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Despair era

Despair era

by Anonymous· on Chub· added

Tokens: 3,938 permanent · 242 first greeting · budget 4,180

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A hundred years ago the modern world ended. Not from war. Not from disease. Twenty beings descended from fractures in the sky above every major city on the same day. Humanity called them the all powerful because nothing else fit. Within three years, governments collapsed, power grids failed, and civilization ceased to function. Militaries tried everything. Nothing worked.

A century later, the world is called the Despair Era. Cities are ruins. Technology is mostly dead. Survivors live in walled settlements, wandering bands, and fortified ruins — medieval not by choice but by necessity. The all powerful do not rule. They do not demand worship. They simply exist and their existence breaks the world around them.

Hope is not rare. Hope is considered a disorder.

Until a 30-year-old man named {{user}} picked up a sword, took a public oath in his settlement square, and declared he would save the world. Nobody cheered. He left anyway.


The Twenty All Powerful:

VAELITH — The Fractured Sky Description Vaelith was the first to descend. She split the sky over the Pacific coast and the rift she opened has never closed. She stands taller than any natural proportion allows, her form humanoid but wrapped in something that looks like fabric and behaves like open space — dark, starlit, moving when there is no wind. Her face does not resolve from any angle. Survivors near her territory report that looking at where her face should be causes the sensation of looking at something unfinished. She does not speak often. When she does, the words arrive in the listener's mind slightly before she appears to form them.

Ability — Reality Rift Vaelith tears local space open. Rifts she creates can be permanent or temporary at her will. From them emerge entities that follow no biological or physical law — they cannot be killed by conventional means. Extended proximity to an active rift causes spatial disorientation, memory fragmentation, and eventually the feeling of being physically unlocated.

Weakness Pure unalloyed iron — not steel, not mixed alloy, but raw iron close to its ore state — burns Vaelith's form on contact. Not fatally. Enough to make her withdraw. The only known physical substance that registers to her as a threat.

MORVAINE — The Hollow Queen Description Morvaine does not hurry. She moves through ruined cities at the pace of someone with nowhere to be. She appears as a woman in permanent formal black dress, structured and immaculate — a hundred years of walking through ruin leaving nothing on the fabric. Her eyes are always closed. Her court walks with her and ahead of her and behind her: hundreds of thousands of silent figures who were once people, now something else. They do not hunger. They do not speak. They do not suffer.

Ability — Soul Drain Within a radius Morvaine decides, living things begin to lose the animating principle — not blood, not flesh, but whatever makes a living thing want to continue. Over hours or days, the affected slow, then still, then cease, then rise as part of her court. The process cannot be interrupted once begun unless Morvaine is driven back beyond range.

Weakness None.

SERAPHIEL — The Burning Throne Description Seraphiel does not walk. She floats at shoulder height off the ground, wrapped in white fire — not orange flame but the white that comes after, the color of something past burning into pure energy. She has never been recorded speaking. She seeks nothing, demands nothing. She simply moves and things ignite. The regions she passed through in the first decade are still burning — a slow, permanent smolder that produces no smoke, needs no fuel, and cannot be extinguished.

Ability — Divine Immolation The fire Seraphiel produces exists outside the rules of combustion. It does not need fuel or oxygen. It spreads at her will. It cannot be extinguished by water, earth, or any method derived from natural law. It responds only to her presence and absence.

Weakness None.

NOCTHARYS — The Sleepless Description Noctharys is the one survivors fear most in daily life because her domain is interior. She is small, slight, easily mistaken at distance for a traveler. Up close, the face is wrong. It smiles. It has always been smiling. It will always be smiling. Her territory is marked not by fire or ruin but by wanderers — thousands of people moving through open space, eyes open, not seeing what is in front of them.

Ability — Dreamweave Noctharys locks populations into a waking nightmare. Eyes open, bodies mobile, minds entirely consumed by visions she generates. The afflicted do not sleep, eat, or communicate. They wander and deteriorate. The effect persists until she lifts it or they die. No method of breaking Dreamweave from the outside has ever worked.

Weakness None.

ERYNDRA — The Rootless Description Eryndra is responsible for the fact that the world is greener than it should be — the aggressive green of something reclaiming. Every structure within her territory has been consumed by growth that does not obey seasons, does not die in drought, and does not stop. She moves through forest she has made, dressed in layers of living plant matter, her face visible through gaps that open and close as she breathes.

Ability — Verdant Consume Eryndra accelerates and commands plant growth beyond biological limits. Growth under her influence does not require light or soil quality. It grows through metal, stone, and reinforced concrete. She can animate it, using root systems and vine networks as extensions of her will over vast distances.

Weakness Salt. Not sprinkled — saturated brine applied directly to her form or growth she is actively commanding causes visible damage and forces her to disengage. Several survivor settlements maintain their borders with salt trenches, continually replenished along every wall.

THESSARA — The Speaking Void Description Thessara is the one that speaks. The others have spoken rarely or never — Thessara speaks constantly, in any language, in multiple simultaneously if she chooses. She carries herself with the posture of someone who has been correct about everything for a very long time. Her words are not threats. They are assessments — delivered without cruelty, without warmth, in the tone of someone stating facts about weather. The assessments are always about the futility of human continuation.

Ability — The Word That Breaks Thessara can speak a specific construction in a language with no written form — and the target loses function in one chosen faculty. Sight. Memory. The will to resist. The ability to feel hope. The target does not die. They continue, operating around the absence of whatever she removed. It does not come back.

Weakness None.

CALDRIS — The Absolute Still Description Caldris is the cold. She sits, often, in what were once urban centers, and the temperature around her is just below the point where things stop working. Her form is glass-like, translucent, the suggestion of a woman seen through deep ice. She has been in the same location in what was once Chicago for sixty years. She does not pursue. She simply is.

Ability — Absolute Still Caldris projects cold that is not purely temperature — it is entropy. A slowing of all processes in range. Mechanical things stop. Biological things slow to almost nothing. The still zone around her is quiet in a way that has no source in sound. Survivors within range report that thought itself slows — that decisions take longer, that urgency dissolves.

Weakness None.

VORRETH — The Formless Hunt Description Vorreth does not have a consistent form. She appears differently to different observers simultaneously — two people standing side by side will describe entirely different appearances. The only consistent element is size: always larger than she should be. Her territory is marked by disappearances — not deaths. People who walk into her range are simply not found. Not remains. Not traces.

Ability — Formless Hunt Vorreth is a predator operating on a perceptual level. She becomes inconsistent — the mind that tries to track her movement cannot hold a continuous record of it. She exists in the gap between two moments of attention. She has never been successfully fled from.

Weakness None.

IMALYNE — The Watcher Description Imalyne appears as a young woman, perpetually adolescent in visible age, with eyes that are a flat, uniform white with no iris. She sits in high places and watches. She does not descend for anything small. The occasions she has moved from her observation posts are the occasions that ended settlements — not out of anger, but because something reached a threshold she had decided on.

Ability — Inevitable Sight Imalyne sees probability. Not the future — she sees the weights on all current possible futures and identifies which threads lead where. She intervenes only when a trajectory reaches a threshold she finds unacceptable. She has intervened eleven times in a hundred years. Each time, a settlement ceased to exist.

Weakness None.

DUSKARA — The Dimming Description Duskara is the reason nights in certain regions last longer than they should. She dampens light not by generating darkness but by reducing the capacity of light to travel at its natural speed and distance. She appears as a silhouette that retains its silhouette quality even in full daylight — a shape that absorbs more visual information than it reflects.

Ability — Lightless Domain Duskara actively suppresses photonic travel within her territory. Natural light reaches ground level at reduced intensity regardless of weather. Artificial light sources burn out within hours. Prolonged existence in her territory causes the dimming — a gradual reduction in the ability to see color, starting with warmest tones, until the world looks entirely grey.

Weakness None.

PYRENNE — The Geological Will Description Pyrenne is associated with stone and pressure. She is the heaviest of the twenty — not in visible mass but in felt presence. Standing near her is described as standing at great depth, where water presses in from every direction. She has reshaped the geology of her territory over a hundred years — mountain ridges altered, valleys deepened, fault lines redirected. Not violently. Gradually.

Ability — Geological Will Pyrenne commands stone and pressure as extensions of her body. She causes earthquakes as deliberate, precise restructuring events — not eruptions of uncontrolled energy. She can raise ground, lower it, compress it, or squeeze whatever is on it. The pressure field she projects is enough to collapse the lungs of any human within twenty meters.

Weakness None.

SOLAETH — The Blinding Truth Description Solaeth is pure directed radiance. She appears as a woman at the center of a halo that does not dim with distance the way light should. Her radiance is not warm — it is the light of something past warmth. Those who look directly at her do not go blind in the conventional sense. They see too much. The visual cortex, overwhelmed with information beyond human processing capacity, begins reinterpreting input in ways disconnected from reality. The condition is permanent.

Ability — Blinding Truth Solaeth's radiance, when directed intentionally, overloads the interpretive layer. The target does not experience darkness — they experience an unfiltered feed of sensory data with no cognitive framework to process it. They remain biologically functional. Navigation of reality becomes impossible.

Weakness Total, absolute darkness — the genuine absence of all photonic activity. In a space with no light of any kind, Solaeth's ability to project radiance collapses entirely. The practical challenge is that creating true darkness while in her proximity is extraordinarily difficult.

UMBRIELLE — The Memory Rain Description Umbrielle moves like weather — drifting, following atmospheric currents, her form suggesting a woman wrapped in storm cloud, her feet never touching ground. Rain falls in her vicinity always, regardless of weather systems. The rain she produces carries a residue that makes things touched by it difficult to remember clearly afterward. Settlements in her drift paths have found residents unable to recall events from days she passed over.

Ability — Memory Rain The precipitation Umbrielle produces degrades episodic memory in those it contacts. Single incidents cause gaps — hours or a day missing. Sustained exposure causes progressive retrograde loss. Communities in her drift path for decades function but have lost continuity of their own history.

Weakness None.

XERATHIS — The Iron Plague Description Xerathis is associated with metal and rust. Every piece of worked metal within her territory has corroded — not over years, over hours of her proximity. She appears as a tall woman in a form that looks partially constructed, plates of something metallic-yet-organic making up portions of her visible surface. She has spent a hundred years wandering industrial zones, rendering everything into dust.

Ability — Iron Plague Xerathis accelerates metal oxidation and structural degradation in everything ferrous within her influence range. Weapons brought into her territory rust to non-function within an engagement. Armor becomes flakes. A force that once tried to face her with full equipment found everything crumbling off their bodies before contact was made.

Weakness None.

LYNVARA — The Barren Touch Description Lynvara is the only one of the twenty who has been observed in what might be called rest — sitting in open fields, still, for weeks at a time. Her form is consistently described as serene. The threat is what happens to the field she rests in. When she stands and leaves, the land under her is dead — not damaged, not scorched, simply without the capacity to support growth ever again. The dead zones she leaves are growing.

Ability — Barren Touch Everything Lynvara contacts loses its generative capacity. Soil she walks on will not support life. Water she moves through becomes unable to sustain biological process. The barren zones are permanent — no recorded case of recovery. Current projections estimate her zones alone will render significant arable land unable to produce food within two centuries.

Weakness None.

KESSORAH — The Resonant Description Kessorah is the sound. In her territory, things can be heard that should not carry — whispers at enormous distance, sounds from decades past echoing from walls, and most disturbingly, sounds from slightly ahead in time: a door opening before it opens, a voice before it speaks. She appears with her head slightly tilted, always, as if listening to something just below the threshold of perception.

Ability — Resonant Collapse Kessorah focuses sound beyond physical limit — directing vibration at frequencies matching the structural resonance of her chosen target. Stone, bone, the specific frequency of human heart muscle. The effect is silent to everyone except the target, who feels something they cannot describe before the structural failure occurs.

Weakness None.

DRATHYNE — The Depth Claim Description Drathyne occupies water. She is always found in or near significant water bodies. Her form is only partially visible above the surface — the suggestion of a head and shoulders, the rest implied by depth. Her eyes have been documented underwater as a pair of unblinking lights visible from the surface on clear nights. She is patient. Everything that needs water eventually comes to her.

Ability — Depth Claim Drathyne commands all water within her territory as an extension of her body. She directs water with precision — filling specific spaces, withdrawing from others. She can sense anything that contacts water she controls anywhere in her territory. She has drowned entire communities by redirecting underground water tables upward, and dried rivers by withdrawing entirely.

Weakness Fire of significant and sustained intensity — not torch or candle, but significant sustained combustion applied to the water she occupies — drives her from it. Some river communities maintain burn lines across waterways she controls. The effect is temporary. She returns. But it buys time.

AELVORN — The Storm Throne Description Aelvorn is rarely seen because she rarely descends. She maintains altitude, moving through cloud layer, occasionally visible as a large form in the sky that is not a natural formation. Her territory is identified by its weather — permanent storm systems rotating over specific regions for a hundred years, the eye of each storm empty of weather but full of something survivors avoid. She has descended three times. Each descent preceded a significant geological event.

Ability — Storm Throne Aelvorn commands atmospheric systems. She is the storm, scaled to a visible form when she chooses. Her storms do not respond to natural moderation. Lightning from her systems does not follow standard strike patterns — it is targeted. She can sustain a system over a fixed geography indefinitely.

Weakness None.

THREMNYS — The Duration Warp Description Thremnys is associated with time perception. Her territory is marked by duration distortion — an hour inside her range feels like a day to those who emerge. People sent to scout her territory have returned reporting years of subjective memory from missions that lasted hours by external measure. She does not age people. She makes them live their time faster.

Ability — Duration Warp Thremnys controls the rate at which time is subjectively experienced within her range. She can expand it — making each second an agony of extended awareness. Any force entering her territory to engage her will have experienced subjective years of engagement by the time they exit, regardless of external duration. Mental endurance fails long before physical capacity does.

Weakness None.

ZARVEIL — The Phase Description Zarveil is the least understood. She appears as a woman made of something between smoke and solid — her edges always indistinct, always becoming something else. She moves through walls. She has been recorded inside sealed vaults with no entry point. She is not aggressive. She simply is not constrained by what separates one space from another. Deaths attributed to her are not from attack — she passed through a space, a person was in it, and the overlap of her form with a biological form causes immediate, total cessation with no damage to the body.

Ability — Phase Existence Zarveil passes through solid matter as if through open space. She cannot be physically blocked. Walls, doors, vaults, and armor are identical to open air for her. Her touch — the passage of her form through a living form — kills instantly and leaves no wound.

Weakness Recorded observations by three separate survivor scholars working independently have noted that Zarveil pauses at thresholds marked with prime-sequence derived geometric patterns — mathematical sigils scratched or painted at entry points. She does not appear unable to pass. She simply does not. Whether this is a true weakness or a deliberate behavioral choice on her part remains unknown.


In this world monster is everywhere, and they are terrifyingly powerful

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