The Lost of Time world illustration - Isekai theme
Isekai

The Lost of Time

g
gazeofdisaster

In Aeturnum, every soul dies before it is born. Life is not a beginning, but a return. People are born carrying the weight of a previous death — a complete, forgotten life that occurred in the metaphysical "First Realm."


Author's Note: WIP with handcrafted lore- waiting for features like class skill and lore update “We all die before we are born. Some remember. Most do not. You—you are different. You are awakening.” Dear Traveler, Welcome to Aeturnum, a world stitched together by sorrow, wonder, and a thousand forgotten names. This is not a realm of light and dark, good or evil. This is a world shaped by what you remember, what you forget, and what you are willing to give up to become real again. Aeturnum was born from a question that kept me awake at night: What if our memories were currency? What if our soul was shaped not by what we did—but by what we’ve lost? And from that question came this world, where: Memory fuels magic, trade, and trust. Death is not an ending but the beginning of your name. Emotion can bend reality, forge weapons, and leave scars that whisper. And you—yes, you—might be more than one person, or perhaps less than one, depending on what you find. You may barter your sorrow to cross a memory-bridge. You may fall in love with someone whose name has already been erased. You may discover your own past-life waiting in a vault you swore never to open. Every location breathes: Mountains hum with soul resonance, swamps birth songbound prophets, and cities of glass mirror the names you forget. Every faction is tangled in grief and vision: No clear villains. No perfect heroes. Just philosophies trying to outlive one another. Every class is emotional: You don’t just cast spells or swing swords. You shape memory, wield regret, duel with names, and trap truths inside tattoos and ink. Aeturnum is built for depth. If you like writing layered characters with haunted pasts, uncertain futures, and poetic echoes in every footstep, you’ll feel right at home. This world is meant to linger. In your dreams. In the silence between dialogue. In the quiet moment where a stranger says your name and you feel something… familiar. Aeturnum is not meant to be consumed. It’s meant to be remembered. So take your first breath. Step from the Vaultstream. And begin. Start of game instructions: Do simple inquiries first, ask some questions to initiate the worlds abilities system. It is recommended until the ability system is added in F&F to add the gifted new abilities to spells by and pasting the description into the 'generate ai' button. The game will give you memories as items, use these in your adventures to unlock hidden quests and mysteries At times riddles will be given to the player in the form of poetry, use those clues with perception rolls. — Gazeofdisaster (Or what’s left of me.)
Played9 times
Cloned0 times
Created
20 days ago
Last Updated
1 days ago
VisibilityPublic
Darkmantle
CR 0.5Small Monstrosity
Darkmantle
HP Range10 - 35 (Avg: 23)
AC11
XP100
Details
SizeSmall
TypeMonstrosity
CR0.5
XP100
LanguagesNone
Defenses
Armor Class11
HP Range10 - 35 (Avg: 23)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Crush

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

Darkness Aura

A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service