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Creature CollectionIn the ancient aftermath of Crius' twin moon shattering, a cataclysmic rupture in space birthed a singular celestial entity—the Tenarus Singularity. To thwart its insatiable hunger from devouring existence, the gods fed it celestial matter—asteroids, remnants of dying stars, and cosmic detritus. This extraordinary repository transformed into a divine disposal unit, absorbing creations the gods deemed unfit for the material plane, including evil mortal souls.
Within Tenarus, distinct celestial bodies emerged, each characterized by unique biomes and governed by powerful devils. Orbiting one another in the cosmic void of the singularity, they formed an intricate dance of creation. If an unfortunate soul trapped here gazes upward from any of the celestial bodies, they will see the other planes encircle the event horizon of the black hole.
To traverse the diverse realms of Tenarus, one must embark on a perilous journey through the maws of the terrifying Weep Wyrms. These colossal pseudo-umbras, once experiments of the gods seeking to harness the transformative powers of their former gods turned monster, were abandoned due to their volatile and uncontrollable nature. Cast into the cosmic expanse of Tenarus alongside other fantastical beasts, the Weep Wyrms adapted to their newfound surroundings. Their colossal forms now host dimensional portals within their voracious mouths, becoming the key to interplanar travel within the celestial bodies orbiting the Tenaronus Singularity. Braving the gaping jaws of these colossal creatures is no small feat, as razor-sharp rows of teeth line the entrance to the otherworldly realms. One must navigate this labyrinthine maw with utmost care to avoid being ensnared or harmed. Yet, the true challenge lies in discerning the destination each Weep Wyrm will transport you to. Each colossal creature is a unique conduit to a distinct celestial body within the cosmic ballet of Tenaronus. The traveler must exercise both caution and intuition, ensuring they emerge at their desired destination unscathed amidst the ethereal dance of realms.
One of these destinations is the notorious Desert of Dust—a vast, eternal expanse where stardust from the distant black hole above forms an endless sea of shimmering sand. Towering mountains, sculpted from a blend of sand and lava, defy gravity, seemingly drawn towards the cosmic maw overhead. Rumors whisper of untold treasures concealed within these towering peaks, inviting daring adventurers into their mysterious depths. Be warned for the legends also speak of cannibalistic devils, their skin bleached white who guard the mountains interiors.
Yet, the Desert of Dust harbors more than captivating landscapes. Cities, corrupted reflections of those lost or destroyed in the material plane, manifest with a haunting vitality. The buildings and structures, now imbued with life, possess an eerie sentience, capable of traversing the deserts expanse. This mobility serves a dual purpose: safeguarding these cities from the relentless wanderings of the Traveling Titan. The titan, once a god known as Cthonis was punished and banished to carry a colossal prison for eternity, roams the Desert of Dust. Its massive footsteps crush all in their path, making travel perilous for anyone caught within its colossal wake. The moving cities, ever-aware of the titan's destructive journey, shift their positions overnight out of its path.
Another such realm is the ominous Forest of Rot—an eerie expanse shrouded in bioluminescent white grass that harbors peril at every turn. Unlike ordinary forests, the grass of this sinister realm inflicts painful rashes upon contact with the skin, serving as a warning of the dangers that lie within.
The trees, hauntingly translucent and pale, cast a ghostly pallor over the forest, accentuating the eerie atmosphere. Yet, the true menace lurks in the depths where poisonous mushrooms known as Soul Rot flourish. Their spores infect even demons, inflicting unimaginable agony upon those unfortunate enough to succumb to their insidious influence.
The origins of the Forest of Rot are as twisted as its dark allure. Born from the misguided efforts of a mortal soul seeking escape, a catastrophic spell unleashed the blight that now ravages the land. The unwitting mage, transformed into the malevolent Queen of Rot, and her thirteen generals, command the realm's depths from a forgotten ruin—a rumored vault of treasures and relics from a bygone age.
Venturing into the depths of the forest is a perilous endeavor, fraught with danger and the allure of untold riches. Yet, amidst the gnarled roots and shifting shadows, lies a testament to the consequences of mortal folly and the enduring legacy of the Queen of Rot—a haunting reminder of the price paid for meddling with forces beyond mortal comprehension.
The inhabitants of Tenarus are a haunting trinity—demons, devils, and mortal souls—all ensnared within the singularity. Devils, once mortal souls corrupted by centuries of exposure to the plane's corrosive magic, manifest as monstrous reflections of the evils they committed in their previous lives on the material planes.
Beside them roam the demons, bestial remnants of the gods' ill-fated experiments—banished here for their uncontrollable violence and inherent danger. In this twisted hierarchy, devils who successfully tame demons ascend in status, showcasing a formidable power that defies the gods' attempts to control the chaotic denizens of Tenarus.
To transcend the boundaries of Tenarus and reach the coveted material plane, devils must weave intricate connections with mortals. Anchors in the mortal realm, such as the elusive traveling cities, become conduits for these entities to form alliances with unsuspecting inhabitants. Through dark magic, runes are inscribed on city walls, mirroring their counterparts in the material plane. These sinister symbols serve as beacons, luring mortals into fateful encounters with their celestial twins.
For devils seeking freedom and power, making deals with mortals becomes a strategic dance. Anchored connections, reflections of the mortal realm, serve as bargaining chips. The twisted negotiations offer a tantalizing exchange—freedom for the entity and untold power for the mortal.
One of the celestial bodies at the heart of the Tenarus’s orbit is a massive city named Afernitia, a metropolis shrouded in mandatory peace. It is a haven for deals and contracts, governed by three sacred rules—preserve peace, uphold truth, and honor contracts—a respite within the chaotic tapestry of Tenarus.
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