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Universal Disquiet

Yes, someone is watching you...

"I've encountered The Weir only once in my life. It was a glorious battle. Tchenwey, a saint of war the Mhirrians, appeared on the battlefield. She was beautiful. She was the kind of woman with light coming off her like the sun. When we heard her battle cry...by the gods. I've never been able to rouse my troops the way she did. It gave a feeling of strength. For a brief moment, we were invincible.

We cleaved the enemy forces with extreme prejudice. Then it came. A raving lunatic, calling forth a beast from The Void. He died in the process as the thing burst from his chest and grew. She never stood a chance. When she died, thick smoke that glowed in blue hues poured from her wounds. Everything it touched was changed...tainted.

The monsters that they became were a threat to both sides. I dread what comes next, my friends. We've been through so much...look at me, I'm tearing up...forgive an old fool.
As we press on, remember that we are trespassers here. You can feel it in the air even now. The goosebumps on your arm, the anxiety, that feeling of being watched. Yeah...Touch nothing, and know that this isn't just a feeling. If it moves, kill it quickly or you will suffer a horrid fate."
— Simon Gray, moments before Expedition Demeter entered The Weirlands

Anxiety

Upon entering the area, one feels a sense of dread. Some feel that they are being watched. The reports include seeing glittering eyes in the shadows leading many to refer to disquiet by its other names: paranoia and anxiety.

Flora and fauna present are corrupted and mutated by the weir, indicated by the blue and white light that radiates from what appear to be gashes in the skin of fauna, and vaporous dew on fauna. As one continues, time and space distort drastically more than anywhere else in the world. No one has even been able to learn more about this, but many claims to have experienced events in reverse order. Like with all universal ailments, the only treatment is leaving the area. Constant prolonged exposure to the weir will eventually mutate victims beyond recognition. This process cannot be reversed and who you once were is long gone. The civilized races knew of the weir for eons. It takes many forms and has many uses particularly in the arcane arts. While it occurs naturally in several stable forms, it wasn't until the death of the god Tchenwey that the more unstable form of disquiet was discovered. As it was studied more questions arose and eventually Expedition Pluto  was sent into the The Weirlands, where most of this unstable weir could be found. They left and immediately lost contact. All of a sudden 10 years after being assumed dead, they emerged from the weir. Not one member lost. They claimed that they did not have contact and then turned around to troubleshoot the Teleboxes. To them, they had been gone less than a week.

Paranoia

Disquiet is a natural effect of the weir on the land and all things in it. Just being in the area of effect will be enough to experience the symptoms. The cause of disquiet is the unstable energy that is The Weir. While Weir can be found in numerous forms, most of those forms are stable and benign. When the fabric of reality experiences trauma, particularly the permanent death of a celestial being rather than the destruction of their physical forms, the weir that is formed is destructive and unpredictable. Other things that can cause disquiet to include extreme releases of arcane energy, certain creatures that roam the world, and eldritch beings, though the disquiet is seldom as severe from these sources.

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