Let's Make A Surreal Horrorfest Veeky Forums: Take 2

Previous Thread: . So the previous thread into do too ell, but let's see if this works.
>All children are Mages, and only these Mages can see the Fiends that naw away at the roots of reality.

>Mages are capable of drawing essence from their environments, and refining it into various shapes, most of them bizarre

Bump.

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While most mages lose their powers with age, some retain a vestige, like the Odds, teenage ex-Mages who retained the power to see the supernatural.

This essence also plays a great role in Alchemy, and Alchemists use and mix essence to create matter much the same way as Mages use and mix the essence to cast spells. There is a small group who know how to do both, but they're only seen when they arrive to pick up a child with both Mage powers and Alchemy powers to their training school/habitat.

>The warping power of Fiends can turn even the most vibrant and lush landscapes into he'll Ishmael bastardizations of what they once where, twisting even the laws of physics within such demented realms.

Bumping.

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>Mages have a tendency to be rather stoic and stone-faced, rarely fully emoting or showing any behavior that one may link to specific emotions.
>This is generally assumed to be because of the things they have seen and experienced.

Bump

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>There are massive leylines that flow with wild essence deep within the ancient forests.

Bumping for survival.

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That guy isn't a horror. He's just an asshole.

>Everything material has an essence, roughly comparable to a soul. The essence of children, who have only recently become material, is less fixed than that of adult creatures. This is why the only known Mages are children, and it is also why children are exceptionally vulnerable to the manipulation of the Fiends.

for this reason the springtime and its new growth are a season of power for all of those that know how to harness it.

>all of the "monsters" that wander the world fall into 2 broad categories
>made by fiends to effect the world(or their descendants)
>made by mages to fight the fiends(or their descendants)

>A good way to differentiate between a "Fiend-Born" and a "Mage-Born is their general appearance, and how they affect the world.
>Fiends care little about how their creatures look, or how they would even manage to function normally, and everything they create 'taints' reality in some way.
>Mage-Born on the other hand, have a sense of order and structure to them that the Fiends creations dof not, and they lack any signs of taint or corruption.

deep inside the horror haunted forests are circles that allow mages to travel to the other side.
wary mages might use the other side to cross large distances rapidly, but it is not unusual to hear from people who entered the other side to never come back.

>From what has been heard from the Mages who have travelled through the Other Side, there are many entities that flow in that space in-between, most of them not taking notice of the Mages who pass through their domain.
>But there are also tales of those unfortunate few who managed to gain the attention of one or more of these beings.

I want to play in a world where eldritch abominations go around being annoying assholes to people.

As intelligent life evolved in the world, it permitted the landscape of the mind to come into existance. Most fiends are primitive, comparable to the simplest life on earth, sifting through the streams of conciousness for the energy they need to persist.

They are blind and dark and terrible, and they have not even begun to think as men do.

>It is thought that when the day comes that Fiend gain the gift of the Mind as the creatures of the mortal realm possess, so will come the day when this world meets it's end.

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>The ancient guardians prowl the deep wood, seeking out anyone corruption or taint and acting to neutralize the infection before it can spread any further.

Bump.

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Bump.

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>Shadows whisper on the wind, and the darkness closes around the light, squeezing it out.
>The Night is coming, and it brings with it nightmares.

Bump.

Not to be an ass, but it clearly seems like this setting thread's just not working out, m8. Let the thread die and come back later with a slightly different take on what you want to explore.

>long ago a mage thought it would be a good idea to make the first Mind-Beasts; several more agreed and made variations of the same creature. to combat this the fiends made their own.
>these symbiotic intelligences bond to a group of individuals and help them survive.
>once the group is strong enough it sets itself to a task; be it looking for fiends, building structures; guarding a stretch of land; or some other such task.

>once you identify that you are dealing with such a creature you should avoid them

>nobody has ever managed to kill one, they're too paranoid

>and they keep grudges

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>The grudges of a few lost souls can become such terrible things when allowed to roamake unrestrained.