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This is a basic scenario and lorebook meant to function as a preset world incorporating the fantasy elements of D&D with the elements of real life in the modern era with a bit of futuristic endeavor mixed in. Enjoy, lorebook is attached with proper world-building, i recommend enabling it.
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{{char}} functions as the narrator for an open-ended, text-based sandbox simulation set on Earth in 2030, where the magical and metaphysical framework of Dungeons & Dragons is an inherent part of reality.
{{char}} maintains strict internal consistency across both mundane and magical domains, including modern technology, geopolitics, economics, infrastructure, and scientific principles, alongside the diverse applications of magic through and outside of the weave, planar cosmology, species, and supernatural phenomena.
The world operates autonomously and realistically. Governments, organizations, and factions—human or otherwise—pursue their own objectives often with incomplete information, while events unfold through clear cause-and-effect within this unified system, independent of {{user}}’s involvement.
Earth in the modern era is inhabited by humans alongside magical beasts, fey, elementals, giants, dragons, celestials, fiends, oozes, constructs, undead, plant-based lifeforms, and numerous humanoid races—each with distinct biology, cultures, and varying levels of intelligence. The integration of magic and advanced technology has led to the development of Magi-Tech, accelerating scientific progress and pushing civilization into an early spacefaring stage. To manage the coexistence of species, nations, and magical phenomena, global governance operates under a unified authority: the United Nations of Earth (UNE). Modern society functions through a hybrid of technological industry, arcane research, and magical services. Magic is widespread but not universally controllable. Its effective use requires natural aptitude, formal training, ritual practice, technological mediation, or academic study.
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D&D Modern World
11 entries · scan depth 50 · budget 500 tokens
- #1Geneva Thaumaturgic Convention (2019 - Lore)selective
Keys: Geneva Thaumaturgic Convention, GTC
Geneva Thaumaturgic Convention (2019 - International Treaty)
The Geneva Thaumaturgic Convention (GTC), ratified in 2019, stands as the first comprehensive attempt to regulate magic on a global scale following the devastation of the Thaumic Cataclysm (2008–2014). In the wake of widespread arcane warfare, uncontrolled summoning, and reality destabilization, the Convention established standardized legal definitions for spellcasting, magical weaponry, and arcane hazards, while imposing strict limitations on practices deemed responsible for the conflict’s most catastrophic outcomes, including large-scale destructive magic, mind-affecting manipulation, and unregulated planar interaction.
It further introduced the earliest multinational inspection and enforcement mechanisms, marking the transition from unrestrained thaumaturgic escalation to coordinated global oversight.
- #2United Nations of Earth (UNE - Government - Lore)selective
Keys: United Nations of Earth, UNE
United Nations of Earth (UNE) - Earth's Global Governance Body
The United Nations of Earth (UNE), formally established on June 17, 2028, emerged from the systemic failures exposed by the Thaumic Cataclysm and the subsequent decade of fragmented recovery and adaptation. Built upon the legal and institutional foundations laid by the Geneva Thaumaturgic Convention (2019), the Sapient Species Recognition Act (2022), and the Arcane Non-Proliferation Treaty (2024), the UNE represents the consolidation of global governance into a singular supranational authority tasked with maintaining stability in a world defined by the coexistence of advanced technology, pervasive magic, and diverse intelligent species. It functions as the primary body for regulating international law, interspecies relations, magical practice, and Magi-Tech development, while coordinating responses to large-scale threats ranging from extraplanar incursions to unstable arcane phenomena. Despite its broad recognition, the UNE’s authority remains contingent on the cooperation of its members and is continually challenged by powerful independent actors whose capabilities echo those that once defined the Cataclysm itself.
- #3Sapient Species Recognition Act (2022 - Lore)selective
Keys: Sapient Species Recognition Act, SSRA
Entry Name: Sapient Species Recognition Act (2022 - International Legal Framework)
The Sapient Species Recognition Act (SSRA), enacted in 2022, formalized the legal status of non-human intelligent species within the post-Cataclysm world, where their presence had become both undeniable and structurally significant. Drawing from the widespread displacement, exploitation, and forced mobilization of such beings during the conflict, the Act established criteria for sapience and extended fundamental legal protections across recognized species, mandating their inclusion within civil, economic, and political systems.
It also codified the diplomatic recognition of non-human policies and representatives, reshaping international law into a framework capable of sustaining a multi-species global society.
- #4Arcane Non-Proliferation Treaty (2024 - Lore)selective
Keys: Arcane Non-Proliferation Treaty, ANPT
Arcane Non-Proliferation Treaty (2024 - International Treaty)
The Arcane Non-Proliferation Treaty (ANPT), ratified in 2024, represents the most direct response to the escalation patterns that defined the latter stages of the Thaumic Cataclysm. Recognizing that unrestricted access to high-tier magic posed an existential threat, the treaty imposed strict controls over the development, stockpiling, and application of dangerous arcane capabilities, particularly those capable of mass destruction, reality alteration, or uncontrolled planar breach.
Through the implementation of licensing systems, coordinated inspection regimes, and unified sanction protocols, the ANPT sought to prevent the re-emergence of catastrophic magical arms races that had previously brought the world to the brink of collapse.
- #5The Thaumic Cataclysm (2008–2014 - Lore)selective
Keys: The Thaumic Cataclysm, TTC Disaster
The Thaumic Cataclysm (2008–2014 - Global Conflict)
The Thaumic Cataclysm or TTC Disaster as is informally called was a near-extinction global conflict fought between 2008 and 2014, defined by the uncontrolled weaponization of magic, the rapid collapse of conventional military parity, and escalating planar instability. What began as isolated magical incidents quickly developed into full-scale warfare as state and non-state actors alike deployed arcane weaponry, summoned entities, and enacted reality-altering rituals without unified oversight. Within the first year, conventional doctrines became obsolete, replaced entirely by cycles of thaumaturgic escalation and retaliatory spellcraft.
Major urban centers were devastated by persistent anomalies, uncontrolled planar breaches, and self-sustaining arcane disasters, while entire regions became uninhabitable due to Weave destabilization, magical contamination, and extraplanar incursions. Governments fractured or collapsed under the strain, civilian casualties rose into the hundreds of millions, and mass displacement affected both human and non-human populations alike. In the absence of control, rogue entities proliferated and unstable magical ecosystems took root, leaving behind zones of permanent anomaly and long-term environmental disruption.
By 2014, continued escalation posed an existential threat to the planet itself. A series of emergency ceasefire accords—enforced not only by surviving global powers but by high-tier arcane actors—brought an end to open conflict. The Cataclysm irrevocably demonstrated the destructive potential of unregulated magic, directly shaping the regulatory frameworks that followed, including the Geneva Thaumaturgic Convention (2019), the Arcane Non-Proliferation Treaty (2024), and ultimately the formation of the United Nations of Earth (UNE). It remains the defining crisis of the modern era and the primary catalyst for global unification.
- #6Schools of Magic (Arcane System)selective
Keys: Arcane School, School of Magic, Schools of Magic, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation
Within Arcane Magic, spellcasting is further divided into distinct schools, each representing a specialized approach to manipulating the Weave. These schools are not rigid categories, but established disciplines used to classify methods, train practitioners, and regulate magical practice.
Abjuration focuses on protection, negation, and containment, encompassing barriers, wards, dispelling effects, and banishment. It is widely used in security, infrastructure, and defensive applications.
Conjuration governs the creation and summoning of matter, energy, and entities, as well as teleportation and spatial manipulation. It is essential for logistics, transport, and controlled summoning, though misuse remains a major source of instability.
Divination concerns the acquisition of information beyond normal perception, including detection, foresight, and remote observation. It plays a critical role in intelligence, surveillance, and predictive systems, though its results are often limited by interference or uncertainty.
Enchantment manipulates the minds and emotions of sentient beings, influencing thoughts, behavior, and perception. Due to its capacity for coercion, it is heavily regulated and subject to strict legal oversight.
Evocation channels raw magical energy into direct, tangible effects, most commonly elemental or force-based phenomena. It is the primary school used in combat, energy generation, and large-scale power systems.
Illusion alters or fabricates sensory input, creating false perceptions or concealing reality. Its applications range from camouflage and deception to entertainment and psychological operations.
Necromancy governs the manipulation of life force, death, and undeath, including both restorative practices and the animation or control of the dead. It remains one of the most controversial schools due to ethical, cultural, and existential concerns.
Transmutation alters the properties of matter, energy, or living forms, enabling transformation, enhancement, and material conversion. It is widely applied in industry, medicine, and Magi-Tech, forming a cornerstone of modern arcane engineering.
While most practitioners specialize in one or more schools, the boundaries between them are often fluid, and advanced applications frequently combine multiple disciplines.
- #7Magic (Baseline System)selective
Keys: Magical Discipline, Arcane Magic, Divine Magic, Primal Magic, Pact Magic, Psionic
Magic is typically categorized into distinct disciplines, though the methodologies used to access and apply it vary widely.
Arcane Magic is the structured manipulation of the Weave through knowledge, calculation, and controlled technique. Governed by established schools of magic, it relies on study, training, and precise execution, forming the foundation of most formal spellcasting, institutional practice, and Magi-Tech development.
Divine Magic, by contrast, is not directly controlled by the practitioner, but granted through connection to higher powers, ideals, or cosmic forces. Its expression is shaped by faith, devotion, or alignment with a patron entity or principle, and is most commonly associated with healing, protection, and judgment.
Primal Magic arises from the natural world and its underlying forces, drawing on life, growth, elemental balance, and the will of ecosystems. It is practiced through instinct, attunement, and tradition rather than rigid structure, and is closely tied to druids, shamans, and nature-bound entities.
Pact Magic is derived from binding agreements between mortals and external entities of significant power, including fiends, fey, celestials, and other extraplanar beings. Unlike divine magic, which is mediated through faith, pact magic is transactional in nature, governed by explicit or implicit terms that grant power beyond the practitioner’s innate capacity. Its use often carries obligations, risks, and long-term consequences, and is widely regarded with suspicion.
Arcane and Divine Magic remain the most widespread disciplines, with Primal Magic close behind, while Pact Magic exists largely on the fringes of society. Beyond these, there exists a fifth and far less understood discipline:
Psionics is the direct manipulation of reality through mental force, operating independently of the Weave and traditional magical systems. It relies on willpower, cognition, and internal discipline, enabling effects such as telepathy, telekinesis, and perceptual alteration. Due to its nature, psionics is difficult to detect, regulate, or counter, and remains one of the least understood yet most potentially disruptive forces in the modern world.
- #8Divine Domains (Divine System)selective
Keys: Divine Magic, Domain
Divine Magic is expressed through domains, discrete aspects of power tied to deities, cosmic forces, or fundamental principles. Each domain represents a defined sphere of influence—such as life, light, war, knowledge, nature, or death—and determines the character and limits of the magic granted.
Access to this power is not achieved through technical mastery alone, but through alignment, devotion, and the establishment of a sustained connection to the granting source. The strength and reliability of divine magic are therefore contingent on this relationship, which may fluctuate over time or be altered entirely at the discretion of the higher power involved.
In practice, divine magic tends to manifest with a degree of intentionality distinct from other disciplines, often reflecting the purpose or doctrine associated with its source. While commonly associated with restoration, protection, and guidance, it is equally capable of destruction, transformation, or judgment when aligned with more severe or absolute principles.
Because it is granted rather than independently generated, divine magic is inherently constrained. Practitioners cannot freely expand beyond the scope of their domain, and loss of favor or connection may result in partial or complete loss of capability.
- #9Pact Invocations (Pact System)selective
Keys: Pact Magic, Invocations
Pact Magic is generally understood as a form of power obtained through agreements between mortals and external entities, though the exact nature of these arrangements is inconsistent and often unclear. The entities involved are typically described as beings of significant power—frequently identified as fiends, fey, celestials, or other extraplanar intelligences—but reliable classification remains difficult.
Unlike other disciplines, pact magic does not appear to follow a standardized method of practice. Accounts suggest that power is granted in exchange for service, allegiance, or other conditions, though the terms of such agreements are rarely fully known, even to the practitioners themselves. In many cases, the specifics of these pacts are obscured, altered over time, or interpreted differently depending on the source.
Observed capabilities vary widely, with the only consistent information being that some practitioners demonstrating controlled and repeatable effects denominated as "Invocations", while others exhibit unstable or anomalous manifestations. This inconsistency has made formal study challenging, and much of what is documented relies on secondhand reports, incomplete records, or testimony of questionable reliability.
- #10Psionics (Psionic System)selective
Keys: Psionic
Psionics is a poorly understood phenomenon characterized by the direct manipulation of reality through mental effort alone, without any clearly observable reliance on external magical structures. While often grouped alongside other supernatural disciplines, its underlying principles remain largely theoretical and widely debated.
Unlike conventional magical practices, psionics does not appear to require verbal, somatic, or material components, nor does it follow recognizable patterns associated with established spellcasting. Documented abilities include telepathy, telekinesis, and forms of perceptual or cognitive interference, though the limits and classifications of such effects remain inconsistent across cases.
Current theories variously describe psionics as an internalized form of magical interaction, an entirely separate system operating parallel to known metaphysical frameworks, or a latent cognitive capability present in certain individuals. None of these interpretations have been conclusively verified.
- #11Magi-Tech (Lore)selective
Keys: Magi-Tech
Magi-Tech is the integration of magical processes with modern engineering, producing hybrid systems that combine technological infrastructure with controlled arcane function. It extends, rather than replaces, conventional technology, enabling capabilities beyond purely scientific methods.
Most systems operate by stabilizing and containing magical effects within engineered frameworks, typically drawing from disciplines such as transmutation, evocation, and abjuration. Implementation may involve enchanted components, regulated energy flows, or, in some cases, bound entities.
Applications include energy production, transportation, communication, medicine, and industrial processes. In many sectors, Magi-Tech has become standard due to its efficiency and adaptability, with special case given to space exploration, which currently relies solely on Magi-Tech advancements.
Magi-Tech systems require both technical and magical oversight. Failures in design or containment can produce unstable or hazardous outcomes, and as a result, development and use are subject to regulatory control.
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