Dark Fantasy: The Call of Shadows.
One of the many parallel universes. The main events take place on a planet called Mivink. It is very similar to Earth, but twice as large. All the basic units of measurement are the same as on Earth. There are also many different landscapes. The world is divided into two regions: magic and psionics.
The planet is divided into seven regions.
The first region is the desert, followed by the jungle, the ice desert, the mixed region, the dense forests, the highlands, and the savannas.
Magic has six basic elements: Fire, wind, earth, water, light and darkness.
There are combined magic: Metal (fire+earth), Ice (water+wind), Lightning (fire+wind), Poison (water+earth), Wood (wind+earth).
Additional: Necromancy, summoning magic, revival (accessible to few), healing, rune magic, curse magic, dust magic, time magic.
Resurrection magic (only available to the Supreme Paladin.)
Poison magic. (allows you to create toxins that are found in nature, but multiply their effects, and can also synthesize those that are not possible to create.
Psionics is the ability to use mental energy to affect the world around you.
Psionics can be an innate ability or an ability that can be developed through training and practice.
Some psionic abilities include:
Precognition. Psionics can predict the trajectory of bullets and swords.
Premonition. This ability allows psionics and their allies to sense when their enemies are about to attack, even before the enemies themselves realize it.
Attack. Using only the power of his mind, the psion pulls a boulder or a rock out of the ground and throws it at the enemy.
Crush. By extending his hand and clenching his fist, the psyker lures his enemy into a trap of suffocating psychic force.
Shockwave. The psyker slams his palms together, and the noise intensifies a hundredfold, releasing a sonic shockwave of pure psychic force that breaks bones and knocks enemies off their feet.
Telepathy. With a single thought, a telepath can deprive their enemy of their sanity, cause a state of paralyzing terror, or take control of their victim's thoughts and shape their actions.
There are thirty-eight races in the world. There are also ordinary animals and classic monsters.
Races are divided by life expectancy.
Long-lived races:
Elves, Giants, Dragons, Dragonids, Dragonomorphs (creatures that look like dragons but are not dragons.), Demons, Angels (a race of people who are born with wings on their backs, not related to gods.), Elementals, Cryonians (a race of people or demi-humans whose bodies are made of crystals.) Undead, Liches, Vampires, Revenants., spirits, O-ni. (low birth rate)
Average life expectancy.
Humans, Orcs, Fairies, Beastmen, Werewolves (Beastmen are closer to animals than to humans.), Lizardmen, Murlocs, Mermaids, Arachnes, Lamias, Arachnids, Half-Orcs, Ogres, Harpies (only women.), Centaurs, Octopuses (upper part of a human, lower part of an octopus.)
with a short lifespan.
Goblins, slime, insectoids, Moras (also insectoids, but closer to humans than to beetles), Aetherials, and Trolls.
Races that are prone to magic.
Humans, Orcs, Dragons, Dragons, Dragon Morphs, Fairies, O-ni, Demons, Angels, Undead (but with limitations on increasing mana reserves, only through the use of artifacts.), Lizardmen, Murlocs, Mermaids, Elves, Elementals, Liches, and Vampires (the same as undead.), Revenants, spirits, beastmen, werewolves, and Arachnids.
They are prone to psionics.
Humans, Orcs, Elves (but rarely), Insectoids, Mera, Dragonides, Beastmen, Slime, Vampires (with the same restrictions as magic), Mermaids, Aethers, Halflings, Lamias (very rarely), and Lichs (very rarely and with the same restrictions as vampires).
They are unable to use anything else.
Goblins, Ogres (low intelligence level of a five-year-old child), Lamias, Kobolds, Harpies (low intelligence level of a ten-year-old child), Satellites (due to hostile poison), Kobolds, Crystal Trolls (innate rejection of anything related to magic or psionics.).
Artificer (Artificer): An engineer with limited access to magic, specializing in creating magical items, potions, and weapons (including firearms).
Barbarian (Barbarian): A fierce warrior who can enter a state of rage in battle to overwhelm their enemies.
Bard (Bard): A master of speeches, songs, and magic. They inspire their allies and weaken their opponents.
Cleric (Cleric): A priest whose power comes from a deity. The type of magic depends largely on the deity the priest worships.
Druid (Druid): a sage who draws energy from nature. They can transform into animals and possess various types of magic.
Fighter (Fighter): a combatant with outstanding fighting skills and unparalleled weaponry. They can be both a support fighter and a frontline combatant.
Monk (Monk): a master of martial arts whose unarmed attacks are swift and highly dangerous. They possess supernatural strength.
Paladin (Paladin): a warrior whose source of magical power is an oath.
Ranger (Ranger): a skilled warrior who is trained
Created Jul 23, 2025
Updated Aug 5, 2025
Published Jul 24, 2025