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Surrealean Chronicles

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  • 03-10-2003 7:55pm
    #1
    Closed Accounts Posts: 317 ✭✭


    If you steal any of this, I will find you and force you to pay...royalties.

    Creatures


    Soul Collector: This creature is of unknown origin, but is known throughout the world for it’s unwholesome pastime. The soul collector, as the name suggests, collects souls, promising the owner long life or money. The creature only takes part of your soul however, meaning you cannot enjoy your gifts. It leaves you craving for more, and it gives you more, taking more of your soul in the process. No one is entirely sure what it does with the souls, but it is widely speculated that the foul beast feeds on them.
    Appearance: Always seen as nothing more than a decaying black robe, soul collectors go to great lengths to avoid people from seeing their true features. An experienced soul collector will always be accompanied by a Desire Demon.
    Habitat: All over the world. It does not seem to have any boundaries.


    Desire Demon: The Desire Demon is created from human souls. She knows all desires and can expose and heighten the desires of those around her. She is always seen as a beautiful woman, with no nails, merely sharp, pointed fingers, giving them the appearance of claws. Desire Demons always do as their masters bid them and like their masters are completely evil. By heightening the desires of others, a soul collector can harvest more souls.
    Appearance: A tall, beautiful woman, with a soft whispering voice.
    Habitat: A Desire Demon is only found in the company of an experienced soul collector.


    Ghosts: Spectral beings that decide to remain behind in this world after death. Ghosts are a most common phenomenon in magical areas, where psychic energy keeps them trapped or allows them to appear physically, a kind of illusion in the majority of cases.
    The most haunted place in Surreal is a small landmass in the Dark Sea, aptly called the Haunted Isle. And easily the most infamous ghost is Snarl, a man who lived in the Mansion centuries ago, cursed by a mage of Arnturach to remain there forever. He is a cold-blooded murderer, ever searching for a way to free himself from his after-life long prison. As the years have passed, he has been consumed by his own evil, and is known only to obey the current lord of the Mansion.
    Appearance: Ghosts come in a wide range of varieties, depending on their deaths, lives and experiences. Snarl is somewhat unique, often only heard as a voice, but occasionally noticed as violently thrown objects or bulging faces in the walls.
    Habitat: The Mansion on Haunted Isle, a place where reality has been eroded and warped.


    Sprites: Sprites are some of the most common creatures in this world. They are known to have adapted to live anywhere, and come in a wide range of varieties. There can be fire, water, earth and forest sprites and there are still many more. It should be stated that sprites are not evil, merely mischievous and have a passion for causing trouble.
    Appearance: All sprites can look entirely different depending on type. They all share the mischievous grin and all are relatively small.
    Habitat: Everywhere.


    Snow Fox: Said to be directly related to Crimthann, the snow foxes are a delight to behold. Living in the frozen wastelands of the North, these peaceful creatures are extremely intelligent and are capable of human speech. They were originally hunted for their soft snow-white fur, but after the mysterious deaths of those that wore the pelts, hunting immediately stopped. These creatures are very sociable and are thought to hold forbidden knowledge.
    Appearance: Somewhat larger than a wolf, they are perfectly camouflaged against the snow.
    Habitat: The extreme north


    Dragons: These legendary creatures are thought to be mainly ferocious, but in all cases this is not true. Some dragons shy away from human contact, naturally docile and harmless. Others however are very dangerous, attacking livestock and people. All have the natural ability to breathe fire and all have incredibly thick scales (dragon scales are a prized possession of knights. The scales make a formidable poison and are said to be lucky).
    Appearance: Reptilian features, sharp teeth and a thick scaly hide covering their massive bodies (Note: Gold Dragons live in the Mountains of Kalark and are very much more civilized than their cousins).
    Habitat: Generally attracted to volcanic areas.


    Vampires: According to ancient legend, The Almighty first created an immortal like him and called her Takara, the first vampire. Takara was pure and without evil, and she did not even have to drink of blood to survive, going hundreds of years at a time without it. Then, He asked her to make a sacrifice. She must never under any circumstances make any vampires like herself. She agreed, and was then destined to be unique but alone in this world. Millennia passed without mishap, when suddenly, as always, a mistake was made. Takara did not need to drain a victim of blood as she was pure, but some of her vampire blood mixed with a victim’s blood and the first evil vampire was born. He was completely mad and his eyes were filled with bloodlust. His name has been lost in the mists of time, but he created other vampires and no one was safe. Then, The Almighty came to Takara and he was wroth with her. She begged for his forgiveness, and he warned her once again never to make any more vampires. Since He could not destroy the new vampires, He changed them in many ways. They lost their magical powers (although it is said some retained these); they could not awaken at day lest they be killed and that they must remain in the dankest and lowliest of places in the world. It is now known that vampires are still immortal, because Takara’s blood still runs through their veins. Takara still roams the world, a lady of wealth, nobility and almost god-like powers.
    Appearance: Human features, mad eyes and they always have very cold skin.
    Habitat: Strictly confined to set areas. The highest population is in the
    Dead Forest surrounding at the Abbey.



    Living Stone: These extremely rare creatures are almost unheard of, the most famous being Takara’s cat, a gift from The Most Powerful so as to ease her suffering and loneliness. Living stone was not always so rare; most was exploited and used up. All things that are created from living stone breathe, eat (rock) and live, have a personality of their own and are influenced by their surroundings. Once again, these creatures are immortal but are very easily destroyed accounting for their rarity.
    Appearance: They come in an array of different shapes and sizes. Some are giants and some are human-like.
    Habitat: Completely unknown.



    Morph Mice: Amusing creatures, morph mice are kept as pets in the southern areas of aristocratic life in wealthy cities such as Caranthia and Suraz. They inhabit houses (there are no wild forms) and act in precisely the same manner as their other rodent cousins, with one exception. It is completely unknown how this came about, but morph mice have the uncanny ability to change into household objects such as cups, candles, keys, toys, matchboxes and numerous other objects. All of the mice are now either tame or household pests causing very unexpected mishaps!
    Appearance: Mouse like changelings.
    Habitat: They inhabit many old houses (though some may be kept as pets in the south).



    Nymphs: A member of the sprite family, nymphs live in isolated areas where there is a lot of water (a small colony live near the Mansion on Haunted Isle). Nymphs are in almost everyway like sprites, but with a few exceptions. Nymphs are completely translucent most of the time (giving rise to the name “water-sprite”) but take on the form of beautiful women out of the water. Nymphs can be good or evil. In their evil form, nymphs are referred to as syrens, women-like creatures luring sailors onto rocks with their entrancing voices. More commonly seen are good nymphs (described above) and are at the most mischievous.
    Appearance: Transparent.
    Habitat: Anywhere with an abundance of water.



    The Silent Ones: Supposedly a race of man, although these people are not entirely human. Their origins date well back till the time of creation when they left the human tribe for good. They are a peaceful race, and trade between humans and these people has lasted eons. The Silent Ones are born usually with dark hair and green eyes (there are exceptions but these are their most common characteristics), and their peculiar name derives from their sense of communication. The Silent Ones are all born telepathic and seem quite unable to use speech. This power goes to the extent of allowing the Silent Ones to communicate with any amount of people from any amount of countries, and can even “speak” to some animals. They make brilliant interpreters and surprisingly lie detectors, pulling the very thoughts from a person’s head.
    Appearance: Usually dark haired and bright green eyes.
    Habitat: Their country of origin is Torerre, where they still preside.



    Phoenix: Along with the griffins, phoenix have always been emblems of powerful and wealthy families. They were thought to be myth until a certain volcanic island (The Isle of Flames) was discovered to be a nesting ground for some species of dragons and phoenix. Phoenix have indefinite life spans, dying briefly only to be reborn in it’s ashes. Sadly, these wondrous creatures are extremely rare (this is believed to be because a phoenix may lay one egg in it’s entire life) and are even harder to find, supposedly appearing to those of pure heart.
    Appearance: A large bird consisting of fire.
    Habitat: Largest concentration is on the Isle of Flames.


Comments

  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Shuaker: This is what can be best described as a gigantic sea serpent. In the past, these fearsome beasts swarmed the ocean, swallowing whales, ships and anything else that floated by it’s gaping mouth. Reports from terrified sailors and on-lookers standing on the shore may have been exaggerated, but all stated that “something just came out of the water and swallowed the ship (or what ever else was in the vicinity) whole. They are said to live for eons killing each other if there is nothing else to eat. Incidentally, this is what has appeared to have happened. Sightings have decreased to an extent that they are almost unheard of. Legend has it that one solitary Shuaker still survives, feasting on those who dare to cross its path.
    Appearance: Accounts are sketchy, but what can be agreed on is that it is immensely long and that it has at least a dozen eyes and that it’s fang filled mouth is last thing you’ll ever see.
    Habitat: The oceans and seas of the world.



    Griffins: Griffins are noble beasts, highly intelligent and unfailingly polite. They can learn to speak many languages, enjoy reading and curiously, harboring treasure. A griffin’s lair always contains gold, jewellery and other expensive items. Griffins are often employed to guard royal treasuries, to watch over the treasure and ward off likely thieves. They are said to sleep with one eye open, and their talons can rip a man to sheds.
    Appearance: The Griffin has the head of an eagle and the body of a lion (Note: A griffin always walks upright).
    Habitat: Unrestricted.



    Banshees: Banshees are very rare nowadays. They generally exist for specific families (as a matter of fact, the only place where banshees exist in any numbers is around The Abbey) and are harbingers of death. Her despairing wail when heard means someone is about to die, but death can sometimes be prevented. They occasionally appear beside the sickbed and help the departing soul on its passage to the other side.
    Appearance: Usually a frail old woman emitting heart wrenching (or blood-curdling) cries.
    Habitat: The banshee will always follow those belonging to certain ancient families.



    Hobgoblins: As the entire world knows, most vampires live deep within The Dead Forest surrounding The Abbey. However, on the severe outskirts of the Forest, the City of the Hobgoblins may be found. Hobgoblins are notoriously malicious and extremely magical. They take pleasure in harming others, but under no circumstances may they deliberately murder any living thing. Also, the combined evil of the hobgoblins and that of the vampires creates a most unusual side effect. What can only be described as a “consuming, black fog” develops which encases all living things in perpetual stasis. This works to the vampires advantage, who are, after all, not alive. However, the hobgoblins live in constant fear of venturing too far into the Forest. Therefore, they must gather the Everon light (like the monks of the Abbey), which is the only substance that resists and repels the black fog.
    Hobgoblins are harsh creatures that are known for their bullying nature and frequently enslaving others to do their dirty work. Indeed, Queleps are a species created by the Hobgoblins to do manual labour. Despite the harsh exterior of Hobgoblins, they are actually quite intelligent, which makes them even more dangerous.
    Appearance: Short, muscled and considered very ugly.
    Habitat: The ancestral home of the Hobgoblins is their city in The Dead Forest, but most leave as soon as is physically possible.



    Joytanen: These creatures are distant relatives of the unusual gold dragons of the Kalark Mountains and of the vicious dragons scattered throughout the land. Joytanen are fun loving and peaceful, and are assigned with the task of recording events throughout the world. They live in the surrounding area of the Great Hourglass in Creator’s Glen. They lay claim being some of the very first creatures ever created, and are exceptional timekeepers.
    Appearance: Small, blue dragons with a peaceful and loving nature.
    Habitat: Most live in Creator’s Glen, but a few travel to foreign countries gathering records.


    Black Dows: Black, cat-like creatures with the power of telekinesis. They are the self-proclaimed priests of Raykell. They are extremely formal and very peaceful. They build temples all over the world, proclaiming Raykell’s name. Their main temple is situated beside the River Healing, whose waters can bring any living thing back from near death, be it illness or grievous injury. Black Dows are usually docile, but can be quite violent if provoked and despite their diminutive size, are actually quite powerful.
    Appearance: Small black cats with the gift of speech and mysterious psychic power.
    Habitat: Being missionaries they live all over the world, but most live in the Temple beside the River Healing.



    Ulanians: Short, intelligent creatures with an unquenchable thirst for knowledge. They investigate other cultures and are always well versed in folklore, historical events and current affairs. They are very small and almost completely covered in fur except for their large brown eyes. They live in the trees high above the earth of the Permanent Forest. They keep Vayshn as pets, who they use to sort through the perpetual clutter of Ulania. They adopt a peaceful manner towards all civilizations for the purpose of learning and also for trade.
    Appearance: Short with furry bodies and very curious and clever expressions.
    Habitat: Most densely populated in Ulania, Permanent Forest.



    Foresets: Foresets are syrens and are closely related to Nymphs, sharing their affinity for water and beauty. They are however, moderately evil and unlike the Hobgoblins are able to inflict pain and commit murder. They are fortunately flighty creatures and will only kill if extremely agitated. They are a deeply musical culture and mostly keep to themselves. The only significant difference is with that of the Silent Ones, and even then this is always marginally hostile. Foresets are predominantly female, are skilled in the magic arts and are well known for their amazing singing voices (only occurs in females). A Foreset can use this to her advantage, hypnotizing unwary people into doing her bidding. On the whole, they are best avoided, as despite their innocent looking appearance, they are very conniving.
    Appearance: Human, but with beautiful features and voices.
    Habitat: The Island situated in the middle of Omadane Lake in Varasia.



    Everon: This is actually a star that appears only every 100 years due to an irregularity involving the orbital patterns of the moon (at least according to the Ulanian astrologers). This second star gives off a greenish-blue light very different to that of the sun. The other abnormality of this star is the fact that it’s very light is palpable and even more startlingly, alive. The light is known for it’s healing powers, the repulsion of evil and it’s activation of many of nature’s important events (for instance, the Everon tree will only bloom in it’s light). The Hobgoblins and the monks of The Brotherhood’s abbey all gather Everon light, and Joytanen mate on the night of it’s shining.
    Appearance: It’s light (what more can be said!)
    Habitat: Everywhere.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Callacht: These are hermits, shunning all contact with the outside world. They live in the Permanent Forest meaning they are only regularly seen by the Ulanians. They have a curious bond with plants and trees and are said to have been blessed by Marie, Goddess of the Forest, whom they worship as well as paying homage to Raykell, but on a lesser degree. All Callachts are unfriendly towards strangers and have a muscular build, short with gnarled limbs, giving them the appearance of trees themselves. Their only company is a Cherub, whom they take as wives.
    Appearance: Gnarled and somewhat elderly.
    Habitat: Completely confined to the Permanent Forest.



    Cherubs: These were the gift that Marie the Goddess granted the Callachts. As legend has it, when the Callachts and Cherubs first met, their leaders approached one another with a certain amount of suspicion. The leader of the Callachts was so awed by the beauty of the Cherub’s leader, that he created a single, red rose on the spot. She was so moved by his eloquence that she became his wife, as Marie had intended. Cherubs are basically female angels, saintly, kind-hearted and incredibly compassionate. They live life to the full and are never judgemental. They are not pushovers however as they do have quite a bit of power. They are immortal, as are their husbands but are much more accepting and enjoy company, though they will not stray far from the Permanent Forest.
    Appearance: Innocent, sweet and beautiful.
    Habitat: They live in the Permanent Forest and will not be found far from here.



    Vapours: These are very unusual creatures on the very edge of being alive. They can exist just about anywhere, but are born of evaporating ice in the frozen barrens (which happens very, very rarely). They are merely a shimmering in the air, infrequently seen and never heard. They have no culture of which to speak and they do not eat and obviously do not breathe. They carry with them a sense of watchfulness that most find unnerving, though they have never acted in any sort of a hostile manner. They seem merely to have a kind of mild curiosity about others. They appear to be the only inhabitants of Myneer City, a ruined city that merely appeared the day the world was made. It has long been speculated that the Vapours could be guarding something there, but due to the harsh environment and the eeriness of Myneer City, nothing has ever been found. Whatever happened to Myneer City and what lies there now will probably forever remain a mystery.
    Appearance: Almost completely invisible, Vapours only acknowledge their presence through a feeling of awareness.
    Habitat: Everywhere, but concentrated in Myneer City.



    Triffews: These are often referred to as “The people of forgotten purpose”, a phrase that is often a source of amusement for many cultures. Triffews were proud, strong and war-like. The one mistake the Triffews made was the fact that they were cave dwellers. This may not seem like a terrible mistake, but it had a very subtle effect. It all began with the discovery of Living Stone. At first, this was sculpted into horrible weapons of war, but as time progressed, the Triffews changed. They began to appreciate art, and their main occupation was sculpting or otherwise art related. They also changed physically. They developed huge, round eyes allowing them to see in the dark, and they grew larger to deal with cave living. The colour of their skin changed, and they needed large quantities of food and water to sustain themselves. They no longer felt the need to fight, nor did they need to. They now had an army of Living Stone to do their bidding, and they could sell their creations to others. Thus they forgot their proud ways, and they lived in peace.
    Appearance: Most unusual looking; pale skin to the point of being blue, tall and well muscled and large eyes.
    Habitat: They live in caves in the cliff faces over looking the sea.



    Maraeys: These are the blind metal smiths who live on the severe outskirts of the golden Kalark Mountains. They are human in shape, but with a few differences, the most noticeable being the huge unseeing eyes. They are the only people brave enough to come so close to the home of the dragons, but they certainly gain enough wealth for their effort. They are known to be a very serious people, but they express their emotions in their incredible jewelled artistry. Apart from being known for their skill, they are renowned for great reflexes and highly heightened senses. They are always born blind, but have a curious instinctive knowledge of colour, shape and the world around them. They are polite, honest (they will never lie), and they are a nonviolent people. Maraeys are respected by all races of creatures, and monarchs greatly prize their jewel work. They do have an aversion to sunlight, though, due to their sightless yet delicate eyes.
    Appearance: Very large white eyes, they look fairly human, although their slightly scaly skin and lizard like tail are something of a giveaway.
    Habitat: The furthest outreaches of the Kalark Mountains.



    Grims: These are the messengers customarily used by the occupants of the Mansion on Haunted Isle. These are curiously like miniature Soul Collectors, but are not quite as evil. In appearance, they only differ in their diminutive size and that you can see their faces (a fleshless skull). They are mischievous, and in extreme cases slightly malicious, but they are efficient heralds. Through extensive use, they have now been domesticated, and are generally unharassed by all cultures, even during war, but it’s not like anyone would actually want to. Other abilities include the extremely useful ability of flight.
    Appearance: Cloaked in small black robes, skull-like faces floating mid air with insane glee.
    Habitat: They live in the Mansion, though they carry messages throughout the world.



    Kesffler: An amazing stargazer living solitarily on the southern forest archipelago where he can ponder the future peacefully. He is very wise and can see all that lies before those that may cross his path. He has embraced this gift and his Destiny without doubt or hesitation and has perhaps even more power than a God. He is honest, kindhearted and loving. He may never reveal the entire future, but he can give clues towards it. He tries to be neutral in all worldly matters, but he does not discern between good and evil. He is not of any specific race, though he is frequently seen as a very old man in a simple grey robe, but he is fond of the shape of a great eagle. No one knows of his origins, but he knows secrets that none other may know in any world.
    Appearance: He can take any form he wishes, but is usually an aged man or an eagle soaring through the open skies.
    Habitat: He lives in the southern forest archipelago just below Omadane Lake on the southern tip of the continent.



    Ogres: Giant monsters of horror and evil. They roamed the world at will for a short period of time destroying and plundering. They were banished by the Gods to the Underworld millions of years ago. Industrious Burrowers extending their underground empire have since disturbed these caverns. The Ogres lost most of their power during their years of isolation, though their power derives from the world’s evil and an overwhelming need for revenge. They cannot stand light of any kind and, according to legend; the Ogres were trapped and lain in slumber with the sound of a simple flute. Since then, they have despised the sound, though it actually does them no harm. They cannot come to the surface, and those that live in the underground have taken it upon themselves to deal with them. All Ogres are horned, are approximately twenty feet tall, have incredible strength and wield a variety of evil powers. One can only imagine how powerful they may have been eons ago. They despise all goodness and will do all in their power to destroy it. Luckily, they also despise each other, so there is little chance of them working together.
    Appearance: Horned, huge and deadly.
    Habitat: Deep within the bowels of the earth where they slumber, waiting to destroy those that would disturb them.



    Burrowers: These animals are monkey-like in appearance with sharp claws for digging and amber coloured eyes. They are very socialable and roam in packs. As their name suggests, they create huge, extensive burrows, so much so that many used by other creatures for their own homes. These tunnel systems are kept very clean and are renowned for being structurally sound. Indeed, these underground neighbourhoods are a relative menagerie of wildlife. Frenuas have even adapted specifically to living there, where they live their lives caring for all these strange animals. Burrowers are the only animals that are known to battle Ogres on a regular basis, though they do not defeat them easily. They only win due to their huge numbers, and their mysterious musical instruments.
    Appearance: Small and curiously intelligent creatures, they dig into the soil to create their gigantic tunnels, from north to south. Other peculiarities include their highly unusual language which no one but they may understand.
    Habitat: Underground, finding and using natural caves wherever they can or improvising their own, occasionally finding a slumbering, vicious Ogre.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Burrowers: These animals are monkey-like in appearance with sharp claws for digging and amber coloured eyes. They are very socialable and roam in packs. As their name suggests, they create huge, extensive burrows, so much so that many used by other creatures for their own homes. These tunnel systems are kept very clean and are renowned for being structurally sound. Indeed, these underground neighbourhoods are a relative menagerie of wildlife. Frenuas have even adapted specifically to living there, where they live their lives caring for all these strange animals. Burrowers are the only animals that are known to battle Ogres on a regular basis, though they do not defeat them easily. They only win due to their huge numbers, and their mysterious musical instruments.
    Appearance: Small and curiously intelligent creatures, they dig into the soil to create their gigantic tunnels, from north to south. Other peculiarities include their highly unusual language which no one but they may understand.
    Habitat: Underground, finding and using natural caves wherever they can or improvising their own, occasionally finding a slumbering, vicious Ogre.



    Andenians: This civilization lives in small villages scattered throughout the midlands and on islands along the Wandering River. These are a seagoing people, and are not prone to being terribly honest. They are greedy, brutish, blunt and don’t have much in the way of intelligence. They do however provide a valuable service to the other peoples of Surreal. They transport people across the Wandering River or towards the Isle of Flames (for a price, of course). They are the only people who can sail these treacherous waters. They are notoriously brave and are considered barbarian by more sophisticated peoples. They are shrewd though despite their crude appearances and can easily extort money from others, and delight in doing so!
    Appearance: The Andenian race are sea-faring trolls, shrewd, cruel and quite brutish in nature, though necessary none the less as they provide the only passage through the midlands and towards the Western Gulf (between The Permanent Forest and the Saline Desert.)
    Habitat: They live in the port towns along the Wandering River, and some may even live on the bank of the Dark Sea, an inland sea to the north of the Kalark Mountains, where the source of the River may be found.



    Rytrives: Few are fortunate enough to glimpse such beauty as that of the Rytrives. These splendorous beings are created through the use of Everon. Once this wondrous substance mingles with the icy winds before it reaches the earth far below, it transforms into the Rytrives. They carry with them the arctic winds, and their tinkling laughter may be heard in the gentle breezes and raging gales. They are not terribly strong and they do not understand emotions such as anger and sorrow. They are completely innocent, assuming all things are good. They glide through the sky continually, enjoying life to the full. They are pleasant creatures, and will help others on the occasion, but they are often too flighty to understand. Some of the more unusual characteristics of the Rytrives include being able to increase the happiness of those around them (more or less the opposite of a Desire Demon’s power), and they are able to choose when they may “die” in the least sense of the word; as they will fade away only to return again with the next fresh gust of wind.
    Appearance: As blue as the sky, with a shock of hair as white as the clouds, also occurring as what could be called “a broken fur” and a faint, glittery luminance as they traverse the Surrealean skies.
    Habitat: High above the earth in the deep azure sky.



    Frenuas: These creatures are polite, caring and almost sickeningly sweet. They live underneath the earth, caring for the menagerie of animals in the Empire. They are very nice to the point of being subservient; making them easy targets for those that may wish them ill. They are medium height with pointed ears, grey eyes and pale hair and skin. They travel behind Burrowers, letting them dig the tunnels and battle the vicious Ogres. They can transform the earthen corridors into incredible architectural artworks. They have a relative amount of power in the magical sense, though it is only defensive and basic.
    Appearance: Average size and pale due to lack of light. They tend to be very panicky when put under pressure, but are otherwise harmless and quite self defacing.
    Habitat: The underground Empire.



    Thunderbird: The origins of this fiendish monster have been lost in obscurity. This terror is once again found only on the Haunted Isle and is the only one of its kind. Its semblance may be found on the Isle’s coat of arms. It is the sworn enemy of the phoenix and they fight eternally, (as depicted on the coat of arms), causing apocalyptic damage. The Thunderbird is as dark as night and is completely evil, a source of perpetuating malevolence. There have been very few sightings, and the Thunderbird is reputed to have been here since the beginning of time! All attempts to learn more about this mysterious monster have been inconclusive; so all facts are interwoven in myth and legend.
    Appearance: A gigantic bird as black as midnight and is easily the most vicious and wicked creature in Surreal.
    Habitat: According to legend, a phoenix and the Thunderbird are contained in a secret chamber deep beneath the Mansion.



    Sachetares: The Sachetares were close to being destroyed by a war for a cause long forgotten, sunk into obscurity as happens so often in Surreal. They live in the misty realm of Isterrdar, though none know how they arrived there. It is known that the war was actually stopped by the gods, such was its ferocity. They are wizards by trade, and are able to command the winds and the mists as well as being able to speak to animals. They are fairly competent magic users, and are willing to take on apprentices of any culture. It is said they shrouded their kingdom in mist so as to hide it from their enemies.
    Appearance: All Sachetares appear, well, ancient. They are all tall and thin, with very wise expressions. They also have very long life spans.
    Habitat: Isterrdar, a foggy area to the south- east.



    Inyantis: These are responsible for many things, though they never lay claim to doing so! They have built the Glass Palace, which has now submerged deep below the ocean’s surface. They constructed the highway system that runs throughout Surreal, they farm great plots of land in the midlands, crumble mountains into dust, drain lakes and perform countless other tasks. The reason for their random actions, constructive or destructive, has never been explained though they may never admit doing any of these things due to the simple fact that all Inyantis are mute. They have never spoken a word since time began (or at least that’s what records show) and as for their bizarre behaviour one can only assume that they are responding to some higher cause.
    Inyantis can be a bane or a blessing, spreading plague, herding cattle or building follies. They tend to commit these tasks in response to major world events, going for years at time without doing a single thing. They swarm in packs when carrying out their work and are still a puzzle completely unsolved.
    Appearance: Squat and broad-backed, they are very well muscled with animal instincts but quite peaceful usually, sometimes seen contemplating life or fishing for food. They have two tusks protruding from their mouths, and quills running down their pale green backs.
    Habitat: Anywhere, but mostly in the midland countryside.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Nuvenii: Nuvenii were long thought to be a myth, a fantastical legend too bizarre to believe. Proof has come to light however that they may exist, in the twilight land of Procannya. This land was cursed eons ago and no sunlight has touched it since. Strange creature emerged to the surface to terrorise those that lived there. The most terrible were Howlings, bat-like creatures of gigantic proportions that fed on flesh in the perpetual nightfall. It was considered the highest punishment to be sent there. If you got out alive, you were granted freedom. None survived. In the middle of Procannya there is an unnamed mountain, the highest point in all of Surreal. It is here that the Nuvenii are supposed to live, safe from all monsters. They feast on the moonlight that constantly shines there, honing their mental and physical abilities to the very limits of mortals. They are very skilled in enchantments, and are very secretive. They can see all from the mountaintop, meaning they know much about the outside world. They are the only people who can survive in Procannya, and all those that wish to know more about the Nuvenii can only meet them on the border, for the curse keeps all its occupants prisoner. There are no known maps of Procannya, and the Nuvenii never make any, so as to protect their secrets.
    Appearance: They are all about five feet tall, average weight and are reserved in their behaviour. They tend to speak in a murmuring whisper, and the all wear grey robes to match their fur covered bodies.
    Habitat: The Nuvenii are only to be found in Procannya, the land of eternal darkness.



    Eeries: Phantoms that live in the swamps between Isterrdar and Varasia. Absolutely NO one goes there!!! They are the Will o’ the Wisps of Surreal, and do terrible things to those that cross there paths. They are solitary creatures for the most part, but one will often go out of their way to “light the way” for some foolish or brave traveller with their small lanterns. They lead into a quagmire, where the Eeries will swarm to and tear the poor soul limb from limb. The Eeries can attack physically, though certain charms and amulets (created by the Sachetares) protect travellers from bodily harm. Though the mind is still open to all sorts of horrible mental weapons, leaving many of the few travellers that venture into the swamps insane and worse than dead anyway.
    Appearance: A sort of misty texture, with evil lamp-like eyes like that of their lanterns. Further information can never be pried from the gibbering victims.
    Habitat: The swamps and marshland between Varasia and Isterrdar. Eeries also occur in the most evil place in Surreal: Haunted Isle.



    Wicthiums: Powerful and wealthy people, they have spent the last few centuries ruling over several of the Eastern Provinces, which they conquered through several long and bloody wars. They are a proud people, but diplomatic, ruled over by The Council of Warriors. In general, they have actually greatly improved the lives of their subjects, though only Wicthiums receive barony or titles of any worth. Truth be told, they have become something of a secular society, paying very little attention to Raykell anymore!
    The Eastern Provinces are cold, bitter and, in some places, very dry. The land varies though, due to its massive size. However, all know that none may venture towards the Northern Barrens border, for it is plagued by monsters of ice.
    Appearance: Flaxen coloured hair, very strong and brutish looking. Although they are no longer at war, they always keep some sort of weapon at their sides (double-sided battle axe is always preferred).
    Habitat: The Eastern provinces, an unexplored barren wasteland with unknown borders.



    Unicorns: Pure, mystical and the embodiment of innocence, unicorns are immaculately beautiful and incredibly magical. Unicorns have long been prized by all people (especially humans). Be warned, to touch a unicorn with sin in your heart is considered the greatest profanity. Only those with a pure soul may approach a unicorn. According to legend, to catch a unicorn, you must use a beautiful young woman as bait, and while the unicorn lies down by the woman, the hunters may move in…
    Appearance: A beautiful white horse, with a single horn at the base of their forehead. They are very rarely seen, using their incredible agility to escape and any who have tried to follow them have found them to have completely disappeared.
    Habitat: Certain places flow with magical energy, and creatures such as the unicorns are usually attracted to these areas.



    The Enchanted Glen: The Enchanted Glen is not actually alive, it’s just that it’s inhabitants are so assorted it would be completely impossible to list them all. The Enchanted Glen is a magical “hot-spot”, attracting dozens of creatures such as fairies, fauns, gnomes, dwarves, elves and many others. This mystical society lives in peace, more or less. The magical overflow also attracts some more unwholesome creatures to the glen. Other regions exist, though the Glen is probably the most well known.
    Appearance: A small wooded glen, teeming with life.
    Habitat: The Enchanted Glen lies within Yonmula, the land of human origins, though no men approach this almost sacred place, for they fear it like the plague.



    The Hellhound: Haunted Isle is perhaps best known for it being the most cursed spot in the world, a veritable fountain of myth and legend; murder and intrigue. One of the least known about is probably one of the most horrific. In a small disused attic room lies a seemingly ancient and ordinary chest. The chest itself is not the object of the curse however; it is the content that is dangerous. In it there is a beast from the darkest reaches of the underworld. The chest is referred to as “Hell’s Box” and in it is a creature of evil and power: a hellhound. The box was found when the Mansion was first being built. On it was an inscription, a warning to those that had dug it deep from the ground. “Beware ye that disturb this box for in it lies your death if ye open it”. The hellhound is a beast that not only possesses ghostly power (vanishing, passing through walls etc.) but it burns souls with its eyes of flames and supposedly it is the only thing that can “remove” ghosts. It has been set free only to be recaptured again after a few minor deaths. All fear it, especially the ghosts within the Mansion who believe it feeds on souls.
    Appearance: A gigantic black hound with evil red eyes of flame and emits a horrible baying like the howling of the damned.
    Habitat: It usually remains in its chest in the attic of the Mansion, waiting for one who would freely (but foolishly) release it to terrorize Haunted Isle.



    The Beast: Immortal most certainly, this monster has lived in the Mansion’s Clock Tower for centuries. People generally stay away from there, as all those who attempted to remove (or in some stupid cases, kill it) the beast have been found stripped of their flesh outside the Mansion’s oak front doors. It has been sighted rarely and even then only seen vaguely. It appears to be intelligent in a primitive sort of way and, strangely enough, since it started living in the Mansion, the clock has not stopped working over the past five hundred years or so…
    Appearance: Seen only as a dark, low figure, emitting a horrible rotting smell.
    Habitat: The clock tower in the Mansion.



    Tempestiarii: A coven of witches, these were the “storm-makers”, women who had undergone so many magical transformations they were barely recognisable as human. They controlled the weather, and had several other magical attributes. Most of their kind are now extinct, but one intriguing legend lives on in Haunted Isle. Presumably, Kystra, Queen of the Tempestiarii, having won the heart of the foolish lord, was attempting to summon forth the end of the world. But at a crucial moment before the spell was ended, the locals attempted a last defence when she was at her weakest, deep in the lower dungeons. The legend now states that Kystra simply vanished, leaving only her sapphire necklace. Immediately, her beloved cat snatched up the necklace and vanished, leaving the spell incomplete, perhaps to be finished in another time.
    Appearance: Quite often, the Tempestiarii resembled hags due to their black hearts.
    Habitat: Drawn to evil sites, usually used for their unspeakably dark rituals.



    Serpents: Suspicious creatures that live in the tropical jungles of Ka-Lisstarr. As the name suggests, they are typically long green serpents with a thirst for knowledge and a great understanding of numbers. They are not very diplomatic; in fact, Serpents could be described as being quite racist. They a most unusual sibilant language with something of a cultural lisp. They are extremely poisonous, and easily agitated by those who cannot keep up with their own intelligence. They are NOT in any way modest and are on a certain degree despised by other peoples. The Serpents for now live in a kind of tense peace, and the only other interesting thing that could be said for the Serpents is that over the centuries they have accumulated a huge library (The Pylarrth Archives) a dank and very damp collection of books, mostly devoted to mathematical study.
    Appearance: A large, thick snake about five feet long, of an acid green colour. They have two, long fangs which are used to deliver a potent poison, and they usually wear a short ornamental cloak clasped underneath the head.
    Habitat: The rainforest of Ka-Lisstarr.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Humans: Humans have long since entered Surreal through portals in their own worlds. These lie hidden beyond prying eyes, where a select few know how to use them, whereas a few fall upon them accidentally. Each portal has its own set of rules.
    Humans are a war-like people, intelligent but can be ignorant towards the needs of others. They have a great desire for gold, and are not a very spiritual culture. They have a variety of religions, they do not actually worship Raykell, since they are more or less stowaways. If anything, they actually fear him! They are a fairly advanced people, but on the whole have no magic (the exception being a few wizards). They practice trade and diplomacy towards all other cultures, and reside in the land of Yonmula, where the ruined portal may be found.
    Humans are also noted for having built some of the finest cities in the known world, bringing their technology with them.
    Appearance: Tall and usually well built, humans are fairly varied in size and features. Humans can be good or evil. They enjoy a variety of sports and are ruled over by a king and queen.
    Habitat: They originally come from Yonmula, through a portal which now lies in disuse. Humans have by now migrated to all parts of the world, mostly living in large cities or in other notable communities (such as the Abbey in the Dead Forest).



    Trekkers: The scourge of the Saline Desert, these creatures guard their territories with ferocious tenacity. They are known to be the only creatures that can survive in the harsh climate. They range across the shifting sands atop gigantic lizards.
    Trekkers are usually loners but gather in a feeding frenzy when blood is shed. They have been known to snap a man in half with their pincer-like jaws, though few actually live to report these events.
    Appearance: Their principal uniform clothing are usually a light, streaming robe, covering all of their faces, except for their dark eyes and oversized pincers.
    Habitat: The Saline Desert.



    Spirits: Thought based beings that rely on the mind of others to manifest physically in the material world. They have extensive power, and the greater the mind of their host, the stronger their power. They are responsible for many anomalies in different worlds, but are not to be confused with ghosts, who do feed on psychic energy, but have passed on.
    Usually the host is aware of its unusual occupant, and a symbiotic relationship is formed. However, some act as parasites, draining their host’s energy. Nevertheless, this is very rare and Spirits can be suppressed but not evicted. Spirits will only leave the body at the death of their hosts, or by their own will.
    Appearance: Each Spirit has a basic, inconspicuous form. They can assume many others, depending on the strength of a host’s mind. They remain invisible to all around them excepting those with Spirits of their own, but can be seen physically by all in their most powerful forms.
    Habitat: No one is entirely sure where Spirits originated from, but they can live for eons, but die quickly outside a host.



    Queleps: These are the slave race of the Hobgoblins. They are magically generated and depend on their masters for magical energy to live. They are made do manual labour and, though are regularly bullied; lead decent lives as Hobgoblins will not stupidly mistreat something they have (and must) invest so much power into.
    Appearance: They appear quite short, with large blue eyes. They are well muscled with strong backs, but have unusually baby-like voices.
    Habitat: Queleps are chiefly composed of magic, but their compositions differ depending on materials nearby. Queleps follow their masters wherever they go. To conserve energy, Hobgoblins often “store” Queleps in their memory, keeping the Queleps’ mind and body intact.



    Naiads: The Keepers of the Sacred Fountain, from which the Water of Life flows. These creatures differ from nymphs in that their appointed position has endowed them with a higher power and a certain serenity that sets them apart from their frivolous cousins. They appear more human in appearance also, clothed in pure white robes and are usually adorned with gold jewellery. The Naiads distribute the precious waters to the Gods and other immortals to maintain their eternal lives.
    Appearance: Slightly taller than nymphs with a natural beauty and they do, as with nymphs, have a close affinity with water
    Habitat: The Naiads attend the Sacred Fountains, which can never be reached through mortal means.



    The Gramaen: These creatures descended into the earth at the dawn of creation and have lived there ever since. Gigantic in size, these creatures have but one purpose in life: to consume earth, rock and gem deposits. They are unstoppable. They infrequently come to the surface; they drink water from underground caverns and air in the freshly turned soil under farmland, but they can go for months without either. Gramaen often cause havoc in treasuries, where they are attracted to the vast amounts of gold and precious jewels. They can only be deterred with certain spells and many employ Griffins to protect their assets, though Gramaen are unlikely to be dissuaded so easily.
    Appearance: Somewhat resembling creatures such as that of Living Stone, Gramaen are not unlike gigantic turtles, with enormous shells of granite and diamond teeth. When a Gramaen dies, its body is often found at the surface, and it’s durable body is often broken up and used as foundation in houses.
    Habitat: Encountered uncommonly above the earth, Gramaen live almost exclusively in the Underground Empire, where they often stumble upon the passageways of Burrowers and Frenuas, but pose little threat (except perhaps structurally). Gramaen will also travel far for gem deposits and rare metals, which appear to be something of a delicacy for them.



    Lactis: Lactis resides in the volcanic regions in the western oceans, where he keeps safe the nesting phoenix and dragons. He is the embodiment of fire, while surrounded by water, connected to earth and ever looking upwards towards the air and his source of power, the sun. He is a protective spirit, but woe betide those that would seek to harm those that have deserved his defense. Lactis’ blessing extends to some humans and they become capable of seeing things yet to be in the roaring flames.
    Appearance: The earth itself rumbles and lava spews from the volcanic fissures as Lactis speaks. He is an elemental presence, guiding those that have embraced his power. He has great power and authority over all things aflame, so much so that this is his only physical form.
    Habitat: Lactis’ domain is the volcanic region surrounding the Isle of Flames, but it is said that Lactis is easily contacted simply by staring into a bonfire.



    Phasians: Vampires gifted with the ability to withstand the light of day, even the light of Everon, from whence they have come. For as Everon can create good, it can also create terrible evil. Phasians are somewhat like their vampire relatives, though more robust and do not descend from human flesh. They have immense power, draining not blood, but the very life force from those around them. Legend has it that there is a type of unidentifiable rock type to the south, and no animals approach this landscape, despite the fertile soil. These rocks rise like standing stones, are of the deepest black and are ice-cold to touch. The legend goes that when Everon strikes these rocks it creates a new Phasian, but such claims have never been verified. Curiously though, these rocks are found open after the shining of Everon, cracked like shells. Even more intriguing, at any other time these tomb-like rocks are completely indestructible.
    Appearance: Demonic eyes and fangs (though it has no need for them), Phasians stand about seven feet tall and are very muscular. They move at incredible speed, and practically untested power, their source being all those around them. Supposedly, a Phasian can control gravity at full strength and even remove the will to resist.
    Habitat: Reports of Phasians are quite rare and vague to say the least. They have a grasp of intelligence higher than that of most, and do not seem to be tied down to any particular area, roaming at will whilst searching for unsuspecting victims.


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  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Werewolves: Procannya, the cursed land of eternal night has many strange side effects on those whom are unwanted. Many disappear entirely, but it is known that humans that prolong their stay there are somehow transformed into creatures of the night. Despite their notorious reputation, Werewolves are actually just humans who have changed into wolves and retain their minds. They maintain the power of speech and the alteration is not permanent in most cases. Werewolf changes are closely linked to the phases of the moon, and are most active at the full moon. Werewolves can revert to their original forms at the new moon only, when the moon cannot shine.
    Appearance: Exactly like normal wolves, but a human soul lies within this unusual form.
    Habitat: Procannya is one of the most hostile environments in all of Surreal and once the accursed claims the werewolves as it’s own, they may never leave.



    Yanoroth: Ice demons of the Eastern province. They block the route past these lands, and range in a wide area from the Northern Barrens well down to the land of the Wicthiums. They are said to be the bringers of blizzards and the freezing cold, and the ice sprites serve them. Many tales have been told of encounters with these beasts, and it has been prophesised that one day they should move west to infest the warmer lands and transform them into a world of ice and snow. Since then, the Wicthiums have sworn to guard the border, and for the time being, the Yanoroth will not move against them, but wait for the time that is foretold.
    Appearance: A creature of the cold. They despise heat. Though encounters are (mercifully) rare, sightings tell of being about seven feet tall, a somewhat jagged appearance and frosty blue eyes.
    Habitat: They rule the domain of the north and east, but can come no further.



    Elves: Often presented as jovial characters, Elves are not at all like they would appear in the stories. They appear human, but are short by their standards, all about five feet in height. They are usually fair-haired with sharp faces, and unusual pointed ears (though, to escape notice, Elves will often conceal this). They are, as stated before, not universally happy and innocent, a preconception they find most annoying and even racist.
    Owing to close relations with fairies they have a deep understanding of elemental sorcery.
    Appearance: Short in stature, though they appear human. They excel as a species at archery with an almost natural capability, their preferred choice of weapons being the crossbow or longbow.
    Habitat: Anywhere in the world, they move about as they please.



    Zombies: Corpses raised from the dead to do the bidding of the being that raised it. This is one of the few mystical arts frowned down upon by the magical community, even outlawed in some orders. There are many ways to summon a zombie, one is to wait for the body to die and use it as an empty (but moving) shell. For added intelligence, the raiser can trap the body’s soul inside and bind it in slavery. This involves the difficult combination of necromancy, used on it’s own to acquire answers from the dead. Obviously, this form is much more harder form to control. Alternatively, the raiser can summon some form of demon to control the dead body.
    Understandably, there has been the occasional case of a rotting carcass escaping, and in certain areas do occur naturally (in areas of strong enchantment, for example). They are quite hostile, and incapable of dying…again. One way killing it is to destroy its source of magical essence, often easier than hacking it into small, but still moving pieces.
    Zombies are closely related to Skeletons.
    Appearance: One is often alerted to the presence of the undead by the stench, as they are quite literally decaying but never die.
    Habitat: The odd graveyard or crypt, zombies can also be found gathering at sites of battles etc.



    Selkies: Sea fairies appearing to mortals in the form of seals. Said to be the souls of drowned sailors, reclaimed by the sea where they remain ever young. Legend has it that when Selkies walk amongst mortals, they simply shed their skins and appear once again in their human form as if death had never taken them. They come ashore to try and lure humans back with them into the sea where they will die and become Selkies themselves. In their human form they have a noticeable urge to return to the water and their eyes are seen to flicker fro their human colour to the wide, brown eyes of a seal.
    Appearance: In the water, they appear as grey seals with bright brown eyes. They are immortal and magically proficient.
    Habitat: Found near reefs and rocks, where ships have sunk and sea mariners have found their doom. They prefer cold oceans, where they hide beneath the turbulent water and swirling eddies.



    Skeletons: Reanimated bones frequently used in black magic. Indeed, Kystra, one of the Tempestiarri summoned a skeletal horde by bewitching the body of her lover into the demon Malice. When Kystra disappeared, Malice crumbled into dust. His original powers allowed him to call upon a multitude of skeletons, but was bound to Kystra. He was one of the small number of Skeleton Warlords to have ever existed.
    Skeletons are quite similar to Zombies and other members of the undead. They contain a lot more magical energy, however. Nevertheless, they achieve victory in battle only through strength in numbers, and are quite brittle. They have no conception of defensive manoeuvring, making them fearless in battle despite unbeatable odds. They are somewhat less mindless, and can be resummoned again and again.
    Appearance: Valiant fighters, but without flesh and muscle they really are fragile.
    Habitat: Summoned only. They do not occur naturally-they require too much mana.



    Duiss: The most ancient civilization of Surreal, these prehistoric people have lived since before the beginning of time. This is possible because of the unusual Surrealean time difference, allowing thousands of years to pass in the space of a single heartbeat. This occurs fairly erratically; cramming aeons into minutes in some secluded woodland or meadow. Of course, Surreal moves faster and slower than most other parallel universes, though no one is entirely sure. The Duiss have long since used this to their advantage, their main communities in the immediate area of a portal leading into the Yseel, or “Empty space”, a dimension where time and distance have been warped to such an extent that simply walking in any direction will provide direction in time wherever you come out. This is the claim made by the Duiss, alleging they ensure the safety and continuation of all civilizations.
    The Duiss themselves are well versed in legend and poetry, siring many famous bards etc. They humanoid in shape, though their skin and hair colour appears tinted with several shades depending on mood.
    Appearance: The Duiss are a peaceful community, having attained knowledge others cannot hope to comprehend (perhaps). It is their custom to wear light, serviceable robes, bound at the waist with a sash (no defined colour). Medium height and stature, the pigment altering to suit their manner due to a peculiarity in the state of their blood.
    Habitat: Though many travel as scholars, poets and storytellers, they will often return to their homeland in the midlands.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Xlios: The Xlios of Hyrune’s Law are just one example of magic getting out of hand. Xlios were created through the magical energy released from the acts of magic throughout time and space. They are creatures completely composed of magical build up. Their form depends on they’re surroundings when created. This presents something of a problem in places where magic is stored, such as the Pylarrth Archives. There are several different types:
    Deodos: Small, furry and antennaed creatures, Deodos can pass through objects, often hiding in books. They can move so fast, the static charge on their fur will often shock unwary readers! Most commonly found in the Pylarrth Archives.
    Tay: The Tay can be quite annoying as they have they ability to change inconspicuously into small rocks at will (though they are nocturnal by nature, transforming into rock during the day.
    Ilypn: These creatures appear like Sprites, though without the pointed appearance, but just as mischievous in nature. They look like an artists oilcloth, made up of colliding colours. They can be quite messy; they usually hang out in places like galleries etc.
    Ghouls: Wannabe ghosts, this breed of Xlios puts on the pretence of being frightening, but are really cowards themselves. They look as if they are mere hovering tattered sheets; their usual haunts (if you’ll excuse the pun) are run down buildings and old mansions.
    Yerez: Appears during storms, these beings are born of lightning and can be quite dangerous. They follow phenomena such as ball lightning, and can be quite harmful to humans. Luckily they are rare by Xlios standards.
    Spydra: An example of the darker side of the Xlios family, the Spydra is actually two creatures resulting in a symbiotic relationship. The spider (about the size of a dog) is blind, but uses the magic in an area to partner itself with something far more sinister. To see, the Spydra must use and partner itself with a soulless skull.
    Fluryous: Fluryous exist in the area immediately around The Unknown Lighthouse shining, like it, with a light of their own. The Unknown Lighthouse is surrounded by a maelstrom so powerful, it prevents any further inspection.
    Portal Guardians: As stated already, Surreal is riddled with portals to other realms, times etc., each having it’s own set of rules and of course, a guardian. These beings are one-of-a-kind, created for the sole purpose of guarding the entrances to the other realms. They are all unique and immortal.
    There are many more members of the Xlios family, but it would be impossible to record them all.
    Appearance: (see above)
    Habitat: Anywhere where magic is strong- very nearly as common as Sprites.



    Dryads: Dryads are deities of the woods, forever partnered with their life tree till death. They are flighty creatures and impish in nature. They are the kind of creatures that will only surrender information once some sort of impossible task has been performed (really for their general enjoyment, they don’t really need anything). Dryads are perhaps the sworn enemies of woodcutters, a high number of Dryads indicating the “Enchanted Woods” phenomena, frequently present in Surreal. This results in all sorts of disquieting effects such as talking trees and mysterious disappearances.
    Dryads will protect trees at all costs and do not like to leave their own trees for long (some Dryads never do, choosing to live in the tree itself, when they are then known as Hamadryads). Naturally enough, they become very uncomfortable in towns and cities.
    Legend has it that trees containing Dryads or serving as their partners will bleed if cut down.
    Appearance: They appear as young humans (female), except with green hair and eyes. This will change with the seasons, unless the Dryad is evergreen of course.
    Habitat: Look for signs of human fear and desertion around forests. There is known to be a very high density in the Callacht Woods.



    Grantylic: Inhabitants of the city of Grantyl, this once nomadic tribe settled at the slopes of Mount Rep-Ide, the mountain itself almost completely taken by Aesys, dwelling of many fantastic beings (including several gods). It is a beautiful castle, roofed perfectly with crystal quartz so as to shower the surrounding countryside with colour. One is immediately aware of the awe inspiring presence of power in it’s truest form. Things remain just beyond the range of tangibility. Statues of Living Stone move about at will, ranging from amethyst tigers to jade dragons. It is said to house the Muses (the area itself is known for it’s artwork), sorceresses, gods and beings forever to be unheard of. Aesys also houses one of Surreal’s many portals (guardian unknown) and the castle itself has multi-dimensional properties. The Grantylic honour and respect it greatly.
    Appearance: A reverent tribe, the Grantylic are felines, with slitted eyes and sleek striped fur all over their bodies.
    Habitat: Grantyl from whence they receive their name.



    Opsdon: Once one reaches a point beyond the Eastern provinces (and Yanoroth territory), the climate becomes habitable again. In fact, a series of small landmasses (aptly called the Islands of the Circle because they float with a circular current) are of a tropical nature all year round. This miniature paradise is where the Opsdon are found. The Opsdon are a wealthy race, having long ago discovered the value of tourism for an area like their own (with slogans like “The Floating Circle Islands: A new view every day!”) They are a short, unfailingly polite people and hypnotically convincing (it has yet to be established if their skills in diplomacy are more than they seem…)
    Appearance: Short creatures with well tanned skin. They enjoy glaring bright colours in choice of clothes, and making “bargains”. They also have a second pair eyes above the normal two, allowing them to sleep but still keep watch for potential, but unwary customers.
    Habitat: The Circle Islands.



    Zephyrus: If you continue in any direction of Surreal, you’ll find you actually can’t circumnavigate it. This is because Surreal started off, as with all of Creation, as a thought of Gods (or in this case, Raykell). Surreal is also the by-product of several other universes, leading to the high density of “holes” (or put in a nicer way “portals”). Whole areas of Surreal remain unexplored as it stretches on forever, a universe (or several considering the unusual properties of particular areas) within itself.
    This is where Zephyrus comes in, the wind divinity of Surreal. He appears quite rarely (how many have been privileged to see the wind?), but expresses peace and calm amongst his realms. He has two identical temples, each at the opposite ends of Surreal (which by some quirk of time and space are easily accessible and remain in the same place, despite the fact they should be moving apart). If you ask of his aid, he will (provided you have good intentions) transport you to the opposite end of Surreal. No passage is without its trials however, and to reach the temples one must endure treacherous storms, since outside Zephyrus’ influence the winds run wild and have their own will.
    Appearance: Only signified by a gentle voice, Zephyrus is glimpsed in the rainbow, said to be his glittering robe. Few are blessed to be his followers; they are men of kindness and wisdom and dwell in both of the vast temples.
    Habitat: The Cunan Continent and the Jettin Islet, where his identical temples lie and peace dwells eternal.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Gods: And so we come to the ultimate divinities of Surreal, of which there are a healthy amount. Gods embody the notions and desires of mortals, and for better or worse, get stuck with them. And like mortals, these supernatural beings can be quite fickle and can suffer a rapid change of mind if provoked/worshipped/ignored completely etc. And, as they look down upon the innumerable dimensions, they rarely feel restraint in taking sides in wars and magical disputes.
    Appearance: Each God has a preferred form, but they can change it with their insurmountable willpower.
    Habitat: Some Gods have abodes to call their own, but many live at the immaculate palace of Aesys, in Grantyl.



    Omnius: Demons of the underworld that have chose to live a peaceful life in Surreal. They are a proud and noble race with a great sense of dignity. They are true warriors, a fact that allows them to live in Surreal without much difficulty. But, as they will always insist, they are peace-loving race, given only to violence if tormented. But, they have no qualms about sport, their capital city containing the largest sports arena in Surreal. Some civilizations would call this brutish, but Omnius open their arms to competitors of all races (and usually beat them). They are magical in the basic manner, but what they don’t have in magic, they make up in physical strength.
    Appearance: Tusks protruding from the upper and lower lips, the Omnius have a scaly, dry exterior, with a mane of white fur (also recurs on the wrists). They have almost entirely red eyes, but with black irises.
    Habitat: Omnius originate from the southern continent, the country of Werslu.



    Hicevniat: In the sparkling land of Craire-Sonn, where lush fields of green grass stretch for miles around. The land is in perfect harmony, the picturesque landscape enjoying sunshine but never drought, gentle showers but never floods. It is a land of plenty, of eternal youth and joy. Laughter can be heard in the wind blowing through the trees, praising nature.
    In such a perfect land, one would not expect the apparent emptiness that is felt there, a silent peace that permeates the countryside. And rightly so. For Surreal is a world of enchantment, and nothing is quite as it seems.
    Hicevniat are not the kind of people that enjoy mixing with other cultures, they shy away from other people. But they are not anti-social. They merely act like this because they protect a power, a power so great it must be kept from those who would misuse it. And, is so often with these cases, this power is no secret and magical attacks are frequent (most of which are invisible to mortal eyes). The power is said to have something to do with the strange crystals scattered throughout the land (incidentally, those of the Hicevniat adore shiny objects). These are multi-hued, and grow like trees from the ground.
    Appearance: The Hicevniat people have pearly white skin, beautiful white hair and bright, sapphire eyes. They are a people of grace and nobility.
    Habitat: The Hicevniat are not the sort to build cities and do not have communities as others would see it. They can be seen in the night sky over Craire-Sonn, alighting the air with pale-feathered wings.



    Tulus: Tulus are a kind of subterranean fairy, giving to living in the Underground Empire. In the absence of sunlight (which most fairies crave) the Tulus have developed a much stronger aura than that of other fairies, lighting passageways as they go. They prove extremely useful in the darkened corridors and are by nature helpful. They are great students of magic and are quite sociable. They are not taken to direct attack, so will more often than not be seen flying through corridors on butterfly-like wings after Ogres have been dealt with.
    Appearance: Tulus are very small, growing to about three and a half feet at maturity. Their light is influenced by a number of factors (gender, age, health, mood etc.) They can be quite delicate (fragile even) and have soft crooning voices.
    Habitat: Often accompanying Burrowers and Frenuas, Tulus will also visit the surface at intervals.



    Pookah: Another type of mischievous spirit sent to plague mortals. Pookahs are an unusual group. In corporeal form, they are goblin-like creatures that feed on the fear of others (and derives a terrible pleasure in extracting such fear from them). Thus, a Pookah shall contrive to scare its victim into blind terror, through physical manifestation, defying the laws of physics, possession, telekinetic abilities, spontaneous combustion…and so on and so forward. They are not really injurious (not because they are in some way kind-hearted, only because a mortal is no use to them dead).
    The Pookah are generally classified as members of the “Little Folk”, thought they are quite hard to pin down (or deal with in any way for that matter).
    Appearance: In corporeal form, they are small goblins, but can manifest themselves in many ways. Otherwise, they remain completely invisible to worldly sight.
    Habitat: Usually in the countryside, preferably where strong magic has warped the walls of reality.



    Clairty: Long ago in a distant land, a portal door was opened. Whether it was to a higher level of the Surrealean universe, or another world entirely, is unknown. And it shall remain that way, for when the Clairty emerged it shut. The Clairty is something of an enigma. It is a shapeshifter; able to change it’s appearance to others at will. It dominated over the land where it emerged (here history is blurred concerning how exactly, but it managed it anyway), and called it Kraiedom, Land of Illusions. It presides there to this day, in the form of “The Duke”, a recognisable shape he assumes customarily. He is of a strange humour, not evil but certainly far from good.
    Appearance: The form of The Duke (as he likes to be called) is that of a noble prince with the head of a black panther. As well as enjoying fresh meat, he has a penchant for riddles.
    Habitat: Kraiedom, a land where nothing is as it seems (and in Surreal, that’s saying something).



    Jenttell: The native inhabitants of Jettin Isle, a calm and peaceful race. They are a wise and ancient people, and having lived on such a small island for so long, they have no enemies of which to speak and have very simple needs. And because they are such a noticeably reverent and passive culture, they have deserved the protection of the Elemental Zephyrus.
    They do not pay much attention to the passing of time; most Jenttell live to be about four hundred years old. They take an interesting philosophy that if something is truly important, it can wait, and because of this they see no need to rush anywhere. Another interesting fact about the Jenttell is that they produce most bottles and other glassware in Surreal. For them, it is a treasured art form passed down from generation to generation.
    Appearance: The Jenttell are a race of slow moving dome-shelled reptilian tortoises. They are considerably larger than your average tortoise and are quite partial to fish, which they catch in the shallow waters around the Jettin Isle, but they are also avid farmers, as well as being world renowned for their exquisite crystal glassware.
    Habitat: The Jettin Isle, one of the two domains of Zephyrus, wind elemental of Surreal.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Gremlins: Possibly the most basic choice of minions for the evil forces, Gremlins emerge from the darker dimensions continually over the centuries to prepare for the numerous apocalypses that inevitably don’t work out or just to have a bit of fun torturing mortals. Gremlins have also over the millennia ensured that technology never fully develops in Surreal, the bane of inventors everywhere (though they can only slow the progress of knowledge because they spend a lot of time with Belphegor, demon associated with sloth, so these little lapses allow unavoidable development). They have various powers but have a series of social problems concerning interaction with other creatures i.e., the tendency to burn people to cinders during conversation so caution should always be taken when dealing with these creatures of the netherworlds.
    Appearance: Being born of the fires of a range of hells, gremlins have burnt raw skin with dark, lank and greasy hair growing down their backs. In battle they don armour and take up weapons but, time and again, like better to use their fearsome claws and teeth instead.
    Habitat: Though they can be formed of magic, the gremlin will commonly originate from the devilish worlds of evil and darkness.



    Afsteera: Purest of the elementals, Afsteera is the embodiment of water in Surreal. She is found in the lakes, rivers, seas and oceans throughout the world, symbolizing balance, reflection and tranquility. The nymphs worship and adore her, and she is acquainted with all beings of the water, and treats her subjects with equal attention, guaranteeing the advancement of life and harmony in nature.
    Her abode is the Glass Palace; a construction of the Inyantis that slipped into the sea when it’s foundations gave out, even today it’s spires just above the ocean’s surface. It’s chambers flooded, creating natural coral reefs, and a perfect environment for Afsteera. The palace’s purpose is the known site of a portal, Afsteera being its Guardian. Like her elemental brethren, she has great power and knowledge, but respect must be paid to this divinity, for as the seas are not always calm, her disposition can be quick to change.
    Appearance: Perhaps the original mermaid, Afsteera is the incarnation of purity, ancient wisdom and meditative progression.
    Habitat: Dwelling in the lowliest of places and converting them into spectacular sites of beauty and clarity, Afsteera is found living in the Glass Palace.



    Danovet: Earth elemental of the Surrealean lands. This is the father of the forest deity, Marie, one of the original Gods.
    Danovet controls the ground itself, but is not as inconsistent as the other elementals (he’s “more down to earth”). He is relied on by farmers everywhere and is a rather practical being, not given to frivolity instead enjoying the simple beauty of nature. He is seen in the trees and rock, the very bones of the lands.
    There are, of course, five elements, the fifth being the one that connects the other four together and is balance in a world that would otherwise be chaos. All the elementals must work in harmony with one another, and communicate through little understood creatures known as Esteirs.
    Appearance: Rather rough and rugged, Danovet takes his appearance from nature, so appears not only natural but somewhat earthy.
    Habitat: Everywhere really, it is where he is absent that there is something wrong.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Feresth: The guardians of reality, the dispensers of time and the keepers of fate, the Feresth move through dimensional walls, never truly there. Implying that they live anywhere would be hypocrisy; they live everywhere. They protect the prophecies of the Saline Pyramids.
    Appearance: They have the form of humans; they are always seen in black monk’s habits. Existing in all realms give them a ghost-like form that is unhindered by walls etc. These mysterious creatures will probably remain a mystery until the prophecies can be deciphered.
    Habitat: Everywhere in every dimension…



    Lavarians: Creatures of the Lost Continent of Lavaria, which, strangely enough, they simply couldn’t find one day.
    Legend has it that one day a powerful enchantress, having watched over the land for centuries, and seeing that it’s original glory had been defiled, doomed it’s sinful denizens to an eternity in limbo. The story goes that the curse would only end when three sacred artifacts were returned to Lavaria’s shore. The relics were three in number; The Amulet of Truth, Erep’s Wand and the Crystal Records of Lavaria.
    The curse has reigned for the past three thousand years. Once every century, the continent has returned from it’s dimensional prison, devoid of inhabitants, but otherwise completely unchanged. Mariners avoid the ill-fated land. After a single day of sunlight and fresh air, Lavaria fades once more, and lingers another hundred years in purgatory, forever waiting…
    Appearance: The Lavarians have wandered Surreal for centuries, thrown from glory and driven from their lands. They have never been accepted by other peoples and have been forced into becoming nomadic. They are one of the original human tribes, with olive coloured skin and almond shaped eyes.
    Habitat: They sadly roam the grasslands surrounding the Wandering River, forever reminded of their former grand cities and beautiful lands in their dreams.


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  • Closed Accounts Posts: 317 ✭✭SHAMAN


    I need your opinion on how to refine it?


  • Registered Users Posts: 15,399 Mod ✭✭✭✭Thanx 4 The Fish


    Possibly put it into a story.. While it is all well and good to decide characters, surely that is just the first step...

    Very Silmarilionesque at the moment and I hated that book,,.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    There is a few stories behind it, but this is really just , shall we say, the prologue.


  • Closed Accounts Posts: 317 ✭✭SHAMAN


    Granted, a very long prologue.


  • Closed Accounts Posts: 6 fate turner


    A prologue. Advice: (despite the fact that i have no actual backing to give out any) if you are considering this as a prologue, basically more or less and introduction to a work, u might want to make a few revisions or maybe you could just consider this a make-shift glossary of some sort if you're planning to continue to write a book concerning these myths. But if you are steadfast, then possibly add some meat to the prologue, because right now what u have is more or less a list of descriptions (a very nice and thorough list). Hey though, from what it looks like its seems as though u are very interested/passionate about the subject which always translates to the the work for a great read....


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