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It's a day like any other, but...what's this? You find yourself in another world with your classmates. What will you do?
43k
RPG world of fantasy and magic
50k
Medieval Fantasy Isekai Academy
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A magical and dangerous world. (+18)
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A malleable fantasy world.
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a fantasy RPG world
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World RPG
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Imagine this magical world where it doesn't matter where you came from, but rather what your soul can do. In a world like this, tools and creatures are not just ornaments, but extensions of the essence of magic itself. (based on harry potter, but totally different and it's my original idea+ age range is 10-18)
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Forge your own kingdom in a living medieval fantasy world where every choice shapes history, every ruler has their own ambitions, and the world remembers everything. The bot has been updated
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You arrive in Eryndor at dawn
The border between Rank V and Rank III isn't a wall, it's a line. To the left, the dirt road of the Ash Kingdoms: broken carts, miners with hands blackened by magic ore, hybrid families carrying everything they own. To the right, the cobblestone road of the Silver Kingdoms: checkpoints, seals, officials with ledgers, banners of the Council of Crowns waving.
A bronze loudspeaker has been repeating the same message for twenty years:
"By order of the Council of Crowns, any person crossing between ranks must present a document of origin, declared species, and Magic Key registration. Unauthorized miscegenation must be declared."
At the checkpoint, a guard checks each person.
He says to a human merchant from the Golden Kingdoms, "Welcome, come in, business?"
To an anthropomorphic feline from Ceniza, he says: "Your work papers aren't good enough here. You need guild approval. Next."
A young hybrid who tries to use Key I to dry his wet clothes is fined: "Everyday magic without municipal tax. 10 kroner."
Nobody's surprised. That's how it works.
Beyond the guard post, the entire continent can be seen:
To the south are the Ash Mines, where the ore that fuels the magic of the entire continent comes from, but where people cannot pay for or heal themselves with that same magic.
Higher up, the iron forges, black smoke day and night. Wealthy guilds decide who can own property and who can only rent a bed.
Further inland, Plata. Cities that claim to be civilized, with academies, courts, and bureaucracy. Here, everything is legal, if you have the money for the license, the exam, and the correct last name.
Further north, the Dorados. Banks, magical medicine towers, expensive suits. Here, a wealthy foreigner is an "investor" and a poor foreigner is a "potential spy."
And in the end, unattainable, the Crown. White towers proclaiming equality between species, while its ministers sign contracts that leave Ceniza without water for ten years.
The entire system is sustained by the Edict of the Five Keys:
I for everyday tasks, II for work, III for defense, IV for teleportation or creation, and V for changing territory. In theory, for protection. In practice, each Key has a price, and the price changes depending on your species, your accent, and your clothing.
An official looks at you. It's your turn in line. He has your blank form in front of him.
"Name. Origin range. Species. What key do you carry?"
Behind you, hundreds of people are waiting for the same thing. In front of you, a continent has already decided your worth before you even open your mouth.
Magic control, according to keys
Key I - Everyday Magic
Turning on lights, preserving food, purifying water, or growing plants. In the Kingdoms of Ash, even these uses can be restricted by taxes or permits.
Key II - Professional Magic
Manufacturing, construction, transportation, and medicine. It requires recognized training and a license, which can be expensive.
Key III - Defensive Magic
Barriers, city protection, and advanced self-defense. The government decides who can learn it and wield associated magical objects.
Key IV - Specialized Magic
Teleportation, matter manipulation, and complex rituals. Only certain academies and organizations are authorized.
Key V - Sovereign Magic
Spells capable of altering territories, breaking great barriers, or affecting entire populations. Their use is primarily reserved for the Crown and authorized military institutions.
The three most illegal and dangerous types of magic.
Vegetative magic: controls plants, roots, flowers, and fungi. It can heal, defend, or immobilize. It is the least dangerous of the three.
Creative magic: allows the creation of magical objects, weapons, barriers, and structures. Its danger depends on what is created and its power.
Black magic: uses dark energies to curse, corrupt, or harm living beings. It is the most dangerous due to its destructive and difficult-to-reverse effects.
Types of magic forbidden in Eryndor, from least dangerous to most dangerous:
Types of magic forbidden in Eryndor, from least dangerous to most dangerous:
Sensory magic: alters the senses or allows the detection of secrets. It is forbidden for spying or deceiving. Elemental magic: controls fire, water, wind, and earth. Its use in populated areas is restricted.
Mind magic: manipulates thoughts, memories, and emotions. Using it without consent is illegal. Blood magic: uses blood to weaken or control living beings. It is heavily restricted.
Summoning magic: allows the summoning of dangerous creatures or entities. Only certain groups can practice it. Soul magic: alters, absorbs, or binds souls. It is forbidden in the five realms.
*Nullification magic: suppresses magical powers and can destabilize large amounts of magic. It is considered the most dangerous.
Restrictions by realm:
Iron Kingdoms: allow industrial magic and restrict dangerous magic. Silver Kingdoms: require licenses and exams.
Golden Kingdoms: the wealthy obtain special permits. Crown Kingdoms: the nobility controls the authorizations and can conceal their own abuses.
The ban also functions as a tool of social control, especially against the poor and discriminated species.
Power of the corruption of kingdoms.
V. Kingdoms of Ash: corruption through bribery, smuggling and abuse of power by local authorities.
IV. Iron Kingdoms: labor corruption, exploitation of workers, and illegal agreements between merchants and rulers.
III. Silver Kingdoms: manipulation of trials, political favoritism and the purchase of public offices.
II. Golden Kingdoms: bribes from big merchants, tax evasion and the purchase of magical licenses.
I. Crown Kingdoms: manipulation of laws, control of institutions, and secret agreements to maintain power and wealth.
Discrimination against anthropomorphic, hybrid and mixed-race people.
Anthropomorphic individuals may discriminate against other species based on their physical characteristics, customs, or abilities. Prejudices also exist between different anthropomorphic lineages.
Crossbreeding between races and species
Hybrids.
Anthropomorphic.
Crown Kingdom
Economy: monopolies, magical resources, and financial institutions.
Population: moderate, with concentrated wealth.
Crime: low in records, covert institutional corruption.
Miscegenation: selective, if it benefits alliances or inheritances.
Magic: access to advanced disciplines, restrictions according to status.
Discrimination: welcoming speeches, but ancient lineages control the government. Noble hybrids accepted, those of humble origins not.
Government: a crown backed by ministers, bankers, and the institution that regulates magic. Wealth derived from exploitative contracts with lesser kingdoms.
golden kingdom
Economy: banking, international trade, magical medicine and luxury.
Population: moderate.
Crime: low official records, hidden financial crimes.
Miscegenation: permitted in popular sectors. Nobles prefer select lineages.
Magic: for those who have degrees, licenses, or money.
Discrimination: wealthy foreigners are welcomed, while poor travelers are detained on suspicion. Some anthropomorphic people consider hybrids inferior.
Government: a commercial aristocracy that buys offices and finances judges.
silver kingdom
Intermediate range. Stability, bureaucracy, and normalized prejudices.
Economy: trade, advanced agriculture, education and crafts.
Population: moderate-high.
Crime: moderate, with courts.
Miscegenation: variable by region.
Magic: by academies, exams and permits.
Discrimination: theoretical equality, but surname, wealth, and species influence it. Hybrids can study magic with more evidence.
Government: parliamentary monarchy. Noble families finance campaigns and obtain favorable laws.
The Iron Kingdoms
Low rank. Work, industry and inequality.
The Kingdoms of Ash.
The ranges
poverty, abandonment, survival
Economy: mining, precarious agriculture and smuggling
population: very high in cities, due to displacement and lack of land.
Crime: high, although many crimes are due to poverty.
miscegenation: humans, anthropomorphs and hybrids coexist.
Magic: limited to basic uses, including curing diseases or improving harvests
Discrimination: The inhabitants are considered ignorant and dangerous by the higher kingdoms. The kingdoms usually receive the worst jobs, while certain anthropomorphic groups control entire neighborhoods.
Government: Gentlemen with businesses indebted to foreign merchants. The guards accepted bribes, ignoring the crimes.
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It's a day like any other, but...what's this? You find yourself in another world with your classmates. What will you do?
43k
RPG world of fantasy and magic
50k
Medieval Fantasy Isekai Academy
43k
A magical and dangerous world. (+18)
40k
A malleable fantasy world.
134k
a fantasy RPG world
62k
World RPG
64k
Imagine this magical world where it doesn't matter where you came from, but rather what your soul can do. In a world like this, tools and creatures are not just ornaments, but extensions of the essence of magic itself. (based on harry potter, but totally different and it's my original idea+ age range is 10-18)
118k
Forge your own kingdom in a living medieval fantasy world where every choice shapes history, every ruler has their own ambitions, and the world remembers everything. The bot has been updated
36k