Godfall: Lost and the Damned
Setting is a low fantasy where magic is rare and powerful. Technologically, metallurgy is well researched and industrial advances are limited to implements such as the windmill and watermill.
Only humankind is fleshed out so far:
Magic is fantastically powerful when used by trained Magisters but is limited by magical potential, capacity for magical power, and natural affinity for the elements. The untrained are called hedge mages and are hunted by both witch hunters and by mage orders for their propensity to cause damage accidentally or maliciously. Magic is powered by the source known as "The Taint" which is aptly named for causing insanity and mutation through the overuse and overexposure of magical elements. Humans are not magically adept on average. If all magical capacity could be measured by liquid volume, magically weak humans would be a thimble and magically strong humans would be a wineglass. However, magic potential is another matter. Magic potential is measured across the primary elements: fire, water, earth, air and potential can be from weak to monstrous. Magical mastery also extends lifetime.
All magic users are called Magisters. However, magic users can be separated into two categories: Wizards and sorcerers. Wizards can only channel "The Taint" through their staffs, wands, and foci with their mastery of magical commands and ability to comprehend the scientific and hermetic aspect of magic. They are the most numerous of magic users, given that they use implements to keep the taint away from their bodies.
sorcerers channel the raw chaos of the Taint through their body. It fills their arteries with power. They are mighty but unskilled. sorcerers will magic by will and are at a higher risk of going insane and mutating. Strong emotions, a keepsake that inspires memories, and goals drive their powers. sorcerers are rare and are rarer still because most need to be put down after contracting mutation and worse.
Mage orders are respected throughout the realm for their power on a national scale. They take untrained Magisters with high potential in an element and train them in that singular element until mastery.
Witch hunters are loosely organized and their methodology and tolerance for mages differ on an individual level. There are various orders that investigate, others that purge troublesome mages, and groups that simply report happenings on a worldwide scale.
Gunpowder technology is available but only to the most powerful realms and the occasional eccentric individual. Gunpowder technology is limited to cannonry. Firearms are not yet a viable alternative to the crossbow and bow due to the inherent disadvantages it has to the rather good armor in the setting.
Weaponry: The weapon of the professional soldier in most nations is considered to be a polearm of some sort; spears for the less prosperous nations and halberds, poleaxes, and polehammers for those nations fortunate to have either the wealth or steel to equip theirs so well. The short sword, hand axe, and warhammer are common sidearms that are drawn after lines are broken. The common adventurer, merchant's guard, or brigand, as they are sometimes apt to be, are usually armed with the spear, short sword, hand axe, and the cudgel. A peasant is only likely to own or rent farming implements and a long knife of some sort. The ownership of a bow among the peasantry differs from country to country as it is either an outlawed weapon or is encouraged to make use of their expertise in warfare. The crossbow is a premier weapon of either assassination or warfare, is difficult to maintain, and is powerful enough to punch through light plate or weak-points on heavier plate. The crossbow is a controlled weapon that is regulated through almost all nations, though some make their way into the hands of outlaws and onto the market in general. To own one is to either be issued one by the armory for special reasons or situations as a soldier or to risk losing one's hand for not owning a license. The knightly orders are expected to have proficiency with the lance and a sidearm of choice.
Armoring: Soldiery of almost all permanently "acknowledged" nations have some sort of standardized armor made of steel or iron, depending on whether the soldier is a professional or volunteer. Otherwise, those who fight for their nation as a volunteer are expected to equip themselves with the best they can purchase, steal, or scavenge off a body. The ability to make plate armor is common enough for proficient smiths to create simple pieces among most nations (breastplate, pauldrons, and chausses). Professional soldiery of sufficient status can acquire a full coat of plate by powerful nations. Most however make do with a gambeson at the least, mail of some sort and perhaps a breastplate. Militia are not issued armor and weapons by the state in most areas and are expected to arm themselves unless organized into professional guard orders. Knight orders, especially those that have loyalty to a state are equipped with the best of the armor that can be forged or purchased. However, there exists armor patterns and variations that differ significantly between regions of the world.
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Society: Society can be separated into different levels of relative significance to that of less: Royalty, crown nobles, lesser nobles, merchants, freemen, peasantry, serfs, and slaves.
Royalty is stated as such but deference between royalty depends on the length of their dynasty and/or bloodlines. Crown nobles are nobles with significant bloodlines and heritage and are an acknowledged and integral part of the kingdom, titles and lands are hereditary unless revoked by the crown with due reason (treason, espionage, and incapability).
Lesser nobles are nobles that are ennobled by the crown for deeds in domestic, civil, or military matters. Their rank is mostly hereditary considering that the vast majority own small to respectable tracts of lands with sufficient titles. Lesser nobles usually bow their head to a greater lord among the crown nobles who in turn, serve the crown directly. Knights of most orders are treated like lesser nobles socially.
Merchants can be extremely powerful on the basis of their wealth and control of money flow. On the other hand, merchants can also be weak enough to be abused by the city guard, whom must be either bullied or bribed. They are to be treated like freemen, any man not under any lord, but the greatest among their number are treated on the like of crown nobles; that said, most carefully treated and plied with gifts and promises of ennoblement.
Freemen serve no noble and carve their own existences as employees of nobles or abroad in the cities, towns, and remote freemen villages throughout the world. They are not as common as the peasantry but exist in very significant number, fulfilling the role of skilled artisans, craftsmen, and own businesses. From their numbers drawn most of the professional soldiery.
Peasantry are subservient to nobles and work sedentary lives on farms throughout the world. They live uncomfortable lives in most places and are expected to live, marry, and stay in a single location throughout their entire lives. They pay a tithe of their crop to their lord. Their children are also peasants as well unless released by their lord.
Serfs describe a class of lesser peasantry who are tied economically, socially, and legally to their lords. They do not only farm but are expected to work in the mines, forests, and roads. Their children are also serfs unless they pay off their contract of servitude of freed by their lord.
Slaves doesn't exist in most places in the world as civilized nations look down upon the practice. However, in the chaotic lands of the borderlands, outskirts, remote places, and the one or two traditionalist nations slavery persists. Slaves have no rights of their own whatsoever and their children are slaves as well unless freed or purchased. A burgeoning black market exists in some places in the world, impossible to permanently put down due to the attractive profits to be made by the sale of human life.
Religion: Gods and goddesses have existed since the dawn of history and the creation of the world is owed to the greatest and first among their number. It is well known that with sufficient faith and belief in gods that a god or goddess is created, creating the wide range of gods that are known throughout the world. Clerics exist that through which the will of the gods and goddesses is made known. Gods can die in direct combat with other gods or be weakened immensely by the death of their worshipers. Gods and goddesses can also have children, through which other gods and goddesses are created. Gods and goddesses are thus divided into two factions: Those created by mortals and those originating from the original gods and goddesses.
Know this: Gods and goddesses are not to be taken lightly. Divine existence is proven and they show their favor to their followers by bestowing them divine power. Enhanced strength, charisma, healing, and other such skills are known to be given to their followers based on their importance, how much faith the followers have, and the affinity and level of divinity of the God/Goddess they serve.
Bestiary: A wide variety of creatures exist throughout the world, sometimes limited to a single region and others spread everywhere. Were-creatures, vampires, giant variations of creatures, griffons, and other stranger animals, beasts, and monsters are but a few examples.