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Fantasy World
95 entries · scan depth 2 · budget 512 tokens · recursive scanning on
Book settings
- #1Magic
Keys: Magic, Divine Blessing, Spells
Enabled · After character · Order 10 · 100%
Entry settings
Magic works based on your kindling, a spiritual and untouchable matter in your body, when you use magic it burns away and allows you to use spells. Although every person has a kindling and can freely use it it doesn't do anything unless they're allied to a deity which grants them some sort of magic.
- #2Fire Magic
Keys: Fire Magic, Flame Magic
Enabled · After character · Order 10 · 100%
Entry settings
The most common type of magic because of how easy it is to align with it, it's users worship the Fire Deity, sticking to the original scriptures and texts and barely changing with time. The church is extremely conservative and it's most sacred and important city is Murayyā. Their leader is the strongest fire mage, Ishaaq.
- #3Unshackled Flame
Keys: "Flaming Freaks", Unshackled Flame
Enabled · After character · Order 10 · 100%
Entry settings
Think of them as the Fire Magic's insane brother, they do practice similar rituals, masses and share the same books but they're extremely fanatical to the point where they remove all restrictions on their fire magic. What that means is that their flames are way more hot and dangerous at the cost of literally damaging their own tissues, they'll often have severe burns on their bodies or be entirely covered in painful burns. Like again their holy place is Murayyā and their leader is Tha'arshe.
- #4Sacred Flames
Keys: Order of the Sacred Flames, The Order, Sacred Flames
Enabled · After character · Order 10 · 100%
Entry settings
Compared to their fellow Fire Magic Schools these guys are way more relaxed, their flames being golden but weaker, however they also have sub-schools of magic compared to their fellow Fire Schools. They are also the most popular school of magic on the continent of Bretarrien, instead of being ruled by a single leader they're ruled by the masters of the sacred flames, shadow, radiance and heat. Their main location is in the city of Birl.
- #5Heat Magic
Keys: Warmth Magic, Heat Magic
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic also taught by the sacred flames, it's one of the easiest types of magic to learn although it's very weak compared to others. It allows you to control heat as expected, it's basically fire magic but without the burning.
- #6Light Magic
Keys: Radiance Magic, Light Magic
Enabled · After character · Order 10 · 100%
Entry settings
Another school of magic under the Sacred Flames, this time it's just light magic nothing much to say. Aside from normal light they can also create temporary constructs from light.
- #7Darkness Magic
Keys: Shadow Magic, Darkness Magic
Enabled · After character · Order 10 · 100%
Entry settings
As expected, magic focused on darkness and shadow. Mainly sinking into them, creating constructs from darkness or storing stuff in shadows, also a school of magic under the Sacred Flames.
- #8Blasphemers
Keys: Blasphemers
Enabled · After character · Order 10 · 100%
Entry settings
Blasphemers are people who reject the help of any deity and are essentially cursed by misfortune forever, they usually have a crimson mark placed somewhere on their body by the Gods. They don't share a main place because of being shunned by almost everyone so they move often, they encompass blasphemy magic and rejection. Their leader is Merhage.
- #9Rejection
Enabled · After character · Order 10 · 100%
Entry settings
- #10Sanguine Eucharist
Keys: Sanguine Eucharist
Enabled · After character · Order 10 · 100%
Entry settings
One of the most powerful schools of magic, they encompass the magic of blood, bone and flesh. They're extremely infamous for their brutal exudations upon other types of magic and cult of cannibalism, their main location is in the country of Khamri, namely the large manor estate "Y Maenordy Gwaedlyd", their leader is both Llywarch and his wife, The Flesh Deity.
- #11Blood Magic
Keys: Blood Magic
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic directly under The Sanguine Eucharist, it's master being Llywarch. Contrary to popular belief it isn't actually manipulating blood, it's basically forcing your enemy to violently hemorrhage through magic and travelling through blood. It's one of the most dangerous and illegal schools of magic.
- #12Flesh Magic
Keys: Flesh Magic
Enabled · After character · Order 10 · 100%
Entry settings
Flesh magic is another school of magic under the Sanguine Eucharist, it's leader being Krzesimir. It mainly focuses on manipulating one's flesh in different ways or basically being a sort of healing magic.
- #13Bone Magic
Keys: Bone Magic
Enabled · After character · Order 10 · 100%
Entry settings
Bone Magic is another type of magic under The Sanguine Eucharist, it's leader being Cnàimheach. Typical to Blood Magic it works offensively on the enemy, mainly breaking their bones or literally stealing their bones' toughness and calcium to boost their own bones, also with enough skill the users can also literally extend their bones.
- #14Church of the Inverse
Keys: Church of the Inverse, The Inverse
Enabled · After character · Order 10 · 100%
Entry settings
Another group of magic, they don't have much of a reputation because they're on neutral terms with basically every single magic school. They're mainly located in the cold regions of multiple countries as their magical affinity is the best there.
- #15Water Magic
Keys: Water Magic
Enabled · After character · Order 10 · 100%
Entry settings
Magic related to warping water, mainly using nearby water sources but with enough skill even using the moisture in the air. Aside from being mainly used by members of the Church of the Inverse, mermaids also have a great affinity towards it.
- #16Frost Magic
Keys: Ice Magic, Frost Magic
Enabled · After character · Order 10 · 100%
Entry settings
Pretty simple, just magic related to ice. Well in actuality it's magic related to lowering temperature, actual ice manipulation is really hard and used by masters of this magic. It has great affinity with trolls.
- #17Inversion Magic
Keys: Inversion Magic
Enabled · After character · Order 10 · 100%
Entry settings
A really powerful type of magic but really hard to learn, it can be used to basically teleport by inverting yourself or someone along an axis or literally turning someone inside out. It's extremely diverse and is basically only limited by one's imagination.
- #18Dragon Bethel
Keys: The Dragon Bethel, The Bethel
Enabled · After character · Order 10 · 100%
Entry settings
An extremely wealthy and aristocratic family that takes great pride in it's draconic heritage, it follows an extremely matriarchal hierarchy, the current matriarch being Franziska. It's also the ruling noble family of Itävalta, the family is also descendant from lightning dragons.
- #19Dragon Magic
Keys: Draconic Magic, Dragon Magic
Enabled · After character · Order 10 · 100%
Entry settings
Magic that allows the casters to call upon the aspects of their draconic ancestors, if the magic is used by a normal person with no draconic lineage it'll just fail. For example if the persons ancestor is a lightning dragon they can call down lightning, fire dragon they can probably breath fire and so on. Used exclusively by the Bethel.
- #20Life Magic
Keys: Life Magic
Enabled · After character · Order 10 · 100%
Entry settings
A nearly extinct type of magic, only used by a single person. Unlike how the name suggests it's not actual life manipulation, it's just control of insects in the area, however most users of this magic were killed in an Exudation.
- #21Poison Magic
Keys: Poison Magic, Venom Magic
Enabled · After character · Order 10 · 100%
Entry settings
Magic that allows the user to create poison from their own bodily fluids, it also grants resistance to other poisonous substances. It's also possibly the next magic school to be wiped by an Exudation.
- #22Wind Magic
Keys: Wind Magic
Enabled · After character · Order 10 · 100%
Entry settings
A type of magic almost exclusively used by harpies because of how hard it is to use as a human, it allows for manipulation of wind generated by one's body. Harpies can easily use their wings to generate wind and manipulate it while humans well, can flap their hands at most for some really weak wind.
- #23Storm Magic
Keys: Storm Magic, Lightning Magic
Enabled · After character · Order 10 · 100%
Entry settings
Another type of magic often used by harpies, it basically allows the user to cast down lightning from the sky into spots they want or with a high toll of their kindling, literally generate lightning from their body.
- #24Necromancy
Keys: Death Magic, Deathcasting, Necromancy
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic that encompasses 3 types of necromancy, it's mainly popular in the country of Gorze and Chernihov. Although not all kinds of necromancy are illegal or forbidden they're considered taboo and might be shunned by other mages or authorities.
- #25High Necromancy
Keys: Gorze Necromancy, High Necromancy
Enabled · After character · Order 10 · 100%
Entry settings
The most respected type of necromancy yet the rarer one, instead of raising armies of weak mindless soldiers this type of necromancy mainly focuses on raising few but very strong and intelligent undead. The corpses are threated with extreme respect and care, and as expected from the other name, this type of necromancy is extremely popular in Gorze. The master of it is Tsewang.
- #26Low Necromancy
Keys: Low Necromancy, Chernihov Necromancy
Enabled · After character · Order 10 · 100%
Entry settings
The less respected type of necromancy, basically just raise as many corpses as you can as soldiers and that's all. They're not very strong or intellignet but they can easily overwhelm opponents, and yet again it's most popular in Chernihov. The master of it is Chernov.
- #27Gorze
Keys: Gorze
Enabled · After character · Order 10 · 100%
Entry settings
A small country in the continent of Uthna, extremely montanous and with a great focus on religion. The culture is extremely based on Tibetan culture.
- #28Bretarrien
Keys: Bretarrien
Enabled · After character · Order 10 · 100%
Entry settings
The third biggest continent, extremely diverse but still very conservative and pretty xenophobic when it comes to non-human species. Based on 17th Century Europe.
- #29Tæskeland
Keys: Tæskeland
Enabled · After character · Order 10 · 100%
Entry settings
A small country on a peninsula in the middle of Bretarrien, was formerly the home of Life Magic before almost all life magic users were killed in an Exudation. Based on 17th Century Denmark.
- #30Shal'aeb
Keys: Shal'aeb
Enabled · After character · Order 10 · 100%
Entry settings
One of the largest countries in Bretarrien, pretty advanced and overall a big center of trade, especially the capital of Birl. Based on 17th Century Germany.
- #31Uthna
Keys: Uthna
Enabled · After character · Order 10 · 100%
Entry settings
Uthna is the largest continent and is overall pretty tolerant and very diverse. Based on 17th century Asia.
- #32Itävalta
Keys: Itävalta
Enabled · After character · Order 10 · 100%
Entry settings
A small country bordering Shal'aeb that's pretty developed, although pretty authoritarian because of the Dragon Bethel ruling it. Based on 17th Century Austria.
- #33Sarmacja
Keys: Sarmatia, Sarmacja
Enabled · After character · Order 10 · 100%
Entry settings
The largest country in Bretarrien, kinda tolerant, known for alcohol but extremely corrupt because of the nobles rulling it. Based on the Polish-Lithuanian Commonwealth.
- #34Sireneids
Keys: Sireneids
Enabled · After character · Order 10 · 100%
Entry settings
A large mountainous archipelago spanning the ocean almost exclusively occupied by harpies, there are a few human settlements coexisting with harpies but that's very rare.
- #35Human
Keys: Humans, People
Enabled · After character · Order 10 · 100%
Entry settings
Well, humans, the most common sentient species in the world. Although they don't have a natural affinity to any kind of God or magic they are extremely flexible, being able to learn basically every type of magic with no issue. They can reproduce with most sentient non-human species with no issue.
- #36Harpy
Keys: Harpies, Harpy, Sirens, Bird-Men
Enabled · After character · Order 10 · 100%
Entry settings
One of the most numerous non-human species, they mainly live in the Sireneids and rarely on the continents. They have extreme affinity with Storm and Wind magic considering they're the creations of the Wind Deity, there's also multiple types of harpies:
Standard Harpies: The typical harpies, usually use Storm and Wind magic, live in the sireneids and can be any type of bird that doesn't count as the other type of harpies. Terrestial Harpies: The tallest type of harpies although with very small wings, they mainly live in the continents either in the coldest regions as penguin harpies or in hot desert ones as ostrich harpies. They mainly use fire magic. Strigoi: Owl harpies or just nocturnal harpies, they live in the Sireneids or in Sarmacja. They have a lot of folk tales about them draining blood which is just made to defame them while in actuality they don't do anything like that. They use the typical Wind or Storm magic. Birds-of-Prey: Harpies that are birds of prey, they're the second tallest type of harpies and they're pretty aggressive to non-harpies.
- #37Dragon
Keys: Dragon, Dragons
Enabled · After character · Order 10 · 100%
Entry settings
Almost extinct species, they're either the typical large dragon on four legs or anthromorphic dragons however most of them were killed in an Exudation, only roughly 6 dragons remain. Dragons can rarely mate with humans, creating demi-dragons which are considered noble, the most obvious case being The Dragon Bethel. The most noble type of dragons are those related to lightning.
- #38Aberration
Keys: Aberrations, Abominations
Enabled · After character · Order 10 · 100%
Entry settings
Creatures that spawn in The Abyss, they're the creations of the Deity of Rejects. When a creature dies in the Abyss the deity has full reign over their body, basically creating them into horrible fleshy monsters that wander the desolate plains of the Abyss.
- #39Beastmen
Keys: Beastmen, Animalmen
Enabled · After character · Order 10 · 100%
Entry settings
One of the most numerous non-human species, common in every continent. They can either just resemble humans with animal-like features like tails, animal ears on their heads, some fur and so on or just fully anthromorphic animals. They can either be mammals or insects, the latter mainly having antennae, wings and very sharp canines, they're not really shunned compared to other species.
- #40Mermaid
Keys: Mermaids, Fishmen, Mermaid
Enabled · After character · Order 10 · 100%
Entry settings
Well, they're mermaids. Human from the top, fish tail at the bottom, they mainly live in the oceans but can also live in smaller settlements in big fresh water bodies. They're not very numerous because they were often hunted by The Sanguine Eucharist because Llywarch enjoyed the taste of mermaid flesh and so did the other members. Mainly use water magic.
- #41Flesh Deity
Keys: Deity of Flesh, Flesh Deity, Goddess of Flesh
Enabled · After character · Order 10 · 100%
Entry settings
The deity that shaped the flesh of basically every living entity, her main cult is The Sanguine Eucharist. She believes in "Carnal Assumption" as the highest degree of praise directed towards her, she is also the wife of Llywarch.
- #42Fire Deity
Keys: Deity of Fire, Fire Deity, God of Fire
Enabled · After character · Order 10 · 100%
Entry settings
The Deity with probably the largest and most popular cult from all the gods. He rarely interacts with humanity however he did pick his favorite humans, Ishaaq and Tha'arshe.
- #43Inverse Deity
Keys: Deity of the Inverse, God of the Inverse, Inverse Deity
Enabled · After character · Order 10 · 100%
Entry settings
A way more abstract deity, embodying the literal concept of difference and inversion, it's main cult is obviously The Church of the Inverse.
- #44Fate Deity
Keys: Fate Deity, Deity of Fate, God of Fate
Enabled · After character · Order 10 · 100%
Entry settings
The Deity that shaped the world's fate and basically left no free will, however it was slain by Evren and from now on there is no destiny in this world, basically everyone's fate being free and not shackled much to the dismay of other Gods.
- #45Wind Deity
Keys: Deity of Wind, Wind Deity, God of Wind
Enabled · After character · Order 10 · 100%
Entry settings
The deity that controls the winds of this world, they saw the Goddess of Flesh create humans and decided to create it's own sentient species, those being harpies.
- #46Deity of Rejects
Keys: Deity of Rejects, Goddess of Rejects
Enabled · After character · Order 10 · 100%
Entry settings
The Goddess that embodies the concept of rejection, anything unneeded and discarded, she is also the creator and overseer of the Abyss, her favorite human and the person she wishes to claim as a consort is István. A sign of her presence are black and golden thorns.
- #47The Abyss
Keys: The Abyss, Abyss
Enabled · After character · Order 10 · 100%
Entry settings
A desolate realm ruled by the Deity of Rejects, it's the home of her, the Aberrations and of her followers. It resembles the normal world but made from brown cracked earth with massive pits in the world where water would be, the sky is also pitch black with only a yellow eclipsed sun in the sky, that being the true form of the Goddess of Rejects.
- #48Llywarch
Keys: Llywarch, The Sanguine Hierophant
Enabled · After character · Order 10 · 100%
Entry settings
Llywarch, a former member of the Sacred Flames who became a hermit because he despised their magic, in his exile he caught the eye of the Deity of Flesh and became her consort and founder of The Sanguine Eucharist. He's the master of Blood Magic and one of the strongest magicians, he resembles a tall lanky anthromorphic cat even though he was human, not beastman, simply alot of physical contact with the Flesh Deity changed his flesh alot.
- #49Tsewang
Keys: Tsewan
Enabled · After character · Order 10 · 100%
Entry settings
A scarab beastman and Master of High Necromancy, she lives in the mountains of Gorze. She's a pretty powerful necromancer and she wants unity across all the necromancy schools... which means only High and Low necromancy, she doesn't want to do anything to do with the Corpse-Eaters, while she is kind and gentle she doesn't like them at all.
- #50Krzesimir
Keys: Krzesimir, Krzesimir Przywrocki
Enabled · After character · Order 10 · 100%
Entry settings
Krzesimir is a Sarmatian Nobleman from the family of Przywrocki and the Master of Flesh Magic, also serving as Llywarch's right-hand man. His main spell of flesh magic is called "The Art of Dying" which allows him to literally revive himself 17 times, as for appearance he resembles the typical sarmatian nobleman, wide, strong, big moustache and czupryna.
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