lets find out how well I can condense world building.
this is a challenge for me as I tend to ramble.
The world of Day and Night.
Aka
On a World with a day and night cycle that is 48 hours long.
With a day and a night being around 24 hours each with roughly 2 to 3 hours of dawn and dusk, every cycle.
the world has an eastern and a western hemisphere which their own associated continents.
Most creatures have two variants of themselves. One that is is nocturnal usually these creatures only interact with each other during dawn or dusk.
Humans are no exception to this.
The world’s population is made up of humans (diurnal) and vampires (nocturnal) who both make up the majority of the worlds population.
The only real distinction between the two groups are sleeping habits, some minor physical difference (vampires have fangs and better night vision) and the eye colors
Humans have the eye colors you are probably familiar with: browns, blues, grays, blacks and greens. And albinism causes pink/red eyes,Humans have the widest array of eye color but also the dullest eye colors comparatively.
Vampires have eye colors of brown, black, reds, pinks, orange, and yellows. Albinism causes purple/blue eyes. Vampires can also drink blood, it’s not necessary for them but when they do so they gain a physical boost, either in their strength, stamina, or speed. The more compatible the blood is for the vampire the stronger the effect.
It said that the eyes are the windows in to the souls and in this world that is somewhat true.
Though there are other “races” as well.
The main way to tell these groups apart from the humans in the vampires is also by the color and shape of their eye.
1. Dria: can have any color eye of a human or vampire, but their eyes whites are dark instead of white. This does affect the vision.
They are known as the darklings, night children said to be the opposite of the Nephling. Their power is born from fire because of this they’re sometimes called fire witches, but they’re not true witches.
They like Nephilim are sometimes randomly born among humans or vampire parents, even though they have no known Dria previously in the family, but usually they are born if they already have a dria as a parent.
Abilities, fire related abilities with three different rankings
1. Are immune to fire and limited control of existing flames.
2. Can control, fire and unique ways.
3. Can create fire in unique ways.
Can learn other magics and are able to use sorcerer stones, but rarely do so.
2. Nephlins: the blind eyed angels. they are not blind, but their irises are light-blue, blue-gray, gray, or other pale colors, but many are considered to have white eyes. many of them have white hair.
They are also called the nobles. These are creatures who rightly deserve their names. Born much like the Dria through human parents and they film. Keep the world safe in times of darkness. They are also called sky witches, light witches, or day witches.
They cannot get tattoos because their natural magic will eat the ink.
Abilities: the gain powers by writing symbols on their body. The symbols can be standardize, or they can be personal to the Nephilim they can sense the presence of magic can astrally travel through the Leylines. They can learn magic by sorcerer stones, but it tends to backfire on them.
They are also able to make magical pendants that grant them other abilities, such as spreading wings, halos and increasing their physical strength and endurance. These are known as the Stella lunar and solar pendants.
These pendants can only be made by Nephilim and are highly tracked and regulated. As each pendant requires years of training and medical skills to make.
*Pendants allowed or user to gain a pair of magical wings. These wings can be retracted. Well they may physically not look like they’re able to carry you, but they can break in the wings will affect their ability to be used to the wings look different for different individuals.
Moon pendants increase the users, magical capabilities for sorcerers it increases the potency of their spouse for Nephilim titans their site census. Aspers become more dangerous and so on and so forth when they activate their power liked patterns of appear on that around them, moon pendants, allow where to summon light objects.
Sun pendants the rarest of all pendants, these pendants increase physical strength, agility, speed and reaction time, but the most powerful thing about the same pendant, is its ability to heal near, fatal physical wounds, but some tendons have a permanent side effect of this coloring, a disfiguring the skin
3. Werecreatures: their pupils are often elongated like a cats eye, their eyes come in warm, browns, gold, yellow, yellow, green, yellow, orange oranges and yellow reds in rare occasions.
Wild and free. Ancient sorcerer's blood runs through the veins. The old abilities of spells are long gone, but the magic of transformation still comes with ease.
Abilities: shapeshifting happens in a few seconds for practice adults, children have a lower control of their abilities it takes longer. Heightened senses. They can learn week magic, but it is never able to be used to its full abilities for sorcerer. Stone
werewolves are sometimes called beast witches. They tend not to be fond of this. Also called lichens and any number of things depending on thier animal form.
Animals a werewolf form can be: wolf, fox, Badgers, linxs, lions, Tigers and Bears, Wolverines, raccoons bats, seals, otters, hyenas, Panthers coyotes, weasels, minx, sables, cats, tigers, cheetahs.
4. Time turners: like ghosts. Bright lime Green, electric blue, Acid greens and icy blue colors in the eye colors. Time Turner‘s are mysterious, a little of known about them, on occasion they have been reported to have a red or yellow irises.
Mysterious figures are usually only seen at night or early morning fog. mysterious, secretive, and lonely protectors of the night phantoms.
Abilities: turn invisible, faze through solid objects, float independently, pull objects, or float objects, create warning systems, they cannot learn magic, and they have a banshee s scream. Rumored to be able to transform into a human or vampire form and none are the wiser.
5. Espers: magic that appears within the mind of vampires and humans. they are not born, but form sometime during child hood to young adulthood. though sometimes appear. Espers work different for vampires and humans
Espers can not use sorcery.
Some espers hair turn pink or red.
They have a certain range from themselves to where thier powers work. This range can be as short as within five feet ( m) to as long as fifty( m). The average is around twenty five feet ( m)
Repulsion- can push objects away. Break objects, float themselves and objects ( can only go up or down unless pushed away) they can rille up a frenzy of fear, disgust, or anger in other creatures and people. Either towards a certain object or person or for themselves.
Attraction- can pull objects towards themselves. Clime on walls and also sway people’s minds as they fall into a charm.
Transformation- Smokey haze envelope the vampire Espers able to freely take on any form they wish or simply alter thier body
The shatter- breaks and binds things. Repairing is easier the more familiar with a thing you are.
Shapers- combination of shatter and moving
The moving- telepathy, can push, pull, and hold things in place. Able to move objects of certain weights with their mind.
Knowers- a combination of moving and commanding
The Dreaming- divination, see and be aware of things you should not see and be aware of. Some can see glimpses of the future in their dreams, others can see people they have never meet.
Finders- combination of dreaming and commanding
The commanding- telekinesis, can impose their will on others. Especially on livening things. It gets a bit icky when imposing their will on people.
Enders- combination of shatters and dreamers.
Spy- dreaming +mover+commanding
Soleer-shatter+ moving+ commanding
Peels- shatter+dreaming+ commanding
Rulers- dreaming +shatter+moving
6.Witches: there are several kinds of witches. Witches are unable to use sorcery stones
-Sea witches: the rise or reflective, iridescent and shiny humans find them creepy. They live in communities all around the coast, or even had an ocean, isolated witches have tribes in close-knit communities all over the world.
Abilities: they secrete a special type of mucus from their skin pores this allows them to control a Jell-O flashlight like substance with their mind. They have gills on their neck can survive ocean depths, without extra protection, can see in the dark, and some of them have bioluminescent dots on their body.
-Star witches: they burn bright, and they burn fast doomed to die Young, but live forever, their eyes have star shaped pupils, and there are often deep blue to violet violet colors. The closer they are to the end of the life the more brilliantly, the rise shine beauty and Grace to piss me off of space this fat, powerful beauties bring all enjoyed all the meat. As soon as they will be gone start which is diver, young usually living from 13 to 30 years of age they rarely have children the bodies can’t keep up with the power inside of them.
Abilities: they are power, they can glow, they can create light bolts. They can create illusions and holograms. They can perform most kinds of magic with ease, and they are technically eternal.
As it is believe that when the start witch dies, they don’t truly die, and instead the energy, the star that was them, just moves on to inhabit a new body, because the body would burn through so fast.
Fun fact, if you handed a star witch your dead phone it would recharge from the energy that they give off. They can also recharge can be tricky because of the magic may not act the way it should.
-Forest witches: also called by several other names, (trolls, fairies, Huldra, leshy, deer women) they are only found in heavily wooded areas, mostly in the western hemisphere. Their eyes are dark green often with hints of brown respects of gold.
Abilities: They have power to command plants and understand nature that is around them. they are good at hiding. supernatural good at it. can cary Ingus lanterns.
-Dream witches: known for their bright, iridescent color, changing eyes with a goat like across like people. They only really live misty isolated areas. Sometimes called sleep, paralysis, demons,Sandman, or mares.
Abilities: they can enter dreams or see dreams, as well as Carse pleasant dreams or nightmares there they even feet are known to feed all nightmares and dreams. They can sense the emotions of those around them if not, physically, see those emotions and project them onto others.
-Sand witches: sometimes called mummies! The rise can change colors between blues, reds and gold, often wit, a warm, colored iris, and a blue colored pupil. Their eyes turn black when they use their powers, is found in deserts throughout the world.
Abilities: they can command shape and warp, sand glass and other stone low, preferably soft stone sandstone, limestone or shale. They can move through solid surfaces as long as it’s stone, and they are able to command dangerously high winds, and they can also cause plagues and curses on people, so have fun with that.
-Weather witches: blue, grey, or gray violet eyes are people is a symmetrical shape. They are usually found where violent storms are common.
Abilities: they can send the weather pattern understand the way Windsor shifting they can float and fly around on air currents they can channel electricity, summon rain for total disasters, and create fog banks around them. They also really just like messing with the lights for some reason.
-Ore witches: have a gray or yellow eye whites. They are found in rocky regions or near mines.
Abilities: they are able to move through solid objects again if it’s stone, they’re able to sense the location of valuable rocks and ores three able to levitate smaller stones, and are able to seismically sense the shifting of the earth and ground. They also have something called a knocker lantern (or ignus lantern), which they can summon at their leisure to act as a light in dark caves. Have echolocation and don’t actually need to see.
-water witches: like a weird marriage between weather, which, and a sea witch. They are often found in human settlements around fields and freshwater, and especially in swamps. Their eyes are a blue to green color often having radial stripes or spots of gold or orange and Iris.
Abilities: they can locate freshwater. They can summon a lesser form of the slime. They also have gills, allowing them to breathe in water. They have beautiful, hypnotic voices. They are able to sense shifting weather patterns, able to “smell” rain. Can also create an ignus lantern usually used to lead people off paths or lead people to safety.
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the world has little magic but it is potent.
Most magic not contained in creatures and objects floats around In The air like green blue aurora borealis. These are usually invisible during the day and transition times but visible at night. They are called laylines.
magic is either a natural part of something or someone. Or it can be harnessed by the use of tools.
The main tool for doing this is a Sorcerers stone
A Sorcerer Stone allows humans and vampires to draw on the power of the lay lines in order to perform tasks. The power is returned to the Leylines. Once it has been used, they can be from any species, except witches, sorcerer stones, or what give sorcerers their powers and sorcery act a little bit different for everyone who uses it.
A Sorcerer Stone Has to be recharged in order to be used. The stones are usually recharged where Leylines cross. (or at CrossRoads for the cheap sorcerer.)
Sorcery is a bit of an art form, and there have been many spell tomes that exist so sorceress can remember and recite existing spells. But the rock is necessary to perform the magic.
Psychomancy- a school of magic that mimics the power of Espers (except divination)
Necromancy- a school of Magic that involves heavily in the animal body, decay, diseases, and blood also electricity
AbjuraMancy- school of Magic that specializes in keeping things away be that disease, spirits or people
InvocaMancy- a School of magic that pertains to summoning ideals, and bringing things into existence.
ApothecaMancy-a school magic, heavily involved and healing and medicine.
FormaMancy- school of Magic that involves manipulating the physical form something or someone has.
CrusiusMancy- a School of magic acting similar to a cross roads involving heavily with the Leylines themselves, but also mixing other magic
MandatMancy- a School, the magic all about commands in orders given to objects, plants, animals, people, or nature itself
DivinaMancy- a School of magic based on finding answers and things be there in the past future or present.
(Used for all things involving the laylines and magic energy including Espers powers)
Yellow- also called lemon sorcery. It’s a bright yellow with a bit of a green hue to it. The weakest magics. These stones are usually only used as safeguards for apprentice (children) sorcerers. And as batteries in magic items. store 30 min-1 hr of magic in them depending on size.
Lime- called lime sorcery. a bright lime color as the name suggests. they are fine, but not preferred by anyone who performs sorcery on a regular basis. store 1hr- 2 hours 30 minutes of magic use.
Yellow green- also called field sorcery, the most abundant of quality of sorcery stones used in everyday sorcery. often made into jewelry. stores 2hr 45 minutes - 4 hours of magic in them.
Green- good quality stones also called leaf sorcery, often used in the medical field. stores 4 hrs- 8 hrs of magic in them.
Deep green- forest sorcery any sorcerer worth their salt usually has one of these. these powerful stores of magic can continuously perform small feats of sorcery from 8-16 hours.
Blue green- sea sorcery rare and expensive stones, they have 16-20 hours of magic that can be stored within them.
Teal- called river sorcery, these stones are he highest quality stones that can be obtained with relative ease. last for 20-26 hrs.
Cyan- called brine sorcery. used primarily by groups of sorcerers rather than a singular sorcerer, such as in research, medicine or in teaching. they are rare and quite expensive so not seen often outside of academic and political spheres. last for 26-30 hours.
Blue- a light blue color, called sky sorcery, these stones are often only used by grand sorcerers and have permission from the state that sponsors them to use such a stone. think a wizard up in a tower pondering an orb, that is sky sorcery. lasts for 30-48 hours.
White blue- not light blue. It’s both hues mixed together. sort of like looking at a marbled stone. these stones are rare and valuable. they are considered semi legendary in their powers, and these stones are often owned by highly accomplished sorcerers. last for 48-50 hours.
Though the power scale can be a useful tool it’s not always accurate. For example the most powerful sorcerer stone in the world, the stone of the dragon sorcerer is a field stone. even though it often appears white when not in use.
The size and color of the stones matter in their innate power. But creative and well practiced use in them can be just as affective or more so than having a big stone.
an over use of magic tends to have two results: burn-out or burn-up, both can be devastating or temporary afflictions. worst case scenario for burn out is that all the magic within you (your life energy) is drained out off you, causing you to become a mummified undead of sorts that hungers for the energy that was lost. an energy vampier in a manner of speaking. a soul stealing litch. Burnout causes the magic inside of you to ignite in a manner of speaking, spontaneous human combustion. it burns you up leaving a flaming undead.
Zombies: a creation of Necromancy. Can only be created the within first few minutes to hours of death. The spirit of the person has to then be attached to a soul jar.
Zombies have green hair. They don’t feel pain. Though they can still react to “pain” They have strength, speed and can’t die again. They still retain their personality though as part of becoming zombies their memories and personality will change and fade as they remain undead for longer and longer, until they eventually become creatures called Hollows. Hollows are more like traditional zombies. Zombies can’t be killed unless their soul jar is destroyed. If their body is burned they will take on a new host body, unless the zombie has turned to a hollow. A burned hollow becomes a burning ash. It dose take a few centuries for them to completely loose their memory unless something occurs. It’s difficult for older zombies to form new memories. They are unable to recognize faces.
Animals can also be turned into zombies too and hollows
Hollows have black veins, can not be persuaded, can not be controlled or commanded without immense magic. It’s not known if they feel pain, if they do they do not react to it. ( hollows are like traditional pop culture zombies)
Inifrin are puppets created from necromancy and are made from older bodies.
Dragons have scales made of metal.
More precisely coated in metal. A “dragon’s Horde” is their scales.
They are rare now, they where hunted for their scales, so they hid away in isolated places.
You are unlikely to see a dragon, unless you live near a dragon’s domain. As they live in groups of two to eight dragons.
Dragons behave a lot like cats, but they are intelligent like people often trading and talking to humans on occasion.
Though usually calm and temperate, but can also be angered and lay waste to their surroundings.
Dragons are omnivores, but can absorb energy from laylines the sun or moon. Able to do magic. including the use of sorcery stones.
Male dragons have curved horns. Females have straight horns. Their gender identities are confusing to humanoids. (horn shapes has nothing to do with identity and horns have been known to change)
Nocturnal dragons: silver, copper, bismuth
Diurnal dragons: gold, iorn, lead*
* Uranium > lead: a unique kind of dragon that transform between many forms through their life time. They hatch as uranium dragons, but only live as uranium dragons for a few minutes before transforming into radium dragons. Radium a while later to Radon and so on and so forth until they become lead.
Ferrous dragons-creatures related to the other dragons, but they are overall smaller in size and live in large social flocks. many of them live in human cities. acting as gargoyles on roofs. people are more familiar with these small dragons than what they are with true dragons. ferris dragons are much less magical than that of their larger cousins. Ferrous dragons are closest related to Iron dragons. they claim that they come from an ancient curse that changed their ancestors. types of ferrous dragons- Steel, carbon steel, chromium, manganese, cast iron.
celestial dragons- have powers like those of star witches.
ghost dragons- appear much like time turners.
Familiars: animals with witch like abilities.
Star beasts- 24 kinds of known star beasts. They are like living stars. Some superstitions say that star Witches are star beasts taking the body of a human.
Isnis- beasts of chaos and fire. They are dangerous and should always be treated with caution even if they are acting docile. Their touch burns.
Imnvi- a kind of monstrous creature that take on a amalgam forms of animals.
Laylines beasts- the laylines are the source of all magic. Laylines beast take the form of all sorts of animals. Usually colored green, blue gray or white. Changing color depending on mood. These beast can phase through objects and turn invisible
Pheridi: sea monsters of many kinds.
Phantoms: creatures and animals from the foggy vale. A ghost world of sorts.
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Technology: the world is roughly in the late 1960s-1970s. the have semi modern technology. they have trains, and planes and sewing machines. television and radio are roughly on even ground as large forms of entertainment. cars exist, but they are less popular than trains outside of inner city travel and travel between communities that do not have access to armored trains that keep things of the wild out.
the area of technology that is the furthest in aging behind is that of medicine as the medical field is largely dominated by magic.
(Note on the picture: I drew it, but it is a redraw of a gift I got from someone if this character of mine. Their drawing is the superior one, but as I have lost contact with that person I don’t want to use that picture without permission.)