This thread will include more in-depth information and details about the world in addition to maps and such. Feel free to add to this if you would like though I would like to approve any posts before they become a permanent part of the world so pm me first with your ideas. Creating a world by myself is a little too big of a job for one person. I have made a start to try and describe a few things in more detail but I have a long way to go.
Trades are basically your job. Since you are either born with magic or not it plays a big facter in what jobs you can take. If you are born with magic you can do pretty much anything and your magic can make you more successful than those without. Of course, even without magic if you choose a good trade and work on your skills and abilities you can be just as succesful as someone with magic, sometimes even more so.
Non magic trades
Merchant/trader-specializing in buying and selling goods and often good at determining the value of goods and is usually good at bargaining.
Courtesan-Is a high class companion of the wealty often with many skills such as dancing, singing, playing an instrument, and is usually highly knowledgable in many areas to allow for good conversation with clients in their areas of interest. This type of trade can also be good at spying and politics.
Politition/leader- Public speaking, charisma, some tactical thinking, careful planning and organisation.
Fighter- many different groups and specialties like berserker, fencing, boxing, martial artists, duel weilding, sheild and sword, and more.
Doctor/nurse/herbalist- obviously studied in knowlege of healing, surgery, herbs and more.
Bard/performer-various performing types but basically an entertainer.
Cook- obviously specialize in the making and studying of food.
Historian/ archeologist/socialogist and other sciences-same as they would be in modern times but slightly different in tools and rescources and such.
Tracker/hunter- specialises in hunting game to use to feed himself and/or a group as well as tracking people and animals for hire. Is good at surviving in the wild and knowing what is safe to eat and what isn't and the safest way to camp and which trails and roads to use.
Teacher
blacksmith
tailer/clothes maker- alter, design, and make clothes
military-varies depending on area/kingdom but basically working as a soldier for a particular government, town, city.
Craftsman-includes fletcher and any other trade where you make/repair things.
tavern/innkeeper-running a bar or inn where people eat, drink, and or sleep.
Fisherman/sailer-this could be just someone who has a fishing boat or they could have a boat for taking passengers or cargo or both.
Magic users
Bard- unusual but some well trained bards born with the gift of magic can combine the two pracices in many useful ways. Ease tension, or tiredness. Produce illusions, inspire, confuse, and even heal.
Alchemy- is a very formulaic magic using potions, other ingredients and magic circles to change one element into another and create magic potions
Mage/enchanter-Weakest magic users. Mages use simple magic-light spells, some healing, can use spell books to make more powerful spells but aren't as good as wizards.
enchanters can only put spells into things or make scrolls but these can be pretty powerful and used by anyone
Ninja-Use complicated hand forms and willpower to create different effects often only to distract or confuse but can create illusions and some powerful attacks that vary in style.
Druid- mostly use natural magic, can use runes to read the future or use water to find people or things. Usually aren't violent or use offensive magic. Good with healing and growing things and dealing with animals and monsters.
Wizard/Witches- Wizards are male or female and almost always need a wand, staff, or book to cast spells. They need a lot of memorisation and complicated spells and ingrediants to make spells work.
Witches are also male and female- these range from black magic curses to light magic this group uses lots of potions mostly but also can use books but they also tend to need lots of intrediants and spells
to make things work.
Necromancer-specializes in things having to do with the dead. Can raise the dead to fight for them.
Summoner- summons a creature of some kind using a magic circle, a blood pact and spell. The summond creature(s) will fight for the summoner
Magic swordsperson- these vary in power and skill but mainly they concentrate on only martial skills focusing on using forms and spells specificly with a weapon or weapons.
Paladin/Templar-Both are the warriors of a religious group fighting with the power of divine protection often granted healing powers and other powers offiliated with their patron god.
Templars are the highest and most powerful of these with very powerful fighting magic and weapons skills paired with a divine aura that gives them many abilities. There is also the darker side
of both of these just flip all the light abilities to dark and you have dark paladins and templars. The type of powers just depend on the god that is their patron.
Sorcerer/Sorceress- These are some of the most powerful magic users other than elementals and can sometimes use some elemental magic. They often have skills in the other magics but their biggest advantage
is being able to do magic without a book, wand, or ingrediants, and sometimes just with the will of their mind.
Elemental- The most powerful but often the most limited. Usually can only use one element but at the highest efficiency.
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Magic is identified by it's element and each element is linked to a color.For details on effects of spells and abilities, they will be listed in another section. Basically magic is something you are born with and you usually have a high affinity with one element sometimes able to use a second or third element but not nearly to the same degree of efficiency, though there are some exceptions to this rule. Skill in a type of magic could determine what kind of trade you choose since certain types usually specialize in one type of element that is linked to their skills.
Red: Red is the symbol for the element of fire. This would mean spells like Fireball and Incinerate. For an ability it could be flame strike or fire-heart. Typically can be used by wizards, witches, Enchanters, Sorcerors, elementals, and summoners(different summoners summon differnt types of things depending the the element they are strongest in.)
Creatures are also unique to certain colors except for dragons and elementals which can be any color. Demons are both red and black. A phoenix is specifically fire only. A magic blacksmith with a link to red is a great blend.
Black: Black is for the element of darkness and death. Some spells might be contagion and circle of doom. Abilities could be shadow walk and pierce through illusions. As for creatures a Gargoyle and the undead are both specifically black. The ninja and Necromancer are highly linked to this element as are some alchemists.
Green: Is the color of the earth element and is used in the Elemental, religious, and tracker/ranger trades. Examples of spells could be barrage of thorns or earthquake and abilities might include detect traps, stone-skin, and hypnotize. Green creatures would include Moss monster and Treemen. Obviously helpful to being a tracker/herbalist since green magic can help you identify plants and commune with animals.
Blue: blue is for the water element used by elementals, fighters, and trackers. Spell examples could be ice storm and healing waters. Abilities might include invisibility or slippery. Sprites and sea monsters are specifically blue and nymphs can be blue, white, or green. Mermaids and other sea creatures are also blue. Having a link to blue could help a lot if you are a sailor or fisherman.
White- Is linked with all forms of white magic and light magic. Meaning creating light, healing, navigation, scrying. White creatures include will of the wisps, fairies, and spirits(good spirits)
Yellow- is the color paired with the element of air or wind. wind is helpful for traveling magic, talking long distances, controlling wind. A lot of the winged races have a tendency to be linked to yellow, but a lot of races are born with a little of this magic as secondary to whatever primary magic they might have. It is one of the most common along with white magic. Again a Sailor would find a wind affinity highly useful.
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In the next post I might post a character sketch or two as examples of each of the races. I love drawing so if anyone wants a character drawing don't hesitate to ask, though it might take me awhile especially if I have a lot of requests at once.
Anyway I will try to post a very basic map as soon as possible here and perhaps other places once I figure out more how this site works best and such.
Worlds without end visualised, sketched, and written. From my mind and imagination to yours.
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