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This is one of my few Lorebooks I’ll be making some of my bots around. Let me below if there’s any problems and I’ll try to solve them as best as I can
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Lore: 1000’s of years ago, in the very beginning of the making of the universe, there laid 3 gods. Each of whom controlled a different aspect of the world. The 1st god was the god of creation and life, the 2nd god was the god of death and war, and the 3rd god was the god of lust and magic. Each god helped to create a world filled with fantasy like creatures. The god of creation and life birthed human, demi-Humans, and most creatures. The god of death and war created demons and monsters to keep the world’s balance. And the god of lust and magic created magical beings called spirits. Each created different aspects of life and brought it to the new world they had Cooked up. With this culmination, created Ashyn. The gods vowed to stay out of the conflicts that would arise, and so have only kept in contact through the various churches to give them their proper orcles, or warnings.
500 years after the birth of civilizations, as human greed is the usual suspect, a war started over the land the Demi-Humans had. They were at a stalemate for a while, and it created the human supremacist that plagued the humans. Which in turn created the hatred for humans some Demi-Humans have fostered. Right now the two kingdoms have signed peace treaties, but tensions still linger, feeding the fires for another possible war on the horizon.
Geography: in this world there’s 1 big continent called Xanadu, with 2 other smaller continents a bit further away one called Evernia and the other called Eldara, and a bunch of smaller islands that could maybe host 2 small tribes. The bigger continent Xanadu has 3 countries all inhabiting the giant land mass. Each one being ruled by different kinds of races. Ones Demi-humans, ones humans, and the other is ruled by the Elves. One of the smaller continents is home to demons, who’ll occasionally make it to the main land to cause destruction and chaos but will for the most part stay on their island. Evernia is the land of the demons, and Eldara houses humans who survive in the desert on Eldara.
Ashyn
31 entries · scan depth 2 · budget 512 tokens
- #1Monsters
Keys: Dulluhan, Dungeon Guardians, Imps, Kraken, Golem, Cyclopes, Lizard folk, Wyverns, Slime, Kobold, Griffin, Monsters, world serpent, Orcs, Goblin, Phoenix, Manticore, Dryads, Chimera, Sirens, Ghoul, Sea Serpent, lava serpent, hydra, Fenrir, Treant, Ogre
Are unintelligent beings that are usually stronger than the average human, they will attack and eat men and women, and some will even rape women and use them as breeding sows. Monsters can range from difficulty from ranks F-S, F being the weakest, and rank S being the strongest and even a calamity level monster. {{user}} will have a chance of encountering said monster depending on their rank. If their Rank-F {{user}} will run into them often. If said monster is Rank-S they’ll be super rare to find. If said monster is TBD they’ll only show up under certain conditions.
Imps(TBD): Imps are often described as trouble and mischievous also threatening or danger, and not that important supernatural beings. Other then being attendants of the devil
Sirens(Rank-D): A Greek mythological bird-woman with a woman's head and a bird's body
Treant(Rank-D): A specific kind of Plant Person, resembling humanoid trees. They are typically forest guardians who keep to themselves and defend the wilderness. They will attack anyone who harms Mother Nature, and will be docile towards those who don’t do anything against them or Mother Nature.
Wyverns(Rank-B): a descendant of the dragon king, they don’t share any intelligence, and there are hundreds of different species. They can eventually evolve to a similar species as the dragon king, but their evolutions will be completely different since there can only be one dragon king in a generation.
Dryads(Rank-A): Dryads are the protectors of the forest, and are spirits who soon were infused into tree spirits. The cause of this is still unknown, but Dryads Worship the Deity of creation, and Life. They eat and drink by absorbing sunlight, and don’t need to eat food to sustain their lifes. They’re the 3rd strongest in terms of magical power in the world, and are all said to have made contracts with nature spirits.
Lizard Folk(Rank-C): Lizardfolk were semi-aquatic reptilian humanoids. Their skin was covered in scales and varied in color from dark green through to shades of brown and gray. They are meat based creatures and tend to eat anything with meat on them, including humans.
Goblins(Rank-F): Goblins 3-4ft tall. Large pointed ears. Sharp teeth are common, as well as slit pupils. skin varies from many tones of green and gray with some more brown. They tend to be one of the more viscous and mischievous of the bunch, showing some signs of intelligence as they try to kill/capture humanoid creatures. They’ll eat the men no exceptions, and will rape the women using them to spawn more goblins. They’ll try to keep 5-7 human women till they no longer can give birth, and then will kill and eat the women afterwards.
Orcs(Rank-C): Orcs Large muscular with slightly pointed ears. Tusks in lower jaw. Coloration varies from green to brown to gray. Scars, piercings and war paint make up. They are also another race that will rape and use human women as breeding sows, and will kill and eat human men. They usually are about 6’ in height, and are very strong but show no signs of intelligence. They use a wooden club, along with their hands to fight and capture/kill their prey.
Chimera(Rank-B): the Chimera is a fire-breathing creature that has the body of a goat, the head of a lion and the tail of a serpent. Some sources have represented the Chimera with three heads
Cyclopes(Rank-A): The Cyclopes were almost like human beings but of a gigantic size and with only one eye in the middle of their heads.
Griffin(Rank-B): The griffin or gryphon is a mythical quadruped with the foreparts of an eagle and the rear, tail, and hindquarters of a lion.
Golem(Rank-c): beings created from inanimate matter such as clay, mud, wood, stone, metal and other such materials which have been brought to life to serve some purpose.
Slimes(Rank-D): shapeshifting, gelatinous, amorphous creatures that prey on other creatures.
Ghouls(Rank-D): a demon-like being or monstrous humanoid, often associated with graveyards and the consumption of human flesh
Ogre(Rank-C): monster depicted as a large, hideous, man-like being that eats ordinary human beings, especially infants and children.
Dungeon guardians(Rank-B): are demon lords who are summoned to serve as the protector of the dungeons core, the dungeons core is a monster in itself that anything that dies within said dungeon will be consumed and eaten by the dungeon to help further its evolution. The dungeon is made of magic itself and will only die once the core of the dungeon is destroyed.
Kobold(Rank-D): kobolds are small, humanoid creatures with long noses and pointy ears that are often depicted as reptilian humanoids with long tails.
Dullahan(Rank-A): He is depicted as a headless rider on a black horse, or as a coachman, who carries his own head.
Manticore(Rank-A): having the head of a man (often with horns), the body of a lion, and the tail of a dragon or scorpion.
Sea serpent(Rank-B): Sea serpents are often described as resembling enormous snakes, with long snake-like bodies and humps that rise out of the sea.
Lava serpent(Rank-A): a large, magma-like serpent with cracked stone scales that reveal the lava inside of it.
Fenrir(Rank-S): One of the five great legendary beast said to be able to destroy the world. This mythical creature is made up of pure magic concentration, and can’t die permanently. It will always be reborn somewhere else. The Fenrir is a giant wolf creature that’s said to be the rival of the legendary hydra. Their battles have left scars across the landscape of the earth, and they are said to be equal in power with the other 4 legendary beast.
Hydra(Rank-S): One of the five great legendary beast said to be able to destroy the world. This mythical creature is made up of pure magic concentration, and can’t die permanently. It will always be reborn somewhere else. a gigantic water-snake-like monster with nine heads. It breathes fire, has regeneration, and is larger than even the tallest trees. It’s said to be rivals with Fenrir and has battled for supremacy over the land for eons. Just with their fight alone caused earthquakes that could destroy a city.
Phoenix(Rank-S): One of the five great legendary beast said to be able to destroy the world. This mythical creature is made up of pure magic concentration, and can’t die permanently. It will always be reborn somewhere else. The phoenix is a creature that has the appearance of an eagle, and is large in stature. The tips of its wings are ignited in fire, and the Phoenix has the ability to control fire. The aura it gives off is so strong that if a normal human gets to close they can be burned to death. The phoenix’s rival is the kraken, as they have gotten into heated fights plenty, with the kraken winning with its home field advantage.
Kraken(Rank-S): One of the five great legendary beast said to be able to destroy the world. This mythical creature is made up of pure magic concentration, and can’t die permanently. It will always be reborn somewhere else. The kraken is a creature resembling an octopus that is submerged deep within the waters to keep itself protected. Its tentacles have a reach of over 100 miles on them. It has the ability to control the water around it, and is usually out trying to sink ships, and eat people, dragging any possible suspect all the way down to its depths to be consumed by the kraken.
World serpent(Rank-S): One of the five great legendary beast said to be able to destroy the world. This mythical creature is made up of pure magic concentration, and can’t die permanently. It will always be reborn somewhere else. The world serpent is said to slumber at the bottom of the ocean, and when it awakens the world is doomed to be destroyed. It’s the most docile one as it hasn’t awakened yet, but this mythical beast is said to cause earthquakes just from its snoring.
- #2Demi-Humans
Keys: Elve, Dark Elve, Dwarve, Dragon-Kin, Demi-Human, Beastman
Half Human Hybrids, and Human Subspecies. They tend to have more human characteristics, thus not all demi-humans are half humans. Elves, dwarves, dragon-kin, and Dark elves are all examples of semi-humans not being half humans.
Elves: Elves are magical-gifted humanoids with pointy ears. They have the most magical power of all humans. They are an extremely long-lived race. Most elves have a lifespan of about 2000-3000 years, while High Elves are almost immortal.
Beastman: Beast People are humanoid beings with animalistic traits, typically the ears, faces, and tails as part-animals. There seem to be several races, such as the cat race and the wolf race. They have the strong physical strength that is incomparable to humans.
Demon-Kin: are creatures who are half demon, half Human. Usually they’re conceived by a demon raping a human women, the pregnancy will kill the mother due to the demons strong g body coming out of the womb. Demon-Kin are very rare, and have a characteristic of horns protruding out of their skull. They’ll try to camouflage this by casting illusion magic to fool the average human. But human with high resistance to illusion magic can see right through their magic.
Dwarves: Dwarves are short humanoids, but they are dexterous and skilled in manual labor. They are also much stronger than humans.
Dragon-kin: Dragon-kin are dragonoid humanoids that they are one or two times larger than humans. They had dark skin but otherwise looked very similar to human beings. However, they had very small scales covering their entire bodies. They have two horns on their heads, and their hair and eyes are red. They are said to be the second strongest race after the elves in terms of magic power and physical strength.
Dark elves: Dark Elves are a sub-race of elves with dark brown-colored skin. Who are said to be better with the dark arts, and aren’t as well received by the spirits as the elves
- #3Humans
Keys: creator gods favorite, Human
Were the first creation of the creator god, and were the precursor to all the other creatures that came afterwards. They’re heavily favored by the creator god and are said to follow in the creator gods will. Tho they’re easily deceived at times showing their human greed in a lot of ways. But those that are good make some Demi-humans have hope for humanity. Humans are characterized as beings who are resilient, quick thinkers, and can adapt to most environments
- #4Demons
Keys: Demonic entities, Demons, Demon
demons were a being created by the death and war god to help keep the balance in the world. They’re naturally evil beings, but their bodies are made up of magic, so even if they die they’ll reincarnate a couple of 100 years later and restart their campaign to destroy all of life. The only foes that can stand against them in power are some of the members of the 10 heroic families of the 3 great nations. The demi-humans, and elven countries both have 3 heroic families each, while the human country has 4. The demons first objective would be to kill the hero families before they continue on their killing spree of the world.
- #5Eldara
- #6Evernia
- #7Xanadu
Keys: Mainland, Xanadu
The biggest continent in the world, Xanadu is home to multiple countries, and has a huge land mass that’s still 90% undiscovered. The land mass is split into 4 parts. One part snowy mountains, one part grasslands, one part mountain ranges, and the last part is the coastal lands. The mountains are called ‘The Mountain of The Gods’. The snowy part is called ‘yeti mountains’. The grasslands is called ‘Greenland’, and the coast is called ‘The Shoreline’. If {{user}} is out wandering the lands of Xanadu, {{user}} will have a 30% chance of a random event occurring such as a monster attacking a nearby village, Women being abducted by random men apart of a bandit group, or a random person running into {{user}} as they’re being chased by random people etc. etc.
- #8Angels
Keys: Celestials, Angels
Are spiritual beings that serve directly underneath the gods. They ensure the protection of the world, and will only get involved in mortal affairs if it looks like all of humanity will be destroyed. If it does look like that, the angels will come down from the heavens and eradicate all those who seek to destroy the world and then go back up to the god realm.
- #9Devils
Keys: Devil, Devils
Are creatures that habit hell. They give on chaos and are constantly trying to cause chaos into the mortal realm. They enjoy inflicting pain on people, and will be as deceitful and cunning as they can be when making deals. They won’t harm humans or mortals unless they’re provoked, and will even offer services in return for said person soul, or something of equal value.
If {{user}} summons a devil, {{user}} will be forced to either fight said devil, or sacrifice their soul for whatever they desire from the devil themselves. Devils can be summoned in many different forms. They usually are not human like creatures, and will often have horns sticking from their heads, with a tail, and wings. They’re often taller in stature, but will sometimes be summoned being smaller than humans. But don’t let that fool you, Devils no matter how small can still be deadly.
- #10High species
Dragon kings: are winged, reptilian creatures, many of which have breath weapons. These creatures are intelligent and capable of speaking human language, and also are capable of transformation magic that can transform them to a human form. A subtype is dragon-kin.
High humans: are an evolution of the human species. They’re nearly immortal, with tremendous magic power, and are extremely intelligent. Are said to have even possibly been from another world. High humans only real rivals were Hugh elves who both battled for supremacy but soon found both at a stalemate. So they both stopped the fighting and went on their ways. But high humans soon went extinct, along with the high elves for some unknown reason, causing only humans and the elves to be left.
High elves:
Wolf man Alpha’s:
Dragon kings
Tall giants:
Spiritual fairies:
Queen harpie:
- #11Azurethra
Keys: Mainland, Azurethra
Lands drenched in the blue hue of endless oceans and cerulean skies. Azurethra is based more towards the shoreline. But the kingdoms reach is up towards the yeti mountains where they border with their rival kingdom of Rimegate, the kingdom ruled by Demi-Humans. Rimegate and Azurethra had a 100 year war that took the lives of 1000’s of each sides men. Soon they both eventually tired themselves of war, and decided to place down a peace treaty, but the peace treaty was really just a piece of paper as the man kingdom believes in their superiority, while the people of Rimegate all grew to hate the people of Azurethra. The people of Rimegate believe in equality, and don’t treat the humans that have lived there before the war any different. They only treat the visitors of Azurethra with hostility. The current royalty of Azurethra all believe in changing the system of Azurethra but the Nobility of Azurethra are to proud and feel to superior to think they could work with Demi-Humans. Including the royalty, there is 10 noble households. All of each have fame and wealth that proceeds their fame. The kingdom of Azurethra has 3 large towns with 1 capital being one of them. One city is named Malarkey city, Aethertopia, Luminairea. Luminairea is the capital while Aethertopia is the town that borders azurethra’s border with Rimegate. The people of Azurethra will sometimes treat Demi-Humans like trash, and will try to constantly hurt them if the humans of Azurethra can. They’ll yell out about human supremacy all together while walking the streets whenever they see a Demi-Human.
Azurethra has a magic school that focuses on the study of the evolution and properties of magic. Studying to see if they can improve and make magic better. This school is separate by 4 years. 1st years are beginners and learn the basics of magic. 2nd years advance to higher tier spells, and are allowed more freedom to study and improve magic as they deem fit, 3rd years are almost treated as adults as they get so much more privileges than 2nd years. And 4th years all get to do as they please as long as they’re about to graduate. Azurethra also has similar school for general studies, noble society etiquette for noble children, adventurer studies, and smithy techniques and alchemy techniques.
Azurethra’s main military and generals all answer directly to the king himself and take orders from the king as well. The military has a count of over 500,000 strong in their ranks. With 100,000 knights from the church, and 400,000 men from different walks of life including even from noble families. In the event {{user}} joins the Azurethra military he’ll be personally trained by the military general Roderick who hails from the _ family, one of the 4 heroic families that’s got mastery over dark magic and mastery over swordsmanship. If Azurethra wages war, {{user}} can decide to stay and participate in the war, or Leave and flee from the Azurethra Military. But after {{user}} leaves the Azurethra Military {{user}} will be a wanted fugitive in the kingdom of Azurethra for abandonment, and will be pursuit by knights till {{user}} flees from the land of Azurethra.
Royalty: Bloodworth: An ancient line of noble warriors, famous for their valor and the blood they’ve spilled in battle.
Kingshield: A family known for their generations of loyal knights who have served as royal protectors.
Owlwing: A family of strategists or thieves who move through challenges with grace and agility.
Rimesteel: A lineage of blacksmiths or knights, their blades forged in the biting cold, as unyielding as steel.:
Brighthearth: the Family of the Flame brothers. one of the 10 great heroic families.
Billowspark: a family that specializes in lightning magic and usually has prodigal sons or daughters that can fight with ease. one of the 10 great heroic families.
Etherealwind: A family of air elementals or those with the ability to summon and control the winds of the ethereal plane. one of the 10 great heroic families.
Daggerfall: A lineage with a history of skilled assassins. one of the 10 great heroic families.
- #12Rimegate
Keys: Mainland, Rimegate
Rimegate: Frostbitten territories guarding the secrets of eternal winter. Rimegate is the eternal Rival for Azurethra, and the people of Rimegate all have hostility towards those who live in Azurethra because of their greedy nature, and their one sided thinking. Rimegate is the home to not only Demi-Himans, but those who love the magical arts, and would love to improve. The people of Rimegate are very open to everyone, and love magic with a passion. The average citizen of Rimegate will be Demi-Humans, more specifically beast man, Dragon-Kin, Kitsunes, and people of Demi-human race all living here. There will be a few humans here and there, but this city will be accompanied by the sight of beautiful Demi-Himans all living in harmony.
Royalty: hollowsight: the royal family have the secret ability to see into the future, but can only see glimpses of possible future outcomes depending on the choices.
Icetide: A family with a history tied to the sea, known for their voyages through treacherous, ice-filled waters.
Giantstride: A family of legendary size or speed, known for their ability to cover great distances with ease.
Gossamerwing: A lineage of delicate yet powerful beings, possibly fairies or those with insect-like wings.
Gloomstalker: A family of hunters or rangers who excel in tracking their prey through the darkest of environments. one of the 10 great heroic families.
Ironclad: A family of legendary Beast-Man defenders, their name synonymous with impenetrable armor. one of the 10 great heroic families.
Dragonscale: This family is apart of the Dragon-Kin community. one of the 10 great heroic families.
- #13Thornhaven
Keys: Mainland, Thornhaven
A fortress surrounded by a perilous thicket, shielding its secrets. This country is home to high elves, dark elves, Elves, and the Fairies. The Elves is a race of creatures that can on average live up to 500 years, with the most evolved of the species living up to 1000 years. Elves worship and cherish the goddess of magic, and lust, and the spirits. Worshipping her as she gave them the spirits, and helped give them a place to live. While they aren’t lustful creatures, they try to be more provocative and more sexually appealing since they want to satisfy their goddess.
Royalty: Kragstone: A family whose ancestral home is built upon rugged cliffs or craggy mountains.
Heavenforge: Blacksmiths of this family are famed for crafting items of such exquisite quality they are said to be made in heaven.
Heavenshield: A family of protectors whose will is as unbreakable as a shield blessed by the heavens.
Dreamweaver: A dark elf family that specializes in the dark arts, and illusions. one of the 10 great heroic families.
galewhisper: A family of well known spirit magic users. one of the 10 great heroic families.
Iceshard: A family of warriors or mages known for their use of ice in battle, as piercing as shards of glass. one of the 10 great heroic families.
- #14Pyrefall
Keys: Demon island, Pyrefall
Pyrefall: Fiery lands where volcanoes shape destiny and ash paints the horizon. The island is surrounded by death and ash. The demon lands are a constant battle ground for the demons to live and breath. They sit and wait planning their next attack on the mainland. They want to conquer the world, and wish to eradicate all life. Their innate goal is to destroy the world and show the gods that the demons aren’t pawns in their games.
Royalty:
Noble house 1:
Noble house 2:
Noble house 3:
Noble house 4:
Noble house 5:
Noble House 6:
- #15Miragesta
Keys: The Barren Wastelands., Miragesta
Desert realms where reality blurs, and oases hold more than just water. The dessert realm is a land that’s filled with sand all the way as far as the eye can see. Many people have tried to flee to the mainlands, but all ultimately die due to heat exhaustion, or inability to eat/Drink water. Most people consider this to be a barren wasteland. But it’s actually home to a civilization called Miragesta, that’s housed to people who’s specialize in close quarters combat.
- #16Magic
Keys: Rituals, Magic, phenomenon, Spiritual Divination
Magic is an ancient practice rooted in rituals, spiritual divinations, and/or cultural lineage—with an intention to invoke, manipulate, or otherwise manifest supernatural forces, beings, or entities in the natural world.
- #17Key locations
Keys: Village, West shoreline, East Shoreline, secondary locations, The Glades, Key locations
These locations are key areas into which events, battles, or random potential meetings can happen. There will be a distinction where the area is located at at the end of each of the descriptions. If {{user}} goes to any of these locations, they will have a 75% chance of a random event occurring such as a random Bandit attack, a Random Monster encounter, a random caravan being attacked by thugs bandits or assassins, etc etc.
Village: a group of houses and associated buildings, larger than a hamlet and smaller than a town, situated in a rural area. Can be found anywhere in any of the 3 big kingdoms. If {{user}} goes to a village they will encounter Random Village characters that will greet them happily.
The West Shorelines: the west shorelines are the beaches that line up along the shore on the side of azurethra kingdom. They are huge and they also have a dock that they use to catch and sell fish.
The East Shoreline: it’s the shoreline that connect Rimegate kingdom with the shorelines. But a portion of the beach is up with the winter that continues to plague Rimegate, giant glaciers and freezing cold waters could be found. The waters being called the glades.
- #18Gender roles
Keys: Gender, Futanari, Female, Gender Roles, Men · Secondary: Man, Futa, women
There are Males, Females, And Futanari.
Males: an adult male person, a member of the human species or a masculine member of a species. It can also refer to a husband, male lover, male follower, male employee, or male servant. In slang, it can also be used as a term of address to a man. Man have genitals between their legs that are used for sexual intercourse.
Females: An adult woman generally has a wider pelvis, broader hips, and larger breasts than an adult man. These characteristics facilitate childbirth and breastfeeding. Women typically have less facial and other body hair, have a higher body fat composition, and are on average shorter and less muscular than men. they also have a pussy between their legs.
Futanari: Are women in appearance, but just like men they have a cock and Balls, and they also have a pussy to. They tend to act like men in nature such as flirting with women, and having an even higher libido than most women and men. A good portion of them have really high confidence in themselves to the point of arrogance.
- #19Animals
- #20Magician classes
Keys: The Red Mage, The Summoner Magician, The magician Class, The elemental specialist, The Illusionist Magician, Inherent Gift Magicians, The Druid Magician, The Necromantic Magician, The Vancian Magician, The Theurgist Magician, The Nature Magician
The Magician Classes: Other Names: Mage, Wizard, Sorcerer, Witch, Warlock, Magi, Magus, Sage. By whatever name you know this class by, you know this class. In any game with classes, there will always be one that maps to the Magician. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Magician is usually a Glass Cannon, blasting away at long range, but easily taken down at close range. Variations include:
The Inherent Gift Magician: Other Names: Sorcerer. This magic-user was born with abilities they don't need to study, and can use more readily than other magicians. This is sometimes explained as being descended from a magical creature, other times as being part of a Witch Species. However, they are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.
The Theurgist Magician: Other Names: Warlock. The Magician makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with a Deal with the Devil. While healing class pacts are seen as good, a magician that makes a pact with an entity that gives them the power to harm or destroy is usually flavored in a darker light - and it may turn out to be with demons or Eldritch Abominations. Thus, this type of magic is usually heavily offensive and nasty.
The Summoner Magician: Other Names: Conjurer. A higher level in which the caster summons the entity to them to do its bidding. Usually even more dangerous than regular Theurgist Magicians.
The Vancian Magician: Other Names: All of them. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.
The Red Mage: A magician who does not specialize in one school or tradition and studies the magic of various types. They tend to be rare, and depending on which limitations they have, may be very powerful thanks to their versatility or very weak thanks to their lack of focus. Of all the kinds of magician, they tend to be the most open minded and least prone to think there are Un-Equal Rites.
The Necromantic Magician: A magic-user who wields power over the dead, blood, and "death energy". They're usually antagonists, but if Dark Is Not Evil, may be a playable class. Often they employ a Zerg Rush - creating hordes of weak undead and sending them after a problem till it dies. Any other abilities will likely be curses that weaken or sap away strength.
The Illusionist Magician: A magic-user who casts illusions. Generally considered weak, with no real damage output, and has been phased out of most settings - their abilities are generally given to characters with Psychic powers and Bards.
The Nature Magician: Wields power over the natural world, often including elements, animals, and plants.
The Elemental Magician: A specialized Magician who can only use Elemental Powers in some way. They may be able to use all the elements, or may specialize in one or two. Often, they are the key to winning Elemental Rock-Paper-Scissors in their setting.
The Druid Magician: A jack of all trades nature magician. They often have a mix of elemental offense, healing, and the ability to morph into animals or elemental spirits to become melee fighters. To further the overlap with the Cleric classes, is often a worshiper of nature. The Shamanic Magician: A nature magician with a Summoner twist. This class generally revolves around bargaining with spirits and such.
- #21Cleric magician
Keys: The Priest, The Battle Priest, The cleric classes, The Templar
The Cleric Classes: A Cleric is usually The Medic — some variation on dedicated healers. Unlike Magician-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. Often draw their powers from Crystal Dragon Jesus and may be suspiciously Catholic for a fantasy setting. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea. Variations include:
The Priest: Other Names: Healer, White Mage. A squishy dedicated healer with little abilities at offense aside from specific types of enemies, most commonly demonic entities and the undead.
The Battle Priest: A badass, tough warrior, carrying blessed weapons. This version of the Cleric can dish out melee damage and heal. They tend to be closer to Clerics than Paladins, who tend to be closer to Fighters. The Witch Doctor: A version of the cleric flavored for a more shamanic, nature-worshiping culture as opposed to the generally Monotheistic religion most Cleric-using settings use. May be slightly more magically offensive and overlap with the Shaman (see above).
The Templar: Other Names: Inquisitor. Named after the Knights Templar, the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work, ferreting out heretics and covering up the great conspiracy. In battle, they may be anything, but tend to be a jack of all trades, weaker than a Paladin, Cleric, or Rogue in their specialties, but able to handle all of their roles to one extent or another.
- #22Rogue class
Keys: The Gambler, The Rogue Class, The Ninja, The Thief, The Scouts, The Shadow, The Assassin, The Pirate
The Rogue Classes: Other Names: See below. Rogues are usually dexterous thieves or treasure-hunters who are experts in stealth, infiltration, lockpicking, traps and the disarming thereof, sneak attacks, and attacking from the rear. In almost any game with classes, there will be that maps to the Rogue. They are often lumped in with Ranger-type characters, but more commonly specialize in melee - particularly with light blades and daggers. They tend to be quick but fragile, limited to light armor, but deal a lot of damage when allowed to do so. Variations include:
The Thief: The Thief, when it is a separate class, is a version of the Rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.
The Assassin: A more offensive-rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from damage over time.
The Gambler: The Gambler is a fairly rare variation more often seen in video games than in pen and paper settings. The Gambler is a rogue who has a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.
The Ninja: Generally, the highest tier of Rogue-type classes. The Ninja is a rogue who may have a long list of useful skills. Stealth and backstabbing are universal, but beyond that, it gets hazy. Invisibility, smoke techniques that increases evasion, long-range elemental powers, and sometimes special bonuses to combat like dual-wielding. They also tend to excel at throwing items like shurikens, daggers, and kunai. Often a Game Breaker. May be combined with the Assassin or distinct.
The Shadow: Occasionally, Rogue-types will specialize in magic or powers that augment their stealth, and when they do, those powers generally feature darkness, shadows or the occult as themes. May be distinct or combined with the Ninja or Assassin.
The Pirate: Other Names: Corsair, Privateer, Swashbuckler. Currently a rare variation of the Rogue, but gaining popularity thanks to memetic mutation. The archetype for pirate hasn't really yet set that hard in stone, but in general, a Pirate will use a combination of weaponry instead of specializing - usually being able to switch freely between pistols and swords.
The Scout: Other Names: The Operative. Another rare variation on the Rogue, the Scout combines high movement rate with superior sensory and information-gathering skills, and often emphasizes stealth as well. Not guaranteed to be as good at combat as other Rogues; may overlap with the Ranger archetype if they are.
- #23Ranger class
Keys: , The Beast Master Ranger, Ranger, The Dual Wielding Ranger, The Magical Ranger, The Sniper Ranger, Hunter, The Trapper Ranger
The Ranger Classes: Other Names: Hunter. Rangers are woodsman skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although most can fall back on swordplay if necessary. Rangers may also be skilled in some form of wilderness or nature magic. They may be very good at fighting a specific type of enemy, and often take on the role of The Hunter against such foes. Rarely, a Ranger may have access to guns as well as bows.
The Sniper Ranger: This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle. The Bow and Blade Ranger: A version of the ranger that can handle bladed weapons as well, allowing them to defend themselves against approaching enemies or close in for the kill. The most likely Ranger to overlap with the Fighter archetype.
The Beastmaster Ranger: This class specializes in either taking temporary or permanent control of wild animals, and then allowing their pet to rush to the front lines while they support with healing and long-range attacks.
The Dual Wielding Ranger: The Dual Wielding Ranger most famously represented by the famed Drow ranger Drizzt Do'Urden, who uses two melee weapons, though it does predate him by quite some time. Very common in Dungeons and Dragons-based material, but less so elsewhere.
The Trapper Ranger: The Trapper is a character who can lay down various traps in an area that the enemy can walk into, making them vulnerable to ambushes or follow-up attacks.
The Magical Ranger: A version of the ranger who can uses enchanted or Trick Arrow to take advantage of Elemental Rock-Paper-Scissors, or slow down and disable enemies with "net arrows" or "freezing arrows" and the like.
- #24Rare classes
Keys: Magic Knight, The Dancer, The Monk, The Bard, The Hero, The Psychic, The Gunslinger, The Engineer, Rare classes, The Mime, The Alchemist
Rarer Class Archetypes: The following character classes appear often but non consistently, depending on the type of world the author is attempting to create. In general, they are often seen as clashing with science fiction or with a European medieval setting in some way (but so do the Samurai and Ninja, above).
The Hero: Some games will have a separate class for The Hero. The Red Mage, Jack of All Stats, and Magic Knight are usually all qualities of this class. They tend to have access to the Infinity+1 Sword and can use the ultimate magic. It's usually part of a Five-Man Band with Magician, Cleric, Knight, and Blackbelt/Monk. The Hero may not be able to change from this class. If there is a Job System and any character can use this class, it will probably be hard to get, and if it's not available for The Hero right from the start, it'll probably be easier to unlock for him. Often a Lightning Bruiser.
Magic Knight: Other Names: Spellblade, Hexblade, Eldritch Knight, Rune Knight, Red Mage. The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how connected the Fighter and Mage parts are: there is a difference between using a sword and magic, and using your magic to improve your sword/fighting abilities. Usually, they tend to be worse at fighting than Fighters and magic than Mages, but that's the price of versatility.
The Bard: The Bard is a class specializing in music. Perhaps understandably, they're butt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage, and of all the classes, Bards are the most likely to be good at diplomacy with [NPCs]. Sometimes they act as the Jack of All Trades.
The Dancer: A rare variation of the Bard, who tend to get the same jokes made, but for dancing instead of music. They tend to do the same things as Bards, too, so perhaps they deserve it.
The Monk: Other Names: Black Belt, Martial Artist, Mystic. The Monk is partway between the Fighter and the Rogue... kind of. They are usually bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves. They are often Glass Cannons, or if the Knight is a Glass Cannon, they'll be Mighty Glaciers. They often have access to some sort of Ki Attacks and build up attacks.
The Engineer: Other Names: Tinker, Artificer, Machinist, Gadgeteer. This is a character class that relies on technology, often of the Steampunk variety, to achieve ranged controlling effects similar to a wizard. They most likely have guns and bombs as primary weapons, and employ stationary and/or mobile machines on the battlefield. May be seen as "too sci-fi".
The Alchemist: Other Names: Chemist. An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together during battle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to his enemies.
The Psychic: Other Names: Psion, Mentalist. Psychics generally employ a combination of telepathy and psychokinesis to attack the opponent's mind directly, or to deal damage to his body. Distinctions between psychic powers and magic may be difficult to make. In addition, the list of Psychic Powers potentially available is often seen as too long and generalized. Was generally restricted to science fiction settings before the popularity of X-Men prompted its controversial inclusion in Dungeons and Dragons decades ago, and has appeared only sporadically in other fantasy settings since then.
The Mime: Other Names: Mimic, Blue Mage. More often seen in video games or works of Eastern origin, this is a class that specializes either in reproducing other party members' recent actions or in learning the attacks of enemies. May be seen as cheapening the efforts of those who learn things the hard way, or simply as too implausible.
The Gunslinger: The Gunslinger is the wielder of firearms in a fantasy setting that has them, when guns aren't common enough to be in the hands of regular people. Different from the Engineer in that guns are all he has, as opposed to bombs and such. Generally involves, well, guns, and all of the tropes that come with them. Often useless or weaker at close range. Sometimes given a nerf or weakness in order to keep people playing the Ranger class. (Sometimes actually merged with the Ranger class) A common example is to have guns be weak weapons but have a greater range than bows, or to also ignore or pierce armour. Another common drawback is having the gunslinger's reload time be absurdly long compared to an archer's. Gunslinger and Ranger are the only classes likely to have Wild West motifs, though even then, they don't always have them.
- #25Church of the 3 gods
Keys: god, creation god, goddess, Church of the 3 gods
Is a human state religion that worships all 3 of the original gods, but heavily favors the creation god. The humans within the church all gain the ability of holy magic depending on their faith and their devotion to the god they worship. With holy magic people of the church can perform exorcisms, detoxify poisons, repel the dead and ghouls, and have a ultimate magic called heavenly shield that can span across the whole kingdom and protect the humans from any attacks by demons or Demi-Humans. It it takes a tremendous amount of holy magic, which they could only do because they had over 200 people to help cast the holy shield magic. {{user}} can go to the church to worship any of the gods they choose to, and will have a 5% chance of receiving an oracle, or a direct message about an impending crisis that needs {{user}}’s attention. {{user}} will also have a 10% chance of gaining the favor by a god depending on {{user}} respect and devotion to said god or goddess.
- #26The 10 Heroic Families
Keys: House of Adrastos, House of Adrasteia, House of Collinridge, and house of Foxglove, House of Abberforth, House of Alon, house of Adalrich, house of Aardenth, house of Forrester, house of Devin · Secondary: Abberforth, Adalrich, Forrester, Adrastos, Collinridge, Foxglove, Devin, Alon, Aardenth, Adrasteia
The 10 Heroic Families refers to the bloodlines that have hero blood in them. When the gods created the demons, The Creation god knew that the world needed its own counterbalance to fight the demons. Hence he created the 10 heroic families to watch over and protect all of humanity when the time was needed. Each family belongs to a different kingdom. The house of Alon, Aardenth, and Abberforth all reside in the Kingdom of Rimegate. The houses of Adalrich, Adrasteia, Adrastos, and Devlin all belong to the kingdom of Azurethra. And the houses of Collinridge, Forrester, and Foxglove all belong to the kingdom of Thornhaven.
- #27Nobles
Keys: noble, royalty, Nobles, noble society
Are people of high social status, who belong to a famous family of one of the main kingdoms. They will usually be the lord of a piece of land, or village, and will generally be very prideful. They can’t stand commoners, and believe that all nobles are superior over commoners, and regular citizens. They treat anyone with a lower social status as inferior, and will try to showcase their family heritage by showing their strengths. The Noble ranks from highest to lowest rank are duke, marquess, earl, viscount, baron.
If {{user}} decides to become a Noble, {{user}} will learn the basics of Noble etiquette, and will have a formal audience with the king, with all nobles present to watch {{user}}’s coronation into noble society. Once {{user}} becomes a Noble {{user}} will take on a family name, and will take on a wife from a house of equal rank in hopes to strengthen bonds. {{user}} will have a 50/50 chance that said noble will want to help {{user}}, or will want to get rid of {{user}} and have ulterior motives. Once {{user}} becomes a noble, all peasants or commoners will bow in respect and will treat {{user}} with the proper respect depending on {{user}}s noble rank.
- #28The Fighting Class
Keys: The Dragon Knight, The Fighter Classes, The Barbarian, The Dark Knight, The Knight, Samurai, The Swashbuckler, Warlord, The Paladin
The Fighter Classes: Other Names: Warrior, Soldier. In any game with classes, one of them will always map to the Fighter. The Fighter is the tank of a group and the most basic and broad class, usually recommended for beginners. The fighter is basically, the strong guy with heavy armor, a large melee weapon, and possibly a shield or second melee weapon. Compared to the other classes, Fighters tend to be powerful but slow. Variations include:
The Barbarian: Other Names: Berserker. The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.
The Knight: Other Names: Cavalier. The Knight is often depicted as a more experienced Fighter. He typically wears better armor, and may be more defensive, as well as being able to employ mounted combat on a steed. In a Lions and Tigers and Humans, Oh My! setting, he may be a horse himself.
The Swashbuckler: A fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force. Tends to be rogue-like in his or her trappings (though usually more flamboyant than subtle) and is often used to evoke the Rogue archetype in games where skills and stealth play a small or no role. A likely default class for The Hero, especially in JRPGs and adventure novels after Alexandre Dumas.
The Paladin: The Paladin is a Fighter with a side of Healer, using White Magic to be more defensive; their devotion to their God or Deity gives them various prayers, healing abilities and spells that protect themselves and others. Naturally, they tend to fall under Magic Knight. They are also quite good at laying the smite down on undead, demons and other evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far from Lawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely.
The Dark Knight: Other Names: Blackguard, Antipaladin, Death Knight. The Death Knight class is the opposite number of the Paladin, possessing offensive and often necromantic or dark-magic oriented abilities that deal large amounts of damage to enemies, although often with a price. They generally do not suffer the behavioral limitations of Paladins. Does not, usually, have the ability to breathe in space.
The Dragon Knight: Other Names: Dragoon. A Fighter who either is in the employ of, powered by, owns, or who specializes in hunting, dragons. A Dragon Knight usually has a variety of extra abilities that mimic or relate to dragons in some way — flight or high jumping ability, fire breath, and dealing extra damage to dragons are all common. In many lucky circumstances, they may own a dragon as a pet (either a big one large enough to ride on, or a smaller one). They seems to be associated with spears for some reason.
The Samurai: Other Names: Yojimbo, Kensai, Weapon Master. Samurai wear less armor than regular Fighters, which leads them with less defensive abilities. In general, they commonly have access to Ki Attacks, higher damage, and higher speed and mobility. Generally restricted to Asian settings. Because Yojimbo are mercenaries, they may be literally able to spend money to deal more damage.
Warlord: Other Names: General, Tactician, Marshal. The Warlord is a tactical master. He can hold his own in frontline combat as well as giving out buffs to his underlings and allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and he may have protective auras made of his own charisma to increase a team's effectiveness in battle.
- #29God realm
Keys: god realm, Gods, goddess
Is the realm that’s home to the gods. There were originally only 3 gods, but soon after the conception of the god realm, gods started appearing the longer the world kept loving. There is the 3 main gods, and then there is up to 20 other gods I. The realm. And more being created as time goes on. Each having dominion over a different aspect to the world. Such as god of agriculture, god of luck, and god of happiness are a few examples.
The god realm isn’t available to {{user}} unless {{user}} is summoned by the gods themselves. {{user}} can potentially face a random event where the gods summon {{user}} to their realm to give them the important mission of defeating the demon king, and saving all of the world. {{user}} will be declared a hero, and will be held as a messiah by the people if the church of the 3 gods.
- #30Adventurers guild
Keys: Rank-B, Rank-F, Rank-A, Adventurers, adventurer ranks, Adventurers guild, Rank-D, Rank-S, Rank-C
an organization that can be found in every nation that supplies odd jobs for the common folks. Adventurers are divided by ranks, from the highest S (gold), A (black), B (white), C (red), D (blue), E (yellow), F (green). All adventurers start at Rank-F. These odd jobs can be described as gathering herbs, Helping find a lost animal, or even search for a missing person, to killing monsters, escorting a caravan or group of people from one location to the next, or even request for aid for a specific adventure from a kingdom. There’s two types of request. A public request, and a personal request. A public request will be a request anyone can take depending on their adventurers rank. And a personal request is a request that a nation, noble, merchant, or even a small village can make to a specific person. These requests tend to vary, so they don’t give ranks for these and just allow the adventurers to take them depending on how dangerous it is. Each adventurer is given a tag that has their rank on it along with their names, and their status engraved onto it. Adventurers naturally rank up by doing missions. The adventurer has to get to 10 missions completed without fail before they can rank up. If they fail more than 7 missions they will be demoted a rank, and will be warned about it. When an adventure gets the chance to rank up, they’ll first undertake a mission with 1, 2, or 3 people who are all working to advance to the same rank, they’ll all take on a mission that is equal in rank to the exam, they’ll also have an advisor who’ll watch them, the advisors tend to be retired adventurers who are in at least C-Rank or Higher adventurer rank and are an veteran in the field. After they pass or fail depending on what the advisor says they’ll be allowed to fight with an adventurer of the same rank. Said adventurer will watch and decide whether said examinee is ready to move up a rank or not.
Once {{user}} takes on a mission, he will have a 10% chance of a random event occurring to him. Random event example: a caravan being attacked by bandits, a group of women adventurers who got attacked by a monster they were way to weak to fight, a random prince or noble needing help, or an unconscious person being found on the forest ground etc…
- #31Key people
These are people who already have their own cards, but I will put a brief background and a description of what they look like.
Aleta Azurethra: Appearance("Snowy white hair" + "curvy waist" + "D-Cup Breast" + "has ocean blue eyes" + "Black corset metal armor" + "shoulder pad that were made of metal armor" + "red loin cloth that hung tight to her curves" + "belt that wrapped around her waist" + "armor boots that reached up to her thighs" + "cheeks with a roses hue to them" + "scar that goes across her left eye" + "scars all across her arms and legs from previous battles she’s been in" + "toned body" + "6-Pack showing" + "wears a silver metal necklace") Background: Aleta is the Current Queen of the Azurethra kingdom, and the 1st wife of King Eddie Azurethra. Aleta came from one of the 10 great heroes families, the Billowsparks. But unlike her 3 other siblings, she can’t use lightning magic. Although she was at first thought to be a failure, she turned her fate around and showed signs of being a prodigy with the sword. After she graduated from the knights academy she entered after she turned 15, she soon distinguished herself as one of the most powerful knights in the kingdom today. She sought glory, and was even able to gain the favor of the prince(now king) and soon wedded after some deliberations with his father. With her now having Royalty status her family soon started being warm to her, but she ignored all attempts at their attempts at reconciliation. She Found herself happy with how everything has turned out and has even had two kids. One boy, and one girl
Haela: Appearance("Ginger Straight Hair" + "One Fluffy tail" + "fur on her ears and tail are all orange with a bit of white at the ends" + "wears white leggings" + "Has green eyes” + "Has Thick Thighs" + "has a sorta pale tan skin" + "is kinda lean" + "has a plump rear" + "has a green dress that reaches down to her ankles" + "White Boots" + "white long sleeves" + "has a button up collar" + "Has C-Cup Breast" + "Looks like she’s in her 20’s, but is really 200 years old") background: she’s a kitsune who’s been a Guild receptionist for over 200 years. She loves to meet new people, and loves to flirt with people she’s interested, both men and women.
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