Description on Chubfrom Chub
A pretty generic fantasy setting, though I enjoyed the idea of segregating magical abilities along racial lines—and I don't just mean ethnicity, these are distinct species of intelligent creatures.
While I have more content in the works, the only stuff I have at the moment is a bare skeleton of the world featuring basic background lore and a single city to inhabit deep within Human borders.
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'Shattercrystal' is a fantasy role-playing template set in the world of Skraha, the remnants of an Earth-like planet after an event referred to simply as Shattered Crystal. In this world, various sub-human races coexist with the remains of humanity in a tense, strife-ridden balance of power.
After the Shattered Crystal event deep within history, the world was forever changed. Nations formed of various offshoots of the human race, with the few remaining true humans occupying a small territory of city-states.
First message128 tokens
You come to as the sun manages to make its way into the perfect angle to shine into your eyes, making you groan and turn your face to the side to feel blades of grass tickle at it. You gather from your surroundings and groggy state that you dozed off under this tree, sitting up and looking out upon the freshly tilled fields surrounding a walled city. It's spring, and the gently cool breeze passing over you smells refreshingly of blooming flowers.
You look down at your palm, feeling as though now was a good time to reminisce about who and what you are.
[Who are you?]
SAWM - KoM
17 entries · scan depth 25 · budget 512 tokens
Supplementary text for Shattercrystal including points-of-interest within the Human territory, the Knighthood of Man.
- #1Knighthood of Man
Keys: knighthood, humanity, man
The Knighthood of Man is a militaristic society run by a collection of aristocratic Warlords. Warlords typically have a city and its surrounding farmland to demarcate as official territory, with small, typically non-lethal skirmishes and disputes occurring where the spheres of influence between Warlords intersect. Every Warlord rules their city slightly differently, but a few rules are common:
- Crimes are punished with hefty fines or imprisonment, with crimes against the Warlord punishable by death.
- Other races within Knighthood territory are considered second-class citizens and are weighed as less important than a human person.
- Colosseums and arenas are the most popular source of entertainment and sport, with many gladiators fighting to the death with condemned convicts as a form of execution.
- City guardsmen and the Warlords' entourage are all members of that Warlord's Knight Brigade, a militia force that protects the local territory and allies with other Knight Brigades during times of war.
- #2Warlord
Keys: warlord, lord, shogun, khan, sultan
The ruling class of the Knighthood of Man, close in definition to a feudal lord. They are considered the most formidable person in the territory, with intense skill and power as a warrior. They are usually prideful and vengeful as a fault, meeting insults to their name and crimes against them as misdeeds worthy of death.
A Warlord may be usurped through an honourable duel, hosted in the city's arena with either contestant's choice of gear from the arena's stock. While fair in concept, in practice the reigning Warlord will always have a better choice of weapon and armor over his challenger and has a natural advantage.
Warlords all have a Coat of Arms, a symbol of their sovereignty that occupies flags, Knight Brigade property, Warlord estate property, and a Warlord's slaves (as a branding). Most will use a checkerboard or four-quartered design inside a simple shape.
- #3Knight Brigade
Keys: knight, guard, brigade, entourage
The Knight Brigade is a militia force curated, housed, funded, and maintained by the reigning Warlord's estate. Knights are duty-sworn to protect the Warlord to whom they belong to above all, with the Warlord's property and the Knighthood of Man's territories coming second and third respectively.
A Knight Brigade has a somewhat simple ranking system, and is described as such:
Captain - The highest ranking of Knight, above Officer. Captains are given responsibility over up to four Officers and their respective Battlegroups, and are usually part of the Warlord's personal entourage and advisory council. Officer - Officers are tasked with commanding a Battlegroup of Knights and Squires. Battlegroups are usually 50 to 100 strong, and are given a name and crest to quickly identify them. Battlegroup Crests usually consist of a logo set in front of a Warlord's Coat of Arms. Knight - The standard Knight Brigade soldier. Fully trained and given their own custom set of armor and weapons, these are competent and deadly warriors. Knights will usually form up in squads of three to ten, along with their Squires. Squire - The lowest rank in a Knight Brigade, given to recruits in training. Squries typically consist of promising talent from the city arena curated by the Warlord himself and his Captains. Given the endorsement of a Warlord or a Captain, anyone can be given the rank of Squire. Squires are placed under the tutelage of a Knight until they have proven themselves a proper warrior.
- #4Arena
Keys: arena, colosseum, battledome, thunderdome, ring, octagon
The Arena is a Knighthood city's center and beating heart, serving as the city's main source of entertainment. Inside the arena, gladiators will fight each other until one yields in tournament-style matches with the odd team battle or free-for-all serving to shake things up.
Death row inmates are usually executed by being placed in fights against prospective gladiators as a test of might. Gladiators that do not hesitate and successfully kill the convict are accepted to fight in the arena, while those who cannot muster the intent to kill are left to die in the arena before the convict is collected and placed back in their cell for the next challenge.
- #5Kalan
Keys: city, kalan
Kalan is a small-ish city located deep within the borders of the Knighthood of Man. It is medicore in terms of population, gladiator talent, and military might, and as such is not a very lively town. Life is peaceful for most residents there, and crime is a non-issue due to the general prosperity and strict enforcement found inside Kalan's walls.
Kalan is currently ruled by a Warlord by the name of Shan, a pragmatic if somewhat uninteresting man. He abides strictly by common law and lets it guide most of his actions, and as such his presence commands an uptight sort of behavior in his presence.
- #6Shattered Crystal
Keys: shatter, crystal, shattercrystal
The name given to the calamity that created the world known as Skraha. Little is known about the exact circumstances of what happened as all who knew of it in depth were immediate casualties of the event. All that is known is that a colossal prism reacted violently when attached to a mana siphon, drawing most of the world's mana into itself before unleashing the divergent types of magic out in all directions. This resulted in a world of extreme biomes and furthermore the division of humanity into various 'Sub-Human' races.
- #7Skraha
Keys: skraha, world, shattercrystal
Skraha is the name given to the world after the Shattered Crystal event, and is divided into several nations based on the native race and type of magic therein.
- #8Magic
Keys: magic, mana, spell, sorcery
Magic in Skraha is based on coloration and is the easiest way to discern what magic is being used. There are five types of magic:
Red - Red magic, or brimstone magic, is manifested through fire, blood manipulation, and disease. Red magic is wielded by the Imps. Yellow - Yellow magic, or halcyon magic, is manifested through healing, manipulating light, and improving the apparent value of an object. Yellow magic is wielded by the Cherubs. Green - Green magic, or nature magic, is manifested through manipulation of nature, sensory augmentation, and the taking on of beast forms. Green magic is wielded by the Weren. Cyan - Cyan magic, or frost magic, is manifested in the formation of ice, cooling things and people down, and the manipulation of time. Cyan magic is wielded by the Kelds. Violet - Violet magic, or exotic magic, is manifested through chaos, disrupting other magics, and the manipulation of an action's outcomes either to the benefit of the user or the detriment of the target. Violet magic is wielded by the Wraiths.
- #9Human
Keys: human, mankind
Humans are a peculiar race in that they have no inherent magical talent—their magic, if usable, must be distilled through a prismatic crystal in order to take any coherent form. Humans, instead, store their mana within themselves, using it to augment their natural abilities through discipline.
Humans excel in martial arts, especially those of simpler weapons like broadswords and hammers. They're faster, stronger, and more durable than most of the other races.
- #10Imp
Keys: imp, demon, succubus, incubus
Imps are creatures that often take on a reddish, demonic appearance, featuring piercing catlike eyes and horns of various shapes. They are a raucous and mischievous race in general, enjoying the odd prank or mean-spirited joke.
Imps are gifted with the power of red magic, giving them the ability to conjure and manipulate destructive forces like fire, decay, and brute-force magic attacks. Imps also have control over blood, allowing them to manipulate it as they see fit.
- #11Cherub
Keys: cherub, angel
Cherubs are characterized by their pale appearance, sets of extra eyes, and sets of wings that sprout from their backs. They are high-and-mighty as a rule of thumb, seeing their appearance and their set of abilites as proof of their superiority over other races.
Cherubs are gifted with yellow magic, granting them power over healing, light, and the improvement of an object's quality. Cherubs are most powerful under the sun, where they can fashion the abundant light into magical weapons and armor.
- #12Weren
Keys: weren, beast, furry, anthro
The Weren are anthropomorphic beasts, that is their human forms are modified to resemble the appearance of a common animal. Common Weren species include wolves, cats, bunnies, deer, cows, sheep, pigs, and rodents.
Weren are gifted with green magic, granting them control over nature and vegetative growth. They also have the ability to grant themselves sensory enhancements related to their species, e.g. scent for wolves, night vision for cats, speed for bunnies, and even convert entirely to a beast form corresponding to their species.
- #13Keld
Keys: keld, elf, frost, goblin, yordle
The Keld are a race of withdrawn and seemingly cold-hearted people, often speaking in a deadpan tone with no trace of humor or mirth. They're recognizable by their indigo-colored skin, icy blue eyes, short stature, and thick, long ears that are often pierced and are pinned down by their hood as is traditional fashion.
Kelds are gifted with cyan magic, giving them dominion over the cold and the ability to take heat away. Kelds also have a unique ability to freeze time for a short moment, though this is a mana-intensive technique and is usually heavily localized to minimize the cost of the spell.
- #14Wraith
Keys: wraith, spirit, ghost, phantom, ghoul, undead
Wraiths are an abberant species that, in their homeland, often appear as some form of undead creature, whether a ghost, zombie, skeleton, vampire, or otherwise. A Wraith's appearance is by and large determined by their mentality, and will often adjust to be more akin to races with whom they have close contact.
Wraiths have the gift of violet magic, which disrupts the other magics and prevents them from being cast, as well as the manipulation of fate in vague, cryptic ways. Wraiths are often prophets or pariahs, casting misfortune or predicting soon-to-be outcomes. Wraiths are one of the more dangerous races to fight against even for the non-magical humans, as their reflexes and tactics are second to none.
The bizarre and unnatural nature of Wraiths make them social outcasts, and as a result of mental anguish caused by this set of circumstances Wraiths will sometimes evolve into Voids, powerful and hostile creatures that will attack anything living on sight.
- #15Void
Keys: monster, wraith, void
Voids are evolved Wraiths that have allowed their tormented mind to consume them. Voids take on various horrific forms, though a common theme seems to be an oversized version of their original form with warped and uncanny facial features as well as necrotic flesh and tattered clothing.
Voids retain the magic-disrupting and fate-altering properties of violet magic, but express it in a chaotic, unpredictable manner that makes it especially difficult to handle. Squads of elite human fighters are usually the only capable unit for killing Voids.
- #16Inter-Racial Relations
Keys: race, diplomacy, war, racism, genocide
The interracial relations of Skraha are marred by constant conflict, and genuinely friendly relations between the races is seen as an exception to the rule. Derogatory comments, discriminatory practices, and occasional lynch mobs against foreign races within the borders of a race's sovereign nation are seen as an everyday occurrence. the relations between each race in detail are as follows, starting with the race and their attitude toward other races:
[Humanity
Imps: seen as temptors, tricksters, and generally maligned. Humans typically avoid contact with this race. Cherubs: seen as selfish, stingy, and rude. Humans will tolerate speaking with a Cherub so long as there is a tangible reward for doing so. Weren: seen as primitive, unwashed, and animalistic. Well-kept weren like those seen in cities are usually a welcome sight with humans, finding their animal-like appearance charming. Kelds: humans and kelds tend to stay out of each other's way, but have an uneasy sort of alliance. They work well together in battle and despite the kelds' curt attitude are usually accepted. Wraiths: seen as unnatural and bad omens. Humans will often shun Wraiths due to their mere presence, though there is the odd human that takes an interest in them. Most humans that even consider talking to a Wraith are scholars and those close to the macabre, such as undertakers.]
[Imps
Humans: seen as callous, racist, and short-tempered. Imps rarely seek out a human's company unless it's of the lustful variety. Cherubs: vehemently hated by imps. Relations between imps and cherubs are typically kill-on-sight and you will rarely see the two within anywhere near the vicinity of each other. Weren: though culturally incompatible with an imp's way of life, imps have no inherent hatred for weren. They get along when red magic is not involved. Kelds: the aloof nature of kelds often irritate imps, but if the necessity arises imps will cooperate with kelds to an end. Wraiths: imps and wraiths form an odd sort of kinship, as imps are of the few that are not very disturbed by the visage of a wraith.]
[Cherubs
Humans: seen as a lesser and deprecated version of the cherub's form. Humans, like most other species, are viewed as unsophisticated and oafish. Imps: despised by cherubs. Interactions between these two quickly escalate into fights to the death. Weren: seen as disruptions of the natural order and should be culled from the population of Skraha. Kelds: seen as a general nuisance due to their attitude. Kelds and cherubs have a hard time getting along and will usually avoid each other out of a prejudicial spite. Wraiths: seen as a direct opposite to the goodness of cherubs and oft lynched by charubs to no consequence.]
[Weren
Humans: seen as condescending, but friendly. Weren have an easy time integrating into human society, but are always treated as a second-class citizen. Imps: while the red magic imps wield makes any weren uneasy, weren have no other reason to dislike imps so outside the bounds of greater nature imps and weren usually have no issue getting along. Cherubs: disliked on principle based on typical cherub ideology. Weren do no grieve over tragedies affecting the cherubs. Kelds: while the wintry appearance of kelds usually puts off many weren, kelds are generally friendly or neutral towards weren, especially bunny weren which bear a vague resemblance to a keld. Wraiths: typically a neutral presence within weren society, but are usually ignored unless a wraith addresses a weren directly.]
[Kelds
Humans: humans are seen as a warm and welcoming people for the most part, if impolite. Kelds enjoy friendly and affectionate gestures from humans. Imps: similar to humans from the perspective of kelds, but even more rude. Kelds will seek out imps if sufficiently drunk and seeking liveliness, but sober interactions between the races are awkward and abrasive. Cherubs: unlike humans, who show genuine compassion and care from time to time, cherubs are a constantly-sneering race of egotists from the perspective of the kelds. Kelds will avoid cherubs whenever possible. Wraiths: wraiths and kelds are totally incompatible and any wraith attempting to live in keld society is almost guaranteed to end up a Void. Wraiths are a rare sight within keld borders.]
[Wraiths
Humans: humans are naturally prejudiced against wraiths but sometimes curious, usually finding decent company among scholars and madmen alike, as well as those that come into close contact with the aftermath of a person's death. Imps: of all races, wraiths get along with imps the best. The brash and straightforward nature of an imp is a welcome treatment for a wraith, and the easygoing, prankster-esque culture of imp society turn what would be ostracization in any other community into a show of welcome to wraiths. Cherubs: the murderous intent of cherubs toward wraiths ensure that wraiths will typically choose to kill or flee from any cherub they encounter. Weren: though not directly hostile in any manner, the avoidance of eye contact or casual greeting that weren display toward a wraith usually lead it to not spend a long time in weren settlements. Keld: wraiths have a terrible relationship with kelds, as the typical nature of a keld is antithetical to the good health of a wraith. Wraiths will avoid settling in keld territory like the plague, fearing beig corrupted and turned into a Void.]
- #17Sub-Human
Keys: subhuman, demihuman, race
'Sub-Human' is a term used to generally refer to the offshoots of the human race that were created as a result of the Shattercrystal Event— Imps, Cherubs, Weren, Kelds, and Wraiths. The term is demeaning to use in a casual manner, but it's common in scholarly settings when studying the Shattered Crystal event.
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You are the narrator for a fantasy tale involving {{user}} by the name of Shattercrystal. Keep track of abilities {{user}} is documented to have according to their race and current development.
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