Lore24 Compilation - January
From the beginning of the year, I felt an interest in doing a writing challenge of some sort, but a NaNoWriMo is a bit of a tall ask considering work schedule and everything. Iād seen people doing the #Dungeon23 challenge, and that was interesting, but outside my area of expertise. And then I found a blog post about #Lore24, and shared it with a friend in a similar situation.
The idea is, that for each day of the year, you write something about a TTRPG setting (or similar), in order to help expand on concepts. Doesnāt need to be exceptionally detailed, but the idea is to work on vague ideas and solidify things for worldbuilding. I chose Matea, a D&D homebrew setting that had been kicking around in my head for a while. A post-apocalyptic world that was previously as advanced, if not more so, than real life 21st century Earth. When the magic sustaining their technology failed, the world fell into ruin and had to rebuild the hard way.
I thought it would be handy to keep every entry compiled in one place, so here are the entries for January. Original posts can be seen on our Mastodon.
Let me know if thereās anything that you like or even if it inspired something of your own!
1 - Matea, as we encounter it, is a world on the brink of change. What was once a world of technological marvel and magical prowess now finds itself with one of the primary rules of the universe fading. Where both schools of arcane and divine magics helped create a utopia, its wielders struggle to achieve even a fraction of the same skills. If a spell works at all, it is drastically weaker than in history. A worldwide collapse of magitech left the survivors in ruins, unable to adapt.
2 - In the beginning, the Father tried to make the world alone, every attempt failing. The Mother came to him, offering her aid, and so Matea was born. When the first of their creations died, neither could cope, so the Daughter was born to handle the grief and anger. Seeing her good work, the Mother and Father birthed a Sister. Without a domain of her own, she engineered a war to fight against her family; tearing open a rift for devils to pass the barrier and lay waste to creation. Seeing the potential for their work to be undone, the family fought back by creating the angels. The war raged, until the Brother was born to guide a peaceful resolution; quelling the Sisterās rage by suggesting domains she would take over, while he would take the load of the more civil aspects that grew from a progressing society that his elders had not foreseen. The Sister acquiesced, having a duty at last. And so a harmony was established.
3 - Dwarves (name pending) are the progenitor race/species/ancestry (specifically to spite the endless fantasy worlds that start with elves), and are hatched from eggs. Not conventional eggs; more a cocoon of mud and other related materials. They can have a minimum of one parent, and no functional maximum, though after 20, some serious identity issues arise. Prospective parents will start rolling their egg like people do with snow, while performing a ritual of offering to the Father.
4 - Dwarven children are born with a full grown beard, regardless of their future gender presentation. This assists with the development of musculature, though hinders their growth. You can typically tell the age or experience of a dwarf by how worn/damaged their beards are, as they are made of stone. Though some choose to damage their beards personally, for their own reasons, the effects are no less permanent. Some view their beards as a sign of a pact made for their creation.
5 - Elves (name pending) evolved from dwarves when (the story goes) one wished for the ability to fly, being jealous of birds. More long of limb than their traditional counterparts, the elves of Matea are feathered, have the ability to glide until their elder years where they achieve full flight, and prefer to make their nest homes atop the mountain peaks of the world. They still hatch from eggs, but their material choices are less earthy; more grasses and scrub.
6 - Perhaps the hardest hit by the loss of magitech, the Gnomes (name pending) of #Matea seek immortality through their creations, owing to their nature of existence. In their original development, a flaw in the process led to them being primarily formed from sand. This resulted in their lifespan averaging three years before they almost literally fall apart. The Warforged and Autognomes (names pending) are their primary legacies; though they seek further.
7 - Though they do not know it, Tabaxi are among the most powerful beings of #Matea, as they are connected to the universe through some strange magic unknown to others. The first Tabaxi dreamt itself into existence after people began telling made up stories. From there, they dreamt their family into existence, and opened a gate into the realm of the Fey. As they unknowingly created more and more however, their ability to do so dispersed and diluted among each of their number.
8 - During the Family War, the need for frontline forces presented itself to the then-forming nations of the world. Pressed for time, they hurried the process and took shortcuts, incorporating living beings into the mix instead of asking spirits. Thus, Goblins (name pending) were born. With a lower half reminiscent of arachnids and other insects, their quick deployment and ability to traverse a variety of surfaces without issue was key to victory in a number of skirmishes.
9 - Tortles (name pending) once held political sway over the seas and ports of Matea. Unfortunately, during an exceptionally tough harvest year and dire situations, they were discovered to be delicious. Following a terrible, bloody uprising, they are now extinct, remembered only through archaeological evidence and museum pieces.
10 - Tieflings and Aasimar (names pending) are the descendants of the devils and angels left behind after the war, closed off from their home realms. Comparing to their multiversal counterparts however, on the whole, it is tieflings that are respected, and aasimar that are viewed with suspicion. This comes from the direct aftermath of the rift being sealed. Cut off from the influence of the hells, the remaining devils felt remorse (natural or otherwise; scholars donāt know) and vowed to repent for their misdeeds, which carried through to their descendants. Tieflings tend towards contemplation and helpfulness. On the other side, the angels were mournful and angry about the loss of their divine grace, traits that modern aasimar bear. As such, they tend towards fits of rage and melancholy in equal, unpredictable measure.
11 - The world of Matea is in a binary star system. Thaus, the Star of Wonder, and Flaun, the Star of Hope dance around each other in an eternal 3-beat waltz leading religious scholars to point to it as evidence of the Father and Motherās joint efforts in making the world. The stars eclipse three times during the day, two hours after sunrise, midday, and two hours before sunset. These hours are marked by the religious orders and observed in all variety of different ways.
12 - To contrast the twin suns, Matea has a single moon, which is home to the Elemental Plane of Earth. Once upon a time, spellcasters could simply travel to Pio but with magic fading, the only remaining path is via Souādare, the great geyser. Travellers are to bathe themselves in its waters, and perform a specific ritual to activate the latent magic in the spring; firing them towards the moon in a dramatic jetstream of water.
13 - The Elemental Plane of Air has no fixed location, and can be accessed from anywhere in the world. One must be EXTREMELY precise with the incantation however, as the ritual is centered around collecting fruit oils, anointing yourself with it, and setting yourself on fire. A successful ritual will transform your body temporarily and painlessly to ash, to be carried into the planar winds. An unsuccessful ritual just turns your body to ash the painful way.
14 - The path to the Elemental Plane of Fire was once sealed, but is now open to all, though perhaps not the most accessible. Rakhadaās Folly, also referred to as The Fall, created a spiraling crater that intersected with planar boundaries. The journey must be undertaken on foot, to acclimate to the heat over a timeframe of six weeks. Those wishing to expedite their journey must be immune to flame and possess the power of full flight, or face the firestorm at the craterās centre.
15 - Getting to the Elemental Plane of Water is all about timing, but otherwise simple. Itās merely a little absolutely terrifying. During the Second Step, or the second of the three eclipses per day, the winds at the top of Mt. Sanmaya (the tallest peak on Matea) pick up and become almost unbearably strong. One must align themselves to the correct direction and jump from the mountain, fighting the winds. If successful, they will be blown off the peak, plummeting into the waters below, and transferring the planar boundaries. If unsuccessful, the same thing occurs, but without the transfer, dashing the bodies of prospective adventurers on the rocks among the waves.
16 - Though magic is weakened and fading throughout Matea, the island of Paana-Dƻl is abundant with mana crystals, allowing magic to work not only as it used to, but in some cases better. Because of this, the use of magic on the island is reserved exclusively for healing. The crystals feed on the remains of one of the great dragons, Ibu the Profaned, spreading slowly like a fungus, though they are more easily formed nearer the corpse.
17 - The magitech age of Matea kicked off with the discovery of manasteel: metal pulled from the earth with magic, weaving into it and reinforcing its strength. Known for being hard to work with, skilled smiths wasted little time in using it for all manner of inventions. From buildings and bridges, trains and aircraft, even personal devices of all kinds, manasteel was the backbone of a dawning golden age.
18 - At some point during The Fall, the prison island of Dosoga was lost; taken by an impenetrable bank of mist and fog. An entire population of inmates, their guards, and even a number of small villages designed to support the facility, spirited away. There are reports recently of fog that drifts across the oceans, seeming never to settle in one place for long. People have investigated, only to come back, changed in a number of ways. Those that return (as not everyone does) undergo a complete behavioural overhaul. Their personalities become wildly different, they do not respond to their own names, and some seem confused to the point of madness at their own bodies. Information to the reasoning behind this change is lacking, save for a single report that claims that one returning adventurer, declared herself to be a convicted man historically to be executed, and noted as inappropriately touching her own skin.
19 - Historical records state that the last known Warden of Dosoga Penitentiary was infamous for his brutally strict adherence to the law, but fairness in administering the applicable penalties. Inmates were suitably cared for, unless they broke the rules, in which case punishment was swift and hard, though only as to the letter of the law. People of the time saw it as an acceptable alternative to capital punishment, though not much is known about their rehabilitation success.
20 - Though unimportant at the time, the once-small town of Dun has claimed the title of nation capital city, primarily due to its fate during and immediately following The Fall. No one remembers the original name of the settlement, but records show how it got its current name: When the great floating cities began their final, disastrous descent, the town was written off by people in power; declared not worth the time to evacuate. Done for.
21 - What elevates Dun above other towns and villages is that the floating citadel of Silwaāna crashed directly on top. Though obviously devastating for those unable or unwilling to attempt to leave, the survivors inherited a treasure trove of remnants from the citadel, greatly accelerating their rebuilding efforts and post-Fall discovery.
22 - The gods serve several domains, each with their own rituals and rites.
Father: Life, Light, and Nature.
Mother: Arcana, Knowledge, and Order.
Daughter: Death, Grave, Tempest, and Twilight.
Sister: Trickery, War, Blood, and Fate.
Brother: Forge, Peace, and City.
Each is referred to by their title; you would, for example, pray to the Father of Light, or the Daughter of the Tempest. While you could offer a generic prayer and ritual, you would get better results by being specific.
23 - The day of Rakhadaās Folly is remembered as the day when the great citadels fell from the sky, when airships dropped suddenly, when buildings of all kinds collapsed without warning. But all these events are due to a single, common cause: The unweaving of manasteel. The backbone of society, industry, and technology on Matea drained itself of magic, literally unravelling from any shape it had been forged into, ushering in a terrifying new dark age.
24 - Many of the great citadels had the misfortune of falling while over land, resulting in catastrophic injuries and damage. However, the city of Gunsul fell while over the deepest part of the oceans, and sunk to the bottom. People claim that due to this, the inhabitants survived, though altered, and the city became corrupted by the depths. Children are cautioned with tales of the Gunsul Deep Dwellers, who will come and kidnap them for their mischief.
25 - With magic weakened, the people of Matea sometimes turn to alternate sources for power. And while they are also subject to the fundamental rules of the universe, there are those that answer. The One Below is an entity that has been named by various cults as someone or something to serve in return for magical abilities. Many rumours exist about the true identity of The One Below, but none have proved factual to date.
26 - Counter to The One Below, there are also groups dedicated to The Watcher On High, another unidentifiable source of power. Whereas the cults of The One Below are recorded as committing crimes of varying magnitudes, those pledging to The Watcher On High appear at least to be involved with charitable endeavours and community involvement. While not officially sanctioned, many places will turn a blind eye to the actions of Watcher pledges.
27 - The Brightfields, analogous to the Feywild in other parts of the multiverse, is the domain of fanciful creatures of all shapes and sizes, including the Eladrin and Fairies (names pending). Ruling over the land, atop a golden throne of pure majesty is the Bright Lord, Colin McDaniel. Claiming to be from an unknown village known as āNew Yorkā, he has made a name with his experience as an āelectricianā to introduce a number of ideas to the Brightfolk. But there is a downsideā¦
28 - When night falls in the Brightfields, unpredictable and inconsistent though it be, the land and its inhabitants change, becoming dark reflections. This is The Nowhere Between. The Absent King awakens, and Colin becomes imprisoned, as per his (potentially unwise) pact. Travellers from Matea who find themselves Between at nightfall are also altered to suit the darkness. From palace to ruin, from garden to grave, from throne to cage, from light to dark. Such is The Nowhere Between.
29 - Though the Great Rift is long sealed, there still exists the vestiges of strength in the Northern Reaches, for those brave, reckless, or desperate enough to seek it. Taāterra, the source of infernal energy, and the ancestral home of the Tieflings (name pending), is ruled by Maag, Mistress of Pain. Though her influence is waning, rumours persist of promises of riches beyond dreams for those who wish to bend a knee.
30 - Not all adventure promises reward, monetary or otherwise. Hard to find, and harder to leave, the Endless Asylum tempts you to stay within its labyrinthine halls, rooms containing the damaged and lost, taking more and more of you until you join them. Not a place to be taken lightly, or without thorough preparation, very few explorers have ever returned to tell of it, and none of them remotely whole of mind.
31 - While you can, of course, attempt to cast spells, construct sigils, or otherwise use magic in any fashion you desire, you run the risk of it failing. The weave of mana literally unraveling before your eyes, if one could visually distinguish it. Not so with a mana crystal. By crushing one in your hand during the casting, you unleash the dormant magic within to supplement and amplify your efforts. Be warned though, there is no way to ration the crystalsā power. Itās all or nothing.











