Vallore world illustration - Pirate theme
Pirate

Vallore

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A medieval world filled with magic, fantasy beasts and pirates!


Author's Note: Welcome to Vallore: a shattered world trying to rebuild. Magic is both feared and worshipped. Empires rise from the ashes of fallen gods. The seas hide truths better left buried. Here, pirates plot against kingdoms, inquisitors hunt witches, and ancient relics whisper to those who dare to listen. You’ll explore continents, influence power struggles, and uncover divine truths lost to history. Whether you're a cursed royal, a rebel mage, or a pirate with a past, Vallore has a story for you. This is a campaign for players who love deep lore, political drama, factional intrigue, and personal stakes. Expect morally grey decisions, unexpected alliances, and a world that changes based on your actions. Ideal for intermediate to veteran players who enjoy immersive RP, evolving storylines, custom factions, and a living world. Combat is meaningful, choices matter, and no one—NPC or god—is untouchable. ✅ What’s Included So Far: 🌍 Kingdoms: 5 📌 Points of Interest (POIs): 120+ 🧑‍🤝‍🧑 NPCs: 150+ 🧬 Playable Races: 57 🛡️ Classes: All base D&D 5e 🏴 Factions: 21 👹 Monsters: 9 (and growing) 💎 Items: All base 5e + a few custom ✨ Spells: Base D&D 5e --- 🛠️ Currently In Progress: 🧙‍♂️ Starting Characters 🧑‍🤝‍🧑 More NPCs (and fixing their relationships) 👁️‍🗨️ More Monsters (including deities) 🔮 Custom Classes & Spells 🎒 Items, Loot, & Bounties 🗺️ Maps 🏝️ More POIs (tons of random islands coming soon!) --- ⚠️ Known Issues: 📌 Franz doesn’t yet restrict player access in sensitive zones — working on adding POI-specific notes for clarity.
Played36 times
Cloned1 times
Created
19 days ago
Last Updated
1 days ago
VisibilityPublic
The Whispering One
CR 13Medium Undead
The Whispering One
HP Range225 - 225 (Avg: 225)
AC18
XP10000

Description

A being who transcended mortality through the Whispering Bloom, The Whispering One serves as a living conduit of forbidden truth. Those who hear its whispers are never the same. It exists in fragments of reality—always half-there, slipping between time and thought. Scholars believe it was once the founder of the Order of the Black Lotus, devoured by their own pursuit of knowledge. Now it guards truths no one should know and judges those who seek them.

Details
SizeMedium
TypeUndead
CR13
XP10000
Languagesall, telepathy 120 ft.
Defenses
Armor Class18
HP Range225 - 225 (Avg: 225)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Lair Action

Lair Actions (if encountered in its sanctum) On initiative count 20 (losing ties), The Whispering One can invoke one of the following lair actions: Distorted Reality. Until initiative 20 next round, all terrain becomes illusory. Creatures must succeed on a DC 18 Intelligence saving throw to move correctly or become restrained until the end of their turn. Echoes of the Past. A shadowy figure from a character’s past manifests and attacks once (as a shadow or specter). Secrets Unsealed. One random player character learns a terrifying truth. Roll on the Short-Term Madness table

Legendary Actions

Legendary Actions (3/round) Whisper Movement. The Whispering One teleports up to 30 feet to an unoccupied space it can see. Flicker In/Out. The Whispering One becomes invisible until the start of its next turn. Steal Memory (Costs 2). The Whispering One targets a creature it can see. The target must make an Intelligence saving throw (DC 18) or lose access to one known spell, ability, or skill for 1 minute.

Speak the Forgotten Truth

1/day. The Whispering One whispers an ancient name or concept lost to time. Every creature within 60 feet must make a DC 18 Charisma saving throw. On a fail, the creature is frightened and charmed by The Whispering One simultaneously for 1 minute. While under this effect, they see the world as a false memory, manipulated by The Whispering One.

Unravel Mind

Recharge 5–6. The Whispering One targets up to 3 creatures it can see. Each must make a DC 18 Intelligence saving throw or take 8d10 psychic damage and suffer one level of exhaustion. On a success, half damage and no exhaustion.

Withering Grasp

Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 5d8 necrotic damage and the target’s Intelligence score is reduced by 1d4 (restoreable only by greater restoration or similar magic). If reduced to 0, they fall into a permanent catatonic state.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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