Further Eldritch Creatures of Urias
KOHREN SAMHRAIN, The Bygone- A tangled mass of sinew, shaped like the prongs of a trident and curved at its heart to infinity. One of the oldest living beings in the universe, and was once practically omnipotent. Now it is only as strong as the greatest of the Starspawn- very dangerous, but not the juggernaut it was.
AIMELTHAIEL, Mother of the Deep- Resembling a titanic Cephalogaunt made of shadowy matter, she resides in the deep trenches of Yuyur Ezgir, between Stohl and Mettora. She is probably not a Starspawn but a Urian native. The Cephalogaunt species began with her children with an actual Starspawn, making them descendants of two abominations.
KUHKAIMA, That Which Must Not Be- A haunting mass of miasma covered in eyes, mouths, and dead hands. If damaged, it seems to need to eat people to heal and become stronger. It was supposedly once nearly obliterated, its miasma dispersed, only for the attacker to die of fright of its fleshy form, restoring it to power.
EVELA, The Whisperer- Seductress of children everywhere, she looks like a twisted human torso and head, with ghostly hair and tentacles where her hips should be. Her arms and face look and feel feminine, and her whispers sound like children’s mothers as she kindly tucks sleeping children in. However, should a child notice her, they will be strangled and possibly killed.
CAELOS, That Which Walks Alone, The Nightwanderer- This giant, skeletal, four armed shadow creature is always spotted roaming in the night, in dark places, making a strange alien rattle as he breathes. He will not bother you, should you stay away from him, not attempt to illuminate him, and not look at him up close. Should you get too close while looking at him, you will vanish forever. If you attempt to shine light on him, the light will fail and you will again vanish forever. But if he is not provoked, after a while he will simply vanish. He can appear anywhere at any time, so it is told that if you hear a deathly rattle of breath in your room at night, you must shut your eyes and not open them until the sound ends.
ROBEN-KUTAEL, Demon of Six- Six winged, with five eyes around one central eye, and with three tentacles and three spidery legs, this abomination is only ever seen when invoked. How it is invoked varies each time, but it always requires the number six appearing six times in six minutes. If its conditions are met, whatever they are, it will appear for six minutes and drive all who see it mad.
50-MA, The Shattered Mechanism, The Ghost of Sarabane- Hailing from the Lost World Sarabane, this creature appears to be several spires of light merged together, like an aggregate of Sarabane’s world-holes and mechanisms. It distorts reality around it, and appears only briefly before being dragged back to Sarabane.
BAIKH-AENOS, The Ungrown- A creature made of tangled, living vines and part of a Starspawn, this monster has five thick rootlike tentacles upon which one large stemlike tentacle stands, with a mutagenic stinger at its tip. It can create seedlings, which can turn into it should it be destroyed.
UTAROS, Fountain of Despair- A white, floating orb, surrounded by darkness which falls from the orb and forms a mist of tendrils on the ground below. Whether the fountain part is part of Utaros or whether it is simply the orb is unclear. As its name suggests, it radiates and leaks depression and despair.
RAEJT, The Empty Door- A four sided frame of shadowy, jagged floating stone, this living door’s real power is that it serves as a portal. Passing through one side of the Door will take one to another timeline, and then passing through the same side leads to another universe or timeline. Going in reverse takes you back to the previous world. Repeatedly going through one side or the other has different consequences- one way leads on endlessly, while the other eventually reaches the Lost World and fellow eldritch creature, Enkine.
ENKINE, The White Room- Enkine is a place, a Lost World, and a sentient being all at once. It takes the shape of an endless, white blank expanse, but one inside it can shape it with their thoughts and subconscious, with it usually starting as a paradise and becoming hellish. If someone dies while in Enkine, it devours them and all they created to sustain itself. While Raejt can lead one into Enkine, Raejt cannot lead you out, meaning that specialized Lost World travel systems are needed to leave.
WHLSEBA, Theory of Madness- A sentient idea that takes a physical form when thought about, and drives those who think of it to madness. Its physical form is a series of concentric rings and arcs, with impossibly straight and infinitely long lines extending from its centre. If its centre is seen, it implants the idea in the viewer’s mind. Thankfully, it has been almost totally eradicated, as those “infected” by it were systematically killed. The only remaining place that the idea exists is in a carefully guarded piece of paper in the Eternal City’s Vault District.
SANGLAEGN, The Iron Globe- One of Urias’s native, nonphysical conceptual abominations. It is shaped like a wide, thin ring with a sphere and a tendril at its centre. When the ring spins, anyone inside the sphere or touching the tendril is struck with a permanent bloodlust and berserk state that can only be cured by swallowing a pure iron ball.
YLILIN, The Knowing- One of the more benign of the abominations. It looks like a crystal covered in rings and infinitely sharp spines, with a staring eye inside the crystal, but only takes a physical form when it is looked at directly. It is highly unsettling to see and can scare people and cause massive headaches if stared at, but does not attack and cannot be harmed. It is also incredibly smart and aware- over eons, it knows now practically everything, but will not communicate any of it.
PHYERAZT, Blade of Desperation- This creature takes the form of a dagger with a separated, floating pommel, hilt, and blade. When wielded, it is quite powerful, cutting through space and able to strike in seemingly impossible ways- but it is addictive, dangerous in that it is easy to accidentally strike allies, and if wielded too much, ats morality and form until the user becomes little more than a monstrous, eldritch flesh golem. Therefore, it is called the Blade of Desperation- it should only be used very sparingly, and as little as possible once wielded, in other words, only as a last resort.