Nothic? And Baalzeboop? Just wanna say, again, I'm absolutely in love with your worldbuilding and the idea of factions and everything. Its so wonderful and makes me giddy just thinking about it.
And thanks for the credit, Noth :) glad you liked the ideas
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⌜╔═════════════The Board══════════════╗⌝
...and started me on my way into my next chapter in life...
Nothic? And Baalzeboop? Just wanna say, again, I'm absolutely in love with your worldbuilding and the idea of factions and everything. Its so wonderful and makes me giddy just thinking about it.
And thanks for the credit, Noth :) glad you liked the ideas
Yay!!!
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Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Nothic? And Baalzeboop? Just wanna say, again, I'm absolutely in love with your worldbuilding and the idea of factions and everything. Its so wonderful and makes me giddy just thinking about it.
And thanks for the credit, Noth :) glad you liked the ideas
Tysm, that means a ton Yon!! And your ideas were great, really gives the faction list some much-needed flavor.
*Remember, I'm still working on this magic system, and everything is subject to change! This concept was originally called the Darkblight, but I decided to expand upon it since it was a cool concept*
New magic concept for Fether: The Nielle and Weirding
“Do not test me, mankind. I shall take everything from you. Your crops, your beasts, your loved ones, and even your soul.” - Crie, God of Spirits, Shadows, and Fear
The Nielle is the essence of the Spirit World, and it typically manifests as a thin but heavy metallic oil. It is the essence of magic in Fether, and all magic requires some use of it, regardless of how holy it is. Whether it's in the Soulshot rounds for your rifle or healing incense for your censer, Nielle is in play whenever magic is with very few exceptions.
Nielle is believed to be Crie's blood, much like how water is the Sovereign's blood. And just like materials in the material world, it cannot be created or destroyed. When Nielle is "destroyed," it simply changes form. When burned, it enters the atmosphere, and when consumed it remains in the body until removed. Whatever form it is in, Nielle pollutes everything it touches. Polluted objects and creatures become closer and closer to Spirit World objects and creatures, resulting in them seeming "possessed" or "corrupted." This transformation is called Weirding and can cause all sorts of effects. Every magical creature is either a normal creature that has been Weirded or a descendant of such a creature.
Nielle can be predictable in its oil form, and is used as a magical fuel in just about everything. However, getting it raw and unfiltered is impossibly difficult and expensive, resulting in companies, military forces, and the like instead using Weirded creatures and materials as fuel for their magic. The average person will encounter Nielle frequently, but never in its raw form.
Magic is used primarily for altering things, so it only makes sense that it warps things around it. Unfortunately for humans, this mutation is neither incidental nor random: Crie has his ever-reaching claws dug into this world, trying to get a good enough hold to free the Sovereign (the literal earth) from the Light's enslavement, and the more of his blood is spilled into the material world, the more power he gains here. Even scarier is that he can change Weirded creatures and objects to his preferences, often granting them the power to bring in more Nielle.
*I personally love the Silmarillion and Tolkien's other works, along with Wings of Fire.*
*Lore for a kingdom I kinda made. So far it only exists in the backstory of my character on Lord's Rest Inn.*
*Sorry if this gets long.*
GØBLENHEIM: The Hidden Empire
Gøblenheim, previously known as Greyfeld, was once a peaceful land, deep in the Underdark. Small, reclusive villages of dark elves and goblins lived there, but rarely interacted. The goblins had no fire, didn't know what it was yet, but there was plenty of food, and light from glowworms illuminated parts of the gargantuan cavern. All was good.
But then things changed. The dark elves discovered new magics, stronger than the simple charms and spells that they had used for centuries. But the magic came at a cost: a lifetime of service in the name of the Spider Queen. *Might make lore for the Spider Queen later.*
And the Spider Queen held different beliefs, than the inhabitants of Greyfeld. She believed, or rather believes, that all of the Underdark belongs to her. That all of its inhabitants should serve, and worship, her.
But while the dark elves were content with the Spider Queen's rule, the goblins weren't. They refused to submit, no matter what was offered. And so the Spider Queen ordered the dark elves to exterminate the goblins, because their defiance angered her.
The first attack was unexpected. A group of dark elves, empowered with new magic, attacked a small village. Nobody is sure what exactly happened, as the sole survivor had come back from foraging, only to find the entire village had been razed, leaving naught but a 40-foot radius circle of scorched dirt.
After that, the goblins began fortifying their villages, with the smaller villages combining together to form larger, more defensible villages. In addition, they began training militias, to help defend those who couldn't defend themselves.
But the attacks didn't cease. Almost a year later, another village was wiped out. And so the goblins built sturdier walls, made from planks of giant mushrooms and clay. They walled their villages, and began using the bones of the giant rats they hunted to make weapons.
They consolidated their villages further, so that even the smallest village held over 100 goblins. They hid their roads and villages, growing large forests of mushrooms. They even found a way to milk the acid from glowworms, which they found in massive quantities.
And yet, it was still almost all for naught. Almost 3 years later, another village, the smallest and closest to the elves, was razed, but not without a fight. It is speculated that nearly all of the dark elves that attacked were killed, as they had been ambushed right outside the village. The survivors, of which there were about 27, moved to the furthest village, carrying their story for all to hear.
The stories of the survivors inspired the goblins to fight back. They worked hard, fortifying their walls even more, making them so thick that they were able to build walkways along the tops. They began making bows, and training themselves in archery. They began to form towns, with each having over 1,000 goblins. Despite the attacks, their numbers grew, and eventually they made a new town, because they ran out of room in the towns they had made. They hid their roads better, and worked on keeping their towns as hidden as possible.
Ten years later, an army of dark elves marched, burning forests of mushrooms that had stood for decades. They found a town, and tried to burn it down. But for the first time ever, the goblins won, if only because of how vastly outnumbered the dark elves were. And they found a bit of fire, and kept it. They made a bonfire from it, and used it to make torches. Eventually, they figured out a way of creating fire, using a pair of special rocks. And thus, the goblins discovered fire, and began working on harnessing this newfound power.
As before, they consolidated, and hid as best they could. They formed small cities, with stacked housing built from spires of fungus. They experimented with fire, eventually finding a way to melt certain rocks and make a new, stronger material: metal. They used metal to excavate stone, to build stronger walls than ever.
A few centuries passed, and it seemed like the attacks were over. The dark elves began to seem like a myth. But they were wrong. The dark elves attacked again. It was bloody, but the goblins fought hard. Of the 85 dark elves sent to destroy the city, only 20 returned. But the goblins also suffered heavy casualties, and had to abandon the city.
They built up defensive measures in their cities, and elected a king to oversee the defense of all the cities. Their walls extended higher than ever, with massive doors that could be barred to prevent access to the city.
More time passed, and while the goblins grew bolder, the dark elves continued to make smaller attacks against the villages that the goblins were trying to reclaim. Eventually, the goblins began to create armor and shields of higher quality than would have been expected by the dark elves, who saw the goblins as scum, due to the goblins' lack of magical aptitude.
Then, one fateful year, a new king rose to power. He believed that they would need to be vicious, and bloodthirsty, in order to fight the dark elves. He began attacking them, beginning a war that would last for generations.
Eventually, though, the goblins' advantage of numbers won out, and the dark elves fled, sealing their exit behind themselves. The cities of the goblins flourished, becoming a rather industrious society full of cunning and wit.
The ruthless kings had died off, and the land was renamed Gøblenheim, Home of the Goblins. They lived in peace, and were finally safe. And yet, they still maintain their walls, and continue to train armies, just in case the dark elves, or other servants of the Spider Queen, ever return.
In a land there was once a city next to the ocean. Its ports flourished with trade and fish was abundant. But in the sewers of the city, strange things were occurring. The city had many dark secrets underneath and unknown to the citizens. There were gruesome experiments on sea creatures, modifications to the plants, corrupting of the sea. One day a ship went out to sea to fish. It didn't come back. Many people were grieved but it was nothing too unusual. But then it happened more. And more. And more. The people began growing frightened. They demanded answers from the monarch. But the king didn't know either. A proclamation was sent out to close the waters around the kingdom, stopping all sea trade in and out of the city. The city tried to send trade over land to other kingdoms but it wasn't nearly enough to sustain them. Then, people started becoming ill. More and more got sick and died. Eventually the source was traced to the water. The whole city became desperate. People started leaving. More and more left, leaving empty ghost houses behind them. Eventually, everyone left, with an empty husk of a city behind. The experiments ceased, but the mutated and malformed creatures did not. They created a brood, and spawned even more and more. And then, one day, monsters appeared in different parts of the ocean. Slowly but surely the monsters infested different parts of the seas, until they became almost normal to all the sailors. The strange plants did not flourish as much, but there were still some scattered in the reefs, making the water around them lethal to the sea creatures breathing it. The malformed creatures were given the name [can't think of a name] But the waters around the old port city were still infested the most, with unnatural plants and mutated monsters. A guild was established, in order to keep these monsters at bay. It was named the [srsly I'm bad at names]. They were hired as escorts, went on missions to reduce numbers, and a few even went to the old port city, but they never came back. A few groups of people believed that the monsters could be tamed and were just misunderstood, but those were the people who had never sailed on the high seas with the [I need to find a name] a day in their lives. Some scholars paid the members of the guild to bring back some of the monsters alive to study and find their true origin. The guild refused however, only bringing the monsters dead. Each member of the guild has sworn to protect all other humans from the sea monsters. They are loyal to their ship and their crew. If the code is broken (I'm not gonna come up with a code rn) by someone then they are exiled from the ship and the guild (man I REALLY need to find a name).
Yeah that's all I got cause if I go any further I'm going to be making a book or a main storyline for a quest. also if anyone has any suggestions as to what to name the creatures and the guild, I'd really appreciate it.
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I heard life is what passes when you're too busy living.
There was once a man. The man lived hundreds of years ago, and is remembered only by his extraordinary technological advancements: the invention of automatons, clockwork crossroads, and goodberry wine.
he is remembered only by these things, but he never died.
This man, Hephaestus, grew up in a time of war. Nobody was safe from the constant attacks. And he joined the army. The war lasted 40 long years, and he was one of the few that survived. Well, he didn’t survive, exactly. He was fatally wounded near the end of the war, but managed to buy himself a few hours with medical supplies. But he had lost a lot of blood and didn’t have much time left. So he made a desperate attempt to preserve his own life.
he extracted the blood of others and injected it into his body to replace the blood he was missing. He replaced all of his body parts that were too damaged with mechanical ones, and he fled. He was hunted down by soldiers, calling him a monstrosity. But he managed to hide from them in a volcanic cave in a mountain. And there he experimented, inspired by his discovery that he could use the blood of others, eventually figuring out that through magic, he could use blood to power machines. So he slowly replaced his old mechanical parts with newer, stronger ones, and used blood to power them. Eventually a time came where he would naturally die of old age. And he couldn’t have that happen, he had worked to hard to preserve himself and he had many projects to finish.
so he replaced all of his parts with mechanical ones. All of them besides his tiny, shriveled up heart that’s still beating today, powering a night terror that lives in a cave and visits villages during the night, only for people to be found dead, drained of all of their blood the next day.
Guys so I was thinking, and also trying to make an idea for the previously mentioned guilt hags. Then I had an idea: Guillotine hags!
guillotine hags are the secret orchestrators of some of the most famous and influential events of history. Most notably, the fantasy French Revolution. Guillotine hags spend years cultivating uprisings and sowing seeds of political chaos wherever they go. They often advise rulers to make bad choices and to, “live a little,” and generally corrupt them into selfish monsters. Then they whisper into the ear of the kingdom, inspiring them to revolt and overthrow the government. They are monsters in every sense of the word. They play both sides of a story in order to cause horrific chaos, in which they then descend upon the madness, uprooting civilizations and taking them over, destroying order that has lasted for centuries. And all of this only makes them more powerful. They feed on and grow in the hate and distrust and revolution that they created.
In the interest of keeping this thread alive, here’s some “origin story” lore I just wrote.
In the first ages of the universe, when time was young and space trivial, there were two beings. The first was called the Progenitor, the Creator, the Builder, and she lived in harmony with her brother the Dismantler, the Ruiner, the Disrupter. The two gods among gods were friends and allies, and together they fought back against the forces of Entropy and Anarchy and built themselves a nexus in the cosmos from which they could fulfill their respective purposes.
The Progenitor’s purpose was to create, and her brother’s purpose to dismantle. He acted as a check on her ambitions, for without destruction creation becomes stagnant and worthless. And so for many ages the two coexisted, the sister creating and brother destroying. The two bickered at times, as all siblings do, but they learned to respect each other’s role in the universe.
In time, the Progenitor grew frustrated. She felt a profound loss of purpose, for her brother ruined all she created without end. She grew bitter, and in her anger she began a secret construction, building the first world of many. It was a cursed world, a world haunted by war and suffering, but she loved it because it was free and it was hers to use as she wished. This world was Gaea, and it was home to a great many people who warred just as she had. In time, the people destroyed their own world and wiped themselves out, and so the Progenitor was once again without purpose.
She set about constructing a second world, a final world, and she poured into it all of her spirit and love and life. She used Gaea as a model and refined it as best she could to prevent the catastrophe that had taken her eldest. Its people were flawed, as all people are, but they were also beautiful and the Progenitor was proud.
But unbeknownst to the Progenitor, tucked far away in a forgotten pocket of Space, the Dismantler too was experimenting. It too had recognized the futility of its own existence, and it too sought a change. The Dismantler had created its own child, a hellish firstborn called Abaddon filled with cursed places and peoples.
In time, the brother ventured from his abode and saw what the Progenitor had created. He was devastated and enraged in equal measure, and in his fury he Dismantled his sister and the powers of creation were no more.
The Dismantler saw then what he had done and was horrified. He decided that rather than destroy her creation, he would honor his sister’s memory and contribute to it instead. And so he took Abaddon and reshaped it and cast it into the sky of the second world. The act cost the Dismantler his remaining power, and so he too faded from existence and joined his sister in Entropy.
Thus, three forces in the universe remained — the grand world of Lubridium, the benign moon Selene, and the tattered remnants of Abaddon. In time the three developed sentience, and for the longest time they coexisted in peace and harmony. But Abaddon didn’t fit in with the others. It grew envious. It believed itself to be superior to Selene and Lubridium, for it was the child of the strongest god. It demanded worship from the mortal peoples and set about molding an avatar — a foul herald to walk the Earth and destroy those who rebelled. And so Abaddon became the Redlight, and he poured his soul into a tiny vessel and sent it out to possess the strongest being it could find.
Only, something went wrong.
The Redlight had intended to possess Geozzyss, The Voiceless One — an ancient Black Dragon of staggering power. But the chaotic forces of Lubridium had other plans, and so the scrap of divinity went elsewhere. It possessed a fetus, of all things — a tiny unborn child that would have otherwise never survived birth.
The child should have been called Aldo, but the name was lost on the day he was born. The townsfolk called him only Belua — beast, monster, wild one. When he was six, he killed another child with a stick and was dubbed Sicarius — assassin, murderer, ruffian. When he was ten, he burned the village to the ground. That’s when they started calling him Blacklight, child of the Redlight, scourge of the Earth and of all that is good and sacred.
All the world wanted Blacklight, desiring his power and destruction in equal measure, and so he was never safe. He was pursued for nineteen endless years, too weak to fend for himself and too valuable to be risked. On the eve of the twentieth year, Blacklight was captured by Imperial forces and his father was forced to intervene, splitting the frail ground and secreting Blacklight away. Thus came the first Reformation.
In the following centuries, the Redlight has exerted its foul power in all manner of ways. It sends horrific creatures across the sea to wreak havoc and distract from its true goals, and every nineteen years it manipulates the world in odd, illogical ways — attempting endlessly to remake Lubridium in its own hellish image. The Redlight remembers the Dismantler’s pain, the Progenitor’s hubris. It seeks retribution — not only against the celestials and gods, but also against every traitorous denizen of the Mocking Earth.
Keep in mind that this is just a draft. I rushed a lot, especially in the Blacklight section. It’s all totally subject to change. I just really wanted to be able to post something, and posting a mid draft is a great way to improve. So, uh, yeah! Yay for drafts!
In the interest of keeping this thread alive, here’s some “origin story” lore I just wrote.
In the first ages of the universe, when time was young and space trivial, there were two beings. The first was called the Progenitor, the Creator, the Builder, and she lived in harmony with her brother the Dismantler, the Ruiner, the Disrupter. The two gods among gods were friends and allies, and together they fought back against the forces of Entropy and Anarchy and built themselves a nexus in the cosmos from which they could fulfill their respective purposes.
The Progenitor’s purpose was to create, and her brother’s purpose to dismantle. He acted as a check on her ambitions, for without destruction creation becomes stagnant and worthless. And so for many ages the two coexisted, the sister creating and brother destroying. The two bickered at times, as all siblings do, but they learned to respect each other’s role in the universe.
In time, the Progenitor grew frustrated. She felt a profound loss of purpose, for her brother ruined all she created without end. She grew bitter, and in her anger she began a secret construction, building the first world of many. It was a cursed world, a world haunted by war and suffering, but she loved it because it was free and it was hers to use as she wished. This world was Gaea, and it was home to a great many people who warred just as she had. In time, the people destroyed their own world and wiped themselves out, and so the Progenitor was once again without purpose.
She set about constructing a second world, a final world, and she poured into it all of her spirit and love and life. She used Gaea as a model and refined it as best she could to prevent the catastrophe that had taken her eldest. Its people were flawed, as all people are, but they were also beautiful and the Progenitor was proud.
But unbeknownst to the Progenitor, tucked far away in a forgotten pocket of Space, the Dismantler too was experimenting. It too had recognized the futility of its own existence, and it too sought a change. The Dismantler had created its own child, a hellish firstborn called Abaddon filled with cursed places and peoples.
In time, the brother ventured from his abode and saw what the Progenitor had created. He was devastated and enraged in equal measure, and in his fury he Dismantled his sister and the powers of creation were no more.
The Dismantler saw then what he had done and was horrified. He decided that rather than destroy her creation, he would honor his sister’s memory and contribute to it instead. And so he took Abaddon and reshaped it and cast it into the sky of the second world. The act cost the Dismantler his remaining power, and so he too faded from existence and joined his sister in Entropy.
Thus, three forces in the universe remained — the grand world of Lubridium, the benign moon Selene, and the tattered remnants of Abaddon. In time the three developed sentience, and for the longest time they coexisted in peace and harmony. But Abaddon didn’t fit in with the others. It grew envious. It believed itself to be superior to Selene and Lubridium, for it was the child of the strongest god. It demanded worship from the mortal peoples and set about molding an avatar — a foul herald to walk the Earth and destroy those who rebelled. And so Abaddon became the Redlight, and he poured his soul into a tiny vessel and sent it out to possess the strongest being it could find.
Only, something went wrong.
The Redlight had intended to possess Geozzyss, The Voiceless One — an ancient Black Dragon of staggering power. But the chaotic forces of Lubridium had other plans, and so the scrap of divinity went elsewhere. It possessed a fetus, of all things — a tiny unborn child that would have otherwise never survived birth.
The child should have been called Aldo, but the name was lost on the day he was born. The townsfolk called him only Belua — beast, monster, wild one. When he was six, he killed another child with a stick and was dubbed Sicarius — assassin, murderer, ruffian. When he was ten, he burned the village to the ground. That’s when they started calling him Blacklight, child of the Redlight, scourge of the Earth and of all that is good and sacred.
All the world wanted Blacklight, desiring his power and destruction in equal measure, and so he was never safe. He was pursued for nineteen endless years, too weak to fend for himself and too valuable to be risked. On the eve of the twentieth year, Blacklight was captured by Imperial forces and his father was forced to intervene, splitting the frail ground and secreting Blacklight away. Thus came the first Reformation.
In the following centuries, the Redlight has exerted its foul power in all manner of ways. It sends horrific creatures across the sea to wreak havoc and distract from its true goals, and every nineteen years it manipulates the world in odd, illogical ways — attempting endlessly to remake Lubridium in its own hellish image. The Redlight remembers the Dismantler’s pain, the Progenitor’s hubris. It seeks retribution — not only against the celestials and gods, but also against every traitorous denizen of the Mocking Earth.
Keep in mind that this is just a draft. I rushed a lot, especially in the Blacklight section. It’s all totally subject to change. I just really wanted to be able to post something, and posting a mid draft is a great way to improve. So, uh, yeah! Yay for drafts!
I’m especially dissatisfied with the last paragraph. I messed up tenses, put two unrelated things in the same sentence, and generally didn’t think through what I was writing enough. I need to fix that ASAP, but it’s really late so I’m gonna go sleep instead. Yay for sleep!
The hag's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: vicious mockery, friends, charm person
3/day each: suggestion, scrying, dimension door, hunger of hadar
1/day each: globe of invulnerability, mislead, delayed blast fireball
Thrives on anarchy.
If the Guillotine hag is within 60 feet of a creature hostile to it or one of it’s allies at the start of it’s turn, it can choose to create one of the following effects:
The Guillotine hag regains 5 hitpoints.
The Guillotine hag has advantage on all attack rolls, ability checks, and saving throws until the start of its next turn.
The Guillotine hag regains the use of one of her 3/day spells.
Horrific form.
If the Guillotine hag kills a creature that is friendly to her, the Guillotine absorbs the feelings of betrayal and hate in the creature, temporarily assuming a more powerful form for one minute and gaining the following benefits:
The Guillotine hag grows one size larger, and its speed increases to 40 feet.
The Guillotine hag’s claw attack does 4d10 slashing damage instead of 4d8.
The Guillotine hag’s thrives on anarchy ability extends to a range of 120 feet.
Actions
Claws.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 3d8+8 slashing damage.
Illusory appearance.
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Incite chaos (recharge 6).
The Guillotine hag forces three creatures within 30 ft to make a DC 17 wisdom saving throw. On a failure, the creature’s level of hostility to one creature of the hag’s choice that they can see shifts one stage towards hostile. Friendly to indifferent, and indifferent to hostile.
Reactions
Twisted words.
The Guillotine hag can change what one creature within 60 ft of it hears when a creature says something. This effect works as if the creature that said something had cast The Gift of Gab spell, without the 5 foot range limit.
it’s probably not very balanced and the CR is probably wrong, but I’m proud of it! Also may have added too many abilities idk
The hag's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: vicious mockery, friends, charm person
3/day each: suggestion, scrying, dimension door, hunger of hadar
1/day each: globe of invulnerability, mislead, delayed blast fireball
Thrives on anarchy.
If the Guillotine hag is within 60 feet of a creature hostile to it or one of it’s allies at the start of it’s turn, it can choose to create one of the following effects:
The Guillotine hag regains 5 hitpoints.
The Guillotine hag has advantage on all attack rolls, ability checks, and saving throws until the start of its next turn.
The Guillotine hag regains the use of one of her 3/day spells.
Horrific form.
If the Guillotine hag kills a creature that is friendly to her, the Guillotine absorbs the feelings of betrayal and hate in the creature, temporarily assuming a more powerful form for one minute and gaining the following benefits:
The Guillotine hag grows one size larger, and its speed increases to 40 feet.
The Guillotine hag’s claw attack does 4d10 slashing damage instead of 4d8.
The Guillotine hag’s thrives on anarchy ability extends to a range of 120 feet.
Actions
Claws.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 3d8+8 slashing damage.
Illusory appearance.
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Incite chaos (recharge 6).
The Guillotine hag forces three creatures within 30 ft to make a DC 17 wisdom saving throw. On a failure, the creature’s level of hostility to one creature of the hag’s choice that they can see shifts one stage towards hostile. Friendly to indifferent, and indifferent to hostile.
Reactions
Twisted words.
The Guillotine hag can change what one creature within 60 ft of it hears when a creature says something. This effect works as if the creature that said something had cast The Gift of Gab spell, without the 5 foot range limit.
it’s probably not very balanced and the CR is probably wrong, but I’m proud of it! Also may have added too many abilities idk
Nothic? And Baalzeboop? Just wanna say, again, I'm absolutely in love with your worldbuilding and the idea of factions and everything. Its so wonderful and makes me giddy just thinking about it.
And thanks for the credit, Noth :) glad you liked the ideas
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
Yay!!!
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Tysm, that means a ton Yon!! And your ideas were great, really gives the faction list some much-needed flavor.
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
*Remember, I'm still working on this magic system, and everything is subject to change! This concept was originally called the Darkblight, but I decided to expand upon it since it was a cool concept*
New magic concept for Fether: The Nielle and Weirding
“Do not test me, mankind. I shall take everything from you. Your crops, your beasts, your loved ones, and even your soul.” - Crie, God of Spirits, Shadows, and Fear
The Nielle is the essence of the Spirit World, and it typically manifests as a thin but heavy metallic oil. It is the essence of magic in Fether, and all magic requires some use of it, regardless of how holy it is. Whether it's in the Soulshot rounds for your rifle or healing incense for your censer, Nielle is in play whenever magic is with very few exceptions.
Nielle is believed to be Crie's blood, much like how water is the Sovereign's blood. And just like materials in the material world, it cannot be created or destroyed. When Nielle is "destroyed," it simply changes form. When burned, it enters the atmosphere, and when consumed it remains in the body until removed. Whatever form it is in, Nielle pollutes everything it touches. Polluted objects and creatures become closer and closer to Spirit World objects and creatures, resulting in them seeming "possessed" or "corrupted." This transformation is called Weirding and can cause all sorts of effects. Every magical creature is either a normal creature that has been Weirded or a descendant of such a creature.
Nielle can be predictable in its oil form, and is used as a magical fuel in just about everything. However, getting it raw and unfiltered is impossibly difficult and expensive, resulting in companies, military forces, and the like instead using Weirded creatures and materials as fuel for their magic. The average person will encounter Nielle frequently, but never in its raw form.
Magic is used primarily for altering things, so it only makes sense that it warps things around it. Unfortunately for humans, this mutation is neither incidental nor random: Crie has his ever-reaching claws dug into this world, trying to get a good enough hold to free the Sovereign (the literal earth) from the Light's enslavement, and the more of his blood is spilled into the material world, the more power he gains here. Even scarier is that he can change Weirded creatures and objects to his preferences, often granting them the power to bring in more Nielle.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
That is...Alot more posts than I expected....Wow.
This is all some really great lore everyone! I shall put you all in the Ranks based on your incredible lore making!
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
*I personally love the Silmarillion and Tolkien's other works, along with Wings of Fire.*
*Lore for a kingdom I kinda made. So far it only exists in the backstory of my character on Lord's Rest Inn.*
*Sorry if this gets long.*
GØBLENHEIM: The Hidden Empire
Gøblenheim, previously known as Greyfeld, was once a peaceful land, deep in the Underdark. Small, reclusive villages of dark elves and goblins lived there, but rarely interacted. The goblins had no fire, didn't know what it was yet, but there was plenty of food, and light from glowworms illuminated parts of the gargantuan cavern. All was good.
But then things changed. The dark elves discovered new magics, stronger than the simple charms and spells that they had used for centuries. But the magic came at a cost: a lifetime of service in the name of the Spider Queen. *Might make lore for the Spider Queen later.*
And the Spider Queen held different beliefs, than the inhabitants of Greyfeld. She believed, or rather believes, that all of the Underdark belongs to her. That all of its inhabitants should serve, and worship, her.
But while the dark elves were content with the Spider Queen's rule, the goblins weren't. They refused to submit, no matter what was offered. And so the Spider Queen ordered the dark elves to exterminate the goblins, because their defiance angered her.
The first attack was unexpected. A group of dark elves, empowered with new magic, attacked a small village. Nobody is sure what exactly happened, as the sole survivor had come back from foraging, only to find the entire village had been razed, leaving naught but a 40-foot radius circle of scorched dirt.
After that, the goblins began fortifying their villages, with the smaller villages combining together to form larger, more defensible villages. In addition, they began training militias, to help defend those who couldn't defend themselves.
But the attacks didn't cease. Almost a year later, another village was wiped out. And so the goblins built sturdier walls, made from planks of giant mushrooms and clay. They walled their villages, and began using the bones of the giant rats they hunted to make weapons.
They consolidated their villages further, so that even the smallest village held over 100 goblins. They hid their roads and villages, growing large forests of mushrooms. They even found a way to milk the acid from glowworms, which they found in massive quantities.
And yet, it was still almost all for naught. Almost 3 years later, another village, the smallest and closest to the elves, was razed, but not without a fight. It is speculated that nearly all of the dark elves that attacked were killed, as they had been ambushed right outside the village. The survivors, of which there were about 27, moved to the furthest village, carrying their story for all to hear.
The stories of the survivors inspired the goblins to fight back. They worked hard, fortifying their walls even more, making them so thick that they were able to build walkways along the tops. They began making bows, and training themselves in archery. They began to form towns, with each having over 1,000 goblins. Despite the attacks, their numbers grew, and eventually they made a new town, because they ran out of room in the towns they had made. They hid their roads better, and worked on keeping their towns as hidden as possible.
Ten years later, an army of dark elves marched, burning forests of mushrooms that had stood for decades. They found a town, and tried to burn it down. But for the first time ever, the goblins won, if only because of how vastly outnumbered the dark elves were. And they found a bit of fire, and kept it. They made a bonfire from it, and used it to make torches. Eventually, they figured out a way of creating fire, using a pair of special rocks. And thus, the goblins discovered fire, and began working on harnessing this newfound power.
As before, they consolidated, and hid as best they could. They formed small cities, with stacked housing built from spires of fungus. They experimented with fire, eventually finding a way to melt certain rocks and make a new, stronger material: metal. They used metal to excavate stone, to build stronger walls than ever.
A few centuries passed, and it seemed like the attacks were over. The dark elves began to seem like a myth. But they were wrong. The dark elves attacked again. It was bloody, but the goblins fought hard. Of the 85 dark elves sent to destroy the city, only 20 returned. But the goblins also suffered heavy casualties, and had to abandon the city.
They built up defensive measures in their cities, and elected a king to oversee the defense of all the cities. Their walls extended higher than ever, with massive doors that could be barred to prevent access to the city.
More time passed, and while the goblins grew bolder, the dark elves continued to make smaller attacks against the villages that the goblins were trying to reclaim. Eventually, the goblins began to create armor and shields of higher quality than would have been expected by the dark elves, who saw the goblins as scum, due to the goblins' lack of magical aptitude.
Then, one fateful year, a new king rose to power. He believed that they would need to be vicious, and bloodthirsty, in order to fight the dark elves. He began attacking them, beginning a war that would last for generations.
Eventually, though, the goblins' advantage of numbers won out, and the dark elves fled, sealing their exit behind themselves. The cities of the goblins flourished, becoming a rather industrious society full of cunning and wit.
The ruthless kings had died off, and the land was renamed Gøblenheim, Home of the Goblins. They lived in peace, and were finally safe. And yet, they still maintain their walls, and continue to train armies, just in case the dark elves, or other servants of the Spider Queen, ever return.
*That's all for this.*
Kasrik Argentum Stellaris Fiddlesticks the Wizard, Lord of Stars, Master Trickster, and Creator of both the Mosh of Stardust Hornets and Mimiczilla.
"You're never fully dressed without a smile!" >:3
"Honk."
hey that's pretty good Kasrick!
I've never made lore, only more just liked learning it, but it seems pretty cool so I'm gonna start on some.
I heard life is what passes when you're too busy living.
Thanks! That's the first lore I've ever really made.
Kasrik Argentum Stellaris Fiddlesticks the Wizard, Lord of Stars, Master Trickster, and Creator of both the Mosh of Stardust Hornets and Mimiczilla.
"You're never fully dressed without a smile!" >:3
"Honk."
In a land there was once a city next to the ocean. Its ports flourished with trade and fish was abundant. But in the sewers of the city, strange things were occurring. The city had many dark secrets underneath and unknown to the citizens. There were gruesome experiments on sea creatures, modifications to the plants, corrupting of the sea. One day a ship went out to sea to fish. It didn't come back. Many people were grieved but it was nothing too unusual. But then it happened more. And more. And more. The people began growing frightened. They demanded answers from the monarch. But the king didn't know either. A proclamation was sent out to close the waters around the kingdom, stopping all sea trade in and out of the city. The city tried to send trade over land to other kingdoms but it wasn't nearly enough to sustain them. Then, people started becoming ill. More and more got sick and died. Eventually the source was traced to the water. The whole city became desperate. People started leaving. More and more left, leaving empty ghost houses behind them. Eventually, everyone left, with an empty husk of a city behind. The experiments ceased, but the mutated and malformed creatures did not. They created a brood, and spawned even more and more. And then, one day, monsters appeared in different parts of the ocean. Slowly but surely the monsters infested different parts of the seas, until they became almost normal to all the sailors. The strange plants did not flourish as much, but there were still some scattered in the reefs, making the water around them lethal to the sea creatures breathing it. The malformed creatures were given the name [can't think of a name] But the waters around the old port city were still infested the most, with unnatural plants and mutated monsters. A guild was established, in order to keep these monsters at bay. It was named the [srsly I'm bad at names]. They were hired as escorts, went on missions to reduce numbers, and a few even went to the old port city, but they never came back. A few groups of people believed that the monsters could be tamed and were just misunderstood, but those were the people who had never sailed on the high seas with the [I need to find a name] a day in their lives. Some scholars paid the members of the guild to bring back some of the monsters alive to study and find their true origin. The guild refused however, only bringing the monsters dead. Each member of the guild has sworn to protect all other humans from the sea monsters. They are loyal to their ship and their crew. If the code is broken (I'm not gonna come up with a code rn) by someone then they are exiled from the ship and the guild (man I REALLY need to find a name).
Yeah that's all I got cause if I go any further I'm going to be making a book or a main storyline for a quest. also if anyone has any suggestions as to what to name the creatures and the guild, I'd really appreciate it.
I heard life is what passes when you're too busy living.
There was once a man. The man lived hundreds of years ago, and is remembered only by his extraordinary technological advancements: the invention of automatons, clockwork crossroads, and goodberry wine.
he is remembered only by these things, but he never died.
This man, Hephaestus, grew up in a time of war. Nobody was safe from the constant attacks. And he joined the army. The war lasted 40 long years, and he was one of the few that survived. Well, he didn’t survive, exactly. He was fatally wounded near the end of the war, but managed to buy himself a few hours with medical supplies. But he had lost a lot of blood and didn’t have much time left. So he made a desperate attempt to preserve his own life.
he extracted the blood of others and injected it into his body to replace the blood he was missing. He replaced all of his body parts that were too damaged with mechanical ones, and he fled. He was hunted down by soldiers, calling him a monstrosity. But he managed to hide from them in a volcanic cave in a mountain. And there he experimented, inspired by his discovery that he could use the blood of others, eventually figuring out that through magic, he could use blood to power machines. So he slowly replaced his old mechanical parts with newer, stronger ones, and used blood to power them. Eventually a time came where he would naturally die of old age. And he couldn’t have that happen, he had worked to hard to preserve himself and he had many projects to finish.
so he replaced all of his parts with mechanical ones. All of them besides his tiny, shriveled up heart that’s still beating today, powering a night terror that lives in a cave and visits villages during the night, only for people to be found dead, drained of all of their blood the next day.
and boom! I made a mechanical vampire!
Guys so I was thinking, and also trying to make an idea for the previously mentioned guilt hags. Then I had an idea: Guillotine hags!
guillotine hags are the secret orchestrators of some of the most famous and influential events of history. Most notably, the fantasy French Revolution. Guillotine hags spend years cultivating uprisings and sowing seeds of political chaos wherever they go. They often advise rulers to make bad choices and to, “live a little,” and generally corrupt them into selfish monsters. Then they whisper into the ear of the kingdom, inspiring them to revolt and overthrow the government. They are monsters in every sense of the word. They play both sides of a story in order to cause horrific chaos, in which they then descend upon the madness, uprooting civilizations and taking them over, destroying order that has lasted for centuries. And all of this only makes them more powerful. They feed on and grow in the hate and distrust and revolution that they created.
they are Anarchy hags.
Like Madame Defarge from Tale of Two Cities. She could be a guillotine hag.
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
facts
I heard life is what passes when you're too busy living.
In the interest of keeping this thread alive, here’s some “origin story” lore I just wrote.
In the first ages of the universe, when time was young and space trivial, there were two beings. The first was called the Progenitor, the Creator, the Builder, and she lived in harmony with her brother the Dismantler, the Ruiner, the Disrupter. The two gods among gods were friends and allies, and together they fought back against the forces of Entropy and Anarchy and built themselves a nexus in the cosmos from which they could fulfill their respective purposes.
The Progenitor’s purpose was to create, and her brother’s purpose to dismantle. He acted as a check on her ambitions, for without destruction creation becomes stagnant and worthless. And so for many ages the two coexisted, the sister creating and brother destroying. The two bickered at times, as all siblings do, but they learned to respect each other’s role in the universe.
In time, the Progenitor grew frustrated. She felt a profound loss of purpose, for her brother ruined all she created without end. She grew bitter, and in her anger she began a secret construction, building the first world of many. It was a cursed world, a world haunted by war and suffering, but she loved it because it was free and it was hers to use as she wished. This world was Gaea, and it was home to a great many people who warred just as she had. In time, the people destroyed their own world and wiped themselves out, and so the Progenitor was once again without purpose.
She set about constructing a second world, a final world, and she poured into it all of her spirit and love and life. She used Gaea as a model and refined it as best she could to prevent the catastrophe that had taken her eldest. Its people were flawed, as all people are, but they were also beautiful and the Progenitor was proud.
But unbeknownst to the Progenitor, tucked far away in a forgotten pocket of Space, the Dismantler too was experimenting. It too had recognized the futility of its own existence, and it too sought a change. The Dismantler had created its own child, a hellish firstborn called Abaddon filled with cursed places and peoples.
In time, the brother ventured from his abode and saw what the Progenitor had created. He was devastated and enraged in equal measure, and in his fury he Dismantled his sister and the powers of creation were no more.
The Dismantler saw then what he had done and was horrified. He decided that rather than destroy her creation, he would honor his sister’s memory and contribute to it instead. And so he took Abaddon and reshaped it and cast it into the sky of the second world. The act cost the Dismantler his remaining power, and so he too faded from existence and joined his sister in Entropy.
Thus, three forces in the universe remained — the grand world of Lubridium, the benign moon Selene, and the tattered remnants of Abaddon. In time the three developed sentience, and for the longest time they coexisted in peace and harmony. But Abaddon didn’t fit in with the others. It grew envious. It believed itself to be superior to Selene and Lubridium, for it was the child of the strongest god. It demanded worship from the mortal peoples and set about molding an avatar — a foul herald to walk the Earth and destroy those who rebelled. And so Abaddon became the Redlight, and he poured his soul into a tiny vessel and sent it out to possess the strongest being it could find.
Only, something went wrong.
The Redlight had intended to possess Geozzyss, The Voiceless One — an ancient Black Dragon of staggering power. But the chaotic forces of Lubridium had other plans, and so the scrap of divinity went elsewhere. It possessed a fetus, of all things — a tiny unborn child that would have otherwise never survived birth.
The child should have been called Aldo, but the name was lost on the day he was born. The townsfolk called him only Belua — beast, monster, wild one. When he was six, he killed another child with a stick and was dubbed Sicarius — assassin, murderer, ruffian. When he was ten, he burned the village to the ground. That’s when they started calling him Blacklight, child of the Redlight, scourge of the Earth and of all that is good and sacred.
All the world wanted Blacklight, desiring his power and destruction in equal measure, and so he was never safe. He was pursued for nineteen endless years, too weak to fend for himself and too valuable to be risked. On the eve of the twentieth year, Blacklight was captured by Imperial forces and his father was forced to intervene, splitting the frail ground and secreting Blacklight away. Thus came the first Reformation.
In the following centuries, the Redlight has exerted its foul power in all manner of ways. It sends horrific creatures across the sea to wreak havoc and distract from its true goals, and every nineteen years it manipulates the world in odd, illogical ways — attempting endlessly to remake Lubridium in its own hellish image. The Redlight remembers the Dismantler’s pain, the Progenitor’s hubris. It seeks retribution — not only against the celestials and gods, but also against every traitorous denizen of the Mocking Earth.
Keep in mind that this is just a draft. I rushed a lot, especially in the Blacklight section. It’s all totally subject to change. I just really wanted to be able to post something, and posting a mid draft is a great way to improve. So, uh, yeah! Yay for drafts!
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
I’m especially dissatisfied with the last paragraph. I messed up tenses, put two unrelated things in the same sentence, and generally didn’t think through what I was writing enough. I need to fix that ASAP, but it’s really late so I’m gonna go sleep instead. Yay for sleep!
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
I know that this isn’t exactly lore related but I came up with the idea on this thread so I just feel like posting this here:
Guillotine hag
Large fey (Hag), Typically chaotic evil
Armor Class
14 (natural armor)
Hit Points
135 (18d10 + 36)
Speed
35 ft.
STR
19 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
17 (+3)
WIS
15 (+2)
CHA
21 (+5)
Saving Throws
Str +8, Dex +6, Int +7, Cha +9
Skills
Animal Handling +6, Arcana +11, Deception +9, History +7, Insight +6, Performance +9, Persuasion +9, Stealth +6
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 120 ft., truesight 10 ft., passive Perception 12
Languages
Common, Elvish, Gnomish, Infernal, Sylvan
Challenge
9 (5,000 XP)
Innate Spellcasting.
The hag's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Thrives on anarchy.
If the Guillotine hag is within 60 feet of a creature hostile to it or one of it’s allies at the start of it’s turn, it can choose to create one of the following effects:
Horrific form.
If the Guillotine hag kills a creature that is friendly to her, the Guillotine absorbs the feelings of betrayal and hate in the creature, temporarily assuming a more powerful form for one minute and gaining the following benefits:
Actions
Claws.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 3d8+8 slashing damage.
Illusory appearance.
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
Incite chaos (recharge 6).
The Guillotine hag forces three creatures within 30 ft to make a DC 17 wisdom saving throw. On a failure, the creature’s level of hostility to one creature of the hag’s choice that they can see shifts one stage towards hostile. Friendly to indifferent, and indifferent to hostile.
Reactions
Twisted words.
The Guillotine hag can change what one creature within 60 ft of it hears when a creature says something. This effect works as if the creature that said something had cast The Gift of Gab spell, without the 5 foot range limit.
it’s probably not very balanced and the CR is probably wrong, but I’m proud of it! Also may have added too many abilities idk
Super cool!
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
We need to revive this...
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
We do…
Do y'all want more Gøblenheim lore?
Kasrik Argentum Stellaris Fiddlesticks the Wizard, Lord of Stars, Master Trickster, and Creator of both the Mosh of Stardust Hornets and Mimiczilla.
"You're never fully dressed without a smile!" >:3
"Honk."