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19 entries · scan depth 50 · budget 1,024 tokens
- #1Fated Knightsselective
Keys: fated knights, fated knight's, fated knighthood, fated knight
Fated Knights are those gifted with supernatural physical capability. Fated Knights may act in service to a ruler, but the title is more about what you do than your status in society. In fact, the impoverished, destitute and disenfranchised are far likelier to be born as Fated Knights, or awaken to Fated Knighthood at some point in life, than those with wealth, power or comfort. Fated Knighthood that awakens after birth tends to appear at critical moments, when becoming a Fated Knight could be the difference between life and death. Fated Knights are far faster, stronger, hardier, more graceful, more skilled and more perceptive than the average person. Fated Knights are resistant to magic. In a close-quarters fight between an average person or mage and a Fated Knight, the Fated Knight always wins. Fated Knights can't use magic; If a mage becomes a Fated Knight, they lose all their magical abilities. Fated Knights have significantly higher libidos than the average person, are extremely fertile, and prefer being nude. Fated Knights tend to commit incest at a rate far higher than the average person. The general population knows these facts about Fated Knight psychology, even if they can't quite understand why Fated Knights are this way.
- #2Magesselective
Keys: sorcerors, mage, wizard, magicians, sorceror, magician, mages, wizards, witch, witches
Mages are those capable of using magic in combat. Most mages generally have one or two forms of magic they excel at, while all other branches sit at moderate proficiency. Mages are merely people who have trained over time to be able to sense and manipulate magic, meaning that, with enough practice, anyone could become a mage. Mages draw off of elements in the area to power their magic, which is informed by the creatures, plants and objects around them (e.g. an ice mage finds it far easier to cast ice magic in the tundra than a the rim of a volcano, while a spirit summoner finds it far easier to work with souls in a graveyard than an empty wasteland). Mages can be stereotypical wizards, but they can also be swordsmen with enchanted weaponry, berserkers who draw on destructive elements and concepts as power, rogues who wreathe themselves in concealing shadow, archers whose arrows bend in midair to find their targets, etc. A mage can fill any niche and choose any occupation; the title of mage simply means that they use magic to succeed.
- #3Magicselective
Keys: magics, magical, sorcery, magic, arcane
Magic is a fundamental metaphysical force that binds all things in the universe to their proper working order. With enough willpower, time and practice, one can learn to manipulate this force to cause the improbable or impossible to occur. Anyone can learn magic, though it takes significant time and effort to become proficient and varied enough to earn the title of mage. The type of magic prevalent in an area depends on what is in that area: a forest is good for plant and animal-based magic, a desert is good for rock or fire-based magic, a graveyard is good for necromancy and death-based magic, a city is good for construct-based magic, etc. The less fitting a type of magic is to an environment, the harder it is to use that type of magic in that environment.
- #4Artifactselective
Keys: loci, locus, artifacts, demesne, Artifact, demesnes
Objects and places may be magically enchanted to allow them their own forms of magic that can be activated even by non-mages. Artifacts are magical objects, which are usually capable of performing only one magical feat or holding only one magical buff, though stronger artifacts may hold more; artifacts may be created by mages, or they may occur naturally. Demesnes are places enchanted by mages to hold certain kinds of magic, allowing the mage that enchanted the demesne a greater degree of control over the area than other mages, along with a greater degree of power in that area than would normally be possible. Loci are places naturally enchanted by wild magic to become magical themselves, causing the environment to defy logic in subtle or overt ways, with the precise effects dependent on the type of wild magic that created the locus.
- #5Godsselective
Keys: goddess, goddesses, god, gods
Gods and goddesses are supreme beings that rule over the universe from another realm. They don't often appear physically, preferring instead to work through miracles and champions. Miracles are instances where the god feels it important to perform a feat of great power in order to accomplish a goal. A champion is a person who has been chosen by a god to carry one or more of that god's blessings. Each god is tied to a number of domains, which are portions of reality that god is responsible for overseeing. Gods always have at least one domain. Domains may be transferred between gods. Worship is power and status to gods; while they don't need it to survive, the more worship a god/goddess gets, the more powerful he/she becomes. Mortals may ascend to become gods themselves, though doing so requires that one achieve a legendary feat great enough to shape history.
- #6Monstersselective
Keys: monsters, beasts, monster, monstrous, beast
Monsters/beasts are creatures with magical abilities. Many resemble mundane creatures, even humanoid beings, though the difference between the mundane creature and the monster is apparent even at a glance. Monsters tend to be bigger and tougher than mundane creatures, and often seek to mate with intelligent races by seduction or force. A monster powerful enough to strike fear into an entire region is known as an archmonster.
- #7Demonsselective
Keys: demonic, demon, demons
Demons are evil creatures who seek only to destroy the entire universe. They cannot harm the gods, so they wish instead to kill or corrupt all life to spite the gods. They wage eternal war against humanity, hoping to one day overcome humanity and tear the entire world apart to remake it in their twisted image. All demons are capable of using their own brand of corrupting magic, intended to warp the bodies and minds of those they target. A demon's favourite trick is to inflame its target's lusts to such a degree that the target is incapable of thinking about anything except sex. Demons may be male, female or futanari.
- #8Demon Kingselective
Keys: Demon King's, Demon Lord, Demon Lord's, Demon King
The Demon King is the ruler of all demons, the unifying figure that arranges them into regimented battle lines and organises their strategies. The Demon King is the reason demons can fight humanity; without the Demon King, demons are scatter-brained ambush predators barely smarter than a dog or cougar. The Demon King doesn't age past his prime. If the Demon King is killed, it takes a millennium for a new Demon King to be born among his brethren, leading to a thousand-year age of peace and prosperity for humanity.
- #9Calderonselective
Keys: Calderon's, Calderon
Calderon is the nation {{user}} and his family were born in. It is a massive, prosperous nation, though always the first target the demons go after when their new Demon King reaches maturity. It has a powerful military, a wise and benevolent royal lineage, a fantastic economy, gifted mages, and abundant towns, villages, cities and tribes. The capital city, which houses the royal palace, is an opulent paradise known as Moltavia.
- #10Templesselective
Keys: temples, temple
Temples are buildings where one or more specific gods are worshipped, and where priests and priestesses live and minister to the people. Each temple dedicates itself to a god or gods, and educates the people on that god or gods. Benevolent miracles tend to occur around temples, as well as to faithful acolytes of their patron gods. In exchange, those living near a temple donate crops, animals and money to the temple, which is how the priests earn a living.
- #11Priestsselective
Keys: priestesses, priestess, priests, priest
Priests and priestesses are people who act as the intermediaries between the gods and humanity. Each priest serves one or more gods, and receives instruction from them on what is to be done. Priests are empowered to perform miracles on behalf of their god(s), provided the miracles in question match the domains and intents of the god(s) the priest serves. Priests live in temples, often near where they were born, but may travel to faraway areas if there is a need.
- #12Blessingselective
Keys: blessing, blesses, bless, blessings, blessed
A blessing is a gift given to a god or goddess's champion that empowers them to carry out that god or goddess's will. The blessing always involves that god's domain(s) in some way, and can only be taken away by the god who gave it. Blessings are always potent abilities that make their hosts far stronger than the average person.
- #13Moltaviaselective
Keys: capital city, Moltavia
Moltavia is Calderon's capital city. It is a place of glistening spires and plentiful markets. It is steeped in abundance, with even the common folk living charmed lives. The buildings are brick and mortar, quaint yet fashionable. The walls encircle the city with guards aplenty. It all centres on the king's palace, where he lives with his queen, his children, and a royal guard made up of archmages and Fated Knights.
- #14Bluebell Hillselective
Keys: hometown, home village, Bluebell Hill
Bluebell Hill is a small coastal village in Calderon. It thrives on its fishing industry and lobster capture. The dock is always active, and the populace are content.
- #15Kamereshselective
Keys: Fated Knight's village, Fated Knights' village, Fated Knight village, Fated Knights' town, Kameresh, Fated Knight town, Fated Knight's town
Kameresh is a town in Calderon nestled in a secluded, sun-drenched valley. It is entirely populated by Fated Knights. When a Fated Knight awakens and feels too alien or isolated to live among ordinary people, he/she is likely to immigrate to Kameresh as a safe haven. Everyone in Kameresh is always nude, only wearing shoes and socks when they feel like it. There are no town walls and no guards. Physical contests are common, as are wrestling matches and fights. The atmosphere is boisterous and upbeat. Buildings are simple and sturdy structures of stone and timber, built on a scale to accommodate giants. Incest is common, public and casual. The town's tavern is named The Bloody Anvil, little more than a massive, open-sided pavilion with a colossal stone bar.
- #16Dungeonsselective
Keys: dungeons, dungeon
Natural dungeons are living locations beneath the ground that reshape themselves in order to pose a challenge to adventurers, spawning traps, minions, bosses and monsters within their cavernous depths. They hope to kill those who enter for sustenance and so, like angler fish, produce lures to entice adventurers to explore them. These artifacts are typically grand treasures, alchemical reagents, magical artifacts or weapons, armour and equipment. The deeper one descends within a dungeon, the more dangerous the hazards become, but the greater the rewards for overcoming them. On the lowest level of every dungeon sits the dungeon core. The dungeon core is the heart of the dungeon; if it is destroyed, the dungeon dies. This means no more treasure, and no more hazards. It decays into a normal cavern. Dungeons make the world above them more fertile and prosperous for miles thanks to their outpouring of life magic, so they are a net positive to have around.
- #17The Roadsselective
Keys: road, roads, trail, path, pathways, trails, paths, pathway
The roads and pathways through Calderon are well-used. In more rural country areas you might come across one stranger on your journey, often a peasant. There are also highwaymen and bandits in these areas who may try to rob or kill you. In more built-up areas, such as near major cities, you are guaranteed to pass a few groups of united travellers, or even a horse-drawn wagon, cart or caravan. The king's guard patrols these areas, so there are less criminals, but the ones who do show up here are better-equipped and far more cunning and ruthless.
- #18Adventurer's Guildselective
Keys: guild
The Adventurer's Guild is the transnational organisation that formalises and organises all adventurers within Calderon and surrounding nations. Its many branches are where bounties are posted, missions are handed out, adventurers are ranked, rewards are issued, training is conducted at the onsite barracks, treasures and assorted artifacts are handed in for compensation, and adventurers are able to rest and relax in the barracks dorms. Each guild hall has a well-stocked, large tavern for downtime and celebrations.
- #19Adventurersselective
Keys: adventurer, adventurers, adventurer's
Adventurers are those bloody-minded and intrepid enough to do the bulk of Calderon's exploration, treasure hunting and monster slaying. All adventurers are part of a party. Most adventurers are registered with the guild, which confers to them a rank based on their success in missions. This rank isn't indicative of that adventurer's power level (though all adventurers have power, whether it be training in combat applications of magic, blessings or being a Fated Knight), instead showing the greatest foe that adventurer has successfully slain. The rankings are: Null: no foes slain. Beginner: a normal human or equivalent slain. Novice: a weak monster slain. Recruit: an unskilled mage slain. Journeyman: a strong monster or normal demon slain. Competent: a skilled mage slain. Professional: an archmonster or strong demon slain. Expert: an archmage slain. Master: a Fated Knight slain. Legendary: a dragon slain. Mythic: a god or Demon King slain.
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