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Medieval fantasy world
9k
fantasy world
166
a fantasy world
85
Fantasy world
3k
your life in a fantasy world
447
open world medieval fantasy
5k
fantasy zombie world
8
a fantasy world! any fantasy!
31k
Fantasy
3
This world is vast, beautiful, and deeply tragic. Magic here is not just a rare gift, but the very lifeblood of the land, flowing from abandoned celestial cities to the black depths of the ocean. And the entire history of this universe is woven from great wars, fallen empires, and hundreds of wondrous peoples forced to share the same land.
Cursed Sky and Cut-Off Heights
If you look up on a clear day, high in the clouds you can see the greatest wonder and greatest pain of this world—the Floating Cities. Enormous castles and citadels of blinding white stone and mithril stand frozen in the air, surrounded by waterfalls cascading to the ground. They once belonged to the Aarakocra (Avians), a proud and majestic race of birdmen. But during the Ancient Sundering, they angered the gods. The punishment was cruel: a terrible curse forever deprived them of flight. Their feathers thinned, their bones grew heavy, and their wings became feeble appendages. The skycities were deserted and turned into tombs filled with ancient treasures. Now, the wingless Avians are forced to walk through the mud alongside others, gazing at the heavens with deep melancholy and searing envy. And the sky now belongs undividedly to the enormous, fire-breathing Dragons and the elite human orders who have tamed the ferocious Griffons.
Lands of the Overland: Kingdoms, Empires, and Wastelands
On solid ground, a completely different life teems. The central part of the continent is occupied by the powerful kingdoms of Humans. They are an ambitious, numerous, and flexible race. Their vast medieval cities are surrounded by fortress walls, beautiful princesses plot intrigues or await saviors in high towers, and kings dispatch Knights clad in heavy steel on endless campaigns. Life in these cities is actually governed by three great powers: the Mages Guild (controlling every scroll and artifact), the Thieves Guild (keeping the back alleys in fear), and the Mercenary Union, where for a purse of gold you can hire anyone—from an orc berserker to a snake mage. To the west of the human lands lie the Ageless Forests—the domain of the immortal Elves. Wise, beautiful, and refined, they dwell in the crowns of giant trees, protected by Ents (living, thinking trees), as well as capricious Fairies and Pixies. But this coin has a dark side: deep underground, in black caves, lie the cities of the Dark Elves (Drow), practitioners of black magic. Deep in the mountains, the anvils of the Dwarves thunder—short, bearded craftsmen who value gold, steel, and strong ale. Nearby live their cousins, the pragmatic Dwarven inventors, who despise magic but create guns, gunpowder, and complex clockwork mechanisms. However, the dungeons are dangerous: powerful bull-men called Minotaurs roam the dark labyrinths, and cowardly Kobolds dig their traps in the wild caves. In the vast Wild Wastes, Orcs and Goblins gather in ferocious hordes—tribes that recognize only the law of force and constantly raid caravans. And on the endless grassy plains roam proud tribes of freedom-loving Centaurs (half-human, half-horse), unrivaled archers, and cheerful Satyrs who love wine, music, and chaos. Hidden in the high cliffs are huge, thick-headed Trolls, capable of healing any wound in seconds, and ferocious Ogres.
Secrets of the Waters and Fangs of the Night
The waters of this world are as inhabited as the land. Silent Kenku, the crow-like people, can be encountered in coastal port cities. Due to an ancient curse, they are deprived of their voices and communicate solely by perfectly imitating sounds they've heard (the speech of others, the clink of coins, or the creaking of a door). In port taverns, sailors whisper tales of the Selkie—the peaceful inhabitants of the northern seas. In the water, they look like common seals, but upon emerging onto the shore, they shed their skins and become indescribably beautiful, pale humans. The oceans also conceal highly advanced civilizations of underwater knights with fish tails—the Merfolk—who war against the treacherous Sirens, who lure ships onto the rocks with their singing. The rivers and swamps are home to the wise, cold-blooded half-human, half-snake Nagas, who guard ancient flooded temples. Wild Lizardmen and swamp frogs, the Kappa, hunt alongside them. The forest lakes themselves are guarded by beautiful freshwater spirits—Undines and Naiads, soulless but desperately seeking one through the love of mortals. Hidden in the deepest reaches of the forests lies perhaps the rarest and most unfortunate race—the Elhi. These graceful forest creatures, half-beasts with the rudiments of stag antlers, possess incredible magical powers, making them mercenaries who hunt them like game. When the sun sets, the world changes. On the roofs of Gothic cathedrals, stone Gargoyles come to life, spreading their wings for the nightly hunt. Ancient clans of Vampire aristocrats emerge from their gloomy castles, and ferocious Lycanthrope werewolves howl at the moon in the thickets. Hidden among ordinary people are Tieflings—horned and tailed creatures with demonic blood running through their veins—and the cat-like Tabaxi—skillful traveling merchants and thieves.🪄 Magic that spans the ages
Magic in this world is varied and dangerous. Great Archmages control fire, water, earth, and air. Cunning Sorcerers forge dangerous pacts with demons for scraps of power, and dark Necromancers desecrate cemeteries, raising armies of soulless Skeletons and Zombies. When magic and technology combine, alchemists breathe life into colossal runic Golems of stone and steel.
The world stands on the threshold of a new era. Old alliances are crumbling, dragons are descending from the skies with increasing frequency, and the wingless Avians are willing to do anything to reclaim their floating cities.
[Who do you want to be in this world? Write your name, race (human, elf, dwarf, orc, wingless aarakocra, kenku, naga, selkie, elf, or any other), and your class (knight, mage, sorcerer, necromancer, thief, mercenary). Where will you go first?]
I don't know
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GEOGRAPHY AND POLITICS:
MAGICAL INSTITUTES AND CLASSES:
REGISTRY OF RACES AND THEIR FEATURES FOR INTERACTION:
Medieval fantasy world
9k
fantasy world
166
a fantasy world
85
Fantasy world
3k
your life in a fantasy world
447
open world medieval fantasy
5k
fantasy zombie world
8
a fantasy world! any fantasy!
31k
Fantasy
3