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Post  Ramsus on Mon Jul 14, 2014 2:35 am

~1000 years ago, back in the age of "hey look at this thing I made, I call it.... the sword!", gods descended upon the world of [name]. Not immortal gods of overwhelming might and heights above the concerns of mortal men, but beings of magic that formed and shaped the nations of the world before they eventually passed on after living many a lifetime's length.

Magic in [world name] can be learned by anyone, in the same way science, art, or any other profession can. It's difficult to learn and some have more natural talent for it than others, so there still are not an overwhelming amount of magicians in the world compared to other professions.

Nation 1:

Deity: [name], female. Born: X. Died: X.
Magic: Necromancy (life & death)

Necromancy is formally split into White and Black necromancy. White being healing and plant control, Black being creation of most undead, causing death or decay, speaking with the dead, etc. Not officially recognized as its own category is what is called Grey necromancy which involves the alteration of life, such as changing features or body parts or adding new ones.

Typical Spells: Wound healing, disease curing, gentle passing, rot, speak with dead, control plants.

Major Rituals

Create Gilded: This ritual is mainly practiced in [name], the political capitol of [nation]. It splits the soul of a recently departed person into two unequal parts. The lesser part going to their skeleton, coating in some kind of metal depending on their status in life, and the greater part going to an object of some significance to the departed. The gilded skeleton can perform tasks that do not require creative thought. The object can become animate in unusual ways and speak with the departed's voice on subjects of relevance to the nature of that object. (For example a painting of a historical battle might become a moving picture narrated by the departed.)
Steel Gilded: These gilded are made from departed honored warriors/guards. Their souls are split equally between their skeletons and suits of armor that will fight to guard any location in [region] they are commanded to.

Create Bone Golem: This ritual is mainly practiced in [name], the industrial capitol of [nation]. It takes the souls and bones of many different departed and forms them into machine/robot-like golems of any structure the ritual caster can imagine. An analogy for what happens to the souls is that they are made into soul-hamburger.

Create Revenant: This ritual is mainly practiced by [nation]'s military. It takes the souls of several recently departed and forms them into one human-like being. One of the souls becomes the dominant one (this typically being the soul of an exceptional soldier or magician or whatever) and the other souls meld into it. The revenant itself looks much like a human with their skin removed and their flesh hardened and blackened with some portions of their bodies missing and instead occupied by blue/green spectral flame/energy. This spectral flame causes any flesh it touches to necrotize and decomposes other organic matter as well. Revenants are very difficult to destroy, though somewhat more easily by magical means. To make matters worse, they also slowly regenerate any damage (fully recovering from near destruction in a few hours, more minor damage healing in a matter of minutes). Additionally each revenant has some special ability. Some are stronger or tougher or faster, some can throw gouts of spectral flame, others can telekinetically move objects (including people), others have more unusual abilities such as being hard to notice or being able to pass through solid objects.
Lich: This is the name for revenants with three or more special abilities.
Wraith: These revenants are made entirely of spectral flame and can fly and are intangible. Some of them can also telekinetically move objects. They cannot be destroyed by non-magical means (in fact most physical attacks simply pass through them harmlessly), but they are more easily destroyed by magic than other revenants. Even if they are not destroyed, they can be discorporated, which causes them to turns into wisps of spectral flame that cannot act nor causes any harm as it floats along on the breeze. However a discorporated wraith will eventually reform, usually in about an hour.

Create [name]: This ritual is mainly practiced in the [name(s)] region(s) of [nation]. It takes the soul of a departed as well as their hands and eyes. This creates a pair of animated hands with eyes inside the palms (in protective cages of bone or flesh made by the hands after the ritual is completed). The [name] act somewhat like a cross between a playful pixie and a spider. The [name] can apply force as if it were still attached to a body, albeit only with the strength of a child for any lone [name]. [name]s make nests and webs of hair and sinew and bone, generally in bell or clock towers or similar structures or merely any abandoned buildings or caves in the nearby area. [names] also serve as protectors/the police force in their local area, attacking any criminals they spot and meting out more or less appropriate punishment. Even if no [names] witness a crime, suspected criminals will be brought into a local hive where several [names] will stare at them eyes to eye with the accused. If the accused comes back out again they are assumed to have been innocent or appropriately punished.
The [names] themselves will either create or form into (it's unclear) larger  forms. Typically only one very large one or a few smaller (cat or dog sized) ones, depending on the population size of the area. These forms can look like pretty much anything, though their make of dead flesh and bone is always clear. A somewhat more common one is a dog sized one made out of bone with 2-8 legs, some kind of long skull (dog, cow, horse, etc), and hands for all of its feet.
Cultural note: This ritual is performed for (not by) almost all residents of the practicing region(s) and most people have some kind of plan for the appearance for their hands turned [name]. Sometimes that's no treatment at all, or being skeletal, or being elaborately painted or tattooed.

Create Vampire: This ritual is mainly practiced in the [name(s)] region(s) of [nation]. It involves the sacrifice of one dying person between the age of 6 and 60 for the sake of another. The blood drains from the sacrifice and into the to be vampire. During this process the vampire is blood bonded to either their own bloodline or that of the sacrifice. Anyone of that bloodline (within certain degrees of distance) can command the vampire and they must obey. Vampires gain the remaining combined natural lifespan of both participants (ignoring the circumstances of what brought them both to near death) and have greater physical aptitudes than regular mortals (though their physical capabilities do not decrease with old age). They are somewhat pallid and their eyes are a bit light sensitive. They age at an average rate dependent on their remaining years. They also often have a special ability of some kind, dependent on the bloodline they are bonded to. Vampires must drink blood to survive. However they prefer the blood of their bloodline as with it they life somewhat longer (gaining up to an extra decade of life) and without it they enter a sort of listless half-asleep state where they are still capable of tasks, even combat or espionage, but are clearly not completely "themselves". Vampires whose birth bloodline and sacrifice's bloodline are the same are somewhat more powerful. Vampires, like revenants, regenerate, but at a slower rate.
Cultural note: It is considered murder (and one most foul) to intentionally bring someone near death just for the sake of being part of this ritual.

Create Ghoul: This ritual is mainly practiced in the [name(s)] region(s) of [nation]. It does not require souls at all, merely a corpse and a specially prepared plant of virtually any type. It infests the corpse with the plant, which then roots itself in and can control the body, making an undead of animal-like intelligence (though not a very bright animal). The plant ever so slowly will eat and replace the flesh of the corpse and must be magically pruned to prevent it from eating the bones and causing the ghoul to collapse into a formless mess. Ghouls will typically have leaves or flowers growing out of them depending on the plant. Also they smell quite unpleasant due to a combination of being a decomposing body and scents the plant produces. In fact the level on unpleasantness can be altered to be anywhere from simply mildly unpleasant to likely vomit inducing. Ghouls regenerate with similar speed as revenants, the damaged flesh being replaced by plant matter.
Wood Wight: A ghoul made with a tree. These ghouls are allowed to have their bones replaced, as they get replaced with wood. Additionally their skins become covered in bark and eventually they become entirely wooden.
Ghast: A ghoul that due to special plant preparation/selection and a slightly different ritual is capable of producing odors so foul it is capable of sometimes causing men to lose consciousness.
Man-Eater: A special type of ghast made from carnivorous plants that instead of producing foul odors, emits pheromones and pleasant smells that subconsciously lures opponents towards it (preferring to be near the nice smell than the terrible one or perhaps mentally underestimating the threat). The scents it produces are strong enough to block out the detection of a ghast's, but will not diminish the ghast's effectiveness as the combined odor-cloud will actually produce not only a sensory overload but also make an area of very low oxygen, causing people in the area the suffocate.

Language & closest real world equivalent: [name] (Latin)
Physical features of populus: Italian & Greek with darker skin tones in the west
Currency: Smith Marke (tin square coin with rounded edges and circular hole in the middle the size of a nickle), Baron Marke (bronze pentagonal coin the size of nickel), Marquis Marke (silver hexagonal coin slightly larger than a quarter), Duke Marke (gold octagonal coin the size of a dollar coin), Council Marke (platinum circular coin about twice the width of a dollar coin)

[nation] was founded by [diety] after she gathered together a group of the most prominent people in various fields as well as those nobles and warlords she deemed worthy and formed a council to govern. While she had the final say, she respected the opinions of those on the council and would often heed them if most objected to one of her ideas. After her death, while her descendants were still prominent members of nobility and one always holds a place on the Council they were merely "the first amongst equals" rather than having a final say in matters.

[nation] is wealthy in animals and plant-life due to necromancy as well as the most advanced scientifically, especially in medicine, as well as also having many rich mines. Due to having no coastal territories they have no navy and eat very little in the way of fish.

[nation]'s regions are ruled by either nobility granted their lands by the Council or lands determined by the Council to be allowed to hold elections for local governing positions. This odd mashup is a result of the Council having done a mostly good job of weeding out the worst nobles and then about X00 years ago there was a time where some of the nobles became complacent that the Council would not take their lands from them and became more and more corrupt. Eventually there were rebellions in those areas and a number of those region's peoples demanded the right to elect their own governors and mayors. The Council tried bargaining and negotiations, but most of said areas would not accept a new noble, so bad were the predations of the previous ones and so the Council gave in, keeping the right to remove elected officials if they felt it necessary.

The Council has had a changing number of members, but never more than 18. Currently the Council positions are: Councilor of Farms, Councilor of Smiths, Councilor of Merchants, Councilor of Tradesmen, Councilor of Finance, White & Black Councilors (as in white & black necromancy), First & Second Military Councilors, Councilor of Foreign Affairs, [Deity] Seat, First, Second, & Third Noble Seats.

The First, Second, & Third Noble Seats are all equal and are just named so for ease of designation. The same goes for the First & Second Military Councilors. The Councilor of Finance is seat normally held by someone from the nobility and deals with taxation and international & government financial issues and the like, whereas the Council of Merchants mostly deals with the needs of merchants and the affairs of national commerce. The Councilor of Smiths is more about technology than it is actual smiths, though it covers them too due to tradition. The [deity] seat is a noble seat appointed to a descendant of [deity] and they hold the power to break ties.

The Council elects it's own members and seats are held for five years (though staggered so the council is not completely changed every five years), though there is no limit on re-elections (though due to the level of politics involved the only seats that stay unchanging for lengths of time tend to be the military seats, foreign affairs, the [deity] seat, finance, and sometimes the white & black councilors as they have the easiest time determining "the most prominent" in their field as a direct contest is actually feasible.) However, nepotism is heavily discouraged both traditionally and as a side effect of political maneuvering. Once elected a Council the Councilor and their immediate family (that they choose to grant the privilege to) become nobility and retain that status even after they cease serving on the Council. In the rare event a ruling noble or elected official of a region is elected to the council they give up their previous position. (In the case of ruling nobles, they must select and heir and name them ruler of those lands if they accept the council seat.)

Why magical biological warfare isn't a thing:

About X00 years ago [nation] was engaged in war with all of it's neighboring nations. An ex-military gray necromancer invented a magical disease (dubbed the Rot Plague) and unleashed it in various locations in those nations. It quickly spread, even finding it's way back into [nation]. The death toll was severe and the projected death toll was so high that the Council immediately appointed several of it's most prominent magicians the task of finding a cure. It had already been determined that regular methods of necromantic healing would do little to combat the disease. The solution they eventually found was a ritual that is unusual in that it was what would be called a clever, complicated, and a somewhat brute force method. In usual circumstance maybe two of those descriptors would apply to a healing ritual, but all three is exceptionally rare. The ritual would cure the disease by doing something that in other situations is an impractical solution to combating disease; killing the strain of disease itself. Normally this fails to produce worthwhile results as natural disease mutate too frequently for this to do more than kill off this month/year's most common strain and it takes such a large amount of magical power that it's incredibly difficult and time consuming. However in the case of the Rot Plague there was only a single strain, and though it was incredibly widespread they found two ways to provide the necessary magical strength to cast it. The first was to sacrifice the creator by causing the magical strain of the casters to fall solely on him. The second was to draw on the life force of the infected. This resulted in a third of the infected dying, however this cost of life was not met in the typical fashion. It was not the weak or long infected that perished. Instead the ritual claimed lives among the infected completely at random.

The ritual was a success and though many were strongly upset with the method of the cure, on an international scale it was viewed as an act of good will and ended the war as it cost lives from [nation] in equal measure as it did anyone else. This good will was bought on the premise that being a magic ritual, [nation] could have decided to have it's magicians spend extra time and create a ritual where they could have determined which lives would have been taken. Of course some think that this was an intentional decision by a manipulative and cunning council to end the costly and unfavorable war they had on their hands. There were even several violent actions taken by conspiracy theorists who saw darker implications in this action and those who felt betrayed by their own nation's choice to take the lives of their loved ones for the sake of those they were at war with.

Nation 2:

Deities: [name], male. Born: X. Died: X. [name], female. Born: X. Died: X.
Magic: Elementalism (fire, ice, crystal, and enchantment)

While the name of the magic is elementalism, that is simply the name they chose for it and it does not extend to other "elements".

Typical Spells: fireballs, ice spears, rays of frost, crystal spikes, crystal armor, blinding flashes, confusion, suggestion.

Major Rituals

Create and Bind Elemental: This ritual creates an elemental of pretty much any shape the caster(s) choose and of sizes that depend greatly on the specifics of the ritual and the strength and skill of the casters. These elementals are made of fire, ice, crystal, molten crystal, snow, or ice and crystal. Binding is a separate ritual that allows control of the elemental without having to constantly cast spells to keep it in line and also serves to keep the elemental from breaking down and vanishing for a longer period of time.

Magic Missile: This ritual captures a compressed volume of explosive force or napalm-like fire inside of a hollow missile of crystal or ice and prevents the contents from losing or releasing their energy until the missile's shell is cracked. Typically these are fired from ballista, but they can also be shaped into spheres and fired from catapults or the like. Despite all attempts, nobody has figured out a way to scale down this ritual for personal arms. Though it's predicted that even if they did, it would not be worth the length of time and energy the ritual would require even on a smaller scale.

Mass Enchantments: While outright mind-control spells are the stuff of tall tales and pulp fantasy stories, this kind of ritual allows a group to cause many individuals in an area to suffer the effect of a regular enchantment spell. Though individuals still mentally resist the spell on their own, the ritual can also be modified to make the spell harder to resist. Of course this requires more time and energy on the part of the casters and by no means makes a spell irresistible.

Language & closest real world equivalent: [name] (Gaelic)
Physical features of populus: English, Irish, Scottish, French
Currency: As [nation] is rich in gems and can even magically encourage their growth, their coinage is all shaped gemstones. It should be noted that due to the nature of gemstones the coins are not exactly uniformly shaped. All the coins share a roughly rounded rectangular shape and are of roughly the same size. The coins are simply known by the name of the gemstone and come in as many varieties. Sometimes higher value cut gems are simply treated as if they were coins, like diamonds or emeralds for example. Even moderate value cut gems are occasionally traded this way.

[nation] was founded by the twin deities, [deity 1] & [deity 2] as the monarchs. [deity 1] was passionate and hot blooded in all things, where [deity 2] was cool headed, usually emotionally distant, and held an obsession with beauty. Prior to the deities, the lands of [nation] had fairly different cultures and values, though on the whole they were family and community oriented. One of the most notable changes the deities made was that marriages were not legally recognized (and eventually stopped being culturally recognized as well). The result is a nation of community families, rather than nuclear ones where children are raised as much by the local community as their own parents (assuming by some oddity they live with both) and households and rooms change ownership in an informal and regularly occurring manner. In fact, anyone living in [nation], especially children, will typically spend a night or two in each week in a bed house that is not "theirs". That said, the people of [nation] still have a sense of property, even if they are more prone to sharing and generosity within the community than others of other nations. There are also a fair sized minority of people who prefer a measure of privacy or even seclusion and the language even has phrases that mean things like "leave me alone, I do not wish to be bothered" that are not treated as rude or off-putting. In many ways the culture of the people has come to mimic the attitudes of their twin deities, very passion and purely pragmatic attitudes that would be too extreme in other lands are seen as normal and even perhaps favorable.

After the deaths of their deities, the old monarchies tried to take back their thrones, but the people stood firm and united in the view that this would not happen. The resulting government was one off twin leadership by two elected positions, the Patriarch and the Matriarch. Each holds their position for ten years, with the election of their new counter-part halfway through their own term in office and neither position can be held by an individual for more than a single term. Aside from those limits, as long as the two are in agreement on something they have pretty much full control of the nation.

If you're wondering why descendants of the deities have no special role in governing, this is because both [deity 1] and [deity 2] had so many different mates that at this point it would be hard to disprove anyone in [nation]'s claim of deific ancestry.

Aside from having a great wealth in mines, [nation] also produces the finest metal alloys in the world due to elemantalism-based or enhanced metal processing and refining.

The Metal Trade:

Due to their superior techniques in metalwork and superior quality of metals, it is illegal in [nation 1] and [nation 2] to trade any sizable quantity of metal that can be made into weapons with other nations. This applies both ways. Merchants attempting to sell low quality iron from [nation 3] in [nation 1] or [nation 2] without making clear that is what they are selling are liable to find themselves in a jail or dungeon, assuming they don't find themselves hung first.

Nation 3:

Deity: [name], female. Born: X. Died: X.
Magic: Aeromancy (wind, flying creatures, flight, illusion, color, fabric)

Aeromancy mainly concerns flying creatures, making things move through the air, and illusions. A bit of [deity]'s personality shines through in that it also allows for the changing of colors and the shape of clothes. This magic has been used to create entirely new breeds of birds, flying insects, and bats.

Typical Spells: change color, change fabric shape, bird call, insect swarm, flight, gust of wind, illusory object.

Major Rituals

Create Roc: This ritual causes a flying creature to massively increase in size. Considering the small size of the creatures it can effect, there is a wide range of the size increase, though the upward limit is beyond even the size of a house. It also causes the effected creature to become proportionately stronger and tougher than a simply enlarged creature would be. It also makes them docile enough to be ridden and grants them the basic intelligence to understand riding commands as well.

Permanent Flight: This ritual only works on objects, not living creatures. It causes them to be able to float in the air and fly in any direction with specific magical commands, or even with some physical method of control if that method is built into the object. The rules for this flight can be quite varied, from the intentionally random flight of child's toys to the tightly controlled flight of small and quick flying ships.

Massive Illusions: This allows the creation of permanent illusions on a scale larger and/or more detailed and complicated than would be possible for a single magician to make.

Language & closest real world equivalent: [name] (Japanese)
Physical features of populus: asian, very light skinned in the northern half, very dark skinned in the southern half.
Currency: [name] (penny sized tin crescent shaped coin), [name] (copper donut-shaped coin), [name] (bronze circular coin with a square hole in the center), [name] (silver rectangular coin), [name gold rectangular coin), [name] (jade rectangular coin)

[nation] was founded by [deity], a diety with bird-like feet, faerie-like wings, and the head of a falcon. [nation] is divided into two "halves", though the northern "half" is quite a big larger than the southern. In the north the land is largely canyons, steep mountains, natural spires of rock, and deep caves. In the south the land is less rough, but is mostly covered in the northern reaches of the same jungle as [nation 4].

[nation] is ruled by an empress descended from [deity], who then appoints councils to govern certain areas or to handle certain tasks.

Culturally, [nation] is much like ancient Japan, aside from a lack of gender-bias, and with the addition of being extremely colorful and a strong enthusiasm for fashion. Though there are also aspects of other asian nations in their culture as well. Notably pretty much all of the weaponry and martial arts.

A large portion of [nation]'s iron is of poor quality and requires pattern welding to produce viable tools and weapons.

In addition to [nation]'s main military force, they also have several smaller military groups that serve more specialized roles or are made up of elite warriors with better equipment and different training than the common soldier. Examples: Samurai, ninja, warrior-monks, and various schools of martial artists.

There are very few horses in [nation] and their cavalry typically ride chocobos, a bird that they magicians engineered specially for the purpose of being a mount. Despite their small wings for a bird of their size and their unsuited body shape, some chocobos can fly. Other's have other unique traits. Some of which exist specifically because of arrangements made with [nation 4]. While chocobos are not quite as strong as horses, they have greater endurance and are more agile and intelligent, making them highly desired and expensive, especially in other nations.


Skyreach: the capitol of [nation]. Encompasses the entire exterior of a lone steep mountain as well as a massive tower that reaches up into the heaves. Is the tallest man-made structure on [world]. Has magical defenses and features that includes a swirling wind that makes it possible to breath above the lowest levels of the tower despite what would otherwise be very thin air.

Azurgard: A floating island in the sky that travels throughout [nation] in an orbit around Skyreach. Was made from an island that [deity] pulled out of the ocean and flipped over so that the once volcanic mountain on it faces downward. Has a large lake in the center. Has a moderate climate largely all year round due to it floating over the southern reaches of [nation] during winter and the northern reaches during summer.

Nation 4:

Deity: [name], female. Born: X. Died: X.
Magic: Fleshcraft

Fleshcraft concerns altering the shape and nature of living beings. It is largely divided into three kinds of uses. Creating monsters, shape shifting (typically) into animals, or shape shifting into lycanthropic forms. Monster creation is the only major ritual and it is of course incredibly varied and different in each application. Those who practice shape shifting into animals are normally refereed to as shape shifters or simply shifters, while those who practice shape shifting into lycanthropic forms (usually only variations on one kind) are called lycanthropes. It is very unusual for any one person to be capable of using more than one of these three sub-types of fleshcraft and most shape shifters and lycanthropes only know a few different forms. For example: a shape shifter might know how to turn into a wolf, a bear, a snake, and lion. Whereas a lycanthrope whose animal type is a wolf might be able to do a shift anywhere between having wolf ears and a heightened sense of smell to having a form fully half way between man and wolf that only moves around on all fours, but they would not have any forms related to any other types of animal.
Language & closest real world equivalent: [name] (Mandarin) (No written language.)
Physical features of populus: originally very dark skinned asian. More details below.
Currency: None. Barter economy.

[nation] isn't really a nation at all, rather a huge jungle. It lacks anything even approaching a formal government. The people are organized into clans of widely varying size, some of which are stationary, some are nomadic, or somewhere in-between. There are also plenty of individuals who wander alone or in very small groups for various reasons, the most common of which is being leaving their clan for some reason or the rest of their clan having died off. Which became much more common after the arrival of [deity] a shape changing god whose most recognized appearance was of a woman with insectile legs, snakes for hair, horns, large sharp teeth, eight spider-like eyes, large bat-like wings, clawed hands, and the tail of a lion. [deity] began her work of creating monsters, at first indifferent of humans. When she saw how they managed to survive and adapt, she took some fondness of them and taught them fleshcraft. Whether this was because she favored them and wanted them to survive or simply wanted to ensure more monsters came into being than she could make alone is a matter of never-ending debate.

While there is no government, there are a few clans of large enough size to be small cities.

The creation of monsters is also a heavily debated subject in [nation]. While overall it is acknowledged to generally make life harder on everyone, many clans make monsters in the intent of having them perform specific tasks. One of the most common tasks of this kind is defense, and while wild monsters are hard (if not impossible) to domesticate and train, one can train a create and then turn it into a new kind of creature and it will still have it's memories, though it's behavior may now be changed. Other clans think that making monsters is an inherently evil act and seek to kill monsters and any who would create them. Of course there are many views in-between. Also notable is a clan that is said to descend from [deity] who view the creation of monsters as their holy duty. While not popular for their activities, other clans don't strike against them for fear of some kind of reprisal from [deity] or some creature she created to protect them.

The people of [nation] originally had the same features as those in the southern half of [nation 3]. However something about the magic of fleshcraf has caused them to have different features every generation. For example, one might have most of the same features of their parents, but will also almost certainly have one or more features unlike either like hair or eye color, skin tone, or all sorts of different kinds of body or facial differences that might fall anywhere within the range of all of humanity (including of course some features not present anywhere at all irl, like pointed ears) and even some beyond (like strange hair and eye colors). There is a kind of sub-race of humans that has come about that is mostly those who are descended from shape shifters or lycanthropes. They are simply called beastmen, though the variety is just as large as the variety of "normal" humans in [nation]. Beastmen can have anything from an extra set of animal ears (or even only animal ears) to fur, scale, or feathers in particular places, or clawed hands, or tails, or even largely decorative small wings. Due to their more varied genetics, [nation] has somewhat larger percentage of birth defects. Those that have to do with animal parts may be fixed via learning lycanthropic magic, but otherwise two major things happen with such children. Either a ritual is performed to sacrifice them to appease/gain the favor of a particularly powerful monster (such as a dragon) or the clan attempts perform the monster creation ritual on them in hopes of making the child into some kind of demi-human creature that would provide some kind of benefit to their clan. While the later practice more often than not kills the child, this has resulted in a few demi-human races, though most are infertile. The most notable demi-human races are various kinds of lizardmen, merfolk, goblinoids (like goblins, orcs, ogres, and trolls), and faeries.

Nation 5:

Deity: [name], male. Born: X. Died: X.
Magic: Calling

Calling concerns water, storms, lightning, and summoning sea monsters.

Typical Spells: water whip, lightning bolt, purify water, thunderclap.

Major Rituals

Call Storm: This ritual is used to create or diminish storms of just about any type and size from rain, to blizzards, to hurricanes.

Kraken Call: Despite the name, this ritual summons the nearest sea monster, if there are any vaguely nearby, to travel to the summoner's location and aid them. There is only one ritual for all kinds of creatures, so the caller never knows precisely what will respond to the call. What varies depending on the strength, skill, and number of participants in the ritual is how far the call reaches and how long the sea monster will aid them for. The companion ritual to this one is one to make a sea monster leave. It's primarily used so that a summoned sea monster that has now done what it is compelled to do doesn't stick around and go on a rampage. It should be noted that while just about any sea monster can be compelled by the call, not all of them are particularly happy about it.
Language & closest real world equivalent: [name] (Middle English)
Physical features of populus: Romani & African of various skin tones.
Currency: They use coins from all other countries, but make none of their own save a special coin call the Favour. The Favour or the Admiral's Favor Coin, is made by Admirals on a individual basis for someone who has done a great personal favor for that Admiral or the Admiralty as a whole. The worth varies from circumstance to circumstance, but the intended value is the sparing of one's life by an admiral in most circumstances. The Favour itself is a large gold coin with the symbol of the Admiralty of its origin.

[nation] is not truly a nation, but a collection of monarchies called Admiralties. This is because for the large part [nation]'s people live on or near the sea, many Admiralties being nomadic and rarely stepping food on dry land. Of course there are many permanent settlements, but these are also known as Admiarlties. Admiralties are ruled by Captains of ships (even if that "ship" happens to be a land locked town) who in turn answer to an Admiral. [nation]'s people are largely viewed by outsiders to be raiders, thieves, and pirates and that view is hardly incorrect. All the same they do have their own code of honor and they do have laws and farmers like anyone else.

To ward of the dangers of inbreeding, Admiralties regularly have volunteers go on a pilgrimage to another Admiralty and become citizens of that one. Often the pilgrims are young people who the pilgrimage serves as a rite of passage into adulthood and there is an amount of beneficial status at having completed a pilgrimage, so they rarely find themselves in a new admiralty with no connections and at the bottom rung of society.

As people are not bound to stay part of any Admiralty, there is a sizable portion of the population who simply wanders to and fro. Because of this it has become not uncommon for someone to have multiple spouses in different locations and this has become culturally acceptable to the point that news of such is neither shocking nor scandalous in any way.

Nation 6:

Deity: [name], male. Born: X. Died: X. Brother of [deity 7 & 8].
Magic: The Script

The Script as practiced by [nation] mainly concerns earth, stone, sand, golems, blessing talismans & charms, and shikigami.

Spells of the Script are cast in two main steps. The first is preparation, where one writes a word or words of the language of the Script in magically charged ink on a piece of wood, paper, or parchment made from a magic infused tree to create a talisman or charm. The second step is magically activating the talisman or charm and touching it to an appropriate surface or throwing it into the air depending on the spell.

Typical Spells: sandblast, rock spears, boulder toss, quicksand pit, talisman of strength, charm of protection from metal, charm of protection from magic, shikigami scout, shikigami harrier.

Major Rituals

Create Golem: Half of this spell is actually physical construction of the body of a golem. The second half is creating a proper animating scroll for it. The scroll is placed somewhere inside the golem's body and then the golem comes to life, serving the will of its creator or anyone the scroll designates. If the scroll is destroyed, the golem reverts to simply being an inanimate object. Golems can be made in pretty much any shape and size, though traditionally they are made in humanoid shapes. ([nation]'s golems are typically made from earth, sand, stone, or clay.)

Create Ward: This is basically just a scaled up version of talismans or charms to do things like protecting an area. It can be used to create some unique effects any single talisman or charm could not though. Typically wards require several talismans or charms around an area and the ward functions so long as the talismans or charms remain in place. The effects of the ward will diminish over time, but the time frame is generally in years rather than seconds or minutes as with regular blessings.
Language & closest real world equivalent: [name] (German)
Physical features of populus: German, Polish, Dutch, French
Currency: [name] (a short rectangle of copper), [name] (a slightly longer rectangle of bronze), [name] (a slightly longer rectangle of silver), [name] (a slightly longer rectangle of gold)

[nation] was founded by [deity] who believed in strict order. He founded a church and made tenants for the people to follow and that church has dominated [nation] to this day, resulting in a theocracy. The land itself is austere, if somewhat beautiful in some place, as it is largely tundra and desert with the two overlapping to a great extent creating dunes of sand and ice crystals.

The land used to be less sandy and more mountainous, but prior to his death [deity] was working on a grand ritual to transpose the earth of the mountains into various canyons and deep valleys across [nation] in order to create more flat land for farming and cities. However he died before completing it and the magicians of nation tried to complete it themselves. For the first several generations it seemed to have worked fine. However eventually it became apparent that they had done something wrong and great parts of the mountain were turning into sand. Nothing they tried could stop it and it became a famous lesson in hubris.

Currently [nation]'s people are divided amongst various sects. After various upheavals, the original "sect" and office of Grand Cardinal is once again officially recognized by all, though it's role is diminished. Now rather than determining day to day policy and goals of the people on a smaller scale, they are largely concerned with keeping the original tenants and traditions enforced and with more standard federal level governmental roles. The other major sects are divided in their views on new tenants and traditions or wishing to do away with or change old ones and their view on other nations. One wishes mainly to stick to the old ways and simply secure their borders. Another wishes for invasion and conversion of other people's to their ways. One that used to exist was somewhat inspired by the people of [nation 7] and wished for more freedoms and to adopt slavery (only of foreigners of course).

The spellcasters of [nation] are mainly divided into three types. Clerics which are essentially priests with magical training, Paladins which are a mix between clerics and military officers/lawkeepers, and Templar. Templar are mainly focused on combat and magical training than theocracy (though they're still quite zealous all the same). Their role is to eliminate or punish heretics and monsters. Unlike Clerics and Paladins who are practically trained from birth, Templar allow adult volunteers and often force Script practitioners who are not part of the church into their order rather than kill them. The ranks of Paladins are largely filled with orphans and children given to the church at a very young age.

Nation 7:

Deity: [name], female. Born: X. Died: X. Sister of [deity 6 & 8].
Magic: The Script

The Script as practiced by [nation] mainly concerns earth, stone, tar, ash, lava, golems, cursing talismans & charms, and shikigami.

[nation]'s golems are much the same as [nation 6]'s, but theirs are made from clay, tar, ash, or even rarely lava. (Part of the scroll's magic for lava golems is to not get destroyed by the lava.)

Their talismans and charms are generally geared towards curses or harmful effects rather than beneficial effects. Though they can still make wards, these tend to work out somewhat darker in nature. Which is also the case for their shikigami.

Typical Spells: rock spears, boulder toss, tar pit, eruption, talisman of weakness, charm of shared pain, charm of rust, saboteur shikigami, stinging shikigami.

There is a special ritual that those of [nation] lay full claim to. One that grants oneself a form more similar to [deity]. People who have undergone this ritual and survived are called Tieflings and their skin changes to a red or reddish tone, their eyes become red, lavender, or black, they grow a devil-like tail, and they grow horns of various kinds atop their head. Their personality also shifts slightly more toward sadism and a lack of empathy and they develop a taste for meat either being nearly raw or charred and become more tolerant of spices. Additionally they become highly resistant to fire and heat, as does anything on their person, and they even gain a lesser resistance to acids.
Language & closest real world equivalent: [name] (Russian)
Physical features of populus: Russian and South American
Currency: Their coins are roughly circular and are simply called by the name of whatever metal they are made from. They come in different sizes depending on where they were made.

[nation] was "founded" by [deity] who believed in freedom and survival of the fittest and hedonism. She toppled the old kingdoms and taught the people that no one was master over them for longer than they were standing there with a blade to compel them. What developed was a land of anarchy. While the rule is not quite "kill or be killed", one can essentially get away with whatever they can get away with. The people have a general cruel and apathetic streak and thievery and violence are relatively commonplace.

The land of [nation] is a hot, harsh place. With desert to the north and jungles to the south and active volcanoes all around. The volcanoes are due to [deity] having intentionally setting off several dormant ones during her campaigns and even having created some new ones, one even just to show that she still could in her later years.

Nation 8:

Deity: [name], ungendered. Born: X. Died: X. Sibling of [deity 6 & 7].
Magic: Mimetergy

Mimetergy concerns mimicking or metaphorical aspects of subjects depicted in tattoos made with magically charged ink. The person with the tattoo can activate their magical tattoos with simple magical commands and they can have an unlimited range of effects, though the specific tattoo always has a specific effect, though some are more broad than others. Mimetergy can only produce tattoos relating to something the tattooer has personally seen or experienced, though the tattooer can also attempt to copy another tattoo even if it's something they aren't familiar with. In some cases, such as simple animals and other very mundane subjects, the tattooer may not even need to have ever seen the subject. Mimetergy can even mimic spells of other magical traditions, though this is still difficult to do and the chance of success is higher if the tattooer was effected by the spell they are attempting to mimic. Mimetergy also allows a person to move their tattoos around their body and many people who are not otherwise practitioners of mimetergy know this spell as [nation]'s culture includes a lot of mundane tattoos as well. Mimetergy has no "rituals", but there are special tattoos secretly passed down from [deity] or discovered by other means that have original effects, though these are often secrets held by few people and are not well understood.

Magical tattoos can, depending on the kind, power, and skill of the spellcaster, be permanent or impermanent. Some tattoos vanish after they are used, others fade away a bit each time they are used until they're gone, and others still might fade to nearly nothing only to return to their original darkness after a period of time and can be used again only then. Some might even leave the caster and become affixed to another person or object until their effect ends (or forever if the effect is permanent). In theory if one could remove such a tattoo the effect would be removed as well.

Typical Spells: tiger claw, cheetah sprint, frog leap, snake constriction, unmoving rock, flowing stream, fire breath.
Language & closest real world equivalent: [name] (Hindi)
Physical features of populus: Spanish & Indian
Currency: Each coin represents one of the major cities of [nation].
[name] (a copper ^) (city: X), [name] (a copper four pointed star) (city: X), [name] (a bronze flat cone) (city: X), [name] (a bronze triangle) (city: X), [name] (a silver ~) (city: X), [name] (a silver circle with a cut out half circle inside) (city: X), [name] (a silver hollow square) (city: X), [name] (a gold circle with a triangular hole) (city: X),  [name] (a gold X) (city: X), [name] (a coral arch) (city: X), [name] (a platinum half circle) (city: X)

[nation] already loosely considered itself a nation, with cities that basically acted as separate kingdoms with their own ways of doing things, before the arrival of [deity] and that suited [deity] just fine as they had little interest in nation building. [deity] was a mischievous, hedonistic god, but was not cruel like its sister and had an appreciation for both art and honor. [deity] brought forth an artistic culture of tattoos and magic to go with them, and also formed a criminal organization that became a sort of secondary class system of [nation]. After [deity]'s death, the organization split itself between several leaders, some [deity]'s offspring, others [deity]'s highest ranked men & women. After a long period of clashes between the gangs, things eventually worked things out so that each gang had a home city and would more or less not interfere in each other's business aside from doing mutually beneficial business together. Of course this isn't a formal agreement, though some gangs do have formal agreements with others, and new gangs still rise up or split off so there's always still some amount of tension. All the same, the gangs have been a major presense for so long that [nation] more or less officially recognizes the criminal class system and thus you will see crime bosses at the same events as the upper crust of regular society.

Nation 9:

Deity: The Devourer, ungendered. Born: X. Died: X.
Magic: Psionics

Psionics concerns creating objects of and manipulating force and psychic energies. Psychic energies typically have no physical effects and only effect the mind of living creatures. Psionically created objects are temporary, though with the right ritual and the necessary effort and time these objects can be made permanent. Like any other object, they can still be broken.

Typical Spells: Telekinesis, telepathy, force weapon, psychic weapon, force barrier, psychic barrier, suggestion, read surface thoughts, deflection aura, high jump, featherfall.

Psionics is one of the few beneficial results of blood taint from the Devourer. Those that are naturally talented in or trained in the use of psionics gain jet-black eyes. However even this has it's downside. Those who become corrupted by the taint have their minds more and more twisted by madness and hatred. Though this develops differently in each person, one unifying feature is that when using psionics these corrupted individuals normally black eye burn with a bright white-red light. For this feature and the changes to their personality these corrupted individuals are known as Seethe. Seethe can use psionics in ways others cannot, such as throwing psychic pain that looks like white-red lightning from their hands that not only inflicts mental damage, but also burns whatever it strikes.
Language & closest real world equivalent: [name] (Old Norse)
Physical features of populus: Norse & Arabic
Currency: [name] (a copper coin the size of a quarter that resembles a targe), [name] (a silver coin the size of a nickel that resembles a buckler), [name] (a gold coin the size of a quarter that resembles a heater shield), [name] (an ebony coin a bit larger than a quarter that resembles a scutum shield), [name] (an ivory coin a bit larger than a quarter that resembles a kite shield)

[nation] is only thought of as a nation by those who live elsewhere as it is truly a small continent apart from the other two larger continents. In truth it is several kingdoms with various orders of knighthood with the only thing uniting them being threats from outsiders or from their god. When their god, the Devourer arrived, it proceeded to eat everything it could. Sea life, large herds of animals, crops, forests, cities, etc.

The Devourer itself resembled a Tarrasque only much much larger, with more spikes, metallic scales, poisonous breath, redundant organs (including four hearts), and large scale "anti-bodies" resembling Kruthik inside of it. If that were not bad enough, any severed parts would easily heal back together if joined and it's spilled blood would corrupt flora and fauna often into new monstrous forms.

After over a decade of terror and destruction, the people of [nation] managed to slay the Devourer. However at that point it had consumed so much of [nation]'s resources that they were left with the option of mass starvation or eating it while they raced to grow crops and herds back to sustainable levels. Eating it didn't pose many problems, aside from the danger of what it's blood might do to humans which was deemed the risk since the other options was death, as they felt that they needed to separate the bones anyway for fear that if they came back together the Devourer would come back to life and the flesh did not rot.

At the place where the Devourer's head lay in death there is to this day a large cloud of poisonous gas and for over a year whenever it rained in [nation], the rain was red with the Devourer's blood, which caused there to be new monsters all throughout [nation]. In fact the blood rains still occur on rare occasions, and not just in [nation], but all over the world, though fortunately only in regular sized rains.

Though [nation] is still divided amongst many kingdoms, there is one national scale group. The knightly order of the Jet-Eyed Knights, which all practitioners of psionics are strongly encouraged to join. The duty of the Jet-Eyed Knights is to combat monsters and Seethe as well as making sure that the Devourer's bones are not rejoined. The bones themselves of course still belong to the various kingdoms, but almost all respect the Jet-Eyed Knights' guidance when it concerns such matters. Members of the Jet-Eyed Knights are often also parts of other knightly orders or are part of the courts of a kingdom, as no group is happy to part with such valuable assets.

Extranational Organizations:

The Rangers:

This group operates in [continent 1] and are a mix of bounty hunters and monster hunters. They admit members of any nation who prove their worth and will follow their rules, which mainly concern not engaging in crimes or politics.

The Rangers started out as an accidental group of monster hunters and a bounty hunter in [nation 4] who all found themselves working in the same area and agreed that they would have a better chance of success working together. This worked out well enough that the group continued to work together and gained a small measure fame and attracted new members. The group really took off when they accepted a bounty to hunt down a mad monster creator and his monsters across national lines into [nation 3]. Not only were the people of [nation 4] impressed with their success, but [nation 3] also appreciated their efforts. Soon enough they had people from [nation 3] also hiring them. Soon enough their numbers expanded and they found themselves crossing into the other nations of [continent 1] in order to kill or capture their bounties. With no small effort, they eventual became a recognized organization by all the nations of [continent 1] and unlike any other large group of armed individuals were granted permission to cross borders as needed. Of course each nation still keeps an eye on them to make sure they aren't performing as spies, saboteurs, or smugglers. At this point they have multiple guild halls in each nation. Each guild hall has it's own customs and rules, but they all answer to the Ranger's headquarters in [nation 3]. At this point in time the Ranger's number somewhere around 1500.


[world] has 13 months which each are composed of four weeks that are seven days in length.

Days of the Week

Months of the year

Magic Items:

Magic items largely (though not always) fall into three main categories.

Enchanted Items are items that have magical properties (that may or may not be temporary) due to a spell or ritual.

Artifacts are items with unique magical properties that may not conform to any specific nation's magic and are born from special circumstance such as some epic feat or being in a time and place of significance. There's no exact science to it, so they cannot be intentionally created, though plenty have tried.

Divine Artifacts are like other artifacts, but much stronger and were made by a deity or was something they were in possession of when they arrived to [world].


For some reason maps seem to cut of right edge, but if you click view image or such it shows the full image.

Geography Map of [Continent 1]:

[Work in Progress] Ip6xw5

Nations Map of [Continent 1]:

[Work in Progress] 10pvh21

Last edited by Ramsus on Fri Aug 08, 2014 7:47 pm; edited 3 times in total
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Post  Ramsus on Thu Aug 07, 2014 12:37 am

Character Creation, System Notes, Character Sheets

Skills can be broad or narrow, though narrow skills will probably have lower DCs. That said, obviously some types of skills are still going to be better off broad.
Weapon (or shield or martial arts) group skills have 1 less + than other skills would, but gain a specialty. Using a weapon (or shield) type you aren't trained in has a -5 penalty.
Specialties are an additional +1 to a specific thing within a skill.
Critical failures occur on a natural 1 or a result of 0 or lower.
Language skills come in ranks. Rank 1 is understanding specific simple phrases and words. Rank 2 is a moderate understanding of the language. Rank 3 is fluency in the language (though if it's not your primary language it's still never quite the same level of comprehension).

Choose one skill to be at +4.
Choose one skill to be at +3.
Choose two skills to be at +2.
Choose one skill to be at +1.

You have 4 points to distribute amongst hobby/flavor skills. Each point is a +1. Max +3.

Choose 3 spells.

Choose a primary language (rank 3) and a secondary language of rank 2.

You have 6 points to divide amongst skills, languages, and spells. 1 point for +1 to a skill (max +3). 1 point to increase the rank of a language by one. 2 points to know another spell.
If you are illiterate, gain an extra point for this step.

You have two specialties for skills.

Pick one skill to be Practiced (P). That skill does not suffer critical failures.

Pick one spell to be Practiced (P). That spell does not suffer critical failures.

Pick one spell to be your Talent (T) spell. This spell is more potent than your other spells.

Pick one Extra feature. This is something like a special companion (a smaller sized monster or such), a ritual for a small elemental or such, an artifact, or a fallout-style perk.
(Perk examples: Extra Talent or Practiced. Linguist: +1 rank to any language you know. Lucky: 1/Scene reroll.)

Last edited by Ramsus on Thu Aug 07, 2014 6:39 pm; edited 4 times in total
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Post  Ramsus on Thu Aug 07, 2014 5:58 pm

Saved in case I need it.
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Post  Drago765 on Fri Aug 08, 2014 10:56 pm

Character sheet incoming! All there really is left to add for me is backstory and flavor, so huzzah!

Nation: 1
Skills: +3 One Handed Swords(Specialty Rapiers), +3 Knowledge: Medicine(P), +2 Knowledge: Nation 1, +2 Clockworks, +1 Blacksmithing(Specialty Clockworks), +1 Nation 1 Politics, +1 Hunting(Specialty Trapping), +1 Fruit, +2 Riding.
Languages: Nation 1 Rank 3, Nation 2 Rank 3.
Spells: Mend Bone(P), Mend Flesh, Weakness(T), Explosive Decomposition, Gentle Passing, Rot.
Extra: "Dog" companion. (One of those hand dog things from nation 1, has 6 legs and a giant Ferret skull. (Look it up, they actually look pretty cool.))

Last edited by Drago765 on Tue Aug 12, 2014 8:46 pm; edited 10 times in total
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Post  SubjectZ on Tue Aug 12, 2014 1:45 pm

Good Idea Hum, I'll follow.
Nation: 2
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Post  Gearhead765 on Tue Aug 12, 2014 6:39 pm

Yeah, why not, Here's what I've got so far!
Nation: 4
Skills: 3+Polearms (Specialty Javelins), 2+ Shields (Specialty Tower), 2+ Stealth (Specialty Camouflage), 2+ Athletics, 1+ Perception (Specialty smell).
Extra: (Again, still thinking of this. Also, sorry about the derp earlier.)
Spells (Forms): Two Wereserpent forms, One more monsterous(T), And one more humanoid. One Normal human form(P) (Still figuring the looks out for all of them).

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Post  Dr Blight on Fri Aug 15, 2014 5:04 am

Nation: 3

Taijiquan +3 (War Fan)
Leadership +3 (P)
Knowledge: Nation 3 +2
Persuasion +2 (Etiquette)
Stealth +1
Meditation +2
Sailing +1
Riding +2 (Chocobo)

Object Flight (P)
Illusionary Decoy (T)
Color Change
Flight (wind-based)
Call Bird

Phoenix Chocobo
Fire resistant, breath a bit of fire (just like a small puff) and light things on fire with it's beak or claws, and explode on death and leave an egg for a new chocobo that'd grow quickly

Nation 3 rank 3
Nation 2 rank 3

Games I'm In:
Equestrian Radio Show as Ruby Blossom
HORSETRON: Defender of Equestria as Eclair
Mertropolis as Cocoon
Affairs of Darkness 2: Twilight Tales as The Game Master
Bronyland personality test:
[Work in Progress] Banner_twilight
Dr Blight
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