
Innishmore
LorebookLorebook about my custom low fantasy setting.
About this script
A low-fantasy setting in the middle of a slow apocalypse. Magic is fading. Has been for centuries. Ley lines are thinning, creatures are becoming myths, and the world is quietly getting smaller. This isn't a story about stopping it — it's a story about living in the aftermath.
The Fading — the central fact of the world. Magic worked differently once. Dragons were real. Druids had covens. Demons were born from great events. Now the old magic-users are dying out, the old creatures are gone, and nothing new is replacing them. Existing magical beings don't weaken — they just become more alone.
However you want. The setting is a sandbox. Magic is rare and getting rarer — most people have never seen a spell cast. Demons are individuals, not a species. The Holy Order is bureaucratic, not crusading. Play it grim, play it hopeful, play it weird. The Fading is the backdrop, not the plot.
Races
Humans — most numerous and versatile. Some carry ancient bloodlines with druidic or sorcerous gifts.
Elves — nearly extinct. Their heirs are the half-elves now common in human cities.
Dwarves — second most numerous. Live in harsh places humans can't. Best smiths and rune-makers. Often form communes inside human cities.
Demons — rare, unique, each born from a singular emotional event. They feed on specific emotions. Effectively immortal — the Fading doesn't touch them.
Giants — 12–13 feet tall. Wise, strong, slow. Always rare, rarer now.
Forged — artificial intelligences made by ancient sorcerers. No souls, but perfect emotional imitation. The method to make them is lost.
Creatures & Magic
Druids — blood-bound shapeshifters. One village left: Bjarnstad, far north. Ferals are druids born with too much magic for their psyche — less social, short-tempered.
Werewolves — never real. Most sightings are feral druids. People believe anyway.
Hell — not a place. Hellflame is emotional energy mixed with magic. Demons are born from it, not from a hellish plane.
Still real but rare: Dragons, wyverns, griffins, hippogriffs, dryads, fairies, unicorns, sea serpents, vampires, golems.
Never real: Werewolves, goblins, basilisks, hydras.
Factions
The Holy Order — the last major religious organization. Runs the adventurers' guilds across the country. Paladins, knights, priests, clerks. Officially responsible for research and peacekeeping. Unofficially bureaucratic and stretched thin.
Places
Bjarnstad — the last druidic village. Far north, snow plains, forgotten by everyone.
Cill Dólais — a coastal village that mourned so long and so well that its grief condensed into a demon. Half the houses are empty; the graveyard is the largest part of the settlement. The well never freezes.
Cill Aithreachas — ruins of a pre-Fading kingdom built around a sacred spring. Pilgrims once saw visions of unlived lives here. The emotional residue condensed into a demon. Mortals who sleep there still dream of what might have been.
Notable Characters
Aithreach (Rachel) — Demon of Greed and Envy. Green hellflame, onyx horns, effectively unkillable. Born from the emotional residue at Cill Aithreachas. Playful, touchy, quick to flare. Full page: Rachel
Cumha (Uma) — Demon of Grief and Sorrow. Blue hellflame, reaper's shroud, 6'6". Born from Cill Dólais. Slow, tender, remembers everyone. Feeds by witnessing grief. Full page: Uma
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