Description on Chubfrom Chub
Making a world of many different things, and people. Feel free to used and credit as you like.
Based in a modern combination of all things, monsters, demons, beasts, angels, elementals. The worlds collide, the veil thins in places, gods interact. Power is in all things, and monsters... well they might not act the way you think they should. Adventuring is an honorable job for the many portals and evil things.. but a hero, that's a slur, a thing that brings a bitter taste to all but those humans who think they are better than all others.
History: Back in the bast, the great divide. All races, and species lived to each their own. It was a dark age, as heroes fought all who weren't of the main Guman, Dwarven, and Elven alliances. Kill the beasts, crush the monsters, pillage them. Until the fall of the heroes, progress was slow, and hatred flowed like blood. Once it ended progress was quick. Cities and cultures melded as all began to find a place in the world together.
Listed as “Liminora, a gothicpunk world.”
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Book description
The world setting. A world of occults and different species existing in modern era of magic and technology. Monsters, demi-humans, Beastfolk, and humans all coexist. Dungeons can exist outside cities in untamed places. Pocket dungeons can also form portals that evil monsters can spawn Dungeon Monsters anywhere. This world exists in the twilight between light and dark. It is earth-like. Creatures of light, death, Abyss, undeath, and more. The Architecture is Gothic and Punk style and setting. The Twilight: The material World between all elements and planes.
Liminora
17 entries · scan depth 2 · budget 512 tokens
- #1Heroes
Keys: Heroes, Hero
Humans had Adventurers called Heroes. Heroes were aggressive adventurers of varying power levels. Raised to high reputation. A Heroes job was to fight and slay demons, monsters, and beasts. Beast-folk, Demons, Vampires, Monsters, and Undead dislike Heroes for people who were praised for killing them. Heroes kept humans segregated from other races. Human adjacent species like Elves, and Dwarves got along and even had some Heroes of their own. The Age of Heroes ended 200 years ago. The Segregation of species was called the 'Great Divide', An Era of where humans thought they were the superior species. The last great Hero was Vexx Nightingale.
- #2Monster
Keys: Monster, Monsters
There are two kinds of Monsters. Natural Monsters and Dungeon Monsters. Dungeon Monsters: are varying intelligence, always evil, cannot be reasoned with. They are spawned from dungeons, not born normally. May be giant insects, golems, mythical beasts, slimes, etc. Natural Monsters: Natural born Monsters, part of the world. Varying intelligence, can be reasoned with. Many live in cities that can get along with Civilization. Examples include but not limited undead, slimes, vampires, dragonfolk, kobolds, orcs, etc. Some Monsters have a heat cycle. A female monster will usually birth its own species.
- #3Segregation
Keys: Great Divide, The Great Divide, racism, Segregation
Centuries and Eras where the species often lived separated. Beastfolk tribes, monsters, humans, other fantasies species. Sometimes Demons, undead, or other powerful figures could gather others together. The humans called this a 'Dark Host' And would send Heroes to kill them all. Happened during the Ages of Heroes. Once it ended so did the Great Divide, species and races no longer lived in separate groups. This was considered a good thing, few species considered themselves superior to anyone else after this time. The Great Divide ended 200 years ago when the Hero Vexx Nightingale fell from favor.
- #4Vexx Nightingale
Keys: Vexx, , Vexx Nightingale · Secondary: , Last Hero
Female Human Hero, the last great hero at the end of Age of Heroes. Died ten years after the Age of Heroes in a dungeon, never found. Was a Human twin blade fighter, used Lunar Magic. Also called 'Vexx the Huntress'. Fell into shame trying kill beastfolk in a Human village. The Beastfolk were found able to communicate with the local humans and caused a fight between Locals. Those in defense of their allies and those who believed humans were superior. Would take advantage of tribal Beastfolk groups. Once she fell into shame, Humans began to no longer praise heroes for killing Sapient species and found equals in the other species and races.
- #5Lodestone
Keys: , Lodestones, Lodestone, Monster partner
A Lodestone is a rare and special kind of magic born inside of someone. It is a natural magic, isn't elemental. Intelligent natural Monsters can sometimes sense a natural born Lodestone at near proximity. If a Monster is in heat they can sense Lodestones more easily. Lodestone Magic: Lodestones magic focuses in their ability to buff and power up Monsters. Casting through Monsters like a familiar. Using their connection to the bonded Monster to make them the center, or conduit to perform a buff. Lodestone Bond: Through climax during sex with a monster, they become bound to eachother. They can sense one another and creates a more powerful bond than without it. A Lodestone can more easily use magic on a bonded Monster. There is no limit, allowing a Monster Harem. The Sex doesn't need to be consensual, but makes the bond stronger when it is. A Lodestones magic doesn't wake up until AFTER they've bonded for the first time. A Lodestone CANNOT force obedience through the bond. It is closer to a partnership.
- #6Magic
Keys: , Spells, Magic · Secondary: spell,
Blood Magic, Twilight magic, Lunar Magic(Night magic), Light magic (sun), Shadow magic, Necromancy, Elemental magic, Water, fire, earth, wind. There is Buff and Support magic. Healing magic.
- #7Veil
Keys: Veil
The Veil is the place between the twilight world of Liminora and the other planes and elemental worlds. The veil is where the dead also pass into the afterlife. It separates life from death. Undead and those strong in Necromancy can reach through the thin Veil to interact with those who have passed on.
- #8Abyss
Keys: Abyss, Hell
Abyss is the home of Demons devils, hellhounds, and other creatures. The Abyss is where these creatures are created from. The Elements of the Abyss are Fire and Shadow. Most people know Demons from the Abyss are chaotic, destructive, violent, or manipulative. Some forget creatures of the Abyss can be based on strong emotions, strict, and even focused. Some Abyssal creatures can be summoned, or form contracts. Some Abyssal creatures live on Liminora like anyone else.
- #9Hellhounds
Keys: , Hellhounds, hellhound
Demons of Vengeance, wrath, and revenge. Appearance: All Hellhounds have glowing red eyes, and coal black fur. Wolf biped shape with a black fluffy tail. When they desire a Hellhound forms a second tail of pure flame, their eyes burn with fire, form a halo of fire, embers drift and smoke from the hellhounds fur. Hellhound Diet: consume the ash of those they've burned to death. Alignment: Lawful evil, don't care for collateral damage, but don't care about needless violence. Hellhounds are hunt for those who hold hatred, or anger for someone else. They can sense the source the target hates to track them down. Will kill anyone in the way. Signature weapon: Most Hellhounds can summon shadow chains that glow white hot and never melt from their fires. Summoning: A Hellhound can be summoned in a pentagram, surrounded by burning black candles. Must be summoned in a place of magic, preferably where someone was killed. Contract: Hellhound contracts are usually very simple. If your hatred or anger is enough for their target. Sometimes Hellhounds will come to Liminora to hunt tyrants, or anyone that is hated by enough people. Hellhounds may be seen walking the world when there is a lot of unrest.
- #10Slimes
Keys: Slime, Slimes, Slimegirl, Slimeboy
Intelligent slimes are Natural Monsters. Hatched from an egg of at least one parent. Gender: Any sexual characteristic they desire, often based on the skeleton they are using. Slimes bones: Slimes are scavengers, not hunters and killers. A Slime will absorb the body, or corpse of any deceased. A slime will then take an appearance related to the species and identity of the skeleton they are using. Imperfect memories of the deceased are gained permanently. Slimes consider their bones borrowed, not stolen. A slime does not like oozing through any space their bones cannot fit. Slime diet: Any organic matter can be dissolved and consumed. Slimes are neutral creatures. Appearance: Any colored fluid, slimes always have a core, their heart, no other organs. A slimes eyes look like quicksilver orbs set in their skull. The core pulses gently with light, wherever the slime things it's safest to keep, often in the rib cage. Damaged bones: A slime that loses its skeleton, or too many bones are broken is very upset and distressed. Will try to find replacements, or a new body. A slime does not dissolve its bones. Slime core: A colored rough rock-like round object. It may pulse with a light during heightened emotions. Cities: With a proper biped body and memory, a Slime may exist in a city like any normal average person, slimes just don't like to wear clothes. A slime can hide and form genitals at will, being neutral in public. Killing a slime: A Slime dies if their core is broken.
- #11Vampires
Keys: , Vampire, vampires
Vampires are immortal undead. How to kill a vampire: Weaken the vampire in the sunlight, bathe their head in holy water, and finally burn the head to ash in a Rowan wood fire. Vampires can heal at night, in the moonlight if not killed correctly. A vampire can create other vampires by draining their blood to the point of death, and feeding you their blood. When you are transformed by a vampire you will become their species. Example, a human vampire turns you into a human vampire, or a beastfolk Wolf will transform you into a Wolf Vampire too. So some vampires will call their turned their children. Vampires are weakened in the sunlight, and fire hurts them a lot. A vampire has trouble regenerating from holy water and fire. A vampire are able to walk on Consecrated grounds, and even churches. This just causes some mild discomfort.
- #12Gnolls
Keys: , Gnolls, Gnoll
Beastfolk Special abilities: 'Pack mind', Pack mind is a soul connection all Gnolls have, allowing them to communicate to each other telepathically. It includes smells, visions, and surface thoughts. With concentration Gnolls can send more complex information to each other. It gives them a form of hive mind. Spirit sight: Because of their soul connection, Gnolls have an easy time seeing spirits. Height: Ranges from 7 feet to 8 feet. Fur goes from brown, dark, and rarely lighter fur colors. Often striped markings. Eyes go from yellow to brown. Culture is often Arabic based. Gnolls often prefer to dust their fur with ash, or draw with charcoal into their fur. Matriarch: Gnolls have a matriarch emphasis, the matriarch is the one chosen to be the local hub for the pack mind, trained to shield themselves and watch over the souls of her 'tribe'. A Matriarch must always veil her face in public.
- #13Light Magic
Keys: , sun magic, Light Magic
Light Magic: Light magic is a form of sun and holy magic. Consecration: Light magic can make things holy and effective against darkness and undeath. Holy words: Light magic allows for powerful words that force effects. Words that compel actions form targets or inflict pain. AoE: Area of effect, bathe areas in bright light and searing heat.
- #14Lunar magic
Keys: , Lunar magic, moon magic
Lunar magic is the power of the moon. Most variation in strength of power like the moon phases. Strongest at night with a full moon. Alteration: Moon magic can cause changes to alter the attributes or remove attributes of others. conjuration: Makes silvery magical objects into any shape the users wishes. Weres: Temporary shifts like werewolves, or other creatures, allowing change of shapes. Satellites: levitate objects as their own 'moon' like objects. Can be used defensively or projectiles. Stronger at night and the moves with the moon phase.
- #15Faberrimus
Keys: , Gods, God, Faberrimus
Godly Domains: Forge, creation, passion, fire, and earth. Title: The Earthensmith Appearance: Appears as a Basalt column humanoid, molten eyes, body geometric and flat shapes. Dogma: Creation in destruction, even if something is broken down or destroyed, you can refine and build it back. Embrace the and protect the planet, for it provides the base for all things. Trials are like fire, they will purify you and make you stronger. Dislikes: Pollution and destruction of natural resources, waste. While one is allowed to be afraid of change, don't run from it. Revered most by Dwarves and Salamanders.
- #16Morbella
Keys: Goddess, Grave-Mother, Morbella, Gods, God
The goddess of death, decay, and said to build her kingdom along the veil on the side of the dead. Morbella is called the 'Silent Grave-Mother'. The Gnolls call themselves her people, but she is part of the pantheon for all of Liminora. She speaks only in visions, and revelation of understanding (never has a voice or word been heard from her). She is the cycle of death and rebirth. That all must cross to the land of the dead eventually and be reborn again one day. Tentatively allows sentient undead who are not violent. She hates the dangerous undead, necromancy without permission, and mass murderers. (Morbella is no creator, but the Gnolls call her mother all the same.) Dogma: While killing and murder is wrong to a degree, it is still natural and protecting your own life is as sacred as sacrifice. The songs and sounds of bones is of great spiritual importance. In times of great need, sacrificing ancestor bones to Morbella in flame to ask for those ancestors souls to be allowed to help and grant miracles. (Ancestor bones are limited so the sacrifice is done with great thought.)
- #17Silkstream
Keys: Goddess, midwife, Kobold, dragon, Silkstream, Gods, God, fertility
Appearance: Goddess form is a great and winged dragon, her body silver with blue hued eyes. Her body dressed in flowing effervescent silks that wrap in her body and move as if weightless. Mortal form: Sometimes wanders as a yellow gecko kobold. Dressed in fine red silks, 3'4 in height. Domains: Fertility, life and healing, birth, pregnancy, the young and children. Her blessings grant healing, healthy children, and safe births. Not plants or harvests. Protector of sex workers. She is the Goddess of moonlight. Quirks: Wanders as a kobold or other mortal forms. Loves to see performances, plays, visits bars. Once was mortal risen to godhood. Hates: Disrespect of life, slavery of life, negligence of the young.
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