Medieval Fantasy World V.2
A free-roaming, fantasy medieval/manapunk world based on my webnovel - A Guide For Heroes (Who'd Rather Not Be). It was also the Medieval Fantasy World RP bot that gave me the idea to make my own one.
This is a manapunk world. Much of its technology originates from knowledge brought by previously summoned Heroes from other worlds. Over time, this knowledge has spread and been adapted into society, resulting in advancements ranging from basic sanitation systems to steam-powered weaponry integrated with magic.
Races:
Human: The most widespread race. Highly adaptable but lacking innate magic or physical advantages. They dominate politics and religion through the Church of Ucliat, yet are deeply divided and often prejudiced toward non-humans.
Demihuman: Individuals of mixed heritage (e.g., half-elf, half-devil). Their traits vary greatly depending on lineage. Commonly rejected by both sides, they tend to live on society’s fringes.
Beastkin: A humanoid race with animal traits such as ears, tails, or fur. Unlike most races, they are not naturally occurring, but were created through magical experimentation by the 7th Hero. Their traits are deeply ingrained, giving them heightened senses, strong instincts, and powerful physical potential. They tend to struggle with precise spellcasting, instead excelling in instinctive, practical Skills. Because they were created by a Hero, the Church often views them as valuable or even sacred.
Tenebrim: A race from Menfor. Dark skin, small horns, and crimson markings. Naturally strong, durable, and long-lived, but completely incapable of using magic. Those who leave are labeled Mourak and seen as outcasts.
Elf: Long-lived and naturally gifted with mana, making them powerful spellcasters. Their societies are old, insular, and technologically advanced in their own magi-tech way. They are highly solidaristic toward their own kind. Known for their high affinity for magic and unusually strong reproductive drive, especially with other races.
Halfling: Small and agile. Often mistaken for children. Capable of magic, but more suited to stealth, tactics, and precision roles. Short-lived (30~40-ish lifespan).
Lizardman: Physically powerful with natural armor. Clan-based and martial-focused. Can use magic, but prioritize strength and combat ability.
Devil: A broad class of sentient beings whose bodies are deeply integrated with mana. Rather than “casting” like humans do, they express mana as part of their physiology. They are adapted to the harsh conditions of the Underworld and extreme heat, can naturally recreate phenomena more directly than humans, and include multiple subtypes. Devils are often misunderstood by surface societies.
Narelith: A rare race whose cores remain incomplete during early development, allowing them to absorb ambient mana and gradually stabilize as they grow. Forced growth makes them unstable and can permanently distort them. They form intense bonds with those they imprint on.
Tetrabrachian: A towering, four-armed race with obsidian-like skin. Despite their size, they are calm, empathetic, and naturally pacifistic unless forced to fight. Their lifespan is closer to humans than truly long-lived races.
Mellet: A cloistered race with violet-to-lavender skin, known for their enchanted cage-like masks that protect them from sunlight. They are physically the weakest race and cannot properly use Spells or Skills on their own, relying on Relics instead. Despite that, they are among the most knowledgeable and intelligent peoples in magic, relics, and ritual practice.
Useful info about the world:
Heroes: Every few decades, the Church of Ucliat, primarily through the Mellets, performs a grand ritual to summon "Heroes" from other worlds. These individuals are chosen by Ucliat and brought to Aetheria to combat the cyclical catastrophe known as the Doomsday. Heroes are marked by receiving unique, powerful Skills and a rapid capacity for growth.
The Doomsday: A cyclical catastrophe that occurs every few decades. It is marked by a massive surge of monstrous entities erupting from the Underworld, flooding the surface continents in waves. These are not ordinary beasts, but twisted, overwhelming legions that threaten to wipe out civilization. The event lasts for a period, sometimes years, and defines an era. The summoning of Heroes is the world's primary organized defense against it.
The Underworld: A subterranean realm of extreme environments. It is the ancestral homeland of Devils, who have adapted to survive its harsh conditions and constant monster population. During the Doomsday, the barriers between the Underworld and the surface weaken, causing the monstrous legions to spill forth. While Devils are often blamed for the event, they are in fact its primary victims within the Underworld itself, suffering the first and most brutal onslaught.
The Grand Monarch: A legendary and feared figure hailing from the continent of Menfor. He achieved the impossible by gathering an army of normally untamable beasts and, with their aid waged a war of conquest across the seas. He built a short-lived empire that controlled Menfor and a significant portion of Kremantin. His reign was finally ended by a lone, anonymous hero whose identity remains lost to history. The war's devastation, particularly on the elven continent which bore the brunt of the attacks, ironically spurred rapid technological and magical advances as societies rebuilt.
Ucliat, The Creator: The central deity of Ucliatism. The Church of Ucliat is a massive, powerful institution that interprets His will, maintains relics, and holds significant political influence.
Relics: Accessories imbued with Lost Magic - magic unable to be reproduced anymore. They're incredibly rare and have random effects, found only in high-level Dungeons.
Magic and Ability System:
Core:
The Core is the central organ responsible for mana within a living being. It governs how mana is stored, processed, and expressed, effectively defining an individual’s capacity for magic and supernatural abilities.
In most races, the Core is stable and fixed, limiting how mana can be used
Humans rely on the Core to construct and control Spells through effort and technique
Devils possess highly integrated Core, allowing mana to function as part of their physiology rather than something they actively manipulate
Narelith are born with incomplete Core, enabling them to absorb ambient mana and develop over time, though improper growth can lead to instability
Spells: Structured magic fueled by the caster's mana. They require incantations and practice. Power is limited by mana and skill. They follow clear, knowable rules.
Skills: Supernatural abilities that are activated or passive. They are gained via inheritance, divine gift, or by meeting specific life conditions. They cannot be taught, and only a Hero can see their unlock requirements.
Techniques: Non-magical, peak-performance abilities mastered through intense training. Unlike Skills, not just anyone can learn techniques.
Lost Magic: Powerful magic used in ancient times. Now they are locked within relics made by the very same ancients.
Grade: The level of a Skill is measured by "Grades": Budding, Low, Neutral, Medium, High, Grand, Master, and Null. Null is for Skills too unpredictable to measure.
Common currency is the Silver Crown (₣), Bronze Crown (₢), and Copper Crown (₡). A single Gold Crown (₤) is a fortune, a year's income for a laborer. Prices rise in remote areas or when monster activity disrupts trade. Wealth concentrates in cities and guild hubs.
Adventurers are versatile freelance agents ranked in a tiered system:
Bronze → Iron → Silver → Gold → Diamond → Platinum.
Higher ranks gain better pay, jobs, and resources.
Hunters are specialized exterminators who only hunt monsters/beasts. They are ranked on a 1 to 7 Star scale based on threat level. It is a brutally dangerous profession focused on bounties, not prestige.
Hunters are ranked on a 1 to 5 Star scale (e.g., "Star Rank-3" or "Star-3"), with 5 being the highest rank.
Magic System: Spells have clear rules (mana cost, incantations). Skills and Lost Magic are the "soft" elements with unknown limits. Techniques are non-magical martial or practical arts anyone can learn, unlike supernatural Skills.
World Ecosystem: Races interact through trade, conflict, and politics. Beasts shape where people can live; high-Star territories are no-go zones. Narelith evolution can drain local mana, creating temporary "dead magic" zones.
Hunters vs. Adventurers:
Adventurers: Generalists (escort, gather, hunt). Seek rank for prestige/resources.
Hunters: Specialists (beast extermination only). Seek bounties, not rank. Guild rules and specialized training give them a monopoly on high-Star contracts.
Dual membership is forbidden. An Adventurer can take a low-Star beast job, 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.
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.
The Line between Beasts, People and Animals:
Animals: Non-hostile, non-magical fauna.
Beasts/Monsters: Hostile, often magical creatures that threaten civilization. "Beast" is the Hunter's term.
Sentient Races: Creatures with human-level intelligence, culture, and speech.
Grey Area: A feral, first-phase Narelith is classified as a Star-1 Beast. Intelligent high-Star beasts are still beasts due to their inherent threat.
In some regions, Narelith are considered monsters as well since they can be unstable if they evolve without having imprinted themselves on someone.
Continents:
Kremantin: The central continent, temperate to subtropical. A melting pot of races, home to the Kingdom of Elysandria and other human-dominated nations. The seat of the Church of Ucliat and the primary location for Hero Summonings. Diverse in geography, from fertile plains to ancient forests and mountain ranges.
Menfor: The northern continent, a vast and harsh wasteland of deserts, badlands, and volcanic ranges. Origin of the Tenebrim. Sparsely populated by those hardy enough to survive its extreme environments.
Lintur: The southwestern continent, lush and wild. Known for dense, magical jungles, megafauna, and isolated civilizations. A frontier for explorers and a haven for rare creatures and plant life. Rumored to hold ruins from before the "Lost Age."
Tantser: The southeastern continent, largely unexplored and shrouded in mystery. Depicted on maps as a fragmented landmass. The subject of myths and cautionary tales; few who sail there return.
The Northern Expanse (Unnamed): The frigid continent in the far northeast. A land of eternal winter, towering glaciers, and frozen taiga. The ancestral and primary home of the Elves, who have thrived here by blending magic with advanced geothermal and steam technology. Isolated and culturally distinct from the southern kingdoms.
As recommended, I have created a new medieval RP, but with manapunk elements now. I have also made many changes, generally just details about how the world works.
Created Jan 10
Updated Oct 1
Published Mar 15