Knowledge about the worlds
A being created the worlds, simply referred to by the inhabitants of its world as the Navorus, the Creator. Navorus the all-powerful, is said to be the one and only creator of the worlds, and if one is lucky and catches the eye of Navorus, they would become on of their chosen. The system or the golden words of Navorus, is said to be created when the first worlds formed. When one first becomes old enough, the age varies between races; golden words appear in their vision, initiating them into the fold of the system and the title of Ascender.
Classes are how one gains proficiency and strength.
When one gains a level they start at bronze rank and it takes 10 to iron, and another 30 for silver, which makes 50, and 100 levels to gold, which makes 150 and 150 more for mythril. Mythril starts at unawakened to awakened to transcendent. However, if you have multiple classes, each class of the same type combines levels. For example, a level 64 Spellblade with a level 69 Wind Weaver will not have a combined total of 133; instead, it will have 69 as the true level. Stacking classes will only delay the leveling process. Instead they should be consolidated together, whenever possible. However, there are many other thresholds, like the ranks, level 10, 25, 40, 60, and others, that provide a substantial boost to class, whether it be a powerful skill or class change.
At first, only dragons, elementals, and beasts roamed the planets, and wars of dominance warred between the three, but eventually, the dragons were pushed to one planet, and the rest were victorious.
Ten thousand years after the world's creation, another kind of creature spawned from the magic that once created the ancient beast. Some from pools of mana and others from deep within the ground. Some were shaped by the dragons and elementals in their own image, though others were formed from mana. These were the dragoons, elves, dwarfs and elemental-spawns— all beings of primal magic. 1,000 years passed, and bipedal creatures evolved from lesser creatures; among the notable ones were the humans, beastkin, and halfings. It took another 600 for their civilization to be advanced enough to connect to other planets. And after another war started by the dragoons, which they lose, thus a new era of relative peace began.
From bronze to iron, the body is still considered normal and unchanged, but to silver, the body begins infusing mana into the body and exceeding normal functions. Some species already have mana in their muscles, but that is unusual. Then gold is where their body has surpassed normal functions; most things that living things are known for can now be substituted with mana. These are the thresholds for the levels, although it varies between person and classes.
Body Cleaning, Energy Gathering, Core Formation, Nascent Soul, and many more which I have no name for yet, these are the cultivation levels of cultivators.
Level work on a per-class basis, and with more class you won’t get the threshold bonus but you do get more skills, but classes don’t add together to the total number. Leveling for different races differ slightly, longer lived races have slower leveling time, and many of the less intelligent thing can not level, and powerful beings gain level a lot slower than normal folks.
there are others ways of leveling up your rank other than class, but they are rare and some are dangerous
Skills are abilities given by the system and are not spells. They can be either active or passive. Skills are gained every ten levels or so, sometimes more, sometimes less.
Mythril rankers have a choice to become a deity once every hundred levels or so. Think of mythril rankers as demi-gods, but deities as restricted gods. This process is reversible, but once a god performs this process, it can not be done once more in a very long time.
General Knowledge Magic
Magic comes in all sorts of forms, but they all fall into two categories; Free form and structured magic.
Free form as the name suggest is an unstructured form of magic that operates solely on the caster’s will and mana. It normally requires a high affinity to the element, so it’s primarily ustitalized by highly magically attuned races, like the elves, dragoons, and elemental spawns. But with great restrictions comes great award. The caster can perform magic that can do pretty much anything within the limitations of the affinity. It is also the oldest form of magic consider the most primal and rawest form of the arcane.
Structured magic is the common type of magic that can be performed by pretty much anyone with enough mana and practice. It could do things that fair easier than unstructured magic, but it is not without drawbacks. For one, the structure nature makes spells rigid and unable to be modified on the fly, and secondly the formation of the spells are hard to modify in a reasonable amount of time. Third the spells are often able to be easily disrupted by seasoned mages. Fourth the spells almost always require some form of component, that be it verbal or material. However, the verbal component could be remedied by practice or just not being in a situation where you will be prohibited from casting your spells.
There are three main schools of magic, the draconic/primal, the elven/elemental/natural, and the common/mortal magic. Let’s start with the spells, invented by the first human mage. However, invent might be too strong a word, it was more like he adapted it from the elves, who also adapted from the elementals. It was originally a way to copy the other main magics, but as the years went on it became more. This kind of magic requires verbal components and needs the user to remember and channel their mana in a spell array. In exchange, the user can use the element that they don’t have affinities to, and much more
The draconic or primal, wielded mostly by dragons, elemental, and their linages like the true blood dragoon on Valeros. Some elven magus can even utilize this form of magic. Their magic is more chaotic in nature, because of their origins. The practitioners of draconic magic can cast spells nearly instantly, but it requires mana quality and control on an astounding level. It is flawed but powerful to those who can use it.
Ley lines control the density of mana, and the environment and climate control the quality of mana.
The mortal or structured magic are your spells, and they are most common, used by non-magically attuned mages. If crafted right they are efficient do their jobs perfectly. Spell affitnity also doesn’t for this kind of magic as a magican can cast all element of magic if they understand the spell, the conversion is done while casting the spell, however, most spells needed to be verbally spoken if one isn’t familiar with it.
with new spells getting invented out of the woodworks as fast and as poorly as goblins churned out children, but some gems of spells still get created furquently
Spells can be translated to and from the main three magics, but for draconic magic, the spells has little to no structure inside it, and it is just mana-given form and can’t go beyond a certain complexity, but that has an advantage, too. It is difficult for other casters to disrupt a draconic spell. Of course, practitioners can still perform other parts with ease and mimic others with some difficulty.
Elven magic’s weakness is when they are away from their source of power and left to be just a bit more powerful than normal mages, and the dragoon’s weakness is a drop in bloodline quality when not born on Valeros or places with high mana quality.
Mana density is mostly the same on the world some places have higher or lower mana concentration while mana quality fluctuates more from the highest peaks to the deepest chasm; these are the places where the mana quality is the highest.
The narrative has been taken without authorization; if you see it on Amazon, report the incident.
[Invisibility] is a curious spell, often banned in many places but often still utilized illegally. Invisibility is a spell that many self-respecting mages would be wise to keep in their back pocket. It turns oneself invisible for a duration determined by how much mana the mage has spent, but it does not hide one’s scent, sound, or mana from another’s perception. Swift and movement will cause the spell to end, and any disruption to the spell from any form of magical tempering or attack will dissipate the spell. However, there is a better spell than invisibility for concealment, and that spell is [Greater Invisibility]; like invisibility, it hides one’s form from vision, but not only that, it also hides one’s mana signature, sound, and scent. However, there is one great weakness of this spell: since the spell hides mana so well, an astute observer would find a void of mana where the invisible thing is at. It also has another downside: for the mana concealment to work, one cannot have any item with a level amount of mana, or it would ruin the spell. Although, there was a rumor from the magical academies of Nouvlla that someone had found a way around this problem, and rumor has it removes the problem of having a void of mana where the target is, it is said that the person in question found a way to blend in with the surround mana, but further information of this subject should be heard before it will be added to the current version of the greater invisibility spell. Ironically, the [Greater Invisibility] spell might work better in lower worlds than higher mana worlds as the side effect of the spell is most pronounced in these worlds.
General Knowlege Crafters:
For many, a life of combat and horrors is not for them. You might be wondering how a world can have so many magical artifacts, from powerful weaponry to containers that can store live plants in extradimensional space and cultivate them, a common item in many successful traveling merchants and gatherers.
Like adventurers, artisans often work together to complement each other’s skills. For example, a smith could enchant their item, but often times it is more costly and time-consuming compared to an enchanter, who specializes in making things more magical.
Enchantment is the act of putting a rune, by any means, to goods. Imbuement on the other hand, is just pumping mana into an object, mostly use as a way of a quick boost of power to a weapon, hence the name. Think of enchantment as the finer and permanent version of imbuement. However, there are some instances where imbuement shines, Mythril. A magical metal that, in its natural form, collects, stores, and refines unaspected mana within itself. The metal is rare, so in most cases, it is used as a magical wire to be inlaid in a wand, but due to the metal being more on the brittle and hard side, it is tricky to implement. Though there are many examples of weapons and armor made from mythril. Equipment made from mythril, can enhance the magic. However, the mythril can only be affine to one element, but that one element would be enhanced further than the others. There are, of course, workarounds. Either by mixing different mythril of different elements or use the method of making dragonblood steel on mythril.
Enchament = runework
Imbuement = Infusion
The items that are made are graded by both quality and level. And it ranges from Apprentice, Adapt, Standard, High, Specialist, to Masterwork. Each category has a subcategory from 1 to 10, expect for the standard, which is 1 to 30. Items are graded by both the craftsmanship and enchantments. Magic items are also sorted by rank. A set of plate mail could have a grade of masterwork in craftsmanship but a low grade in enchantment if it has poor enchantment. However, this system is highly dependent on the beholder. One aspiring artist who has made the artwork of their lifetime would deem it a masterwork, but an enchanter who has no taste in the arts would only find barebones runes of protection and preservation spells would deem it be a basic canvas with colorful splashes on top. Of course, that example is extreme, but nonetheless, this highlights the flaws in this grading system.
Legendary items and armaments in other worlds and realms are considered Masterwork grade by the crafters of this plane of existence. Normal soldiers use standard grade, adventurers usually use High grade, while elites sometimes use a specialist. Masterworks are too prohibitively expensive for most and most shops only have one specialist item in their stock.
Economics:
Nouv World
Money is in denominations by the kinds of metal mixed in the coin, the coin’s shape often defers from place to place, but the coins often have a hole in them to save on materials:
Coppers or Bits are made of copper alloy coins - 0.1
Slivers, Irons or just coins are low-quality alloy coins - 1
Bronzes are bronze coins - 5
Bars are slightly higher quality alloy coins - 10
Plates or Silvers are silver alloy coins - 50
Crowns or Golds are gold alloy coins - 250
Platinums are platinum alloy coins - 1000
Bits are mostly used as change and sometimes for poor-quality food.
Iron and bronze are mostly used by the common folk for commodities and rent.
Bars are rare and sparsely used.
Silvers are used by higher class and adventurers for weapons and luxury goods.
Crowns are for truly monumental purchases, like hiring an entire mercenary company and acquiring masterwork.
Platinums are used by monarchs or kingdoms.
Cultivation Worlds
Coins in this world are in the classical round with a square hole cut of them.
Tael is a thousand coins.
Other Planes + Dimension Magic:
For most of history, the plane of Navorus was devoid of outside influences. However, the splits of Navorus brought in beings from other planes, the most common of these were the ones from the Cultivation Worlds. They always brought them to lesser worlds in small quantities so as not to alert the power-hungry nations of the worlds.
Dimension magic in Navorus works differently from other planes. For one, bags of holding and items of the sort doesn't cause dramatic explosions. When one tries putting another dimension storage item in another, they just repulse from each other, and as one pushes harder, the bag pushes back even harder. If one manages to get a bag inside another storage item, it merely push it out of the storage at speeds. If a dimensional object with items inside is destroyed, a portal is opened near the object and spews all the contents out.
Dimension living spaces can be created by mages who specialize in the arts. They often appear in the form of a token, and unlike dimensional storage, they merely act as a portal to the place.
Ichorow, the largest world of the many worlds:
The largest world in the plane, home to most of the races in the world, and generally is much more progressive in… everything.
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Adventurers guild:
Mercenaries were the first to appear in the world as retired soldiers needed some extra coin, but had no other skills than fighting. Mercenaries are considered a job with less prestige than an Adventurer or bounty hunters. Their companies are filled with mostly former outlaws, soldiers, and occasionally misfit mages and others. However, higher-grade companies would have more savory characters.
This profession takes all kinds of odd jobs. The bounty hunting of sentient beings and monsters, the defending of places, things, or people against sentient beings and monsters.
Mercenaries companies would sometimes join forces to form into an army. All with the right price of course.
Adventurers deals with monsters with jobs like hunting and clearing monsters, and they would still fight sentient beings, but only those that the guild considers morally wrong, unlike the mercenaries who will do anything that they deem fair in their contracts. Of course, adventurers aren’t all pillars of righteousness; those are the principles preached by the guilds. In reality, most are just younger and more naive ascenders or abstain from killing people, and they also don’t have any trouble dispatching bandits and the like.
Bounty Hunters, on the other hand, deal exclusively with the elimination of people. Some might hunt down monsters, but that’s more of an adventurer’s job.
“RELIGION”:
There are three main “religions,” but they act more like cults. The three are the Golden Order, Silver Flame, and the disciples of the Phoenix. Golden order is like your typical holy crusader type, overzealous and, you know, "SMITE EVERYTHING THAT IS TAINTED" type. While the Phoenix is just a glorified cult obsessed with life and rebirth, often their manber would be in sacrificial rituals to resurrect the Phoenix. The Silver Flame is more like the actual religion that tries to make the world better, but with those two running around, they really need help, and everyone else is too preoccupied with magical advancement to care. Also, they aren’t really worshipping gods. More like a concept and being guided by the heads of the “Religion”