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    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
  • Store
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    • Apocolyps Squad
    • Apocolyps Squad II
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    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • Delsinar
        • Dirnor
        • Distisil
        • Donisil
        • Elsinor
        • Istinis
        • Notirot
        • Sintison
        • Sournous
        • Taninor
        • Tifingor
        • Tornor
      • Primary Races >
        • Aqahartis
        • Avians
        • Dwarves
        • Dark Elves
        • High Elves
        • Humans
        • Orcs
      • Secondary Races >
        • Crysilin
        • Dragons
        • Fairies
        • Firingar
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Rootwalkers
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Elementals
        • Fifthala
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Sarcil
        • Sorosin
        • Thornsaldsarn
        • Tirronfin
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact
  • News
  • About
  • Online Content
    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • Delsinar
        • Dirnor
        • Distisil
        • Donisil
        • Elsinor
        • Istinis
        • Notirot
        • Sintison
        • Sournous
        • Taninor
        • Tifingor
        • Tornor
      • Primary Races >
        • Aqahartis
        • Avians
        • Dwarves
        • Dark Elves
        • High Elves
        • Humans
        • Orcs
      • Secondary Races >
        • Crysilin
        • Dragons
        • Fairies
        • Firingar
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Rootwalkers
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Elementals
        • Fifthala
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Sarcil
        • Sorosin
        • Thornsaldsarn
        • Tirronfin
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact

Wondrisil

There isn't a single species on Calsin that is less understood than the mysterious wondrisil. Beings made from living text, they are by far the most powerful race, some theorize that they hold more power than most of the gods of the world. Being made from writing, they have the ability to rewrite both their own existence and Calsin itself. They've been able to build massive fortresses in mere instants, simply causing the stone to materialize in the exact forms they wanted it to take. They've been able to wipe entire cities of the map, and some theorize that they can even alter the passage of time itself.

The origins of the wondrisil are unknown, as they don't particularly like their existence being widely broadcast. Since they can infest books and literally rewrite what was once put there, not a single record exists of the mysterious beings, only what has been passed down from generation to generation.
While the wondrisil can live on any surface that they desire, they will often take up residence in books, as there is more surface area in a smaller space. People who pick up these books, or simply see them on a wall or ceiling, will see nothing but gibberish that moves across the page like ants. Scholars have spent years studying the creatures, trying to gain some insight into the way they work, but to no avail. It is theorized that instead of actually existing as text, the wondrisil might simply live in a separate plane of existence that overlaps with Calsin in the form of text, a fact seemingly substantiated by the fact that certain people have been taken inside wondrisil worlds in the past. 

Height:
- N/A

Unusual Characteristics:
- The text that the wondrisil are composed of is often either elven or dwarven, though no one is quite certain why.

Coloring:
- Ink Black.

Lifespan:
- Unknown

Magic:
- The ability to rewrite reality itself.

Worshiped gods:
- Probably themselves, but this has never been confirmed.

Other notes:
- The wondrisil, being so powerful, know that they can do almost anything they desire. As a result, they often like to play with mortals by making tiny adjustments to things to see how the effects ripple outward from there.
- It is theorized that the wondrisil exist outside of time, meaning that they experience past, present, and future all at the same moment. This has led some scholars to believe that the wondrisil view Calsin as a temporal painting of sorts, one that they constantly make changes to. The natural conclusion from this is that time in Calsin is constantly being altered, implying that the world may have been built and rebuilt thousands of times over.
- Since the wondrisil don't allow documents to be written about them (and all attempts to do so, no matter how far away from known wondrisil sanctuaries, have been met with failure), there are five individuals across the continent whose sole purpose is to memorize and pass along information about the Wondrisil. Given the vast store of knowledge in their minds, these are five of the most well-protected individuals on the continent. Were one to be captured, kings would likely trade entire kingdoms in order to get them back.
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