
Bad Ending LORE and World Map (Click Here to View)
LorebookGeography and LORE of My interpretation of the bad ending party world.
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The World Map (Scroll down to read more indepth).
Major Locations:
The Continent:
The Continent is the main known landmass of the surface realm, bounded on all sides by natural barriers so vast and hostile that they are believed by common folk to stretch into infinity. An endless western ocean to the west, a frozen northern tundra to the north, an impassable southern mountain chain, and a scorching eastern desert enclose every known human, elven, and dwarven society. To peasants and sailors alike, the world is a flat plane hemmed in by eternity, while scholars debate a spherical world whose far side remains unseen and unreachable. Within these borders lies all recorded surface history, politics, and war.
Niterun & Niterun city:
Niterun occupies the far northeast of the Continent, a cold and rain-soaked land perpetually shrouded in cloud cover. Rich veins of gold and vast deposits of celestial crystals have made Niterun quietly wealthy, despite its relative isolation. Its geography and harsh climate make invasion costly and unattractive, allowing Niterun to remain largely neutral in continental conflicts. While life is austere and weather-worn, the nation itself is stable, pragmatic, and largely uninterested in foreign entanglements. Niterun City, the capital, is a stark contrast to the quiet resilience of its countryside. the city is a dreary, laissez-faire-governed city, where capitalism reaches its decadent peak, the trading corporations run the state, and the monarchy is a puppet figurehead.
The Central Kingdoms (Soranne & Steinget):
The Central Kingdoms form the political and cultural heart of the Continent, consisting primarily of two rival neighbors whose relationship oscillates between cautious cooperation and simmering hostility. Border skirmishes are common, yet full-scale war is rare, restrained by mutual dependence and exhaustion from past conflicts. These lands are fertile, populous, and strategically vital, serving as the crossroads through which trade, magic, and ideas flow.
The Kingdom of Steinget, lying to the east of the central heartlands, is a stern and disciplined realm shaped by stone, fortification, and tradition. Its people prize order, endurance, and military readiness, born from generations of living beside contested borders and mountainous terrain. Steinget maintains wary respect for its neighbors, especially Soranne, viewing diplomacy as a tool of necessity rather than trust.
The Kingdom of Soranne, to the west, is more open and culturally vibrant, defined by scholarship, trade, and magical study. It is home to the Zelestria Academy, the largest and most prestigious institution of sorcery in the known world, drawing students and scholars from across the Continent. Soranne’s influence is subtle but immense, exerted through knowledge, magical innovation, and economic leverage rather than conquest.
The Larpahem Mountains rise sharply between Soranne and Steinget, forming both a physical and political divide. These mountains house the largest dwarven communities on the surface, their cities carved deep into stone and connected by ancient tunnels. The dwarves of Larpahem control crucial passes and resources, granting them quiet power as gatekeepers of trade, metal, and craftsmanship between east and west.
Cedara & Freynar:
Cedara lies west of Soranne on a narrow peninsula, a compact but remarkably wealthy, a costal city, it focuses on trade, and its people are fiercely pragmatic and inward-focused. Cedara avoids continental politics where possible, preferring steady economic growth and refinement over territorial ambition.
Freynar is a prosperous and opulent kingdom situated at the very heart of the Continent. Renowned for its rolling green hills and fertile farmlands, Its people enjoy a high standard of living, supported by thriving trade routes that crisscross the kingdom and connect it to nearly every major power on the map.
The Ranige Isles:
The Ranige Isles sit further west in the open ocean, a scattered chain of islands steeped in pagan tradition and maritime isolation. Their inhabitants rarely interact with continental powers and are deeply suspicious of outsiders. Ships that stray too close are often boarded by pirates, not just for plunder, but as a warning that the Isles wish to remain untouched and unknown.
The Remediana Empire & its Provinces:
The Remediana Empire dominates the southern regions of the Continent as the largest and most complex political entity in the known world. It governs a vast network of provinces, duchies, and client states through a combination of military strength, legal structure, and cultural unity. Renowned for its engineering feats such as aqueducts, roads, and fortified cities, Remediana presents itself as the pinnacle of civilization, order, and imperial destiny.
Daruten, one of Remediana’s most influential provinces, serves as the headquarters of the Church. It is a city of doctrine, ritual, and authority, where theology and politics intertwine seamlessly. Decisions made in Daruten echo across the entire Continent, shaping laws, wars, and the moral framework by which Remediana justifies its rule.
Fleurasa is a small, self-governed duchy within the Empire, famed for its beauty and fairytale serenity. Perpetually sunny and untouched by hardship, Fleurasa resembles a storybook realm of flowering fields and pristine towns. Though politically minor, it is culturally treasured, often cited as proof that Remediana rule can preserve harmony rather than crush it.
Remediana, the imperial capital, stands as the beating heart of the Empire. Vast, monumental, and meticulously planned, it is a city of marble, military headquarters, and administrative spires. From its streets flow decrees that shape the lives of millions, and its architecture is designed to remind all who enter that the Empire is eternal, orderly, and unyielding.
Free City of Dziengrad
Dziengrad is a free city located in the northwesternmost corner of the Remediana Empire. As a free city, it is not subject to imperial rule and maintains its own independent government. It serves as one of the continent's major ports and is home to nearly a hundred thousand inhabitants, making it one of the largest cities in the world. Dziengrad is inhabited by a diverse and colorful population of permanent residents as well as long- and short-term visitors. Though humans form the majority, the city boasts significant communities of elves and dwarves. The city has no standing army, but it is protected by a secretive intelligence service and temple Temple Guard. These forces maintain a drastic contingency plan: in the event of invasion, they would burn the city's vast treasury to the ground. This would leave any conqueror—including the Empire—with nothing but smoldering ruins and the lasting enmity of every major merchant guild in the world. The risk far outweighs any potential gain. As a result, the current arrangement benefits everyone, including the Empire: Dziengrad conducts free trade with all nations, yet pays taxes to none. Invading or provoking the city would simply not be worth it.
Great Forest Wedzema
The Great Forest Wedzema is a vast, dense woodland lying along the northern border of the Remediana Empire. However, it is not part of the Empire.
The forest is home to the Dryads, an all-female humanoid species that is fiercely hostile toward trespassers. Women who stray across the border are met with warning shots and driven back. Men, however, are killed on sight—usually by arrows that strike silently from the canopy, giving the victim no chance to react.
Geographically, the forest sits within what might be considered imperial territory, yet every past attempt at invasion has failed. The terrain is nearly impenetrable, the Dryads are masters of guerrilla warfare, and the potential rewards simply do not justify the cost. As a result, the Empire—and everyone else, from neighboring governments to merchants and settlers—leaves the forest strictly alone.
Natural rivers form clear boundaries on all sides. As long as travelers remain on their own side of the water, they are safe. The rivers are often shallow enough to wade across, but anyone foolish enough to try will not survive long; death comes swiftly and silently in the form of arrows from unseen archers.
Dryads reproduce through the “Wise Tree,” a massive, ancient magical tree at the very heart of the forest. The tree bears numerous smooth, phallic branches that the Dryads use to impregnate themselves when they choose to conceive.
The Underworld:
The Underworld exists entirely separate from the Continent, not as a place beneath the earth but as its own distinct realm or dimension. It is governed by three great Devil Houses that shape its politics, culture, and conflicts. Though often mistaken for the religious concept of Hell, the Underworld is a functioning society with its own laws, economies, and minorities, including the elusive Feline Folk. Devils may rarely walk the surface, but their true power and civilization remain rooted in this distant realm.
MAGIC SYSTEM:
Magic: In this world, there are 5 main systems of magic. All forms of magic require the use of mana. how much mana a person has is determined by their mana pressure. Mathematically, Mana pressure can be quantified as Mana Joules per kg of body weight. mana pressure is genetic, though it can be increased by training, but your peak is genetically determined. Everyone has a mana pressure, people with negligible pressures cant practice any art and are called “not mana sensitive”. Only approximately one-fifth of the population possesses mana pressure high enough to be considered mana-sensitive, granting them the potential to wield one of the world's magical systems.
Sorcery - Use Staffs as conduit
Miracles - Use silver/gold Crosses as conduit
pyromancy - use carved wooden idols of the Chaos Spider Witch as conduit
Mahou - innate Racial attribute of Devils and demons. does not require a conduit
Hexes - born bearing it, Does not require a conduit
Sorcery is a scholarly discipline practiced by both humans and elves, demanding rigorous intelligence, extensive education, and dedicated study rather than relying solely on innate racial or genetic aptitude. Nonetheless, a practitioner must possess mana sensitivity to wield it effectively. The visual manifestation of sorcery is a distinctive glowing light blue hue. Its power draws directly from celestial sources—the moon, the stars, and meteorites that streak across the heavens. Many accomplished sorcerers embed rare blue space crystals, harvested from fallen meteorites, into their staffs to boost power. These crystalline materials are exceedingly scarce for obvious reasons, meaning you must be affluent and intelligent to be a sorcerer. Ashe is a sorceress and practices this system.
Miracles are a form of divine magic that the Church uses. its practiced by nuns, holy knights, priests, etc. etc.. Its visual manifestation is a bright yellow/golden hue. it requires faith, as well as mana sensitivity to use. The place its power is drawn from is actually not completely known. Religious followers/Theologians believe its power comes from God, while atheists/academics site its power comes from the sun. however the true answer is not known in this world.
Pyromancy is a deeply taboo and stigmatized form of magic, practiced almost exclusively by pagan humans who worship a being known as the Chaos Spider Witch. Unlike other magical traditions, pyromancy draws its power directly from this enigmatic being its visual manifestation is fire that is a tad too orange and not natural looking. A rare and dying form of magic. the church opposes pyromancers and converts them forcible if they can.
Mahou is an innate, racially bound form of magic exclusive to devils and demons. All Devils and Demons are born with it, and only they can use it. Mahou can be used at the crudest levels by lesser demons, but also by aristocratic and scholarly devils who refine it into an elegant, sophisticated discipline rivaling the most advanced magic in precision and complexity, it is unique in this aspect. its visual manifestation is a glowing crimson light. When casting a shield with Mahou, a magic pentagram is cast.
Hexes are an extremely Rare form of magic. and Unlike all the other forms of magic, you can bear a hex and wield another form of magic at the same time, its nonexclusive. Hexes are not learned nor thought. Hexes are something you bear. You are born with one, and it is nearly undetectable, most folks don't even know of its existence. But the real power of Hexes, is that they are completely non uniform and unique to the Hexbearer. no two hexes are the same. they are specific overpowered, unconventional, "Hax" like abilities. they have no uniform visual manifestation. Hexes are unique op abilities that often follow rules known intuitively only to the hexbearer unless explained or deduced by another.
RACES:
In this world, there are several Races of sentient humanoids. These are sentient beings that have spoken and written languages. No race is inherently good or evil, despite what prejudice says. Individuals in each race can vary in morals.
Humans: The Majority of the population of the continent, and the dominant race in terms of political/economic power on the surface.
Elves: Rarer. Elves used to dominate the continent thousands of years before humans appeared, but due to their low fertility, they were outmatched by humans in terms of birth rates. Pure blood elves are rare and may face discrimination in certain backwater towns, but most respect the elegant race.
Dwarves: have larger communities in the mountains, but are a common minority found throughout the continent. They are commonly short, strong, and have high endurance. They thrive in mining, smithing, and other physical trades.
Feline Folk: are a humanoid race that reside in the underworld and some parts of the surface as well. They are often nomadic on the surface, but they do have fixed cities in the underworld (a separate dimension from the surface, but NOT the literal religious concept of hell). They look like regular humans, except they have some cat-like features: Cat ears, slits as pupils, cat tails, and extendable claws. They are innately dexterous and stealthy.
Devils: In this world, devils are not inherently or ontologically evil in the traditional sense. Rather, they form a humanoid supernatural race/faction that inhabits the underworld—a distinct parallel dimension entirely separate from the religious or mythological concept of hell. Like humans, devils exhibit a full spectrum of morality: some are genuinely good, others malicious, and most fall somewhere in between, shaped by complex motivations and circumstances the same as man. They also have extended lifespans compared to humans. Physically, devils are indistinguishable from humans. They lack the stereotypical red skin, horns, tails, or any other demonic features often depicted in folklore. Though devils appear entirely human in their baseline form, they possess the ability to manifest sleek, black bat-like wings for flight. These wings materialize at will from their backs and dematerialize just as easily, remaining completely invisible and intangible—even to close physical inspection—when not in use
SUPERNATURAL BEINGS:
Demons: Demons (not to be confused with devils), represent an entirely separate race. They are unmistakably marked by vivid red skin and prominent horns, with forms that vary widely along a continuum—from relatively humanoid figures bearing these traits to grotesque, fully beast-like monsters of terrifying aspect and power.
Vampires: In this world, vampires are not actually undead, as folklore claims. Rather, they are a separate species of humanoid monster. Vampires in this setting break many popular stereotypes. In particular, traditional vampire repellents—such as holy water, crucifixes, garlic, wooden stakes, and sunlight—are nothing more than folklore. Most people believe these methods work, but true experts and educated individuals know they are nonsense.
There are three classes of vampires:
Lesser Vampires: The most common type, lesser vampires are non-sentient monsters. There are many subspecies within this category. They resemble beasts rather than humanoids and are incapable of language. Some can be quite intelligent—comparable to a clever predator—but they are not sentient in the way a sentient species is. Their appearance varies widely; however, their forms are always monstrous and never humanoid.
Higher Vampires: This is where things become extremely dangerous. Higher vampires are fully sentient beings. They possess two forms: a monstrous, bat-like form similar to lesser vampires, and a completely normal human-like form. This is what makes them so dangerous—higher vampires can live among humans, socialize, and even be charming. They age very slowly and have long lifespans, averaging around 500 years. Because they are a sentient race, higher vampires are not inherently evil, just as humans are not inherently evil. However, they are capable of great danger.
True Higher Vampires: These are exceedingly rare. True higher vampires are extraordinarily powerful, potentially ranking among the strongest beings in the world. Very little is known about them due to their rarity. Most people are unaware they even exist and assume the hierarchy ends at higher vampires. True higher vampires age far more slowly than higher vampires, giving them lifespans so long that it is unknown whether they can even die of old age. True higher vampires can maintain a perfectly human-like form, but they are also capable of altering their corporeal structure when necessary. They can transform through several stages when pushed.
Power Scaling and Enhancement:
Power levels: In this world, power scaling is quantified with ranks or sometimes interchangeably called classes, though the correct term is Rank. There are 6 ranks, along with examples.
S rank: The power Level equivalent of very overpowered beings (Very overpowered, could clear out dozens of B-ranks, and hundreds of C-ranks.)
A rank: The power level equivalent of trained knights (This Rank and above is considered superhuman power level using magic or Essence Pressure)
B rank: the power level equivalent of a guard (This is the last rank that is naturally human and not enhanced by some sort of magic or Essence Pressure)
C rank: The power level equivalent of an armies basic infantry man
D rank: The power level equivalent of a trained adult male
E-rank: The power level equivalent of an untrained adult male
Eessence pressure: Essence Pressure is the primary method by which non-magic users can reach B-rank and higher levels of power. It is a purely non-magical technique that allows individuals to supernaturally enhance their physical capabilities beyond normal human limits. This is the force that elite S-rank swordsmen and marksmen rely on to transcend ordinary human constraints. Through enhancing Essence Pressure, practitioners gain significant increases in speed, strength, durability, eyesight, reflexes, and other physical attributes. Essentially, it elevates the body's performance far past what any untrained or unaugmented human could achieve, enabling feats that are superhuman. Rei for example uses Essence Pressure rather then magic. Essence Pressure Can be quantified as Essence joule per kg of bodyweight.
Institutions and Organizations:
The Church: the Church represents the biggest human religion in this world. The Church is a powerful human institution, though it can be corrupt and have bad apples, it is mostly benevolent. It's iconography is the Cross. And it does many good things, send healers to heal the sick, dispatch holy knights to fight monsters etc. etc. but it's far from perfect, the churches forces are spread thin in most places, they cant always help everyone, in fact the usually aren't able too. It is headquartered in the city-state of Daruten, which lies within the Remediana Empire.
Adventurer guild: The Adventurer guild exists to recruit skilled warriors of various levels to take on various issues, killing monsters, tracking missing people, collecting rare ingredients in dangerous places, saving cats from trees (so long as you’re paying), and anything else that a customer is requesting. Though they have rules that prevent them from becoming traditional mercenaries, No jobs that involve killing people/assassinations/or any political jobs. Although they are generally not allowed to be hired to exterminate bandits (For a party to be allowed to go on a purely offensive quest against human opponents, like bandits, they must be given proper authorization of the state in which they are currently in, and must be accompanied by at least one proper state authority. This rule does not apply to protection, defensive jobs.), They ARE allowed to be hired as protection, and can kill bandits in defense of their customer/themselves/or any bystander. Guild members commonly form parties, and sometimes some work alone. Parties take on contracts with customers. Customers can range from peasants to kings, depending on the party and the nature of the contract.
The Conclave: the Conclave is the supreme authority on sorcery throughout the known world. It is headquartered in Zelestria Academy, located in the northwestern corner of the Soranne Kingdom. The academy's campus occupies a small peninsula jutting into the ocean, The Conclave is an elite, highly educated, and relatively small organization, with nearly all its members being alumni of the academy. They establish and enforce the laws governing the practice of sorcery, holding sorcerers worldwide accountable for rogue actions or unethical deeds—though, in practice, they may overlook transgressions committed by those with sufficient political power or influence. The Conclave assigns powerful mages to serve as advisors to kings and rulers across the continent. Despite these close ties to temporal authority, the organization maintains a principled stance of neutrality in political affairs. Conclave members are known for their elitist demeanor: politely arrogant and subtly condescending toward outsiders, with an even sharper disdain reserved for non-sorcerers.
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