All over the dream world can be found creatures known as summoned creatures or summons. These creatures, if lucky, can be summoned at any time to assist fluffs with a one-time contract where the payment is giving some of your energy (amount of energy being given away varying, as some creatures want more and others little.
Creatures are harmless and require energy to stay in the dream world, which is why they answer your call if you happen to need help. Summons are the ones that Charmers are able to form permanent contracts with, and it's a well known fact that Summons do not speak of the Summoned Realm (as fluffs call it).
Starter characters cannot be Charmers right now, but any character afterwards can. If you do, these creatures are free for you to use, or you can create your own creatures with approval. If you want to use a creature for lore reasons to build your starter character, that is allowed.
Size: Medium
Longleaf is a species that has been summoned from the summoned realm by accident during the war and have been loyal companions since. They will provide assistance to both Charmers and regular fluffs but their top priority will always be their Charmers if they had to choose.
They are curious by nature and love exploring new things. Surprisingly, even though they are a pretty chill species, they are hard to form contracts with. It's said you can get them to contract with you if you give them something interesting or you promise to show them something cool in the future...
Longleafs appear in variety of colours and are always slim and tall with no genitals, lacking feet.
Cracking: The longleaf will crack its body to avoid fatal attacks. It can then put it back together. Can only do this max 3 times before a cooldown of 10 minutes is placed.
Rings go brr: The longleaf can throw its 4 golden bracelets which will expand and trap someone inside. If the rings are broken they cannot create new ones and will need to have someone make them new ones.
Sharp as knife: The longleaf uses the leaves on its body to fight. They can be expanded and controlled. Can block things or slice through things.
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Size: Small
Created by Foxyglove
A skittish species from the summoned realm. They’re highly curious yet equally as shy resulting in their contracts being a tad uncommon. It is believed Alaries can sense “negative feelings”, which drives them away and makes them dislike some people for seemingly no reason. When intending to contract with one, charmers are advised to stay calm and make the Alary feel safe.
Alaries love being pampered and hate not being summoned. They might break the contract if they feel neglected. Although, once they like someone, they tend to be willing to help them out, even if not on a permanent contract.
Because of their fearful nature, they strongly dislike combat and will only aid their charmer in retreats. Insistence of putting them in danger will result in broken contracts, you have been warned.
Fly! Fly!: The Alary binds to a person or object, granting them its wings to fly. The body of the Alary becomes a marking on the person/object while the wings remain visible/tangible.
Stop it!: The Alary can create flashes of light from its wings and/or eyes which can stun targets for a few seconds. When using this skill while bound to someone using [Fly! Fly!], the person is immune to their flashes. It can do this 3 times before having to recharge for an hour.
Rest Form: The Alary can dismiss its own wings, turning them into markings on its body (Each wing tends to go to a paw but not necessarily). Usually it only does this when it feels completely safe but sometimes it does this to hide. It’s also easier to cuddle without wings in the way!
Fly!Fly! skill more details
When bound to a Person: The Alary would rather not bind to just anyone, preferring someone it has interacted with before and/or that their Charmer trusts. Still, they will almost always listen to their Charmer, especially when it comes to helping others (Like getting someone out of danger or helping carry one more person than the Charmer can handle).
The Alary can “feel” what the person it's bound to wants to do by feeling their energy which allows for some coordination when flying around, the more the Alary knows them the easier it is. It’s not really perfect so it’s still smart to give them spoken or physical inputs to know where to go, even just body gestures like tilting your body helps.
When bound to an Object: The object can only weigh as much as the Charmer can carry, with a minimum of 20% their body weight. If it’s bound to an object it needs prior instructions or to be actively given instructions to know what to do. The Alary can “see” through the marking so it doesn’t need to be necessarily verbal commands.
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Size: Small
Created by Fauxcupid
Firelins are the food critics of the summoned realm. They’re especially useful to Charmers who want to cook on the go. The caveat is that for every meal prepared with a Firelin, they demand a portion for themselves.
They’re usually quite needy and perpetually hungry. Each Firelin has its own nitpicky flavor palette, which can make it difficult for a Charmer to secure a contract unless their cooking matches the Firelin’s tastes. Even after a contract is established, Firelins won’t hesitate to leave if served a meal they despise.
Though they can breathe fire and have a rather snappy temperament, they’re not very effective in combat. When threatened, they curl up into a defensive ball and roll away.
Let’s Cook!: Firelins can transform the plate on their back into any cooking surface they’ve seen before (ex: pans, pots, clay ovens, etc.). Their stomach then heats to the desired temperature to begin cooking!
Dinner Time: The end of their tail can transform into any utensil they’ve seen before. This lets them eat food directly off their own back— or poke their Charmer with a fork.
Fire Breath: Firelins can exhale a small stream of fire. This ability is often used to cool their stomach more quickly after cooking.
More coming soon!