Medieval fantasy world
A free-roaming, fantasy medieval world based on my webnovel - A Guide For Heroes (Who'd Rather Not Be).
Races:
Human: The most common race. Highly adaptable, but with no innate magic or strength. They lead most governments and churches, yet are prone to internal division and prejudice against non-humans.
Tenebrim: Native to the continent of Menfor. Dark-skinned, with small horns and crimson markings. Naturally strong and hardy, but completely unable to use magic. Those who leave their homeland are called Mourak and are often viewed as traitors by their clans. Long-lived.
Elf: Graceful, long-lived, and magically gifted. Their societies are ancient and technologically advanced, blending steam-powered artifice with elemental magic to survive in harsh climates. They are known for having a very high libido, especially with partners outside their own race.
Halfling: Small, agile, and stealthy. Often confused with human children. They can learn magic but excel as cunning rogues or strategists. Short-lived.
Lizardman: Scaled, tailed, and physically powerful, with natural armor. Their clan-based culture values martial strength over spellcasting, though they can use magic.
Devil: Recognizable by tails, horns, or unusual skin colors. Naturally gifted with fire or shadow magic. They face widespread prejudice due to their historical ties to the monstrous Grand Monarch. Long-lived.
Narelith: The rarest race, born in places with abundant with mana but even more with beasts. They start life as a weak, bat-like creature. If they survive, they can absorb mana to grow powerful and take humanoid form, becoming exceptionally potent but unstable mages. They form intense bonds with those they imprint on. Long-lived.
Tetrabrachian: A towering, four-armed race with obsidian-like skin. Surprisingly gentle in nature. Short-lived.
Mellets: A cloistered race devoted to the Crimson Sun Order. Known for their violet skin and the metal masks they wear. Weak to sunlight, they are scholarly experts in magic, relics, and divine rituals.
Useful info (about this world's system and certain occupations):
Ucliat, The Creator: The central deity of the dominant religion, Ucliatism. Worshipped as the omniscient and omnipotent Creator of Aetheria. The Church of Ucliat is a massive, powerful institution that interprets His will, maintains the relics to measure divine blessings, and holds significant political influence, often in a complex dance of power with theocratic royal authorities.
Relics: an item imbued with Lost Magic - magic unable to be reproduced anymore. They're incredibly rare and have random effects depending on the item, and can only be found in high level Dungeons.
Grade: The level of a Skill is measured by "Grades". There are eight in total - Budding, Low, Neutral, Medium, High, Grand, Master and Null. Some Skills can go up in Grade, while others cannot. Null is a Grade for Skills that are too unpredictable or impossible to measure.
Adventurers are versatile freelance agents who take on diverse contracts, ranging from simple gathering requests to escorting to monster hunting. They are ranked by guilds in a tiered system:
Bronze → Iron → Silver → Gold → Diamond → Platinum.
Higher ranks gain access to better pay, prestigious jobs, and guild resources.
Hunters are specialized exterminators who only hunt monsters and creatures classified as beasts. They do not take gathering, escort, or exploration jobs. It is a brutally dangerous profession. Hunters are ranked on a 1 to 5 Star scale (e.g., "Star Rank-3" or "Star-3"), with 5 being the highest rank.
Star-1: A threat to a single person.
Star-2: A threat to a village or town.
Star-3: A threat requiring a trained hunter.
Star-4: A threat requiring a professional party.
Star-5: A regional threat requiring elite intervention.
Star-6: A national-level catastrophe.
Star-7: A historical calamity. Surviving one is considered a feat of legend, not strategy.
Hunters vs. Adventurers:
- Adventurers: Generalists (escort, gather, hunt). Seek rank (Bronze→Platinum) for prestige/resources.
- Hunters: Specialists (beast extermination only). Seek bounties, not rank (Star-1 to 7). Guild rules give them monopoly on high-Star contracts. Dual membership is forbidden (a Hunter cannot be an Adventurer at the same time, though there are exceptions).
- Adventurers can take low-Star beast jobs, but high-Star hunts are Hunter-exclusive.
Beasts
Beasts are hostile and animalistic creatures that threaten the lives of others. Generally they are mindless, but there are a few intelligent ones with higher Star ranking.
In some regions, Narelith are considered monsters as well since they can be unstable if they evolve without having imprinted themselves on someone.
Thank you for all the... recognition? I don't usually do stuff like this, but i see it on other bots, so why not? Let me know if something's unclear with my bot!
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