considered a sign of considerable prosperity.
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"Aye, Old Gaff's seen his share o' strange! First time was the Caretaker 'imself, I reckon. Like a star streamin' 'cross the sky, he was. Felt like the whole world stopped a minute, and it was just me 'n' him…" - Old Gaff's tale, part 1
Level 2
"Sound the horn for the young and old Sound it loud for all to behold. Kings bow down and sing their praise To The Caretaker and his curious ways." - Runeterran Ballad
Bard's Traveler's Call
Songs tell of Bard hiding chimes amongst the towns of Runeterra, said to raise spirits and inspire spontaneous bouts of joyful dance.
“Will we ever find our way out of this forest?” “Ooh, Garen, I know! Bard should inspire us with a song!” “No, he should NOT--Nami, you know how this goes!”
Level 2
“FOR DEMACI--AGHHHHHHHHHH! MY EARS!” - Rugged Garen
Bard's Traveler's Call
“I’m feeling capital ‘i’ inspired!” - Nami Tidecaller
Chime
The entire party--minus a certain starry-eyed cleric--agreed to transition to physical game pieces, in no small part because Bard Bard’s spells were better seen and not heard.
On a little known underground stage, sound becomes light and music becomes feeling. The fact that he never utters a word to his fans only serves to amplify the otherworldly nature of his improvised solos.
Level 2
Fans of the Bard's jazz performance agree on little about the experience--except that the music is not like anything that they have heard before, or since.
Text becomes: "You may put any cards that plant Chimes into your deck during deckbuilding. Round Start: If you have 3+ mana gems, plant a Chime in your deck for each 4Bard that started the game in your deck."
Old Text: "You may put any cards that plant Chimes into your deck during deckbuilding. Round Start: Plant a Chime in your deck for each 4Bard that started the game in your deck."