Conceptual Entities

Conceptual entities are entities that sprang into being, formed from repeated mortal situations, triumphs, losses,and events, the universe's magical nature creating physical embodiments of the mortal experience. Sometimes events that will be remembered for millennia may appear as a conceptual entity, or these entities will choose mortal hosts to bless for a period of time. All of these entities are True Neutral.

The conceptual entities of Heiri’Khall may exist in all worlds, one world, or exist outside of the world in the folds of Lady Heiri’s dress. They are not guaranteed in worlds without hope, without purpose, or without reason. These entities are born from pure magical energy from the center of the universe, Lady Heiri, who is a being of pure magical energy and magical power. 

  1. The Eons(Plane of Time) - The Concept of Years, Decades, Centuries, and Millennia - The Creatures that wander the endless plains of white grass in the realm of time/the plane of time. These creatures sometimes appear in random planes when a year has passed, and the sightings of them are even heralded as the start of a new year. These creatures look like huge wandering softshell turtles and lizards combined, and they move so slowly that it’s nearly impossible to see the movement. There are billions and billions of them in the plane of time, traveling in a magnificent line, in perfect lockstep and order. They will appear when someone’s time is running out, and when someone’s time alive is up).

  2. The Wing’s Rest(Miithian) - The Concept of Dying Alone - A Miithian concept, the embodiment of when darkness closes in at the time of your death, and they call the wings the Black Embrace, and is part of theit rituals before leaving to go raiding or traveling long distances far from home, as well as being worshipped by the Miithians as a sign of doom.

  3. The Fire of Resistance(Everywhere) - The Concept of Resistance - A powerful concept that takes the form of a swirling, perfectly smooth ball of radiant white and gold fire, moving like a torch and liquid gold metals, radiating an aura of light that stretches 120ft away from the concept itself. There are only three normal locations where this concept appears, in the ruins of old Ethrellian megacities and in the hearts of Borrian bonfires. This entity could be said to be Borrian in origin, but this is far from confirmed.

  4. The Steps of the Wind(Abirrian, Baleckii) - The Concept of Speed - A powerful concept that was born from the steps of wind entities past, present, and future, and the concept of speed. This concept reveals itself as a glowing white trail of footprints that appear only to the person being blessed by The Steps of the Wind. When blessed, the wielder has a strong aura of wind around themselves in a 5ft radius centered on the wielder, preventing ranged attacks from bows, crossbows, guns, and thrown weapons. Mechanically, your base movement speed increases to 100ft for 10 minutes.

  5. The Heroes Crown(Abirrian) - The Concept of Victory - A conceptual Abirrian entity that appears at coronations and celebrations centered around victory and a hero's return home. It represents bravery and victory in the physical world. This crown resembles a circle of flames, but the flames are made of liquid bronze and gold, circling the head of the hero, meaning they have been marked as a hero by the Abirrian gods. This is part of their celebrations and is talked about in songs when a hero leaves their home for the first time and when they return home.

  6. The Iron Thorn(Abirrian) - The Concept of Punishment - The symbol and embodiment of punishment and suffering, which appears buried in the abdomen of a person marked as evil in Abirrian and Borrian Culture. It represents the pain of the sufferer, and physically causes blinding pain. This conceptual entity will appear on the sides of traitors, criminals, and paladins who break their oaths, or even might appear when you kill the innocent.

  7. The Shadow of Draed(Abirrian) - The Concept of Shadows - The Shadows of the Draed are the lingering remains of the Rotharii Draed, which choose mortal hosts to corrupt them, or work with them to awaken the old bodies of the Rotharii Draed, so they may bring cataclysm and apocalyptic levels of damage to the plane of Abraeas’Dor.

  8. The Solem’Borr(Borrian) - The Concept of Holy Light - This is the embodiment of the light of Arsham/Arsii that first appeared in the heart of the great mage Solem, who saved the continent of Old Ethrell from collapsing entirely during the Ascension and the Sundering. This blessing embodies the fighting spirit of Solem and the light of Arsham/Arsii, and chooses a warrior occasionally from the Borrian military furing a battle, skirmish, or an entire military campaign. This is revered as the greatest blessing possible, giving the wielder a taste of divinity. This spirit is one of the fragments of the First Mother, Arsham’s one true love, the mortal woman who birthed the first Abirrian Demigod, Voprii.

  9. The Natterrem(Ibnan) - The Concept of the Mountain - The Natterrem is the blessing of Laetrnetu, the Supreme god of Ibanakar. This is the concept of the resilience of the mountain and the strength of the animal. It is a spiritual blessing that grants the chosen the ability to speak the earth itself, speak with Plants, Animals, Beasts, Monstrosities, Trees, Mountains, Rain, and Water without having to cast a spell. This is the marking of an Ibnan Chosen, a marked hero. This used to happen a great deal during the height of Old Ethrell, but has not happened since its fall.

  10. The Commander's Voice(Abirrian and Borrian) - The Concept of Leadership - The Commander's Voice is the concept of leadership and the conqueror. The Commander's Voice touches those who fight the greatest battles, military generals in Abirria, and military generals in Borr. It can claim the voice of anyone at any time, when the commander's voice decides that the wielder is able to handle true leadership in times of great desperation. It appears as a glorious armored white shadow that replaces the normal shadow of the mortal who wields it, growing to one size larger than the creature touched by it, the white shadow wearing full spiked armor.

  11. The Second Mouth(The Depths) - The Concept of Deceit - The Second Mouth is the embodiment of lies, and appears as a wicked smile on the face of the person possessed by it. This is the corrupted blessing that makes all words that come from your mouth, even lies, sound more truthful. This is essentially a great bonus to deception checks(+5)

  12. Arcanum’Bir(Abirria) - The Concept of Magic - The embodiment of magic, the greatest blessing of magic in the world. This is the closest a mortal can be to having a fraction of the power of the Heira Veil. This embodiment possesses the wielder, turning them into a vessel for the Heira Veil herself. This is her physical form in the mortal planes of existence.

  13. The Gold Shadow(Borr) - The Concept of Victory - The embodiment of victory and triumph, the golden shadow appears to replace the shadow of the victor in a one-on-one duel or replaces the shadows of the winning army or general when a glorious victory is accomplished. It marks the army's greatness and marks the dueling victor. It appears very often to Borrians, less so with Abirrians, and only marks the victor with a good alignment.

  14. The Ingenuity(Everywhere) - The Concept of Progress - This is the embodiment or progress and ingenuity of mortals. The ship is made of silver, and will appear as an airship, a sailing galley, or even as a submersible. The ship reveals itself in a heavy fog that appears randomly, and it shines as if it is lit by bright sunlight at all times. This is the sign of good tidings, a harbinger of progress, and its appearance marks the start of new technological advancement, medicinal advancement, and societal shifts. This ship is the vessel of Alithen, the Alithean Supreme God, and is a regular sight in the realm of Alith.

  15. The Path(Everywhere) - The Concept of Choice - The concept of choice and decision, that appears as a long silver bricked road before a traveler or adventurer in times of great strife or difficulty. It appears only to the one person, and the steps in the road, with closer inspection, are made from silver letters telling the tales of all those who have ever walked before, of all mortal lives that ever lived, the writing so small, and in such a mess of languages, that people who are touched by The Path can swear they have memories of a million other lives, though the memories are a great indecipherable fog in their dreams. The Path will haunt the one it reveals itself to until the person makes a decision, and from there The Path will imbue their next steps with good blessings and tidings, warping reality to ease the adventure of the person The Path has chosen to bless.

  16. The Faltering Steps- The Concept of Aging(Everywhere) - The Concept of Aging presents itself as an elderly version of yourself, stumbling beside you or taking over your body at the worst of times. You may drop your weapon, be unable to walk, or you may fall as your legs cannot support your own weight. While you are touched by this concept, you weaken for a certain amount of time. Your Strength and Constitution Scores decrease by -4, and you have disadvantage on Constitution and Strength Saves(5e)/ gain a -4 decrease to your Fortitude Saves and take a -4 decrease to your Will Saves(3.5e). This effect often lasts for only 2 months, and is considered a test for those who seek to prove they are still nimble, a test for those who continue to fight against the natural aging process, and people who refuse to accept their limits. This concept exists to show and prove that your age, your  weakening body are not finished. If you succeed in continuing and completing the tasks that bring this concept to you, you are rewarded with any wish regarding your age besides immortality. You also gain a +2 bonus to your Strength and Constitution scores permanently.

  17. The White Heart - The Concept of Mercy(Everywhere) - The concept of mercy appears as a destitute beggar that you can see behind every enemy, out of the corner of your eye when you are in battle, sometimes even taking over the form of your enemy or a lawbreaker in your society. This beggar takes the form that you feel most merciful towards. No one else can see this beggar, not mages, not priests, only deities can see what you see. This concept appears before Paladins, Clerics, religious theologians, and people who believe in life being sacred. It can appear before children, teenagers, and people who are not fighters, adventurers, or adults. This figure pushes for mercy in all situations, and most commonly appears before those who have been greatly wronged and seek to find their way back from a path of evil or darkness. The force is relentless and those on this path may even see the destitute beggar walking besides that in lockstep or trailing just within sight behind them, sometimes even lying on the side of the road. The figure inspires great thoughts of saving people, inspiring mercy, and inspiring a want for a better world. While you are touched by this entity, you must make a DC 17 Wisdom Saving Throw(5e)/DC 20 Will Saving Throw(3.5e) to kill an enemy, and you gain a +4 bonus to Persuasion checks to inspire the idea of mercy, or when you make arguments against NPC’s to spare a creatures life, or take an action that is not vengeful or aggressively

  18. The Stone Coat - The Concept of Responsibility(Everywhere) - This concept appears on those who carry a great responsibility. Full adventuring parties charged with saving the world, a holy knight or shaman leading survivors to safety in a hostile and dangerous world, and people who carry the weight of supporting entire families. This coat appears as a large coat made of heavy gray rock and leaden materials. While you wear this coat and are touched by this concept, your Strength and Charisma Scores increase by +4, but your Constitution Score decreases by -4. Long Rests are less effective, gaining only half total hitpoints through whatever method is being done mechanically, and you are susceptible to exhaustion more often than normal. You are able to carry more weight, your carrying strength doubling and your strength checks gain advantage(5e). You gain the Inspiring Leader feat(5e)/Leadership feat(3.5e) and gain a +2 bonus to Charisma checks to lead the people who follow you or work alongside you, like other party members. This coat cannot be removed until you have accomplished your task and have succeeded. Once removed and the concept leaves your person, you retain the feats gained and your strength and charisma score retain the +4 bonus, but the Constitution score decreases disappear and you return to normal long rest rules. This concept is considered a blessing to leaders, generals, adventurers, and people carrying great responsibilities, a trial from the universe, from divinity, from the world, and those who are targeted by this concept are considered to be chosen by the gods. 

  19. The Impulse Awakened(Everywhere) - The Concept of Intrusive Thoughts - This entity reveals itself out of the corner of your eye. You may feel wild impulses that your brain normally can control, crash that car, jump off this ledge, do something strange, alien, or abnormal. This strange entity appears at all times when you have those abnormal or violent urges. If you were to look at them by turning your head, they will shift position to be in your peripheral in the new direction you are facing. You can stop yourself from seeing it if you close your eyes. This entity will appear to do the random, violent, or harmful action in full detail, gaining those affected by it to see fully what would happen if they truly performed the act. The impulse makes you feel as if you had just performed the act, and it happens as if it were instantaneous. The visage appears entirely the same as yourself. Being touched by this concept can bring The Impulse Awakened to life, and you may have to make Wisdom and Constitution Saves(5e)/Fortitude and Will Saves(3.5e) to prevent yourself from acting when  the entity is latched onto you. This entity is considered to be a rare and dangerous curse born by the humanoid’s nature for impulse and intrusive thoughts. 

  20. The White Leaf - The Concept of Luck(Everywhere) - This entity appears as a large white maple leaf that appears to always be stuck on your clothing, the leaf seemingly made of white ivory, but still moves as if it is a regular leaf. The leaf is threaded with gold embroidery if you are good aligned, blue embroidery if you are neutral aligned, or black embroidery if you are evil aligned. The leaf grants you the ability to gain an additional +3 Additional Luck Points in 5e/gain +5 Luck Points and the ability to negate 1 attack against you per day in 3.5e. You can impose disadvantage on 3 attacks made against you per day in 5e, and cause entire attacks to miss you once per day in 3.5e. Once per long rest in 5e/3.5e, you can find something or investigate/search an area and find exactly what you’re looking for without having to make a check. 

  21. The Twisted Robe - The Concept of Devotion(Everywhere) - This concept reveals itself as a robe that is constantly blowing in even non-existent winds, and appears in a color associated with the wearer’s faith. While this cloak touches you or while you wear it, you are unable to speak a prayer to a deity other than your own, and your faith becomes far more potent, zealous, unwavering. You are convinced you are the greatest priest, shaman, or warrior of your faith. In followers of the same god, you are known as the greatest of the great, and while you wear it, you become obsessed with proving your faith. You gain the benefits of 10th level favor/piety while you are touched by the robe. You cannot swear allegiance to any other deity under any circumstances, magical or non-magical, but you are blessed with three boons of your deity in addition to having the highest level of piety. Your alignment may change to accommodate complete religious zealotry, and you will take the path of faith that is most severe and dangerous. You will be hostile to enemies of your god and must make a DC 18 Wisdom Save(5e)/DC 20 Will Save(3.5e) in order to resist becoming hostile, acting kindly, or acting in a way other than zealosly when encountering worshippers of other gods and or enemies of your god. If you fail the save, you are considered outwardly hostile and dangerous to the other parties involved. 

  22. The Crimson Perspective - The Concept of Pain(Everywhere) - This concept appears to those who are going through great and terrible pain, be it physical, mental, or emotional. The being appears to people grieving the loss of children, family, friends, identities, jobs, or purposes. The concept appears as your vision becomes tinted with red borders, and you cannot get rid of it. You are claimed by this concept when your tears of agony or misery turn red and your eyes go entirely red. This concept takes over your mind unless you pass a DC 20 Constitution Saving Throw(5e)/DC 20 Fortitude Saving Throw(3.5e) to fight back against the force taking over your body. This entity will take you over for 1 week of extraordinary pain, incapacitating you entirely if you fail the save. After that 1 week has taken over your body, you will regain consciousness and then lose all the pain you felt the very moment it lets you go. You will no longer feel pain, under any circumstances, be they physical, magical, emotional, or mental. You are unable to feel pain at all, not in combat, not from spells, and not from your emotions or the weight of your actions and mistakes. Only a wish spell or repeated castings of high level restoration magic, 2 times per day for a month will bring you back to a state of emotion, empathy, and non-sociopathic tendencies. The people who are afflicted and cursed by this concept, if it is not cured, must change their alignment to true neutral and lose all ability to feel emotion or the pain they cause others. 

  23. The Webs of Insanity - The Concept of Delusion(Everywhere) - This concept appears in the minds of people experiencing great fear and terror, the minds of those who have seen too much, have looked into the eye of divinity and been unable to mentally survive, people who have experienced great trauma, and people who have begun to unravel from stress or even growing too big of an ego. This entity is considered a curse once delivered by the ancient fae before their fall, a remnant of a long, nearly forgotten history of the universe of Heiri’Khall. This concept appears as a little, fuzzy spider that appears on your shoulder, under your clothes, or in your skin, that you cannot get out. It lays its first webs inside your mind, tangling your empathy, your love, and your emotions as if it uses your humanity and love for others as the source of its webs. You begin to suffer delusions of granduer, delusions of talent, delusions of who is who and what is what. Your mind slowly begins to break free of reality. This cursed concept became reality during the fall of old Aevorr, and is one of the eldest concepts in the universe, originating from the mind of the old aevorrian lords who fell to insanity as their technological, universal travelling, and medically immortal empire fell to divine entities they no longer believed in. Some even begin to believe that they are gods, truly divine. This concept has appeared to beggars, to doctors, to emperors and queens, to generals and to foot soldiers, anyone who is unwilling to face their true reality and cannot accept it. Cults to this entity exist throughout the planes. While you are cursed by this entity, your delusions cannot affect reality, but you are convinced that they are true, your alignment switches to chaotic, and you become unable to cast spells and your Wisdom score drops to 6 and cannot be brought back to normal except by highly potent restorative and mentally restorative items and magical spells, or until you are able to fully accept reality. You must make a DC 18 Wisdom Saving Throw(5e)/Will Saving Throw(3.5e) to acknowledge yourself in reality, to recognize friend from foe, and to cast spells, making the save each time you attempt to cast the spell. 


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Cosmic Entities

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