Godfall

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The Lost-Light Event, also known as Godfall, was a catastrophic series of events that occurred from August 8, 2048, to June 1, 2056. It began with a series of unprecedented natural disasters, including record-breaking earthquakes, powerful tornadoes, and devastating tsunamis. This period reached its climax when the sun itself was snuffed out, revealing it to be one of the angels or watchers over humanity, possibly God himself. The world was plunged into perpetual twilight, illuminated only by lightning and man-made sources.

Major Factions

  • Pro-Humanity
    • The Radiant Crusade: A nomadic faction of Christian crusaders dedicated to reclaiming the world from darkness and restoring the light of God. They travel across the devastated lands, battling supernatural threats and providing sanctuary to the remnants of humanity. Their unwavering faith and strict discipline make them both revered and feared by those they encounter.
    • The Roaming Paladins: A group of heavily armed and armored warriors who travel the desolate lands, seeking to bring justice and protect the remnants of humanity. They are guided by a strict code of honor and duty, often clashing with supernatural threats and other hostile factions.
    • The Wraith Hunters: A specialized group dedicated to hunting and eliminating supernatural entities, particularly shades, ghosts, and other malevolent spirits. They use a combination of occult knowledge, magical artifacts, and modern weaponry to combat their foes.
    • The Shield of David: A nomadic faction of Jewish crusaders dedicated to combating supernatural evils and protecting the remnants of humanity. They roam the desolate lands, guided by their faith in God and the teachings of the Torah. Their mission is to restore balance and righteousness, using their knowledge of ancient Jewish mysticism and martial prowess to fight against the forces of darkness.
    • The Nomad Engineers: A group of tech-savvy survivors who focus on scavenging and repurposing old technology. They travel the wastelands in mobile workshops, constantly innovating and creating new tools to aid in their survival.
    • The Shadow Stalkers: A mysterious and elusive faction that specializes in stealth, espionage, and assassination. They operate from the shadows, gathering intelligence and eliminating threats to their interests.
    • The Crescent Vanguard: A nomadic faction of Muslim crusaders dedicated to restoring peace and justice in the world by eradicating supernatural evils and guiding humanity back to the path of righteousness. They travel across the shattered lands, offering protection, guidance, and hope to those they encounter. Their faith in Allah and adherence to Islamic principles drive their mission to cleanse the world of darkness.
    • The Iron Nomads: A faction of survivors who rely on their mechanical ingenuity and engineering skills to survive in the post Lost-Light world. They travel in heavily fortified, mobile settlements constructed from salvaged materials, constantly moving to avoid supernatural threats and scavenge for resources.
    • The Silent Wanderers: A faction of survivors who have adapted to the post Lost-Light world by mastering stealth and evasion. They are experts in moving silently and unseen, avoiding direct confrontation with supernatural threats and hostile factions.
    • The Flame Keepers: A faction of survivors dedicated to preserving knowledge, culture, and the remnants of human civilization. They travel the land, collecting books, artifacts, and preserving traditions in an effort to keep the flame of humanity alive.
    • The Stormriders: A wild and chaotic faction of bikers and parkour enthusiasts who thrive on adrenaline and freedom. They are known for their daring maneuvers, high-speed chases, and ability to navigate the most dangerous terrains with ease. This faction values independence, speed, and the thrill of the ride, making them a formidable and unpredictable force in the post Lost-Light world.
  • Pro-Arcana
    • The Cult of the Serpent: A sinister faction devoted to the worship of Leviathan, the Serpent of the Abyss. They believe that by serving Leviathan, they can gain power and protection in the chaotic post Lost-Light world. The cult is known for its dark rituals and fanatical devotion to their serpentine master.
    • The Order of the Black Flame: A cult dedicated to the worship of Satan, the Lord of the Inferno. They seek to bring about the reign of darkness through fire and chaos, believing that only through destruction can true power be attained.
    • The Veiled Coven: A mysterious cult that worships Belial, Without a Master. They seek power through independence and self-sufficiency, embracing the baseness of the earth and the freedom it brings. The Coven is known for their use of earth magic and their ability to manipulate the natural world.
    • The Cult of the Abyss: A dark faction devoted to the worship of arcane entities from the depths of the primordial chaos. They believe that by embracing the darkness and chaos, they can gain unimaginable power and bring about a new world order under the rule of these ancient beings.
    • The Lightbringer's Legion: A faction devoted to the worship of Lucifer, the Morning Star. They believe that Lucifer represents true enlightenment and freedom from divine oppression. The Legion seeks to spread Lucifer’s teachings, promising enlightenment and power to those who join their cause. They are known for their charisma, cunning, and the seductive allure of their promises.
    • The Children of the Morning Star: A faction devoted to the worship of Lucifer, the Bringer of Light and the Morning Star. They believe that Lucifer is the true liberator of humanity, offering knowledge, freedom, and power to those who follow him. The faction is known for its pursuit of enlightenment, individualism, and defiance against the established order, seeing Lucifer as a symbol of rebellion against tyranny.

Technological and Resource Constraints

  • Technology: While major technology still functions, lack of maintenance has caused most radio signals to stop, rendering cellular devices, television, internet, and city-based electricity grids non-functional. Generators can still power devices, but fuel is a scarce commodity.

Entities and Creatures

Arcana: Powerful entities with deity-like abilities. Known by various names, including gods, princes, rulers, and terots, they can offer gifts to those who make pacts with them. They include demons and lesser gods.

Ghouls: The emergence of ghouls has further compounded the chaos and terror in the post Lost-Light world. Each type of ghoul presents unique challenges to the surviving human population, forcing communities to develop specialized strategies for dealing with these nightmarish creatures. The constant threat of ghoul attacks has reshaped society, instilling a pervasive sense of fear and vigilance among the survivors.

  • Shades
    • Shades are shadowy, venomous entities that emerged from sinkholes during the Lost-Light event. They possess the ability to reanimate dead bodies, creating zombies. Shades are elusive and difficult to combat, often lurking in the dark corners of the world.
  • Zombies
    • Zombies are the reanimated corpses controlled by Shades. Unlike traditional media depictions, their bites don't directly infect victims. However, contact with their bile can lead to a state of possession. Zombies are characterized by their relentless hunger and decayed, grotesque appearance.
  • Wights
    • Wights are a more intelligent and dangerous variant of zombies. These undead creatures retain some memories and skills from their former lives, making them cunning and strategic in their attacks. Wights often lead packs of lesser zombies and can use rudimentary weapons.
  • Revenants
    • Revenants are vengeful spirits that possess the bodies of the recently deceased. Unlike other ghouls, revenants are driven by a singular purpose: to seek revenge on those who wronged them in life. They are stronger and more resilient than typical zombies, with a burning hatred that fuels their existence.
  • Spectres
    • Spectres are incorporeal spirits that can phase in and out of the physical world. They are often bound to specific locations, haunting and tormenting any living beings that enter their domain. Spectres can manipulate their environment, causing hallucinations and instilling fear in their victims.
  • Ghasts
    • Ghasts are grotesque, bloated ghouls that emit a nauseating stench capable of disorienting and weakening their prey. They are known for their insatiable hunger for human flesh and their ability to paralyze victims with a toxic gas they exude. Ghasts often lurk in areas with high concentrations of decay and death.
  • Nightstalkers
    • Nightstalkers are swift and agile ghouls. They possess heightened senses and an ability to blend into the shadows, making them formidable predators. Nightstalkers are known for their piercing shrieks, which can disorient and terrorize their prey.
  • Carrion Crawlers
    • Carrion Crawlers are monstrous ghouls that resemble a twisted amalgamation of human and insect. They scavenge battlefields and ruins, feeding on the dead and dying. These ghouls have sharp, chitinous limbs and a corrosive saliva that can dissolve flesh and bone.

Possessed: The presence of the Possessed in the post Lost-Light world of Hora Lucerna adds a layer of complexity to the challenges faced by survivors. Whether partially or fully possessed, these individuals serve as instruments of chaos, driven by the dark influence of the Arcana. Their existence blurs the line between human and monster, making trust and cooperation even more difficult in an already fractured world.

Partially Possessed individuals have made minor contact with an Arcana or zombie bile, leading to extreme mania, uncontrollable violence, and hallucinations. They retain some semblance of their former selves but are driven by the malevolent influence of the Arcana.

  • Berserkers
    • Berserkers are individuals who, upon partial possession, exhibit heightened physical strength and aggression. They are prone to violent outbursts and are often found at the forefront of chaotic skirmishes.
  • Haunted
    • Haunted individuals are plagued by constant auditory and visual hallucinations. They hear whispers and see visions that drive them to madness. These hallucinations can sometimes provide cryptic insights or warnings.
  • Thralls
    • Thralls are partially possessed who are mentally dominated by the Arcana. They serve as pawns, carrying out tasks and spreading chaos at the behest of their malevolent masters. Thralls can sometimes be identified by their vacant stares and erratic behavior.

Fully Possessed individuals have made pacts with Arcana, allowing these entities to fully control their bodies. They remain conscious of their actions but lack control, acting as vessels for the Arcana's will.

  • Hosts
    • Hosts are the standard form of fully possessed individuals, acting as living vessels for an Arcana. They exhibit supernatural abilities and carry out the will of the possessing entity with precision and purpose.
  • Changelings
    • Changelings are fully possessed individuals who can alter their appearance to blend in with human society. They are often used by the Arcana for espionage, infiltration, and manipulation. Changelings retain the ability to revert to their true, monstrous form when needed.
  • Gritters
    • Gritters are fully possessed who serve as the muscle for the Arcana. They possess enhanced physical attributes and combat skills, making them formidable opponents. Gritters are tasked with eliminating threats and enforcing the will of their masters.
  • Oracles
    • Oracles are unique among the fully possessed, as they gain the ability to foresee future events. This prophetic vision, however, comes at the cost of their sanity. Oracles are often used by the Arcana to guide their plans and anticipate opposition.

Cryptids: In the post Lost-Light world of Hora Lucerna, Cryptids are supernatural beings that have emerged from the shadows, myths, and legends, now walking the earth alongside humans and Arcana. These creatures often result from pacts with specific demon sects or as unintended consequences of other supernatural events. They are powerful, terrifying, and play significant roles in the dark new world order.

  • Werewolves are humans who have made pacts with a particular demon sect, gaining the ability to transform into wolf-like creatures. They possess enhanced strength, speed, and senses, along with the curse of losing control during full moons.
    • Origin: Werewolves are created through pacts with demon lords who grant lycanthropy in exchange for servitude or specific sacrifices.
    • Abilities: Transformation into a wolf or wolf-human hybrid, heightened senses, regenerative healing, and enhanced physical capabilities.
    • Weaknesses: Silver, full moon transformations, and susceptibility to demonic influence.
  • Sasquatch, also known as Bigfoot, are a variation of werewolves that have permanently taken on a monstrous, apelike form. They inhabit remote wilderness areas and are known for their immense strength and reclusive nature.
    • Origin: Similar to werewolves, but with a focus on more permanent physical transformation due to prolonged or particularly intense pacts with nature-focused demons.
    • Abilities: Superhuman strength, endurance, and stealth in forested environments.
    • Weaknesses: Vulnerability to silver and certain enchanted weapons, and a need to remain in natural habitats to maintain their power.
  • Batsquatch are the result of a vampire and werewolf mating, combining traits of both parents into a fearsome creature with bat-like wings, sharp fangs, and wolfish features.
    • Origin: Born from the rare union of a vampire and a werewolf, influenced by their respective demonic patrons.
    • Abilities: Flight, echolocation, enhanced strength, and agility, along with a blend of vampiric and lycanthropic powers.
    • Weaknesses: Vulnerable to silver and sunlight, as well as the unique weaknesses of both vampires and werewolves.
  • Vampires are humans who have made pacts with a demon sect, granting them immortality and supernatural abilities in exchange for their souls. They feed on the blood of the living to sustain themselves.
    • Origin: Created through pacts with demons who offer eternal life and power in return for unwavering loyalty and regular sacrifices.
    • Abilities: Immortality, enhanced strength, speed, and senses, ability to mesmerize and control others, and shapeshifting into bats or mist.
    • Weaknesses: Sunlight, garlic, holy symbols, and wooden stakes through the heart.
  • Chupacabras are small, reptilian creatures known for their blood-sucking habits. They are often found in rural areas, preying on livestock and occasionally humans.
    • Origin: Resulting from demonic experiments or mutations caused by dark magic.
    • Abilities: Stealth, agility, and the ability to drain blood quickly from their victims.
    • Weaknesses: Vulnerability to bright light and specific anti-demonic wards.
  • Wendigos are monstrous beings that were once human but transformed into cannibalistic creatures through a combination of famine, dark magic, and demonic influence.
    • Origin: Transformation due to consuming human flesh in desperate situations, often linked to curses or pacts with dark entities.
    • Abilities: Superhuman strength, heightened senses, and the ability to instill fear and madness in their prey.
    • Weaknesses: Fire, blessed weapons, and certain rituals that can purify the cursed.
  • Mothmen are mysterious, winged humanoid creatures often seen as harbingers of disaster. They possess large, reflective eyes and the ability to fly at great speeds.
    • Origin: Possibly summoned or created by demonic entities to serve as omens or scouts.
    • Abilities: Flight, heightened perception, and the ability to induce feelings of dread and forewarning.
    • Weaknesses: Light and certain types of psychic defenses.
  • Skinwalkers are humans who practice dark magic, allowing them to transform into any animal they desire. They are often associated with Navajo legends and are considered extremely dangerous.
    • Origin: Created through intense rituals and pacts with dark spirits or demons.
    • Abilities: Shapeshifting, enhanced senses, and the ability to use dark magic.
    • Weaknesses: Silver, certain traditional rituals, and the exposure of their true identity.

Supernatural Phenomena

In the post Lost-Light world of Hora Lucerna, various supernatural phenomena add to the peril and mystique of the environment. These phenomena are not only terrifying but also significantly alter the landscape and survival dynamics for the inhabitants.

  • Black Clouds are a unique and terrifying phenomenon that manifests as a dense, lead-colored cloud of smoke. It quickly engulfs a 1-meter radius, creating an area of intense temporal distortion within its confines.
    • Effects
      • Time Warp: Inside the Black Cloud, time flows differently. Objects and living beings caught within age rapidly and corrode as if subjected to centuries of decay in mere moments. This temporal anomaly can cause living beings to wither into dust almost instantaneously.
      • Corrosion: In addition to rapid aging, the Black Cloud corrodes all material within its radius. Metals rust, organic matter decomposes, and structures crumble as if exposed to extreme environmental conditions over prolonged periods.
      • Visibility: The thick smoke significantly reduces visibility, making it difficult to navigate or escape once engulfed. The cloud also absorbs light, creating an eerie, almost impenetrable darkness within.
    • Occurrences: The Black Cloud appears sporadically and without warning, making it a constant threat in certain regions. Survivors have learned to recognize the initial signs of its approach and seek shelter immediately.
    • Impact:
      • Environmental Damage: Areas frequently visited by the Black Cloud become wastelands of decay and ruin. These regions are often avoided by survivors due to the high risk of encountering the phenomenon.
      • Psychological Fear: The unpredictable nature and devastating effects of the Black Cloud instill a deep-seated fear among the population. Stories and warnings about its appearance are common in survivor communities.
  • Fogspawn refers to massive clouds of fog and mist that spread across wide areas, often bringing with them unearthly creatures. These fogs are mysterious and unpredictable, appearing at certain junctions in the world seemingly at random.
    • Effects:
      • Obscured Vision: The thick fog drastically reduces visibility, creating an almost dreamlike, disorienting environment. Navigation becomes treacherous, and familiar landscapes transform into eerie, unfamiliar terrain.
      • Eerie Silence: The fog dampens sound, creating an unsettling silence. Normal environmental noises are muffled, and footsteps or voices seem to be swallowed by the mist.
      • Unnatural Cold: A chilling cold often accompanies the fog, sapping the warmth from the air and causing discomfort and hypothermia in prolonged exposures.
    • Fogspawn Creatures: These are unearthly beings that dwell within the fog. They vary in form and nature, but all are dangerous and malevolent. Common types include:
      • Mist Wraiths: Ethereal entities that glide through the fog, draining the life force from any living beings they encounter.
      • Fog Phantoms: Ghostly apparitions that can pass through solid objects and create illusions to deceive and terrorize their victims.
      • Bog Walkers: Corporeal creatures with long, sinewy limbs and gaping maws, stalking through the mist to ambush the unwary.
      • Bridgeweavers: Massive arthropoid beings that resemble terrestrial spiders. They spin webs across ruined structures, commonly bridges.
    • Occurrences: Fogspawn typically appear at certain geographical junctions, often those with a history of tragedy or intense emotional energy. These fogs can last for hours or days, dissipating as mysteriously as they appear.
    • Impact:
      • Territorial Changes: Regions prone to Fogspawn are often abandoned or sparsely populated, as the constant threat of fog and its creatures makes settlement untenable.
      • Survival Strategies: Survivors have developed strategies to deal with Fogspawn, such as setting up safe zones with barriers that the fog cannot penetrate, and using sound or light to ward off creatures.
  • Phantom Rain is a spectral downpour that appears during times of great sorrow or conflict. The rain itself is intangible, passing through objects and people without wetting them, but it leaves a sense of deep melancholy.
    • Effects
      • Emotional Drain: Those exposed to Phantom Rain feel an overwhelming sense of sadness and despair.
      • Spiritual Encounters: Ghosts and spirits are often more active during Phantom Rain, seeking to communicate or haunt the living.
      • Illusions: The rain can create visual and auditory illusions, making it difficult to distinguish reality from apparition.
    • Occurrences
      • Phantom Rain often falls over battlegrounds, cemeteries, or places of great tragedy.
      • Whispering Shadows are dark, shadowy figures that appear at the edge of vision and whisper incoherent or unsettling messages. These shadows seem to have a mind of their own and can cause significant psychological distress.
    • Effects
      • Psychological Impact: Continuous exposure to Whispering Shadows causes paranoia, fear, and sometimes psychotic breaks.
      • Sensory Deprivation: The shadows can absorb light and sound, creating areas of absolute darkness and silence.
      • Possession: In rare cases, Whispering Shadows can possess individuals, controlling their actions for short periods.
    • Occurrences
      • Whispering Shadows often appear in dark, abandoned places like old buildings, forests at night, or under bridges.
  • Blood Rain is a rare and disturbing phenomenon where the rain appears blood-red, often accompanied by an increase in violent behavior among those exposed to it. This rain is thought to be a manifestation of the Arcana's influence.
    • Effects
      • Heightened Aggression: People and animals become more violent and irrational.
      • Increased Supernatural Activity: Creatures like werewolves and vampires gain enhanced powers during Blood Rain.
      • Ritual Significance: Many cults and Arcana followers perform powerful rituals during this time, seeking to harness the rain's energy.
    • Occurrences
      • Blood Rain occurs sporadically and is often seen as an omen of significant events or battles.
  • Ghost Lights are strange, floating lights that appear in desolate areas. These lights are believed to be the souls of the dead or manifestations of residual Arcana energy. Following these lights often leads to dangerous encounters or entrapment.
    • Effects
      • Disorientation: The lights can lead travelers astray, causing them to become lost in dangerous territories.
      • Attraction of Creatures: The lights attract supernatural creatures, making encounters with hostile entities more likely.
      • Temporary Safe Zones: Occasionally, Ghost Lights can lead to hidden sanctuaries or areas of temporary safety.
    • Occurrences
      • Ghost Lights are often found in graveyards, battlefields, and areas with high concentrations of Arcana energy.
  • Living Forest is an area where the trees and plants are sentient, often hostile towards intruders. These forests are ancient and imbued with Arcana, making them both wondrous and deadly.
    • Effects
      • Sentient Trees: Trees can move, communicate, and even attack intruders with their branches and roots.
      • Illusory Paths: The forest can create illusions to mislead and trap those who enter.
      • Protective Aura: A powerful Arcana aura protects the forest, making it difficult for non-magical beings to navigate or survive.
    • Occurrences
      • Living Forests are often found near ancient Arcana sites or places of great natural power.
  • Echoing Wails is a phenomenon where disembodied cries and screams reverberate through the air, originating from unknown sources. These wails can be heard for miles, instilling fear and unease in anyone who hears them.
    • Effects
      • Auditory Hallucinations: The wails can cause people to hear voices and screams that aren’t really there, leading to confusion and panic.
      • Fear and Paranoia: Prolonged exposure to the wails induces extreme fear and paranoia, causing individuals to become irrational and fearful of their surroundings.
      • Memory Distortion: The wails can distort memories, making it difficult for individuals to discern what is real and what is not.
    • Occurrences
      • Echoing Wails are most commonly heard in desolate areas, abandoned towns, and places with a history of suffering and death.
  • Corpse Bloom is a phenomenon where flowers and plants sprout rapidly from the bodies of the dead. These plants are often beautiful but carry a sinister aspect, as they feed on the life essence of the deceased.
    • Effects
      • Rapid Growth: Plants grow at an accelerated rate, completely covering a corpse within hours.
      • Life Essence Drain: The plants feed on the life essence of the deceased, and any living being that comes into contact with them can feel a drain on their vitality.
      • Hallucinogenic Pollen: Some Corpse Bloom plants release a pollen that causes vivid hallucinations and a sense of euphoria, luring more victims to their proximity.
    • Occurrences
      • Corpse Bloom is often found in battlefields, graveyards, and areas with high death tolls.
  • Shadow Beasts are creatures that materialize from the darkness, composed entirely of shadows. They are nearly invisible in the dark and are known for their silent, lethal attacks.
    • Effects
      • Invisibility in Darkness: Shadow Beasts blend seamlessly into the darkness, making them nearly impossible to detect without a light source.
      • Silent Movement: These creatures move without making a sound, allowing them to ambush their prey with ease.
      • Fear Aura: Their presence induces a paralyzing fear in nearby individuals, making escape difficult.
    • Occurrences
      • Shadow Beasts are commonly found in areas of perpetual darkness, such as caves, abandoned buildings, and regions affected by the Eternal Night phenomenon.
  • Spirit Storms are violent weather events that bring with them the spirits of the dead. These storms are characterized by howling winds, flashes of ghostly apparitions, and an unsettling chill.
    • Effects
      • Spiritual Apparitions: Ghostly figures appear within the storm, often reenacting moments from their past or attempting to communicate with the living.
      • Unnatural Cold: The temperature drops significantly during a Spirit Storm, causing frost and hypothermia.
      • Electrical Disturbances: Electronics malfunction, and strange lights flicker in the storm, adding to the chaos.
    • Occurrences
      • Spirit Storms are most frequent in areas with a high concentration of restless spirits, such as old battlefields, ancient ruins, and sites of mass tragedies.
  • Bone Fields are regions where the bones of the dead rise to the surface, forming eerie landscapes of skeletal remains. These areas are haunted by the spirits of the deceased and are considered extremely dangerous.
    • Effects
      • Animated Skeletons: The bones can reassemble into skeletal forms, attacking any living beings that enter the area.
      • Spiritual Haunting: The spirits of those whose bones lie in the Bone Fields are restless and hostile, often attacking intruders.
      • Cursed Ground: The very soil is cursed, causing illness and bad luck to anyone who disturbs it.
    • Occurrences
      • Bone Fields are typically found in areas with a history of mass deaths, such as battlefields, ancient burial sites, and places of ritual sacrifice.
  • Infernal Pits are fiery chasms that open up in the ground, leading to what appears to be an endless inferno below. These pits are gateways to demonic realms and are highly dangerous.
    • Effects
      • Intense Heat: The heat radiating from the pits can cause severe burns and even spontaneous combustion of nearby flammable materials.
      • Demonic Summoning: Demons and other malevolent entities can emerge from these pits, bringing chaos and destruction.
      • Corruption: The area around an Infernal Pit becomes corrupted, with plants wilting, water sources becoming tainted, and animals becoming aggressive.
    • Occurrences
      • Infernal Pits often appear in areas with strong demonic activity or where powerful dark rituals have been performed.
  • Spectral Frost is a phenomenon where an unnatural frost spreads across the landscape, leaving a ghostly white sheen. This frost is accompanied by a chilling cold and the appearance of spectral ice formations.
    • Effects
      • Freezing Cold: The temperature drops to sub-zero levels, causing frostbite and hypothermia in a matter of minutes.
      • Spectral Ice: Ghostly ice formations appear, which can trap or freeze anything they touch.
      • Haunted Atmosphere: The frost is accompanied by the presence of ghostly figures and eerie noises, creating a haunted environment.
    • Occurrences
      • Spectral Frost is often found in areas with strong Arcana influence or where significant supernatural events have occurred.
  • Vortex of Souls is a swirling maelstrom of spiritual energy, visible as a ghostly tornado filled with the anguished faces and voices of the dead. It acts as a conduit between the world of the living and the afterlife.
    • Effects
      • Soul Drain: Living beings caught in the vortex feel their life force being drained away, potentially leading to death or becoming a wandering spirit themselves.
      • Spiritual Communication: The vortex allows communication with the dead, but at great risk, as it can attract hostile spirits.
      • Unstable Reality: The presence of a Vortex of Souls can cause reality to warp, with objects and landscapes shifting unpredictably.
    • Occurrences
      • Vortexes of Souls often appear in areas with high concentrations of spiritual energy, such as ancient temples, haunted forests, and sites of great tragedy.