Characters / The Dreamstone

A guide to the residents of the Sleeping World in The Dreamstone.

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    The Land Of Dreams 

Tropes shared throughout the Land Of Dreams:

  • Adults Are Useless: Inverted. The younger characters spend a large portion of the show getting bailed out or otherwise outshone by their older peers.
  • All-Powerful Bystander: The Dream Maker and to a lesser degree the Wuts despite being extremely experienced magic users, tend to only take part as a last ditch effort, despite always succeeding far more handily than the powerless Noops.
  • Beauty Is Never Tarnished: The heroes rarely took part in the show's slapstick humour, and even during exceptions, it tended not to involve the same Toon Physics or Amusing Injuries that befallen the Urpneys on a regular basis.
  • Bunnies for Cuteness: The Noops are basically green anthropomorphic rabbits, and the sweet residents of the Land Of Dreams' city.
  • Denser and Wackier: Rufus and Amberley tended to get in on the slapstick and snark a lot more in the final season, compared to earlier episodes where the Urpneys provided nearly all the comic relief.
  • Depending on the Writer: Episodes varied into how much the heroes participated in the physical and verbal humour, especially Rufus and Amberley, sometimes barely at all, sometimes only marginally less than the Urpneys. Their competence and genuine heroics also varied. In some cases they were legitimately good natured and resilient. In others they were far more sadistic, or benevolent but ineffective and reliant on good fortune to win (in some cases both and they would classify more as Jerkass Miles Gloriosus than Blob and Urpgor).
  • Disproportionate Retribution: They are not against submitting enemies to sadistic pranks or lengthy beatings for trying to ruin their lovely dreams, sometimes long after they'd already defeated them. Later episodes downplayed this, most of the time it's clear they just want the stone back and to perhaps not get conquered by Zordrak.
  • Early Installment Weirdness: The heroes were more fallible equals to the villains in the pilot, and won mostly through hard work and endurance (and supplied as many slapstick pathos as the Urpneys did). Most episodes afterwards they always win effortlessly, be it competence or Plot Armor, with them usually acting more as Hero Antagonists with the Urpneys as their Villainous Underdog.
  • Earn Your Happy Ending: On very rare cases, the heroes wouldn't win easily and devised a genuinely laborious plan to save the day. Such cases also usually give them the greater Sympathetic P.O.V. for once. The pilot and "A Day Out" are key examples.
  • The Easy Way or the Hard Way: In earlier episodes they tended to use the hard way by default. In their later softer bouts however, they were more liable to attempt this ultimatum first, likely from pattern that it actually worked with the Urpneys.
  • Flanderization: The entire hero cast suffered the brunt of this, mainly from the direction of making them Hero Antagonists to the Urpneys. When this direction toned back down, the Flanderization was reversed:
  • Flaw Exploitation: As the series progresses, the heroes seem to figure out the Urpneys are cowardly, and so can easily get them to retreat or surrender the Dreamstone with bluffs.
  • Giving The Sword To A Noop: Rufus and Amberley are almost always given the means to stopping the villains plans. Half the time it works. The other half they screw up, winning only through dumb luck or when their more competent allies give it a go instead.
  • Glass Cannon: The heroes almost always outmatch the Urpneys with little effort. Perhaps because of this however, they rarely ever anticipate the odd times the latter prove Not So Harmless. That their involvement in the show's slapstick is much more limited also means it takes very little for the Urpneys to turn the tides, at which point they are usually left helpless and reliant on dumb luck.
  • Good Is Not Soft: Don't let their cutesy nature fool you. They are not forgiving towards someone trying to take their stone, willingly or not.
  • Guile Hero: In later episodes, the heroes tend to favour less violent punishments, instead outsmarting their foes and making them unravel their own plans.
  • Hard Work Hardly Works: The heroes' plentiful magic and amazing luck mean they rarely require any effort or wit to win compared to what the Urpneys put to lose. Whenever the heroes actually try an elaborate plan, it usually fails in favour of the former examples.
  • Hero Antagonist: Most episodes tend to give the Urpneys the greater Sympathetic P.O.V. than the heroes themselves. There are occasional exceptions however.
  • Hero Ball: The heroes were not only far more intelligent and powerful than the villains, but blessed with unlimited magic and ridiculous Plot Armor. As a such, a lot of episodes were reliant on them letting their forces down ridiculously for the incompetent and powerless Urpneys to get any sort of upper hand, usually only to remember them by the time of the climax.
  • Heroes' Frontier Step: Sort of. While the Noops were always meant to be the heroes, the later episodes gave them a more merciful streak and put them under more menacing stakes to make clearer the Urpneys were meant to be the bad guys against them. More One Shot Characters were also established for them to act altruistic towards.
  • Horrible Judge of Character: Seem to be perfectly convinced that the Urpneys, especially Frizz and Nug, are diabolical and loyal enforcers of evil. Unfortunately for them, this often means Violence Is the Only Option.
  • Immune To Slapstick: With occasional exceptions such as Albert and Spildit, the heroes sparsely took part in the cartoon violence and physics like the villains did, and even their verbal humour was fairly limited. Rufus and Amberley at the very least were more comical in the pilot, and slowly returned to this nature later on.
  • Invincible Hero: The Dream Maker and the Wuts have incredibly powerful and versatile magic that no one in the show can match, not even Zordrak. They were overpowered only a handful of times in the entire series. The Noops, by association and heavy Plot Armor, are Invincible Incompetents.
  • Just Toying with Them: The heroes have greater numbers, wits and magic strength over the Urpneys, giving them all the leverage most of the time. As such there are times they will Troll their enemies or use their weaker offences first just to ease the boredom.
  • Kick Them While They Are Down: Since the Urpneys were often very quickly defeated, battles sometimes degraded into this, with the heroes attacking or toying with them post-victory to "teach them a lesson" or just for fun. Ends up their own undoing in "The Dream Beam Invasion" where they spend so much time tormenting Frizz and Nug their shrink spell wears off. They tend to avoid this trope in most episodes after, having seemingly learnt from this error.
  • Miles Gloriosus: Implied at times. Some occasions the Urpneys get too close to being the scheming evil menaces the heroes constantly tout them as, they start to look a lot more incompetent and panicky. The Noops and even Albert cowered before Frizz and Nug after they so much as implied they could fight back.
  • Naughty Is Good: The children of the group are usually well behaved and kind intentioned, but can be rather boisterous and have an occasional habit of disobeying orders when no one is looking.
  • No Sympathy/Revenge Myopia: Being The Drag-Along and having brutal execution via your Bad Boss as your only alternative is no excuse to go around ruining good dreams, Frizz and Nug.
  • Out of Focus: While the Urpneys still had a hefty amount of Sympathetic P.O.V., the pilot still clearly played Rufus and the other heroes as the main focus. In most later episodes, they are Hero Antagonists. Rufus and Amberley at least shift back into center focus a little in later episodes however.
  • Plant Aliens: The Wuts, while not technically alien (though they certainly don't live on Earth at least); in one episode, Pildit is unrecognizable as an aged-looking yellowish Wut until he gets a drink by stepping into a pool of water.
  • Plot Armor: The heroes almost always win effortlessly, if not through the Urpneys' incompetence and cowardice, then this trope in full throttle. Even times the villains prove a threat, a twist of fate will often tear it back down and hand the Noops the upper hand again. The times the heroes have to put some degree of hardship or labour into winning are a bare minimum.
  • Polite Villains, Rude Heroes: Though cheery and placid in every other aspect, it was very easy for the heroes to look more aggressive and contemptuous than the completely unmotivated Frizz and Nug. This became far less pronounced by the end of the series, compared to early episodes where it verged as outright Disproportionate Revenge Myopia.
  • Pragmatic Hero: Few of the heroes seem to really give a flying fish if the Urpneys are Trapped in Villainy, and will take any brutal measure to stop them. Though they were far more sadistic and vengeful in early episodes, in later ones their offence tends to only go as far as getting the stone back, and they may even be merciful to the Urpneys if it makes the job less convoluted.
  • Ridiculously Cute Critter: The Noops and Wuts very frequently. And then there's the "ferocious" Wottles.
  • Selective Enforcement: The heroes devote a lot more time punishing Drag Alongs Frizz and Nug than they do the willingly malicious Zordrak.
  • Serious Business: Their entire provocation for most of the series is based on dreams and the stone that grants them. Great elaboration is put into making and perfecting them (including travelling to different planets among other things), and depriving people of them or, even worse, turning them into nightmares is considered nothing short of pure evil.
  • Spotlight-Stealing Squad: The later episodes focus more squarely on Rufus and Amberley going up against the Urpneys, with the other heroes only getting a couple token key roles.
  • Strong as They Need to Be: The heroes' competence can range anywhere between completely outclassing the Urpneys with little effort, or Fools who rely on sheer luck to win. For the large part however, it abides by whatever makes the Urpneys' downfall most comically harrowing.
  • Sugar Bowl: The place is fairly cheery and peaceful, to almost saccharine levels outside when Zordrak and the Urpneys attack them.
    • Sugary Malice: At which point they often inflict this. It says something when such a cutesy environment can absolutely terrify the Urpneys.
  • Superpower Lottery: Rufus and Amberley are Badass Normals. Albert can swim in the air. The Dreammaker and the Wuts have magic abilities capable of Super Strength, teleportation, dream creation, and borderline reality bending.
  • A Taste of Defeat: While usually well sheltered, the Urpneys sometimes succeeding in giving them nightmares or ruining some process:
    • "The Dream Beam Invasion" is the only episode to outright end on the Noops being humiliated by the Urpneys however. Doubles as Laser-Guided Karma since they were pretty much Kicking Them While They Were Down at the time.
    • "The Spidermobile" has almost every member of the hero ensemble (including the entire Wut army) overpowered by the Urpneys' new weapon twice over. While they manage to get the stone back, it's through dumb luck, and the vehicle and Blob's troops get through the whole episode without so much as a scratch.
    • "Little Urpip" gets honourable mention, being the only episode Rufus and Amberley get a Downer Ending and Frizz and Nug don't.
  • Technical Pacifist: The Land Of Dreams is usually placid to the point of being sickly sweet, however the Urpneys often learn the hard way the punishment the heroes can deal for trying to take their stone. This is still true in later episodes, though they are far more laid back and rather apt at Badass Pacifist tactics.
  • Terror Hero: Due to the extremely cowardly nature of the Urpneys, the heroes can often very easily intimidate them. This is a rather humorous contrast to their cutesy designs.
  • Took a Level in Cynic: A subtle case. While still upbeat, the Noops were more savvy in the last season, their Serious Business demeanour also diminished, leading them to snark or mock events similar to how the Urpneys do.
  • Took a Level in Jerkass: As the Urpneys gained more Sympathetic P.O.V. on their unthreatening personalities and schemes, the heroes often looked more relentless and petty, their Revenge Myopia Flanderized. Mid-era episodes gave the Noops Miles Gloriosus qualities on top of it, verging them more as priggish, incompetent bullies for the Urpneys than heroic foils. The last third or so of the series took measures to make them more sympathetic again.
  • Unnecessary Roughness: The heroes frequently applied such to the Urpneys. It wasn't much beyond the usual slapstick Humiliation Conga, but Blob's squad were so unwilling and meek even by Harmless Villain standards, meaning they didn't keep up a very good provocation (to compare, almost any time the heroes attempted just shooing them away, it actually worked). Later episodes toned down the heroes' retaliations and amped up their stakes, likely so things would at least look like self defence.
  • Unscrupulous Hero: A lot of their bouts go from protecting the stone to just screwing with the Urpneys for fun. Lessened in later episodes, where they are more in Pragmatic Hero territory, though they remain somewhat mischievous.
  • Violence Is the Only Option: In early episodes at least, the heroes would usually Troll or physically threaten the Urpneys as warning for taking the Dreamstone again, despite the fact they couldn't quit if they wanted to. Under the assumption they were aware Zordrak executed those who failed or disobeyed, it may double as indirect Murder Is the Best Solution.
  • We Have Become Complacent: They fall victim to this in "The Nightmare Stone" after having defeated Zordrak in the previous episode, unaware he has survived and is planning a new attack. The Argorribles get a successful run of spreading nightmares because of it.

The Dreammaker

Wise head council of Dreammakers, responsible for sending dreams within the sleeping world.

Albert

The Dreammaker's loyal dogfish. Brought to life from a dream, Albert swims in the air and has the general mannerisms of a normal dog.

  • Badass in Distress: After Amberley, Albert was most liable to be kidnapped in some scheme to get the Dreamstone. He frequently saves himself.
  • Big Friendly Dogfish: Very "boisterous" as the Dreammaker puts it, but very friendly overall...
  • Blood Knight: While none of the heroes (par Spildit) are particularly sympathizing to the Urpneys, Albert is the most exceptionally violent and merciless in stopping them. As the heroes' retaliations tamed a little, he seemed to settle for just scaring them off. Justified since Albert is more or less the form of a temperamental guard dog.
  • Breakout Character: Meta example. He was the mascot for Martin Gates Productions during the nineties.
  • Evil Detecting Dogfish: Sometimes able to see through the villains' plans.
  • Flying Seafood Special
  • Hyper-Competent Sidekick: In some early episodes, where even the Dream Maker is ignorant to the Urpneys plotting right under his nose. Frequently met with bouts of Not Now, Kiddo.
  • Miles Gloriosus: At times he shows a fearful streak, eg. "The Dream Beam Invasion". Like anyone he's terrified of Zordrak as well.
  • Narrative Shapeshifting: Often does this when trying to alert the heroes of impending danger.
  • Plucky Comic Relief: He's the only hero character who takes part in Toon Physics almost as much as the Urpneys.
  • Silent Snarker
  • Team Pet
  • Terror Hero: Type 3. The heroes can usually easily sway the Urpneys away by threatening to send Albert on them.
  • Tulpa: Started off as part of a dream to an unsatisfied Noop. The Dream Maker was endeared by him so brought him into the real world so he wouldn't disappear with the rest of the dream.
  • The Voiceless: The only word he has ever managed to say is a somewhat distorted "Tower!".
  • Why Did It Have to Be Snakes?: Ironically enough, Albert is terrified of water. An Out-of-Character Moment occurs in the final episode where Albert nonchalantly swims in the ocean.

Rufus

Young assistant of the Dreammaker. Clumsy and not to bright but often relied on to protect the stone when the Urpneys attack.

  • Aborted Arc: A handful of early episodes referred to his ambition to become a dream maker, learning light magic and at one point even suggested to have an Imagination Based Super Power. This is never looked into again afterwards.
  • Adorkable: Rather oafish and spacey at times (especially in the pilot).
    • Dork Knight: Balanced by being a somewhat competent hero on occasion.
  • Adventure Duo: With Amberley.
  • Advertised Extra: Lower scale example. He is a main character but most merchandise and promos billed him as the main character, in the show itself however he is usually eclipsed by the Urpneys and even some of the other heroes in spotlight.
  • The Artifact: Not as badly as Zordrak, but once the Urpneys took centre spotlight, Rufus' lead role and development was cut rather noticeably.
  • Characterization Marches On: In the pilot Rufus was played more as the main protagonist of the show. He is also far more eccentric and comedic, and almost as much of a Butt Monkey as the Urpneys. In most later episodes, Rufus is downplayed into a Hero Antagonist and toned down into a cutesier and far less introspective character. The final season reverts him back partially however.
  • Cheerful Child
  • Chekhov's Skill: Rufus' fiction savvy came in handy a couple of times when trying to get the Dreamstone back.
  • Cloud Cuckoo Lander: A downplayed case, Depending on the Writer. Especially evident in the pilot.
  • Crouching Moron, Hidden Badass
  • Decoy Protagonist: In the pilot he is played as the lead and undergoes the most Character Development. Most episodes after overlook this in favour making the Urpneys Villain Protagonists. He becomes more important again later on, though is probably still closer to a...
    • Deuteragonist: When not a Hero Antagonist. Some later episodes attempt to give him and Amberley small side plots alongside the Urpney's schemes.
  • Depending on the Writer: Out of the main cast, Rufus' personality tended to be the most erratic. His intellect and temperament were the most frequent victims, along with how much he was allowed to partake in the cartoon humour.
  • Desperately Looking for a Purpose in Life: In the pilot, Rufus has repeatedly failed to uphold a job due to his over imagination. Following Amberley's suggestion, he takes employment from the Dream Maker, his daydreaming being an ideal qualification.
  • The Ditz: At his worst.
  • Early Installment Weirdness/Later Installment Weirdness: Rufus had a more dippy, cartoony personality in the pilot episode. This quickly faded afterwards and he became Immune To Slapstick, though his original characterisation returned in the final season.
  • The Everyman: Half the time, due to playing a Hero Antagonist role, Rufus is downplayed heavily. The aforementioned changes to his personality didn't help in this regard.
  • Fat Idiot: Depending on the Writer. Other times he's spacey but deceptively clever.
  • Flanderization: Subverted and Reconstructed. While he became more lucid and less cartoony after the pilot, he also became more incompetent. By Season Two he is often Too Dumb to Live and screwing things up on a regular basis, even if the manner he does so lacks as much cartoony output as his more moderate cases in Season One. By Season Four he is back to his goofier but more competent characterisation.
  • The Fool: Depending on the Writer Rufus can be rather formidable. Other times however, immense luck seems to be the only thing preventing him from being more pitiful than the Urpneys.
  • Forbidden Fruit: Anytime the Dream Maker wards the Noops away from something, it's almost certainly a sign Rufus will disobey it, usually with the stone getting stolen as a result.
  • Genre Savvy: At least two methods he had for solving the episode's dilemma he claimed were inspired from a book.
  • The Hero: A strange nominal case. Rufus is usually billed as such, but is usually of no greater prominence than the others. In most of Seasons One and Two, he borders more as a Tagalong Kid.
  • Hero Antagonist: A lot less Sympathetic P.O.V. is given to Rufus in a lot of episodes, in favor of making the Urpneys Villain Protagonists. It varies from episode to episode however (in the pilot he is in fact the main protagonist).
  • Hidden Depths: Implied to be a great cook.
  • Idiot Ball/Strawman Ball: Usually whenever one of the heroes is required to say or do the wrong thing, he will take the role. Most often to happen when an act of carelessness is required for the Urpneys to get their hands on the Dreamstone.
  • Idiot Hero: Of varying degrees Depending on the Writer.
  • Indy Ploy: Most of his defining competent moments are these.
  • Invincible Incompetent: He has moments of bravado, but he relies very much on the Urpneys' complete incompetence most of the time. Either way, he is almost always on the winning end.
  • The Klutz: Not nearly as much as the Urpneys, but it's definitely there at times.
  • The Load: In Season Two, where any success rate he has is due to dumb luck or the other more competent heroes bailing him out.
  • Miles Gloriosus: Has moments of this, perhaps most blatantly in "The Dream Beam Invasion".
  • The Millstone: A lot of times the Dreamstone is stolen or a plan to get it back goes wrong is because of his carelessness or tendency to disobey rules. He had this really bad in Season Two.
  • Motor Mouth: At times. Leans into Talkative Loon territory in some later episodes.
  • Mr. Imagination: Pretty much Rufus' most defining trait, and the key reason he searched for employment from the Dream Maker.
  • Non-Action Guy: Most of the time, he has Badass Normal moments however.
  • The Meddling Kids Are Useless: Starting from the second season, Rufus became rather ineffective in stopping the Urpneys, usually relying on dumb luck or his more competent peers sorting things out Despite the Plan. This reversed during the third season, though still shifts back every now and then.
  • Ornamental Weapon: Wears a sword on his belt in the first season, which remains there unused outside the first two episodes. It disappears altogether when he is redesigned.
  • Overshadowed by Awesome: Rufus is a Crouching Moron, Hidden Badass Muggle, while next to every other hero is more experienced, level headed and has near insurmountable magic powers on top of it.
  • Ricky Morton: The recurring formula for almost every mid-point episode was for Rufus and Amberley to get sent to stop the Urpneys' new plan, only to be outsmarted or captured until their more powerful comrades took over at the last minute. This was mercifully downplayed for the remainder of the series, where they could more frequently handle things themselves.
  • Running Gag: Rufus tends to often be responsible for the Dreamstone getting stolen in some way. Especially in Season Two.
  • Simple-Minded Wisdom: Not nearly as much as Nug, but being over imaginative has it's strong points odd times.
  • Smarter Than You Look: Depending on the Writer. Other times he is genuinely incompetent.
  • Took a Level in Dumbass/Dumbass No More: Zigzagged. Started off a fairly intelligent Cloud Cuckoo Lander, only to become The Millstone by Season Two. Season Three and Four gradually reverted him back into a dippy but deceptively clever hero.
  • Vitriolic Best Buds: A more subtle case with Amberley. They're usually on good terms but his misbehaviour can make her rather impatient and snarky towards him.
  • The Watson: Usually utilised to ask questions about the current situations so the Dream Maker could provide exposition.

Amberley

Best friend of Rufus and fellow child assistant to the Dreammaker. Somewhat more level headed than Rufus, though equally boisterous.

Pildit

Leader of the Wuts, who guard the Land Of Dreams. Usually mellow but intelligent and powerful in magic.

  • The Ace
  • Disney Death: In the second episode: "Into Viltheed (AKA The Dreamstone: Episode Two)". He is crushed by a rockslide caused by Zordrak. Despite Rufus even checking his pulse, he reappears alive and perfectly fine during the climax.
  • Hyper-Competent Sidekick: In most of his appearances he is one of the most formidable and intelligent heroes, and usually ends up bailing the Noops out of trouble they cause for themselves.
  • Mellow Fellow: Depending on the Writer.
  • Mr. Exposition: When the Dream Maker isn't around, Pildit usually takes this role.
  • Nice Guy
  • Out of Focus: Makes only two or three appearances in Seasons Three and Four.
  • The Spock: Not a lot fazes Pildit, who is usually narrowly focused on his tasks and rather mellow and matter of fact about everything.
    Pildit: *after being attacked by the Urpneys' Whirlyped* Well...that was interesting...

Mr Blossom

The Dream Maker's curmudgeonly gardener.

  • The Chew Toy: The most likely to suffer collateral damage from the Urpneys' antics.
    • Most of the rare occasions the heroes suffered a Downer Ending, he was at the main brunt of it (eg. having his surprise gift stolen in "Mr Blossom's Present", the Noops accidentally destroying his plant in "Trouble With The Miners" or crushing his glasses in "Little Urpip").
  • Grumpy Old Man
  • Hates Everyone Equally: Is apathetic to heroes and villains alike, especially due to their tendencies to take their war all over his precious garden.
  • Jerkass: The nearest the Land of Dreams can get to one at least. It's natural in that case he has odd Jerk with a Heart of Gold moments though.

Wildit

Pildit's somewhat hyperactive grandmother. Also one of the most competant of the Wuts.

Spildit

Wildit's playful niece.

The Wottles

Shy creatures that help maintain the Wut forest from underground.

    Viltheed 

Tropes shared throughout Viltheed:

  • Adorable Evil Minions: The Urpneys are somewhat schlubby humanoid creatures with reptilian features, and not nearly as cutesy as the heroic Noops, but they are rather cartoony and harmless and hard not to sympathise with.
  • Ain't Too Proud to Beg: Most of the Urpneys, to both Zordrak and to the heroes. And pretty much anything else looking somewhat menacingly at them.
  • Anti-Villain: The Urpneys are rarely actively evil or spiteful towards the heroes, and openly hate their job, Just Following Orders to avoid the wrath of their Bad Boss.
  • Bad Dreams: What Zordrak's main motive is based around. Specifically giving ones to the Land of Dreams.
  • Being Evil Sucks: Most of the Urpneys openly loathe their job and the abuse it gets them. Only Blob and Urpgor seem enthusiastic about being villains (and even then Urpgor is pretty resentful about being one via Zordrak).
  • Better Living Through Evil: Despite said attitude however, later on they are shown more willing to stay in Viltheed under Zordrak's rule than fend for themselves.
  • Beware the Silly Ones: While it's not seen a whole lot, it seems Blob's team are actually capable of rare bouts of competence whenever they stop being the Sleeping World's Cosmic Playthings. In several other episodes they actually come close to getting the stone, only losing due to a contrived twist of fate rather than the heroes' own efforts.
  • Born Unlucky: The Urpneys to elaborate levels. Even when able to be competent, their horrible luck comes into play, usually leading to as handy a defeat as when they screw up. And of course being lucky to have Zordrak and Urpgor as their bosses...
  • The Chew Toy: The whole damn population.
  • Comic Trio: Sgt. Blob, Frizz and Nug. Blob leads incompetently, Frizz is a powerless Only Sane Man and dippy Nug (though similarly cowardly) usually just blindly follows.
  • Cut Lex Luthor a Check: Zordrak was implied to be a competent dream maker before hatred and power lust got the best of him. The Urpneys also appear to be very swift architects and carpenters despite their clumsiness (they rebuilt the whole of Viltheed within two episodes) while Urpgor's technology would be more advanced than any facilitations within the Sleeping World if it weren't for the heavy presence of magic. He even Lampshades he's wasting his resources on Zordrak endlessly.
  • Diminishing Villain Threat: In the pilot episode, the Urpneys were bumblers, but acted out their mission and were at least something of a mortal threat to the heroes. Following this, they are perpetual laughing stocks who are completely no match for the heroes and struggle to even spread nightmares. This reached such a low point that it actually seemed to dial back a little, and by the closing points of the series they revert to being marginally imposing at times.
  • Dirty Coward: While they try to get out of their job either way, the Urpneys have nothing against putting the heroes in constant peril if it will spare them from Zordrak's wrath.
  • Flanderization: The villains became much more ineffectual after the pilot episode, always losing handily to the heroes each episode, compared to the former where they were bumbling but a challenging mortal threat regardless. The Urpneys also evolved from standard Butt Monkey villains, to Cosmic Plaything Villain Ball Magnets. This reversed a little by the end of the series.
  • Flaw Exploitation: The villains have at times manipulated the heroes' overconfidence against them, making rather easy surprise ambushes or exploiting a reckless stunt because they never expect them to prove Not So Harmless.
  • Friendly Enemy: Not being very motivated villains, the Urpneys make some passive replies to Spildit's kindness towards them. Subverted with nearly every other hero, who wouldn't trust an Urpney as far as they can throw them.
  • Goldfish Poop Gang: Sgt Blob's squad.
  • Hard Work Hardly Works: Most of the rare occasions they successfully stolen the Dreamstone were through elaborate chance.
  • Harmless Villain: Zordrak was usually inactive, sending his incompetent Urpneys to do his bidding. Especially prominant in early seasons where their plans rarely exceeded trying to give the Land Of Dreams scary dreams.
    • Not-So-Harmless Villain: Starting from "A Day Out", Zordrak expands his plans for the Dreamstone; to take it to the Nightmare Planet and corrupt it's powers into his own so he can be "Lord of the Universe". Suddenly, there's much higher stakes whenever he and the Urpneys near stealing the stone, especially the odd occasion the Urpneys actually managed to pull something off.
    • The penultimate episode, "The Spidermobile" conveys Blob and his men as Invincible Villains inside Urpgor's new Spider Tank, only failing due to a well timed blunder by Zordrak and Urpgor.
    • Amusingly it is Frizz and Nug, not Zordrak or the Argorribles, that stand as the only villains that ever made the heroes submit in pure terror, after a blunder leads them to grow super sized compared to them in "The Dream Beam Invasion". A conversation afterwards clarifies that the Noops were totally convinced they were about to kill them.
  • Laughably Evil: The Urpneys provide the overwhelming majority of laughs in the series. To a lesser extent, Zordrak also often provides slapstick abuse.
  • Minion with an F in Evil: The Urpneys are portrayed as meek bumblers, usually only victimizing the Land Of Dreams out of fear of Zordrak's wrath. Only Blob and Urpgor are evidently conniving and ambitious, though even they are often ineffectual.
  • Morton's Fork: The Urpneys were in a particularly bad one originally. They had to steal the Dreamstone for Zordrak or face punishment or worse, be executed horribly for defiance or failure. The heroes unfortunately did not empathise with their position, and usually threatened, attacked or even tried to kill the Urpneys themselves for crossing them. Quitting or appeasing one side was never an option (and they did try), thus the Urpneys usually suffered at the end of each episode. The later episodes downplayed this element, likely so the heroes could look more sympathetic.
  • No Sympathy: Due to the figure they serve, everyone is convinced the Urpneys are pure scum, and are apathetic to the fact they are dragged into schemes or the dire consequences they suffer should they not. For ruining dreams. Later episodes tried to justify this trope more from the heroes' side of things.
  • Ornamental Weapon: Similar to Rufus, the Urpneys wear swords on their belts in the first season that are never used. Season Two onward they just cut the formalities and take them off.
  • Overarching Villain: No matter which antagonist takes the lead in the episode, Blob, Frizz and Nug always play an active part of some sort.
  • Plot Armor: Despite Zordrak's murderous lack of patience with previous cadets, Sgt. Blob, Frizz and Nug remained in his service the entire series and survived endless gruelling missions that should have killed them. Urpgor lampshades this in one episode, with Zordrak reasoning he had grown bored of executing serviceable forces by the time Blob took the role.
  • Polite Villains, Rude Heroes: Most of the Urpneys are Just Following Orders, and are thoroughly pragmatic and unenthusiastic about confronting the heroes, even being passively affable in more relaxed situations (most often with Spildit). Subverted for Zordrak and Urpgor, who are Faux Affably Evil at their very best, and Zigzagged for Sgt. Blob, who is Affably Evil and a Smug Snake.
  • Pragmatic Villainy: While they are willing to torment the Land Of Dreams if it means preserving their own skin, most of the Urpneys' efforts to steal the stone are non violent and rarely do they go out of their way to cause collateral damage or other unnecessary harm (if just as much out of cowardice than strategy). In the final episode they kidnap a bunch of civilians as ransom, though dump them all (mostly) safely after supposedly collecting the stone. Only punctuated by the heroes usually pulling a lot less punches than the Urpneys.
  • Pyrrhic Villainy: Sometimes the Urpneys succeed in sending nightmares. It took a ridiculous amount of labour and usually a ton of slapstick abuse in the process (and usually after too when the heroes get their revenge), but still, they ruined some dreams. Frizz and Nug even lampshade it wasn't worth it most of the time.
  • Right Hand vs. Left Hand: A lot of plans fall apart because of this. Even cases one of the villains come close to succeeding, another will act as The Millstone. Most commonly the incompetence of Blob's men is their downfall, though Urpgor's Glory Seeking rivalry with Blob or Zordrak's dismissiveness or impatience towards a plan causes problems whenever they finally do something right.
  • Serious Business: Sending nightmares, or at least ruining good dreams. For Zordrak and the Argorribles at least. Most of the Urpneys couldn't care less, but given the wrath Zordrak inflicts for not getting to sending them, they still know better to comply.
  • Team Rocket Wins: On rare occasions, the Urpneys actually succeeded in sending nightmares to the Land Of Dreams (even if the heroes usually got some form of revenge before the episode was over). It is implied that Argorribles actually get past the Dreamstone's barrier on a frequent basis, but in very few numbers.
  • Trapped in Villainy: Most of the Urpneys are impersonal dim wits who only follow Zordrak's orders because of his tendency to turn Mooks into stone or feed them to his carnivorous pets should they annoy him. Granted it's not so much they have a conscience as much as they'd just prefer not to be sent out on dangerous missions with ridiculous gadgets in tow to steal from angry Noops and Wuts.
    • They change to Punch Clock Villains in later episodes, even sabotaging one of Zordrak's schemes so he won't relieve them off their duties. Frizz and Nug would still rather not be dragged into missions however.
  • Then Let Me Be Evil/Kick the Dog: There are odd times the Urpneys lose their Pragmatic Villainy and are willing to get their own back on the heroes. They almost drowned Rufus and Amberley for a joke in "Electric Eggs" for example. In "The Dream Beam Invasion" the heroes, despite giving them a full Curbstomp Battle beforehand, noticed the difference in behaviour and ran away terrified of them.
  • Villain by Default: Next to everyone in the show knows Urpneys serve Zordrak and thus are no good.
  • Villain Protagonist: The majority of episodes give the Urpneys the larger Sympathetic P.O.V. over the heroes, with all but a couple opening and closing from their perspective.
  • Villainous Underdog: The Urpneys are less intelligent, powerful, and especially less lucky than the heroes by miles. Only Zordrak beholds formidable power, but is thoroughly inactive, and even otherwise usually proves no match for the heroes.
  • Villainous Valor: The Urpneys often partake in this. Though incompetent cowards, they tend to put a lot more hardship and effort into their failures (which involved elaborate inventions and stealth and cunning) than the heroes do winning (which usually involved dumb luck or a handy spell by the elders).
  • Who's Laughing Now?: The Urpneys, while usually considered laughing stocks, get the odd moment they genuinely menace and intimidate the heroes. "The Dream Beam Invasion" and "The Spidermobile" are key examples. Between themselves, Frizz and Nug frequently get some Laser-Guided Karma payback on Blob and Urpgor, and even Zordrak by the end of the series.
  • You Gotta Have Blue Hair: While some Urpneys have normal hair colors, others have hair that's blue or green or purple, etc. In the third and fourth seasons, Blob, Urpgor and Nug are the only Urpneys who don't have blue hair.

Zordrak

Ruthless ruler of Viltheed who will stop at nothing to steal the Dreamstone and disperse nightmares to the Sleeping World. Has a very volatile temper, which is often lashed out on his minions, often making him more a threat to his allies than the heroes.

  • Advertised Extra: Partially due to being...
  • All-Powerful Bystander: He takes parts in schemes very sparsely, despite being far more powerful and competent than anyone in his Urpney army.
  • The Artifact: Zordrak's appearances became more and more superfluous as the show began to revolve more around the antics of Urpgor and Blob's squad, to the point he fulfils almost no role in the show outside his intimidation acting as a driving force for the Urpney's schemes.
  • Bad Boss: Zordrak has three primary punishments for his minions. 1: Turning them into stone. 2: As before, then throwing them into the watery pit filled with Extreme Omnivore crocodile/wasp/crab/things known as Frazznats. 3: Throwing them to the aforementioned carnivorous horrors while still alive. We actually see him do method three in the pilot, though of course there's a Gory Discretion Shot. Even when he doesn't kill them, Zordrak is not a kind master to labor under.
  • Big Bad
  • Card-Carrying Villain: Refers to himself as "evil" on multiple occasions. Hell his entire ambition is revolved around taking away the pleasant images in people's dreams and replacing them with dark and scary ones.
  • Characterization Marches On: Zordrak seemed more calculating and invested in the Urpneys' schemes in Season One, taking genuine interest in Urpgor's inventions and even giving passive compliments to them. After the failure of "Megattack", Zordrak seemed to lose patience with Urpgor, reduced to a bored, irritable despot who can rarely even be bothered to remember the names of his devices.
  • The Comically Serious: Though rather intimidating, his role in the show largely consists of banter with his minions, a lot of which is pretty funny.
  • Determinator: He really wants the Dreamstone.
    • Determined Defeatist: He also seems well aware that his incompetent minions will likely never get it for him. Still wants it.
  • The Dreaded: His very name brings fear into allies and foes alike.
  • Dream Weaver: He used to be one of these alongside the Dreammaker, and could arguably be still classified as one, though now he focuses on creating nightmares (his "Argorribles" are basically living nightmares).
  • Drunk with Power: In his Start of Darkness flashback, he is shown exiled from his role of Dream Maker after using his position to attempt conquests and power plays, as well as to give people nightmares For the Evulz.
  • Flanderization: His Bad Boss facets became the entirety of role Season Two onwards, to the point he was almost exclusively a threat to his own minions instead of the heroes. His temper and voice patterns also took over his personality.
  • Hair-Trigger Temper: Zordrak can switch between reserved and stoic to earth shattering rage at the blink of an eye. Granted neither are particularly welcoming to his minions.
  • Hate Sink: After his involvement as Big Bad dwindled, he seems to exist as little more than the one legitimately evil fraction in Viltheed. The Urpneys' sympathetic blundering is usually interspersed with scenes of the heroes spouting the potential horrors should Zordrak actually get the stone.
  • I Control My Minions Through...: Fear, with a bit of Blind Obedience where Blob is concerned.
  • Karma Houdini: Zordrak is about the one genuinely villainous member of Viltheed, and is guilty of mass murder of his troops and at least one hero. Since he spends most of the series dormant in his lair however, he rarely receives punishment, his Mooks taking the brunt of the heroes' wrath the large majority of the time.
  • Knight of Cerebus: In Season One, and to a lesser degree, Season Four. Though not without his own comical moments, is a far more sinister and intimidating villain than his minions by miles, usually the odd occasion he has active involvement in a plan is indication things are going to get a bit more serious.
  • Large Ham: Gary Martin's gravelly bellows help a whole lot.
  • The Load: As of Season Two, he contributes literally nothing to the vast majority of schemes, acting as little more than a driving force for the Urpneys via intimidation.
  • Mandatory Line: Usually stuck giving the odd unimpressed commentary towards the Urpneys' bumbling for most of Season Two onwards.
  • Nightmare Face: If his default expression doesn't apply, then his contorted anger from when he recovered from a brief Heel–Face Turn in "Spildit" certainly does.
    Zordrak: "You did WHAAAAAAAAAAAAAAAAAT!?"
  • Not So Above It All: Though evidently more competent and dignified than his minions, Zordrak himself has suffered the odd buffoonish defeat. His downfalls in "The Spidermobile" and "Argorrible Attack" are just plain humiliating.
  • One-Winged Angel: It's eventually revealed that Zordrak as we see him in the series is basically a case of somebody doing this and then staying that way. He was originally part of the Council of Dreammakers as a fairly normal looking, human sized being; when they ousted him for his evil ways, he first assumed his dragon-like form, then grew into the giant monstrosity he presently is.
  • Orcus on His Throne: Zordrak rarely comes off his throne, usually leaving his minions to do the dirty work for him. In later seasons, he loses involvement in tactizing as well, having little role except driving Urpgor and the other Urpneys into making new schemes to steal the stone.
  • Out of Focus: From about mid Season Two, Zordrak has little role outside the occasional rant at the Urpneys to hurry up stealing the stone.
  • Pet the Dog: He shows his Argorribles far more affection and care than he does his Urpneys. His obsession with sending nightmares seems as much to appease them as it is to terrorise the Land Of Dreams.
  • The Pirates Who Don't Do Anything: From Season Two onward. Since Zordrak usually leaves the schemes entirely in the Urpneys' hands (both in plotting and in action), his role as Big Bad mostly consists of chewing out his minions and sitting on his throne bored.
  • Pragmatic Villainy: While Zordrak seemed to exterminate mooks at whim in early episodes, when Urpgor later encourages him to do the same to Blob, he declines, coming to find the method as ineffective and "a waste of a perfectly servicable Urpney". Not that he won't frequently find other less lethal ways to punish his mooks however.
    • In "The Return" he doesn't bat an eyelid to Spildit playing around in Viltheed either, focused completely on his lair being rebuilt. When the Noops cause trouble as a rescue party however, he instantly sends in the troops.
  • Satellite Character: While he at least faced the heroes odd times in the first season, he remains dormant in Viltheed for the rest of the series, his interaction limited to Urpgor and Blob.
  • Sorcerous Overlord: He rarely shows it, but Zordrak is a very powerful wizard in his own right, capable of creating horrors like his Argorribles and the Neemod and possibly even his Frazznats, or turning creatures to stone.
  • Suddenly Shouting: His trademark speech pattern, especially in later episodes.
  • Surrounded by Idiots
  • Villain Ball: Zordrak's Army of Urpneys measures thousands if not Tens of Thousands. He uses them en-masse in only a handful of episodes, and goes himself even less. For the rest of the entire series he just uses Blob, Frizz and Nug (and Urpgor at a stretch). Never deviating to use more or try different ones despite their consistent failure.
  • Villainous Breakdown: Prone to tantrums when the Urpneys screw up. Most evidently in "Zarag" after his sister costs him the stone twice over and in "Argorrible Attack" after the Wuts' Deadly Dodging drives him into a rage.
  • Vile Villain, Saccharine Show: Zordrak is a pretty creepy villain, even when not compared to a highly cutesy Noops.

Urpgor

Psychotic Mad Scientist and loyal right hand minion to Zordrak (at least when the time fits). Creates the many inventions the Urpneys use to attack the Land Of Dreams and steal the Dreamstone.

  • Breakout Character: In the first season, Urpgor's role was somewhat minor and more as a Satellite Character for the Urpneys. Later on he gains a more active role and is often as much a Villain Protagonist as Blob, Frizz and Nug (naturally this also begins his ascension as The Chew Toy).
  • The Bully: Loves tormenting lower Urpneys.
  • Character Development: Season Two onwards, he is developed more sympathetically, being more opportunistic and insecure, and the pressure and abuse he gets from Zordrak spotlighted more. A lot of which is due to Blob's bumbling, making his hatred of him more justified.
  • Characterization Marches On: In early episodes, Urpgor was more decrepit and even more manic (like a traditional Igor), he also seemed to be more on the winning end of his war with Blob's team, his implied favoritism from Zordrak seeming to be true. From the very start of the second season however, Urpgor starts gaining more Sympathetic P.O.V., from which his personality becomes more lucid and cynical and he is revealed to be even more of a Butt Monkey to his master than the others.
  • Chaste Toons: He has a niece named Urpip.
  • The Chew Toy
  • Cloud Cuckoo Lander: To extremes.
  • Co-Dragons: Of the rivalistic sort alongside Sgt Blob to Zordrak.
    • Co Dragon-in-Chief: Urpgor is also responsible for devising and inventing every new plot to steal the Dreamstone. Though Zordrak makes sure he fears him, it is clear the key reason he doesn't dispose of him is because he is needed for nearly every scheme.
  • Comedic Sociopath: Enjoys torturing Blob and his men, actually thrives on the idea Zordrak will do to them what he did to their predecesor.
  • The Dog Bites Back: Usually takes Zordrak's abuse relentlessly. When he outright attempts to dispose of him however, Urpgor wastes no time putting his new plan out of action, forcing Zordrak to keep him around. He destroyed both of Zordrak's attempts to obtain the Nightmare Stone and sabotaged his scheme using a solidified argorrible.
  • Even Evil Has Loved Ones: He absolutely adores his niece Urpip.
  • Eyes Always Shut: In the first season, he has a near perpetual squint. This disappears after he is given a more expressive redesign in Season Two.
  • Gadgeteer Genius: As buffoonish as he is, most of his inventions are very intricate and work exactly as are intended. It often more their mishandling by him or Blob's team that is their downfall.
  • Giggling Villain
  • Glory Hound: Often sends Blob's men to steal the stone and then takes full credit for any rare success they manage. On occasions he is desperate enough however, he will take part himself and become a Glory Seeker.
  • Goofy Print Underwear: Whenever his underwear is exposed, he can be seen wearing boxers with his face on them.
  • The Igor: Obviously, with a name like that.
  • Ineffectual Sympathetic Villain
  • Insufferable Genius
  • Iron Butt Monkey
  • Karma Houdini: Frequently got away with tormenting Blob, Frizz and Nug in Season One, and was implied to be favoured by Zordrak.
    • Karma Houdini Warranty: Until Season Two, where this is revealed to be a delusion, with Urpgor constantly belittled and pressured by Zordrak and usually Blob's incompetence only exacerbating it. Frizz and Nug also start getting more moments of revenge.
  • Large Ham
  • Lets See You Do Better: In later episodes Urpgor sometimes has involvement in missions to steal the stone. "Urpgor's Great Adventure" in particular revolves around him trying to do the job himself after getting tired of Blob's incompetence, with the expected results.
  • Mad Scientist
  • Middle Management Mook: Seems to be given a higher position than most of Zordrak's mooks. As a result he sees himself as superior to the other Urpneys, constantly giving orders or abusing them. All the while he is usually just as incompetant and spends the majority of spare time from making gadgets acting as Zordrak's favorite punching bag.
  • Mistreatment-Induced Betrayal: Most of his more effective double crosses on Zordrak were after threatening to fire him.
  • Psycho Supporter: To Zordrak, when not trying to usurp his throne for himself anyway.
  • Reliable Traitor: Zordrak seems aware of Urpgor's two faced ways, though given he creates the large majority of the Urpney's weaponery, transportation, and even most of the plans in later episodes, he's rather indespensible. Naturally when Zordrak finds an alternate force to send nightmares, he often kicks Urpgor out on the spot.
  • Satellite Character: Urpgor usually remained in Viltheed, and even in most exceptions rarely faced the heroes directly, as such his interaction was limited to Zordrak and the Urpneys.
  • Sitcom Arch-Nemesis: To Blob. Also to Zarag to a lesser degree.
  • Slimeball
  • Small Name, Big Ego: Equally bumbling as the rest of the Urpneys, but highly narcissistic, being "the flower of Urpney inteligence" and all.
  • Smart People Wear Glasses: Three pairs, to be exact.
  • Smug Snake
  • The Starscream
  • Troubled Abuser: His abuse and pressure from Zordrak is mirrored in how he treats other Urpneys.
  • Verbal Tic: Often lets out a big slobbery rasp after finishing a sentence.
  • Villain Protagonist
  • Yes-Man: While secretly contemptuous of Zordrak and coveting his power, Urpgor is always smart enough to kiss up to his temperamental master.

Sergeant Blob

Gung ho but dillusional military leader of the Urpneys (promoted after the previous leader was fed to the Frazznats).

Corporal Frizz

Neurotic member of Blob's "elite squad". Constantly moaning or suffering breakdowns from the abuse of missions.

Corporal Nug

Other member of Blob's squad. Somewhat more upbeat than Frizz, but even more brainless.

Captain Crigg

The original leader of the Urpneys.

    Other 

Zarag

Zordrak's narcissistic sister. Both hate each other and compete for the Dreamstone.

  • Beware the Silly Ones: Despite her vain and buffoonish mannerisms, the Dream Maker and even Zordrak warn that she is deceptively devious. Especially evident in her final appearance.
  • Cain and Abel: Zordrak in fact banished Zarag into a bottle prison over a disagreement. This would supposedly have been indefinite if Nug hadn't obliviously released her some 500 years later. Her first action after being freed was to steal the Dreamstone and gloat relentlessly at him.
  • Eviler Than Thou: Backstabbed her brother and the Urpneys several times (albeit after his own extreme penalty on her). Also poses as a slightly more challenging threat for the heroes.
  • Hair-Trigger Temper: Like her brother, she is very tantrum prone. Expect a lot of screeching and furniture throwing.
  • Laughably Evil
  • Narcissist
  • No Indoor Voice: When infuriated, only Urpgor can challenge her in shrillness.
  • Sitcom Arch-Nemesis: Following a disastrous tenure serving her, Zarag and Urpgor both very mutually and very vocally hate each other. Led to a Teeth Clenched Villain Team-Up in "The Substitute".
  • Slapstick Knows No Gender: Her defeat in "Zarag Rules", getting flattened by the Urpneys' crash-landing vehicle.
  • Smug Snake
  • Team Rocket Wins: Helped Zordrak send nightmares across the Land of Dreams in "The Substitute". She was less lucky snagging the Dreamstone however.
  • Villainous Crush: Heavily implied to have one on the Dream Maker in her first appearance.

Urpgor's Auntie

A relative of Urpgor's. Even more deranged and sadistic as himself. Resides on the planet Tempus Fugit.

  • Bad Boss: To her small alien associate. He is revealed to secretly loathe her.
  • Comedic Sociopath: Adores setting booby traps around her lair.
  • The Dreaded: The Urpneys are terrified of her.
  • Eviler Than Thou: Tormented and duped the Urpneys in both her appearances. Urpgor actually ends up invoking this against her by betraying her in her final appearance however.
  • Evil Aunt: As made obvious by her other tropes here, Urpgor's aunt is, in many ways, far more evil than her nephew could hope to be.
  • Faux Affably Evil: She has a very polite and welcoming front. In most cases it's to set up for some torturous booby trap or to steal from said victim.
  • Laughably Evil
  • Manipulative Bitch: Sweet talks Blob into entrusting her with the Dreamstone in "Auntie Again", secretly stealing it for herself.

The Neemod

A massive stone monster created by Zordrak as a weapon, but which he learned was beyond his ability to control. As a result, he buried it somewhere around Viltheed, until it was accidentally set it loose again.

  • Attack of the 50-Foot Whatever: It's a huge creature, around the same size as Zordrak himself.
  • Dumb Muscle: It's literally mindless, which is its greatest flaw; the creature doesn't respond to anything but its most fundamental programming, which is to track down the most potent source of energy that it can sense and absorb it for nourishment. This means it's completely beyond the control of anyone.
  • Golem: It's a just-barely anthropomorphic amalgamation of stone, forming a crude outline of a bipedal humanoid form.
  • Gone Horribly Right: Zordrak wanted an incredibly destructive, unstoppable stone monster. And he got one. It's just he made one that he couldn't control or even destroy himself; it caused far more damage to Viltheed than it did to the Land of Dreams before Zordrak finally managed to bury it forever.
  • Hoist by His Own Petard: Rufus and Amber manage to finally destroy the thing by preying on its drive to pursue power sources, which results in them letting it grab hold of a huge bubble full of concentrated sunlight, which overloads the Neemod and reduces it to rubble.
  • Implacable Man: Once it decides on a target, it will. Not. STOP. It crushes buildings, smashes through trees, tears down mountains and wades through armies to get to where it wants to go.
  • Nigh-Invulnerability: Pretty much nothing that anyone throws at it is capable of even slowing it down.
  • One-Shot Character: Appears solely in the episode of the same name.
  • Sealed Evil in a Can: It was buried in the ground to keep it inactive, until the Urpneys accidentally dug it up while mining power crystals for Urpgor's new jetpacks.
  • Super-Persistent Predator: A justified example; it's a magical monster that literally exists only to track down a specific target (the most powerful source of energy it can sense). It has no mental capacity to think of anything beyond tracking down whatever it's currently on the trail of.
  • Super Prototype: The dialogue in the episode in which it appears actually implies an inversion; apparently, Zordrak created more than one Neemod before he buried this particular one, implying that it was a final model, possibly created to be far larger and tougher than the originals.
  • Super Strength: As you'd expect from a giant stone golem, its strength is utterly massive, letting it tear through anything in its way.
  • Turned Against Their Masters: A variation in that it doesn't have the mental capacity to understand the concept of obeying Zordrak or anyone else.

The Jolly Bird

A large goofy bird. Both sides sought after it's presence (the Noops for a feather, said to be able to bring happiness from tickling, and the Urpneys for it's nest, made out of a powerful mineral).

  • Early-Bird Cameo: Fittingly. A near identical bird tries to eat the Urpneys in "The Shrinking Stone", aired three seasons prior to it's proper introduction.
  • Funny Animal: Is capable of talking (loudly) and using it's wings as arms.
  • Mama Bear: When the Urpneys seemingly lose it's egg, it goes apeshit and chases after them.
  • One-Shot Character: Par it's Early-Bird Cameo, it has only one official appearance in the episode of the same name.

Hod

A space traveller who uses the remains of used dreams to create his own. Shy and downtrodden, Hod got caught in one of the Urpneys' schemes, until Rufus and Amberley saved him.

  • Apologises a Lot: Once again, he's very sorry about sucking Rufus and Amberley up in his machinery.
  • Beware the Nice Ones: Attempted. When the Urpneys confront him and try to hijack his ship, Hod actually gets rather antsy and tries to fight them off. Frizz and Nug still manage to overpower him however.
  • One-Shot Character: Like the above, has only one appearance in an episode with his namesake.
  • Shrinking Violet: Displays a rather meek personality.

http://tvtropes.org/pmwiki/pmwiki.php/Characters/TheDreamstone