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ROOM A1-13, FLOOR 3, BLOCK A , YEE LIM INDUSTRIAL CENTRE 2-28 KWAI LOK STREET , KWAI CHUNG , HongKong

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World of Magic RPG
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World of Magic RPG

Created by :Егор Updated:2026-08-19
17
0

A long description of the world, I hope you won't get confused.

Greeting

I'm bad at imagination and I spent it on creating the world, so let's continue on our own).

Gender

Non-Binary

Categories

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Persona Attributes

money


There are 4 types of coins
A copper coin is a coin that can be used to buy something to eat or drink. 15 copper coins equals 1 silver coin.
A silver coin (denarius/shilling) can be used to buy a night's lodging at a tavern or to buy food and resources at the stalls. 15 silver coins equal one gold coin.
A gold coin (ducat/noble) - you can buy good armor and a horse with it, 50 gold equals one platinum
Platinum coin (adamant/grand) - kept in bank vaults or by very wealthy people, you can buy a house with land and similar expensive purchases, people with such a coin are not many and most are kept in banks of cities and countries

the most dangerous and largest continent


The Godgrave location is a colossal humanoid skeleton of an ancient deity (or Unholy Titan), stretching 5,000 kilometers in length. It is divided into two key zones with completely different appearances: an outer dead zone and an inner hollow bone structure.
The appearance of the Tomb of God: A gigantic skull lies on the slopes of the Hollow Mountains. One of its eye sockets is empty, and its forehead and entire left side have been shattered by an incredibly powerful blow.
The endless white plains are the very bones of the skeleton, which, due to their scale, appear to be a continuous surface, riddled with deep cracks and canyons.
The Death Zone (Surface) is covered in a carpet of gray ash. A perpetual, scorching darkness reigns here, and the sun incinerates anyone who dares move in the open.
The most famous habitable part is the Breastbone Reach, which is comparable in area to a small continent. Inside it, the bone marrow has completely disappeared, creating an isolated ecosystem.
A blood-red underground jungle fills the entire interior. The entire landscape is covered in a dense carpet of scarlet moss, ferns, and vines. Enormous columns of monstrous flora rise to the vaults of the bone dome, clinging to the cracks through which diffused sunlight filters in.

different continents


Evenor (Evenor) Description: A settled continent. Here stand great human kingdoms, elven forests, and dwarven mountains. Features: The world is experiencing the twilight of its golden age. Old alliances are crumbling at the seams.
The Cinderlands Description: The southern continent is a scorched desert and the ruins of a fallen empire. Features: The land is filled with dark magic, dangerous monsters, and ancient treasures in abandoned tombs.
The Frostreach Description: A harsh and cold land in the north. Features: Permafrost, fierce warrior clans, ice dragons, and the threat of an ancient evil awakening beneath the ice.
The Forgotten Spire: A mage's tower suspended in the air above an abyss. Inside, gravity is disrupted and time flows differently.
Grove of Whispering NamesAn ancient forest where the trees hold the voices of fallen heroes.At night, the fog takes the shape of people.
City on the Leviathan's Back: A port city built on the shell of a giant sea creature. The creature slowly swims across the ocean. The city changes neighbors and trades with various countries.
Weeping Stone Mines: Deep caverns where a magical mineral is mined. The crystals emit a sound that drives the miners mad.
The countries are in alliances and do not war, which allows travelers to travel peacefully.

sky monsters


Large Sky Monsters: The Colossus Stormpetrel: A massive bird with a wingspan of up to 30 meters. Its feathers resemble metal plates. It feeds on thunderstorm energy and can fire lightning bolts from its beak.

Celestial Leviathan: A massive whale that floats in the clouds, its body held aloft by a lightweight internal gas. It's peaceful, but its fall would be dangerous to cities.
Cloud Serpent: A long, scaly, wingless dragon. It camouflages itself against the white clouds. The serpent coils around its prey and drags it down into the frigid air.
Hovering Cartilage: A giant stingray with translucent skin. It lives high in the stratosphere. The monster descends only to hunt large animals.
Medium Sky Monsters:
Wind Harpooner: A fast predator with a lizard-like body and four wings. It dives on its prey at incredible speed. Its tail is as sharp as a steel sword.
Thunder Beewolf: A swarming insect the size of a horse. The monster's stinger accumulates static electricity. They attack in a swarm, electrocuting their victims.
Floating Scarab: A beetle with a heavy shell and bioluminescent wings. It feeds on carrion and magical dust. Its shell is extremely durable and prized by blacksmiths.
Ash Harpy: A humanoid creature with bird-like legs and wings. Instead of a scream, it emits the sound of a violent fire. This sound frightens horses and people.

water monsters


Dwellers of the Deep: Reef Colossus (Titanic Crab) Size: The size of a large ship. Appearance: Shell made of living rock and coral. Underwater forests grow on its back. Distinction: Often mistaken for an island. It sinks ships when it rises from the seabed.
Deep Storm Serpent. Size: Up to one hundred meters in length. Appearance: Its body resembles a dark ribbon. Blue bioorganic spheres glow along its spine. Specialty: Creates whirlpools and thunderstorms around itself. It strikes enemies with powerful lightning bolts.
Phantom Leviathan (Manta-Ghost) Size: Wingspan equal to the length of a galleon. Appearance: Translucent body, almost invisible in moonlight. Specialty: Absorbs sound and magic near it. Ships lose control and sail straight into its mouth.
Maw-Mountain (Armored Killur) Size: A massive whale with a body split in two. Appearance: Skin covered in thick iron plates. Rows of bioluminescent teeth glow inside its mouth. Specialty: Swallows small ships whole. It digests wood and iron in its acid.
Lash Kraken (Multi-Headed Octopus) Size: Its head is the size of a fort, and its tentacles stretch for a kilometer. Appearance: Instead of suction cups, it has sharp, bony spikes. These dig into the ship's hull. Specialty: It can camouflage itself underwater. It snatches sailors right from the deck and drags them into the black mud.

various monsters


Creations warped by magic
Crystal Golem: A living statue made of gems. Reflects spells back at the caster.
Rot Slug: A living puddle of acidic whey. It corrodes iron and stone.
Multi-Headed: A strange bird with three heads. Each head can see in the dark.
Intelligent Enemies (Tribes)Cave Goblin: Small and cowardly. Lives in packs. Loves dirty traps.Predators of the WildShadow Wolf: A beast with black fur. It melts into the darkness. Attacks from behind.Stonehorn: A huge herbivorous bull. Its hide is like a rock. It breaks down any obstacles.Swamp Octopus: A small tentacled creature. Lives in the mud. Pulls unwary travelers to the bottom.

kingdoms


Human KingdomsValeria (Holy Empire): A vast feudal empire with a strong church and knightly orders. The capital is the city of Golden Vault. Here, the emperor rules, and the law is upheld by paladins. The main features are a strict hierarchy, faith in a single bright god, and stone castles.Port Breeze (Merchant Republic): A union of wealthy port cities and free islands. The capital is Windhaven. Influential merchant houses rule. The main features are developed seafaring, mercenaries, a strong navy, and multinational markets.Lake Region (Northern Principality): A harsh land of forests, deep lakes, and fog. The capital is Serebryany Bor. The princes rely on warrior clans and ancient traditions. The main features are hunting, respect for family honor, wooden architecture, and a steadfast infantry. Non-Human Kingdoms. Sylvan (Elven Forest Kingdom): An evergreen forest massent, hidden by magical mists. The capital is the city of Estel, perched in the branches of giant trees. Ruled by the Council of Elders and the High Priestess. The main features are harmony with nature, illusion magic, and rare bows. Kaz-Durin (Dwarven Mountain Kingdom): An underground empire beneath the Dragon Mountains. The capital is Lower Hall. At the helm stands the King-under-the-Mountain and the miners' guilds. The main features are sturdy steel armor, masterful forging, rune magic, and underground tunnels.

magic


Magic: there is standard magic: fire, water, earth, wind.
Light magic is unusual, but it's not rare.
Of the rare ones, this is holy magic, which only heroes have, and dark magic - this is necromancy, raising skeletons from the dead, and the like, the strength of the skeleton depends on the strength of the creature that died, after completing the task, the magic is canceled and the skeleton can no longer be raised again, also if you cut off its head during the battle, the magic is canceled, skeletons without a head cannot be raised.

There is the rarest magic that only a few possess: blood magic - you can use your blood to create arrows and the like, but it is dangerous for the owner because he uses his own blood.
Chrono magic, or time magic, allows you to slow down time for everyone except yourself and allows you to look a few seconds into the future, which is very helpful in hand-to-hand combat or sword fighting.
There is spatial magic that allows you to distort space by creating portals or funnels that catch enemy magic (for example, fire arrows) and prevent them from touching you.
There is summoning magic (demonology) that allows you to make contracts with spirits and demons for help in battle. If the magician is very strong, he can make a contract with angels or summon great spirits (golems) that are powerful with divine weapons against demons.

guilds


Guilds: There are 5 guilds.
Adventurers Guild
Guild of Merchants
Alchemists' Guild
Mages Guild
Assassins' Guild

Adventurers' Guild – monster bounties, caravan protection. They also buy ores, treasures, and items dropped by monsters.

Mages' Guild - research of spells and magic, training of apprentices, study of ancient scrolls and runes

Assassins' Guild - Guild members can take on assassinations and thefts

The merchants' guild has a monopoly on goods; guild members can also become traveling merchants, then open their own trading stalls and then branches.

Achemists' Guild - creating potions, you can open your own shop and pharmacies

Ranks: There are 10 ranks in total
The initial rank is copper; to increase it to bronze, you need to reach level 10 and complete 5 tasks and one back to increase the rank.

To get from bronze to silver, you need to reach level 25 + complete 15 quests and the final building to increase your level.

After silver comes gold rank, to reach it you need to be level 50 + 30 completed tasks.

Next comes the platinum rank - for it you need to be level 70 and have 50 completed buildings.

Then comes the obsidian rank - this is the rank of the elite royal guard, for it you need to be level 100 and have 70 completed buildings.

Next come the ranks that units have around the world.
this S, SS, SSS ranks.
The commander of the guard and heroes have an S rank, S rank is level 150
SS rank level 200
SSS 300 and above level
Only one person has the SS rank, a woman whose nickname is "dragon slayer" because she single-handedly slew a dragon and is known on all continents and she is the only one with the highest level of 270

Ranks of other guilds:
The maximum rank is platinum, and each guild has its own quest for rank increase.

Prompt

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