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Open World of Wyserad

What kind of fantasy world shouldthis be?

  • Game based (Like Overlord, Re:Monster and Re:Zero)

    Votes: 0 0.0%

  • Total voters
    9
  • Poll closed .
World of Wyserad, a fantastical world which seemed like it came right out of a fantasy anime. A place inhabited by all sorts of different species, from the humans, rulers of most a majority of the territory, to the cave dwelling goblins. This universe is also home to a strange phenomenon known as the "Rebirth" where beings of other worlds would be revived with a new life after their death ever so often in Wyserad.

Onto the world itself:
Mana Springs: The mana springs are treated as national class treasures, and is one of the lead reasons behind the warring kingdoms. The lakes stream a crystal clear liquid that glistens under the light of the sun, and glows a light purple in the night, as shining specks and sparks are emitted, sprinkling over the nearby land, as nearby plants become a glowing white, ready to be cultivated and put into high class potions. Only three springs have been discovered so far.

Monolith Gates: Monolith gates are gates connecting the world to the realm of the Damned, where the souls who met a tragic, sinful fate lies. These gates vary greatly in size and corrupt everything in their surrounding when they appear.

A large continent divided into 5 sections.

Central - Warring States

The Central section of the continent contains two main human Empires, Arkos and Brundier. The two empires are constantly fighting small skirmishes with each other but have never fallen into all-out war. Reason being, between these two empires, lies a collection of 7 smaller kingdoms and states. While these small kingdoms might not be as powerful as either empire, These smaller kingdoms help keep a precarious balance in the world, as they act as a buffer between the two empires. Although the two Empires have tried on separate occasions to conquer these states, the states would usually rally together, and repel their forces, and due to the looming threat of the other Empire, neither invading empire has wanted to weaken their forces by committing to a drawn-out war with the 7 Kingdoms.


North - Tundra

The Northern tundra is seen as one of the 4 great danger zones in the world. Dreadfully cold all year round, the northern tundra seems to be perpetually locked into Winter. No established human empires exist here. However, hardy tribes of Beastmen make their living hunting down the many magical beasts that inhabit the area. The Beastmen are said to be the most valiant warriors on the continent, and many human kingdoms from the central areas have tried to recruit beastmen into their ranks. The farther north one goes, the colder it gets, and the more powerful the monsters they will face. To the extreme north, one can see the world's largest and most extensive mountain range, rumor has it that an extremely powerful magical beast claims the mountain range as its domain, however the true situation is unknown, as no explorers to journey there, no matter how powerful, have ever returned.

South - Desert

The Southern desert is a wasteland only matched in desolation by the northern tundra. In these deserts, one will find the kingdom of Nubis built around one of only three Mana Springs discovered so far as well as many other smaller communities built around Oasis, with races ranging from human, beastman, and even elf. In these deserts, the power of unity is treasured, and the races live in harmony to eke out a living while defending themselves from mother nature and raiders. Within the southern deserts is another of the world's wonders, a massive expanse of quicksand pits home to the Queen of the Desert. A powerful, but bloodthirsty Raider Queen, who frequently seeks to wage war against the desert states. Her troops are swift and vicious to the extreme, and their in-depth knowledge of the quicksand pits allows them to safely traverse territory where others would not dare to set foot.

East - The Endless Sea

The endless sea, given its name for its seemingly endless size, lies to the far east. On its coasts lie many mercantile states known for their fine arts, craftsmanship, and love of trade. Through the many rivers that empty themselves into the endless sea, these merchants are able to travel throughout the continent and set down their vast trading networks. The Eastern Federation are wealthy beyond imagination, having accumulated resources and culture from across the continent. Their love of culture and trade has also resulted in a healthy interest in research and education, and in particular, they are masters of the arcane arts, producing the most powerful of mages within their prestigious academies. It's this love of learning that has allowed the Federation to adopt the most open-minded policies on the continent, welcoming all races and kindred into their borders.

While they are generally peaceful merchants, when cross, they become a dreadful force. An attempted invasion by Empire A decades ago left the great nation with a bloody nose as the merchants, and their hired mercenaries dominated the waterways, and with their vastly superior mobility and magic, bombarded the Empire's troops from the safety of the Rivers. The mercantile federation is also home to one of the three known mana springs which is being kept by the Arcana Order, a guild of powerful mages which established themselves within the Federation, but have declared that they will not be taking any sides in any wars, choosing to rather use the spring to test the limits of their magic and unlock new heights. The Arcana Order is comprised of 150 Mages, though 15 in the grand council, all skilled enough to match a small army.

Their guild hall is a massive ivory castle tucked within the mountains. They have, as a philosophy, to research magic not for the sake of power, but of knowledge, and, as a result, forbid any kind of trades done using their Mana spring. The only times they would ever involve themselves in battle is when there is a threat within the enemy or ally ranks that is said to have used magic beyond their knowledge. Only then, will they directly involve themselves, and attempt to capture said user, and discover whether they should ban this sort of spell, or teach it. It is never for the sake of power. As a result, many who have sought great power found themselves disappointed as they learn this guilds philosophy. As a result, the Arcana Order is reputed to have many enemies. However, with the recent appearance of the Monolith Gates, brought upon by Felicia, they have been on the move, sending their men to analyze and contain, and on rare occasions, destroy said gates.

While the members of the Arcana order are staunch pacifists, standing in staunch opposition to their philosophy are the Combat Mage Academies, which as the name suggests, wield the arcane arts to devastating effect on the battlefield. It's these Mage Academies that produce the skilled magical fighters which defend the mercantile federation.


West - The Great Forest

The Great Forest is home to a number of nations, most notably of which is the joint Federation of Fairies and Elves who deem themselves the protectors of the forest. They live in harmony with nature itself and have even learned the art of taming magical beast. They are somewhat reclusive, but welcome visitors warmly so long as they do not harm them nor the forest. To the western edges of the forest, are a smaller set of mountain ranges, home to the dwarves & gnomes. It's said that, on the highest peak of these mountains, lives an elder dragon. Rather easily placated, the dragon seems content to receive a tribute once every 10 years from the surrounding nations.
---------------------------------------------------------------------- Rules -----------------------------------------------------------------------------
1- The usual, no one liners and such
2- Shippings is allowed but nothing too mature
3- Use Grammar and punctuations
4- Follow Pokecharm rules
5- Don't Godmod
6- Have fun

Bio:
Name:
Age:
Gender:
Race:
Appearance:
Personality:
Rebirth or resident:
Backstory(Optional):
Weapons:
 
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Lemme get my character up though;
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Name: Felicia Amoraphallia

Age: 28 (body age) | 1000+ (True Age)

Race: Eldritch Litch (Human Possession)

Gender: Female

Height: 4"5

Appearance: Felicia has wavy, dark, purple hair that’s cuts off at the shoulders standing in stark contrast to her deathly pale skin, and light brown eyes. She’s a rather petite girl standing at 4”5, and can easily fit the description of ‘Waifish’. In the confines of her own army of companions, she wears billowing shredded cape-like robes and carries a disproportionately sized staff that is quite a bit taller than her person. Beneath her robe is a plain full-body Mantua which is generally in-discriminant from the robes themselves. She usually wears her ‘magicians’ set without footwear, although an observing party wouldn’t be able to see her feet behind the draping clothes. When traversing human civilization, she prefers to wear a tight-fitting ensemble of gear composed of a white half-sleeve camisole, and ash grey breeches that merge into abyss black high-boots. Besides her outfit, she constantly wears numbers sets of intertwining belts and straps that serve as holsters for potions, powders, salves, and pills. In this set of clothing, she poses as an alchemist and adventurer.

Personality: Due to her appearance Felicia is frequently mistaken for a sickly child, and easily gathers the sympathy of others. Being quite aware of that, she has no qualms about using her appearance as a weapon to manipulate and mislead others should the need arise. With practicality and efficiency as her guideline, she’s not too proud or honorable to disdain any means to complete the job; poison, betrayal, ambushes, and scorched earth tactics are her preferred form of war. She can be rather unscrupulous when needed and keeps up a pleasant façade in front of others. However, her scheming and undermining are usually reserved for her enemies, allies, on the other hand, are treated to an intrinsic multifariousness born of a myriad of roles and personalities taken on over the years through her repeated possessions.

Residency: Fantasy World

Guild: -Pending-

Backstory: A female witch who died hundreds of years ago but managed to survive by binding her soul to a phylactery through the dark arts. She specializes in Alchemy and Necromancy but also dabbles in various forms of nefarious magic.

Fraught with ambition, the newly birth eldrich abomination, sought to open the gates to the realm of the Damned and wield its power to conquer the world. However, to achieve this task she first needed a tool powerful enough to distort the fabric between worlds and connect realms. After decades of research and snooping around, she finally caught wind of such an item in the possession of the Church of (Unnamed). Putting her plans in order, she possessed the body of a young woman, and approach Father Silvaroth, a high priest in the Church. It was only after a time of playing the part of the man's disciple that she finally gained enough trust, from both him and the church, that location of the Magical item, a key with the power to connect dimensions, was revealed to her.

After weeks of devising a plan, she finally pulled her great heist, disappearing into the night with the Magical key in tow. Fleeing to the Western Forest, the necromancer sought to corrupt one of the world's few Mana Springs, converting the arcane well, into a source power. Although she succeeded, managing to open a Monolith Gate and corrupt the Mana Spring, she didn't get far before her former 'Master' engaged her in combat, wielding her bane, a powerful holy weapon. The battle ended with her wounded, and the pathway between worlds severed, but the price paid had been the life of her dear 'Master', who had fallen into the void between worlds.

Figuring the man dead, and her access to a realm stuffed full of souls severed, she remained within the vicinity of the corrupted Mana spring to recover from her injuries and amass power. She spent the next twenty years, lying dormant; a volcano of darkness biding its time before eruption. Now at the peak of her power, and with the near limitless supply of power from the Mana Spring, the Witch rose up to once again begin her path to world conquest.


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by the way, is it alright if she starts out as an already established villain?
 
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So what I'm understanding is you don't have a decision yet?
Not at the moment, I'm trying to think of a good setting which can be developed a bit.

Hmmm, lemme jot down a basic one right now. I'll omit names and the like.


A large continent divided into 5 sections.

Central - Warring States

The Central section of the continent contains two main human Empires. (Henceforth referred to as A and B until we give them proper names) Empires A and B are constantly fighting small skirmishes with each other but have never fallen into all-out war. Reason being, between these two empires, lies a collection of 7 smaller kingdoms and states. While these small kingdoms might not be as powerful as either empire, These smaller kingdoms help keep a precarious balance in the world, as they act as a buffer between the two empires. Although the two Empires have tried on separate occasions to conquer these states, the states would usually rally together, and repel their forces, and due to the looming threat of the other Empire, neither invading empire has wanted to weaken their forces by committing to a drawn-out war with the 7 Kingdoms.



North - Tundra

The Northern tundra is seen as one of the 4 great danger zones in the world. Dreadfully cold all year round, the northern tundra seems to be perpetually locked into Winter. No established human empires exist here. However, hardy tribes of Beastmen make their living hunting down the many magical beasts that inhabit the area. The Beastmen are said to be the most valiant warriors on the continent, and many human kingdoms from the central areas have tried to recruit beastmen into their ranks. The farther north one goes, the colder it gets, and the more powerful the monsters they will face. To the extreme north, one can see the world's largest and most extensive mountain range (to be named later), rumor has it that an extremely powerful magical beast claims the mountain range as its domain, however the true situation is unknown, as no explorers to journey there, no matter how powerful, have ever returned.


South - Desert

The Southern desert is a wasteland only matched in desolation by the northern tundras. In these deserts, one will find multi-ethnic communities akin to city-states build around small oases, with races ranging from human, beastman, and even elf. In these deserts, the power of unity is treasured, and the races live in harmony to eke out a living while defending themselves from mother nature and raiders. Within the southern deserts is another of the world's wonders, a massive expanse of quicksand pits home to the Queen of the Desert. A powerful, but bloodthirsty Raider Queen, who frequently seeks to wage war against the desert states. Her troops are swift and vicious to the extreme, and their in-depth knowledge of the quicksand pits allows them to safely traverse territory where others would not dare to set foot.

East - The Endless Sea

The endless sea, given its name for its seemingly endless size, lies to the far east. On its coasts lie many mercantile states known for their fine arts, craftsmanship, and love of trade. Through the many rivers that empty themselves into the endless sea, these merchants are able to travel throughout the continent and set down their vast trading networks. The Eastern states are wealthy beyond imagination, having accumulated resources and culture from across the continent. Their love of culture and trade has also resulted in a health interest in research and education, in particular, they are masters of the arcane arts, producing the most powerful of mages within their prestigious academies.

They are surpassed only by the southern desert in the sheer variety of races which can be found. While they are generally peaceful merchants, when cross, they become a dreadful force. An attempted invasion by Empire A decades ago left the great nation with a bloody nose as the merchants, and their hired mercenaries dominated the waterways, and with their vastly superior mobility and magic, bombarded the Empire's troops from the safety of the Rivers.


West - The Great Forest

The Great Forest is home to a number of nations, most notably of which is the joint Federation of Fairies and Elves who deem themselves the protectors of the forest. They live in harmony with nature itself and have even learned the art of taming magical beast. They are somewhat reclusive, but welcome visitors warmly so long as they do not harm them nor the forest. To the western edges of the forest, are a smaller set of mountain ranges, home to the dwarves & gnomes. It's said that, on the highest peak of these mountains, lives an elder dragon. Rather easily placated, the dragon seems content to receive a tribute once every 10 years from the surrounding nations.

 

Void_Nugget

Previously Shadow_Pup
Name: Lorenzo Mortalus
Age: 18 (Body Age), 1500 (Actual Age)
Gender: Male
Race: Part Shade - Part Human, Human (Former)
Appearance: Tall, lean yet muscular, white hair and goatee, one green eye and one black eye. He wears an all black suit, a tight fitting black shirt with the top 3 buttons undone, black loafers and a top hat.
Personality: Lorenzo is pretty laid back, but his has a pretty bad temper. He speaks pretty formal and is rather old fashion (I mean you'd be old fashioned to if you'd been born 1500 years ago), he has been know to be loyal to men of power and loves a good battle. He can also be rather sexist and misogynistic, this is because back when he was alive originally, that was how everyone was.
Rebirth or resident: Rebirth
Backstory(Optional): Lorenzo was killed during a battle, after his rebirth, he awoke finding himself no longer entirely human, he was faster, stronger, more durable and could transform into a smoky ghostlike form.

Please tell me if anything needs changing.
 

SageNeb

Previously 5DigitNeb
i'd make a bio but i need more story building first. I'm planning on making an heir to one of the states in the center
 
So guys, I spoke with my friend @Epic_Banana (who may or may not join this) and we've talked about the subject of a gate(For got what he called it) that would appear around the world and corrupt everything around it, the size of this gate can vary from being at the size of a door to the size of a mountain. The second thing is a thing called Mana Springs which like its name suggest is basically mana fuel, it enchants the plants around it making them usable for potion making and the animals who drink from this spring become magical creatures.

Also we're naming one of the empires Arkoss and its market Arket
 

SageNeb

Previously 5DigitNeb
Bellamy feeling slightly reassured walked over to the table of devices, he examined a few things like a smallish camera that was currently attach to a branch of a plant, with a tablet to view the feed live, a cloaking device, some of the teleportion patches, some solar power food storage and cooking devices (obviously larger than the other objects), a collection of animal traps, a utility belt and a eyepiece. Bellamy chose the eyepiece putting it on and examining the area, the eyepiece gave him readings such as heat signatures, distance from himself, the wind speed and direction and it also helped inform him what track was what animal.

Clarke looked at the items that Bellamy was looking at and noticed Gabriel hadn't chosen anything, she said "hey Gabriel, why don't you look over by Bellamy, there are some cool things there." she smiled politely then re-pocketed the medical device.
don't see anything wrong here
 
"Monolith Gates", about 3 - 7 of them in total, sprinkled throughout the world. Each of them are connected to different parts of (Insert Evil Realm Name here), and flood out monsters as well as pollute the surrounding area with corruption.
 
As a response to @kyuukestu, The mana springs are treated as national class treasures, and is one of the lead reasons behind the warring kingdoms. The lakes stream a crystal clear liquid that glistens under the light of the sun, and glows a light purple in the night, as shining specks and sparks are emitted, sprinkling over the nearby land, as nearby plants become a glowing white, ready to be cultivated and put into high class potions. Only three springs have been discovered so far, one tucked in a desert kingdom known as Nubis, who are independent from the main kingdoms and uses for brewing purposes (The highest quality potions of all sorts come from them). The kingdom itself thrives off the two other kingdom's war, selling them potions to heal their troops. Though they have their own army, one powerful enough intimidate the two kingdoms into not attacking them, as the first one who does will have two enemies to deal with. As well, due to their economical presence, the city is also known for being a massive marketplace, where even the dwellers of the Tundras will occasional arrive to trade. Another one of the Mana springs was corrupted by a Monolith Gate, with opened right beneath the depths of the spring. As a result, the waters which usually can't even be polluted by the highest ranked dark spells have turned pitch black and murky, transforming the nearby forest (The spring is tucked deep within the great forest region), into a lifeless swamp, with the undead swimming beneath the murky bog, ready to pull down and feast upon unwary adventurers. As for the third one, it's being kept by the Arcana Order, a guild of powerful mages which established themselves within Kingdom A (I'm not deciding the name yet), but have declared that they will not be taking any sides in the war, choosing to rather use the spring to test the limits of their magic and unlock new heights. The Arcana Order is comprised of 150 Mages, though 15 in the grand council, all skilled enough to be equal to a small army. They're guild hall is a massive ivory castle tucked within the mountains. They have, as a philosophy, to research magic not for the sake of power, but of knowledge, and, as a result, forbid any kind of trades done using their Mana spring. The only times they would ever involve themselves in battle is when there is a threat within the enemy or ally ranks that is said to have used magic beyond their knowledge. Only then, will they directly involve themselves, and attempt to capture said user, and discover whether they should ban this sort of spell, or teach it. It is never for the sake of power. As a result, many who have seeked great power found themselves disappointed as they learn this guilds philosophy. As a result, the Arcana Order is reputed to have many enemies. However, with the recent appearance of the Monolith Gates, brought upon by Felicia ( @kyuukestu 's character), they have been on the move, sending their men to analyse and contain, and on rare occasions, destroy said gates. The remaining Mana spring remain undiscovered.
 
I can work with that. I was gonna do more stealth for my character...but with the Monolith gate backing her, I'll be able to push her pure power to a level even higher than I was hoping to.


The Sea people have the best mages because of their love of trade and knowledge, so, to put it bluntly, they'd have more educated mages and better magic schools. That can be changed though. The presence of these Mana Springs would be a deciding factor. I feel like the Mages should just be based in the sea kingdoms since they're generally the type to avoid war and instead focus on the finer arts, but either way is fine.
 
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