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===The Adventuria Face===
===The Adventuria Face===
The Adventuria Face, also known to some as the Twilight Face, is one of the four equatorial faces of the world. The lands and inhabitants of Adventuria are the closest to traditional "high fantasy" of all of ''Project Realms''. Nations of militant humans, brave and daring knights, stalwart dwarves, dextrous elves, boisterous orcs, cunning goblins, and other typical fantasy races call the lands of Adventuria their homes. Adventurians use a wide variety of magic, and have practitioners of most elemental schools of magic living throughout their Realms. The great School of Magic, the most prestigious magical institution in all of the world, is also located in the plains of Adventuria.
The Adventuria Face, also known to some as the Twilight Face, is one of the four equatorial faces of the world. The lands and inhabitants of Adventuria are the closest to traditional "high fantasy" of all of Project Realms. Nations of militant humans, brave and daring knights, stalwart dwarves, dextrous elves, boisterous orcs, cunning goblins, and other typical fantasy races call the lands of Adventuria their homes. Adventurians use a wide variety of magic, and have practitioners of most elemental schools of magic living throughout their Realms. The great School of Magic, the most prestigious magical institution in all of the world, is also located in the plains of Adventuria.


Adventurians value exploration and discovery above all else, so they travel and explore the world more than the residents of any other planet face. Adventurians actively explore and establish cities and Realms throughout their lands and even build outposts on the other faces. The only face of the planet that the Adventurians have explored very little is the Creativia Face, simply because it is on the exact opposite end of the planet, making travel there very difficult and time consuming. However, the Adventurians frequently explore all other lands, even the desolate and hostile North and South Faces.
Adventurians value exploration and discovery above all else, so they travel and explore the world more than the residents of any other planet face. Adventurians actively explore and establish cities and Realms throughout their lands and even build outposts on the other faces. The only face of the planet that the Adventurians have explored very little is the Creativia Face, simply because it is on the exact opposite end of the planet, making travel there very difficult and time consuming. However, the Adventurians frequently explore all other lands, even the desolate and hostile North and South Faces.
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*Fey (Fairies and sprites, this also includes Dryads (plant people) and Shroomish (mushroom people) and more)
*Fey (Fairies and sprites, this also includes Dryads (plant people) and Shroomish (mushroom people) and more)
*Dragonoids (Dragon people)
*Dragonoids (Dragon people)
**Dragons themselves also exist in this world but are considered beasts and not one of the civilized races, despite their high intelligence. Dragonoids, on the other hand, are humanoids that have the essence of dragons in their nature. Dragonoids are most commonly connected to fire and known to reside on the South Face and rarely in the Nether. However, just as there are other kinds of dragons besides the fire-breathing kind, so there are other kinds of Dragonoids that live in other climates.
*Neosimians (Monkey people)
*Neosimians (Monkey people)
**The Neosimians are able to live in a variety of climates and environments, much like humans, but they are native to the jungles of the world. The Neosimians are somewhat based on the Monkey tribes from ''Bloons Tower Defense''.
*Amphibites (Frog people)
*Amphibites (Frog people)
*Fishfolk (Fish/aquatic animal people)
*Fishfolk (Fish/aquatic animal people)
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*Sectinians (Insect people)
*Sectinians (Insect people)
*Farlanders (Aliens from beyond the known dimensions. This is a general category.)
*Farlanders (Aliens from beyond the known dimensions. This is a general category.)
==Schools of Magic==
Different magic spells can be grouped into a variety of different schools of magic.
===Elemental Schools of Magic===
Elemental magic, also known as low magic, is the category of magical schools which pertains to magic that has to do with the Elements, the fundamental components that the world is formed from. Despite being relatively simple to learn due to making use of fundamental elements of nature, elemental magic has a great potential, and skilled elemental mages can spend their whole lives (which is centuries in the case of the longer-lived races) in pursuit of mastery of a school of elemental magic.
The Elemental Schools of Magic correspond with the Elements of Project Realms. They are:
*Fire Magic
*Ice Magic
*Water Magic
*Air Magic <!-- I wasn't sure whether to make Electric/Shock magic its own Elemental School of Magic, or to make it a subset of Air Magic. Currently I'm just gonna say that electric-based magic is part of the School of Air. Still undecided on this. -->
*Nature Magic <!-- editor's note: plant magic -->
*Earth Magic
*Light Magic
*Dark Magic (Historically, Dark Magic was considered to be one of the Forbidden Schools of Magic. However, as Dark Magic itself is not evil, only lending itself well to evil uses, it is not considered a forbidden magic anymore, and only older traditionalists consider the use of Dark Magic to be evil.)
*Pure/Primal Magic <!--The "lowest" of all low magic. Fundamentals of magic itself, related to the very essence of mana and not any natural element.-->
===Aspect Schools of Magic===
Aspect magic, also known as high magic, is the category of magical schools which pertain to higher concepts and ideas that cannot be reduced to simple elements. Aspect magic is generally more difficult to learn than elemental magic, but more diverse in its manifestations. This magic is used most commonly by residents of the realms of Creativia, who pride themselves on their mastery of aspect magic. This magic is seen as exotic by outsiders, and most people who come from lands outside of Creativia cannot use aspect magic.
The Aspect Schools of Magic are as follows:
*Alchemical Magic
*Artistic Magic
*Musical Magic
*Technological Magic (commonly known as Technosorcery) <!--this would include all sorts of machinery, redstone, steampunk, electrical, whatever-->
*Architectural Magic
*Faerie Magic
*Beast Magic
*Festive Magic (also known as Holiday Spirit)
*Summoning Magic
*Destructive Magic (Note: Destructive Magic is in a unique "gray area" between Aspect Magic and Forbidden Magic. Many regions of the world and many Realms, including all of Creativia, consider Destructive Magic to be one of the Forbidden Schools of Magic, and practice of Destructive Magic is punishable by imprisonment or death in these places.)
===Forbidden Schools of Magic===
"Forbidden magic" is any school of magic that is widely outlawed by the magical authorities of most or all civilized Realms, due to it being unnatural, unpredictable, harmful or destructive. These schools of magic are used most commonly by evil individuals who have no regard for morality, as forbidden magic is almost always tied to immoral actions. However, some practitioners of forbidden magic seek to twist it and use it for good purposes, just as there are those who twist good magic and use it for evil. Forbidden magic is so dangerous and evil that even using it for good is forbidden, due to its nature. There are those who seek to establish and permit good uses of forbidden magic, but this is a very unpopular position. (Ethics of magic are a common subject of debate in Adventuria's School of Magic. Discussion of this side of magic is permitted, but outright practice of it is not.)<br>
Note: "Forbidden" magic actually falls into one of the other categories as well, as every forbidden type of magic is also either an elemental magic, aspect magic, or outside magic.
The Forbidden Schools of Magic are as follows:
*Death Magic (commonly known as Necromancy) <!--this would include the undead and so stuff like the Wither-->
*Poison Magic (Note: At times, poison magic was not forbidden and was considered one of the Elemental Schools. However, there are few to no "moral" uses of poison, acid, and diseases, so it is widely outlawed through most of the Realms. Still, this decision to ban it is somewhat controversial, and there are many who think it should be one of the Elemental Schools of Magic instead of being forbidden. Poison Magic is not forbidden in some parts of the world, and is instead considered a school of the Elemental Schools of Magic.) <!--I was going to also have "Disease Magic", I decided to make that just part of Poison Magic -->
*Blood Magic
*Insanity Magic <!--Credit to Faith for the idea-->
*Hate Magic (also known as Wrath Magic)
*Void Magic
*Time Magic <!--note: Void Magic and Time Magic are considered forbidden because even though the Void and Time themselves are not evil and are in fact necessary and fundamental parts of reality, these are also so central to the fabric of reality that it is forbidden to tamper with them. Doing so can lead to the destruction of entire timelines.-->
*Infection Magic (A general term for several distinct but similar forms of magic which all involve spreading, infecting and corrupting) <!--this would include Sculk stuff like the Warden-->
*Anti-Magic <!--This technically isn't even magic; however, it has some of the same properties. Much like matter and antimatter, there are magic and antimagic. There is technically an anti-version of every type of magic, but their interactions with the natural world are similar enough to group them all into this one category.-->
===Outside Magic===
Outside magic is magic that is not native to the world of Project Realms. It may come from other dimensions, or from the cosmos beyond the sky. The most well-documented form of Outside Magic is Ender Magic, which is magic connected to the End and the people, places, and things that come from there.
*Ender Magic
*Cosmic Magic <!--general term which includes sun magic, moon magic, star magic, and any other forms of magic that come from the cosmos. Commonly associated with Farlanders.)-->
*Celestial Magic
**This magic relates to the Celestials and is what they are composed of fundamentally. This magic is so powerful that not even the Celestials themselves can use it; thus Celestials cannot create other Celestials.
*Love Magic
**This is an exceedingly powerful form of magic, as while other magic such as light magic can raise the dead, and schools such as summoning magic and death magic can create entities that have some semblance of life, only Love Magic can truly create NEW life. In the world of Project Realms, love magic is the means by which beings are able to have children. Love Magic is the most ancient field of magic besides Celestial Magic, as Love has existed as long as the Celestials themselves have existed: since the dawn of time. Love is something inherently part of all beings, but very few are able to consciously manifest love magic as spells.
**Love Magic includes all forms of love, including familial bonds and friendship. When a hero gets a power-up at the climactic scene of a story because of the "Power of Friendship", that's Love Magic at work. It's not something that can be consciously harnessed like other schools of magic, but it's a powerful part of everyone.
**A group of Avinites known as the "Disciples of the Stork" are closely tied to the school of Love Magic. This community lives on a secluded and hidden island somewhere among the islands of Spectatoria, where they are responsible for delivering babies to expecting parents all over the world. (They basically are like the [[mariowiki:Stork|Stork]] from ''{{w|Yoshi's Island}}.'' This is how babies are made in the world of Project Realms.)

Latest revision as of 02:18, 7 July 2024

THIS PAGE IS TEMPORARY. This page will be a repository and workshop of ideas for Amprat and Faith's collab Minecraft mod/fangame.

A Friendly Amprat and Faith have full edit/create rights to this page, as they are the two creators of the collab Minecraft fanon game project. To anyone else: Please do not edit this page.

Project Realms (working title)

Project Realms is the codename of the Minecraft fanon project that Amprat and Faith are working on, and is the name the project will be referred to with until an actual name is decided on.

The setting of the world of Project Realms is high fantasy, though with sci-fi elements as a form of magic known as technosorcery. The world of Project Realms is a massive cubic planet (no name decided as of yet) with each cube side having a side length of one million blocks. Since the world is a cube, there are six of these sides in all, which are referred to by the world's inhabitants as the world's "Six Faces". Each Face has its own distinct cultures and empires inhabited by a variety of fantasy races, though the top and bottom faces (where the planet's poles are located) are the most inhospitable and desolate of all six faces since they get little to no sunlight compared to the other four faces.

The different cultures and races of Project Realms have their own kingdoms and empires they inhabit. These kingdoms are known as Realms, which is what gives this game its (working) name. Most realms are created and ruled and inhabited by a single race, such as the Testificates (Villagers) and the Endermen, but some realms are created, ruled, and inhabited by two or more races who have founded a realm together. (Also, sometimes outsider races will live in realms that are not their own, but this is more rare. Something like an Elf living in the Testificate realm, it can happen but it isn't very common.)

The Six Faces

The cube-shaped world of Project Realms's six Faces are the different major regions where the game takes place. Each face has up to three major continents, several islands, and a water ocean that fills the majority of the terrain.

TODO: Add more ideas and information about these Faces! Who lives there? What kind of terrain is found there? What is the climate like from one side to the other? What continents are there, and what empires are built atop these continents? What dangerous wilderness areas and ancient structures there are rumored to hold valuable resources, fantastic artifacts and treasures?

The Survivalia Face

The Survivalia Face, also known to some as the Sunrise Face, is one of the four equatorial faces of the world. The Survivalia Face is composed of the most natural and mundane terrain, such as deserts, tundras, forests, and swamps. The races living in the Survivalia Face typically live in harmony with nature and use magic the least of the races of Project Realms. What magic they do use is usually minor and simple, due to the philosophies of living quiet, peaceful lives and coexisting with nature. The realms of Survivalia are usually quite isolated from each other and from the realms of the other faces, due to the insular lifestyles and philosophies of the residents. Realms of neighboring tribes are known to interact and have diplomatic agreements, though. War and conquest are rarely sought after by the natives of the Survivalia Face, though sometimes an individual with more invasive ambitions will rise to power in a Survivalia realm and attempt to conquer their neighbors in pursuit of more power. This violent mindset is looked down on by judgmental Survivalian cultures, so this is quite rare.

Survivalians rarely travel to or interact with the residents of the other Faces, due to their isolated and withdrawn lifestyles and philosophies. They will interact with residents of the other Faces who travel to Survivalia themselves, but it is very rare for a group of Survivalians to venture out to any of the other faces of the world, and that is if they even leave their own Realms at all. Survivalians are usually down-to-earth, simple people, and they do not trouble themselves thinking about the far-off lands of the other Faces; in fact, the majority of Survivalians do not even interact with neighboring Survivalian cultures, much less these far-off lands.

The Creativia Face

The Creativia Face, also known to some as the Midday Face, is one of the four equatorial faces of the world. The Creativia Face has some natural and mundane terrain like the Survivalia Face, but also many more unique and magical worlds, such as gardens of giant flowers, floating islands with endlessly flowing waterfalls and rivers, and illusory and labyrinthine faerie forests. The races native to the Creativia Face use magic the most of any residents of the world, having built empires on magic. They also use a multitude of diverse fields of magic, much broader than traditional magic used in high fantasy. Each Realm tends to have one central field of magic they revolve around, such as the Melody Realm, which specializes in music-based magic and has a culture revolving around music and instruments, and the Canvas Realm, which specializes in art/color/drawing-based magic and has a culture revolving around art and paintings. There are also Realms that use more traditional high fantasy magic as well, the kind that would be expected in a nation of wizards and sorcerers.

The prevailing philosophy of the races inhabiting the Creativia Face's realms is that of creativity and making things, whether that be art, music, sculptures, buildings, or anything else. Think Minecraft Creative Mode. However, just like in Minecraft Creative Mode, there are fringe groups and cults devoted to destruction instead of creation, using explosives and other tools to tear apart what others have built, often in servitude of one or more Celestials of Destruction. These practices are forbidden by the Realms of Creativia, and Creativians will fight against destructive groups wherever they find them. In the past, massive Realms of destruction-practicing Creativians have been founded and have waged war against the others in an attempt to destroy them and their creations, but all of these Realms have been wiped out in past wars, and as such the only groups of "destruction-followers" left in the current day are sects and cults of varying sizes that lurk hidden in the empires of Creativia, keeping their presence hidden under penalty of death.

Other than the wars and battles between followers of Creativity and followers of Destruction, different Creativian Realms often war against each other as well, due to disputes over which form of creation is the "superior art form". The Melody Realm and Canvas Realm have waged a series of wars against each other over the past centuries, pitting music against art, but in the modern day, the Melody Realm and Canvas Realm are at peace, though this alliance is very uneasy due to tensions between the two Realms, and many fear that a new war between these Realms will start up again soon.

The Creativians tend to have a major superiority complex, with each Realm thinking their own form of creativity is superior to that of the other Creativian Realms. Furthermore, Creativians especially look down on the residents of outsider Realms, such as the Survivalians and the Spectatorians. Creativians regard these outsiders as inferior and barbaric, seeing their Realms as primitive and underdeveloped, and their uses of magic as unskilled and weak. This sometimes leads Creativian Realms to go to war and attempt to conquer the lands of other Realms, but Creativians usually keep to their own face, seeing these other lands as of low value.

The Spectatoria Face

The Spectatoria Face, also known to some as the Sunset Face, is one of the four equatorial faces of the world. Spectatoria, unlike the other Faces, has no major continents, instead consisting of hundreds of different islands of various different sizes and biomes. The largest islands of Spectatoria are considered "mini-continents", but they are still much smaller than the continents of the other Faces. Residents of Spectatoria, known as Spectatorians, are exotic and distinct cultures separated by the oceans between them. Spectatorians are typically the most seafaring of all the world's inhabitants, as they need to travel by sea in order to interact with their neighbors. Spectatorians are also known to sail over the edges of the oceans to visit the other faces of the world, to engage in trade and diplomacy with them.

More than half of the islands of Spectatoria are uninhabited, hosting unexplored and resource-rich lands. Most of these islands are very small, less than a thousand blocks across, but some of them are quite large and host several biomes. Some Spectatorian islands also have ancient dungeons and temples and shrines and other structures constructed on them, which were made ages ago by ancient and long-extinct races of the world.

Large groups of Spectatorians team up as groups of pirates, and are known to patrol popular ocean routes of Spectatoria and attack and plunder passing ships. These Spectatorians tend to have hidden pirate bases on seemingly uninhabited islands, where they hide from military forces, plot their raids, and store their plunder. Spectatorian pirate hideouts can be found on a variety of different islands, though they seem to prefer equatorial jungle and rainforest islands best, due to the presence of parrots there, which are the traditional companion bird of Spectatorian pirates.

The central philosophy and guiding principle of the Spectatorians is that of diplomacy and interaction with other Realms. As a result, the Spectatorians interact with each other from island to island quite frequently, and even reach out to interact with the other faces' inhabitants as well. Many Spectatorians are nomadic, traveling from place to place instead of having one central region they call their own. Often, these wandering Spectatorians will move into the Realms of others, whether that be other Spectatorians or even Realms on other faces such as Adventuria and Creativia. Spectatorians tend to be quite agreeable and live and interact well with those of other Realms. Much like Survivalians, ambitious and power hungry Spectatorians are rare due to their principles, however much like the Survivalians they do still appear on occasion, and are definitely more common than such a thing is for Survivalians. Warrior nations of Spectatorians tend to heavily armor and fortify their homes if they have home islands, building heavily defended fortresses atop the islands that serve as headquarters for Spectatorian armies.

Spectatorians use magic the least of the world's residents, but it is still somewhat common. The magic they do use is most commonly related to the elements of Air and Water. Forbidden magic such as Necromancy is also often encountered in Spectatorian territory, as Necromancers and other practitioners of forbidden magic often come to the islands of Spectatoria to take refuge on their isolated islands. It is rumored that an entire Realm of Necromancers is hidden somewhere on Spectatoria.

The Adventuria Face

The Adventuria Face, also known to some as the Twilight Face, is one of the four equatorial faces of the world. The lands and inhabitants of Adventuria are the closest to traditional "high fantasy" of all of Project Realms. Nations of militant humans, brave and daring knights, stalwart dwarves, dextrous elves, boisterous orcs, cunning goblins, and other typical fantasy races call the lands of Adventuria their homes. Adventurians use a wide variety of magic, and have practitioners of most elemental schools of magic living throughout their Realms. The great School of Magic, the most prestigious magical institution in all of the world, is also located in the plains of Adventuria.

Adventurians value exploration and discovery above all else, so they travel and explore the world more than the residents of any other planet face. Adventurians actively explore and establish cities and Realms throughout their lands and even build outposts on the other faces. The only face of the planet that the Adventurians have explored very little is the Creativia Face, simply because it is on the exact opposite end of the planet, making travel there very difficult and time consuming. However, the Adventurians frequently explore all other lands, even the desolate and hostile North and South Faces.

Of the races and Realms of the world, the Adventurians have by far the most militant and warlike mindset. Many Adventurians seek to conquer neighboring lands and take their resources and territories for themselves. Militaristic humans, elves, orcs, dwarves, and others make up many of the Adventurian Realms, and they often war against each other and against the other Realms. There's always one or more wars going on in Adventuria, and this has been the case for as long as anyone can remember.

Many Adventurians look upon the inhabitants of the other faces favorably, but others see them as more potential groups to be conquered and defeated. Adventurian Realms and their inhabitants have a diverse set of views on conquest and expansion, and while there are many warlike nations, there are many peaceful ones as well who are diplomatic and friendly in their adventures and exploration.

The North Face

The North Face, also known as the Face of Frost, is one of the two polar faces of the world. Since the world is a cube, the sun shines mostly on the equatorial faces, so very little light makes it to the North Face. As a result, the North Face is a dark and hostile place which is as dark as night at almost all times of day. The North Face is incredibly cold due to the lack of heat from the sun, making it a deadly area for anyone who is not prepared for a journey into a below-freezing region. Despite the cold and inhospitable darkness, a few of the world's races do live on the North Face, all groups who are equipped and evolved to handle frigid cold and darkness.

The South Face

The South Face, also known as the Face of Flame, is one of the two polar faces of the world. Since the world is a cube, the sun shines mostly on the equatorial faces, so very little light makes it to the South Face. As a result, the South Face is a dark and hostile place which is as dark as night at almost all times of day. The South Face, unlike the North Face, is incredibly hot, due to a heavy amount of volcanic activity all across it. The air is often filled with smoke and volcanic smog, and the islands of the South Face are rocky and craggy and covered in dark ash due to being formed from lava flows and pyroclastic eruptions. Due to the lack of sunlight, the only light to be found in the South Face is the light produced by the many burning fires and bodies of lava that are found all over the South Face. Despite the burning heat and inhospitable darkness, a few of the world's races do live on the South Face, all groups who are equipped and evolved to deal with intense heat and darkness.

The Twelve Edges

The Edges are the lines that make up the intersections between each pair of the world's faces. These areas are key points on the planet due to their significance, as they mark the turning points from one face to another. An Edge exists that connects every Face except for that there are no Edges connecting the North and South Faces, or Survivalia and Spectatoria, or Adventuria and Creativia, since these Faces are on opposite ends of the world cube.

TODO: Add more ideas and information about these Edges! What significance do they have to the inhabitants of the world? Specifically the inhabitants of the two Faces that they connect?

The Eight Vertices

The Vertices are the points at the corners of the world where three different faces meet, and are key points on the planet in mythology and exploration due to this significance, much like the Edges.

TODO: Add more ideas about these Vertices! What significance do they have to the inhabitants of the world? Specifically the inhabitants of the three Faces that they connect? (I'm thinking an ancient Temple (like the ones in The Legend of Zelda) was constructed aeons ago at each Vertex, though now they're in magical bubbles at the bottom of the ocean since the Vertices are in ocean parts of the world)

  1. (These need cool fantasy names, not just numbers): The Vertex that connects Survivalia, Creativia, and the North Face.
  2. The Vertex that connects Survivalia, Creativia, and the South Face.
  3. The Vertex that connects Adventuria, Survivalia, and the North Face.
  4. The Vertex that connects Adventuria, Survivalia, and the South Face.
  5. The Vertex that connects Creativia, Spectatoria, and the North Face.
  6. The Vertex that connects Creativia, Spectatoria, and the South Face.
  7. The Vertex that connects Spectatoria, Adventuria, and the North Face.
  8. The Vertex that connects Spectatoria, Adventuria, and the South Face.

Dimensions

There are other Dimensions besides the main world. These have Realms and inhabitants of their own, though their interactions with other dimensions are limited by the difference in dimension.

The Nether

The Nether is the burning and deadly area which is located in the core of Project Realms's planet. It's much like the Nether of vanilla Minecraft, though it has races and realms of its own. The Nether is usually accessed through Nether Portals, but seismic activity in the South Face has actually opened up caverns which lead all the way from the South Face's surface to the core of the world, hence why that area has so much volcanic activity.

The End

Much like the Nether, the End is a deadly place found in the core of a cosmic body. However, while the Nether is found in the core of the planet, the End is instead found in the core of the planet's Moon. Travel to the Moon is nearly impossible due to the absence of space travel technology in the world of Project Realms, so the End is accessed through End Portals found in ancient Strongholds and Temples. The magical rituals needed to create End Portals were lost to time, so new End Portals cannot be created, and existing ones found in ancient dungeons must be used. The End, much like the Nether, is similar to in Minecraft but has races and realms of its own.

Other Dimensions

There are other dimensions in the world of Project Realms too! Faith, add them!! (I turned into Leoasiago for a second there, haha.)

Realms

The Realms are the nations and united people groups of Project Realms. They range from friendly to hostile toward each other, and are as varied as real-world nations and cultures.
List of Realms to be added!

  • Realms of Survivalia
  • Realms of Creativia
  • Realms of Adventuria
  • Realms of Spectatoria
  • Realms of the North Face
  • Realms of the South Face
  • Realms of the Nether
  • Realms of the End

Sections for other Dimensions added will be added here.

Races

Many different species inhabit the world of Project Realms, with many of their own Realms. The races of the world include:
Some of these names are subject to change if I think of a better name for the species. There will be more added as well, that Amprat or Faith come up with.

  • Humans (The Players from vanilla Minecraft)
    • Humans can be found pretty much anywhere, mainly on the four equatorial faces since they are the most habitable. Humans are adaptable, though, and some human tribes and colonies can be found living in more hostile conditions, such as the frozen North Face, the fiery South Face, and even the Nether and End.
  • Testificates (Villagers, Illagers, Witches, etc.)
    • Testificates can be found in a variety of conditions, much like humans. You'll find them commonly on the four equatorial faces. They're not quite as adaptable as humans as a whole, so they won't be found in other dimensions, or on the polar faces.
  • Piglins
    • Piglins are native to the Nether. They can't survive in any areas outside of the Nether due to the effects of a necrotic curse placed upon them, and they will quickly become zombified if they ever leave the Nether. (Piglins can survive for longer before becoming zombies in the South Face than anywhere else, especially in the deeper caverns of the South Face. However, they will still be zombified, at a much slower rate.)
  • Endermen
    • Endermen are native to the End, which is where most of them live and build their civilizations. Endermen individuals or small groups can also be found roaming in other dimensions, as a sort of "tourists". Despite this, though, Endermen will not build civilizations outside of the End. Some Endermen do actually settle down in Realms built by others in other dimensions, and will live alongside the other races there, but this is exceedingly rare due to the mysterious and isolated nature of Endermen.
  • Elves
    • Elves are native to the world of Project Realms, but are nearly as adaptable as humans. Elves born into any location will often be born with magical adaptations that help them survive in that location, which can lead to a new species of Elves coming into existence in only a few generations. Elvish species are usually named after the environment or biome they are adapted to. The most well-known kind of elves are the Wood Elves, also known as the Forest Elves, who are native to forests. However, there are many other kinds of elves corresponding to the world's many different environments, including Snow Elves, Desert Elves, Jungle Elves, Sea Elves, Dark Elves, and Swamp Elves. Some species of Elves are even adapted to and native to the biomes of other dimensions, such as Crimson Forest Elves and Ender Elves. Elf species tend to be over-specialized to survive in their native environments, and have difficulty surviving anywhere else.
  • Dwarves
    • Dwarves live underground, or on hilly or mountainous regions on the surface. Dwarves often build massive sprawling underground cities, or fortresses carved into mountains. Some Dwarves live in the caverns of other dimensions, such as Nether caverns or the caverns beneath End islands. The Dwarves of other dimensions tend to look quite distinct.
  • Orcs
    • Orcs typically live in plains, savanna, or hilly/mountainous regions. Orcs are known to be very high energy and excitable, having no inside voice and overly enthusiastic. Orcs are very athletic and physical, and love a variety of sports including basketball and football. Orc settlements often have a stadium or sports field of some kind which forms the centerpiece of their civilizations. Many Orc groups are also known to be bloodthirsty and warlike, to a point where almost all Orcs are stereotyped as being violent. However, this only makes up at most a third of all Orc Realms in actuality. Many of the Orcs of Survivalia and Spectatoria are more introverted than other Orcs, who are stereotypically extroverted. Some question whether these quieter Orcs are even Orcs at all or a similar species.
  • Halflings
    • Halflings are short and cheerful beings who typically inhabit fair and pleasant areas such as plains and forests, where they form small rural villages covered in farms and gardens. Halflings are often quite friendly, and also known to be creative with an interest in various forms of art. Many Halflings also live alongside other races, most commonly humans, testificates, or elves.
  • Gnomes
    • Gnomes are technically skilled craftsmen who are known to tinker with small components and make useful gadgets. This is similar to dwarves, though dwarves more commonly craft tools, weapons, and armor from ores and metals, while gnomes by contrast are more known to make small but useful trinkets such as watches and machines. Gnomes are typically introverted and isolated, and most often live in secluded communities in deep forests or thick swamps. Orcs often regard gnomes to be nerds and geeks.
  • Goblins
    • Goblins are known for their cleverness and strategy, having had to think a lot to survive in a world where most of the other races are bigger and tougher than they are. Goblins are often very intelligent, able to strategize and plan to work effectively. However, goblins are often awkward and a bit clumsy with their hands. Historically, goblins lived in isolated communities, but modern-day goblins often inhabit realms of other races, where they help in planning and teamwork.
  • Kobolds (lizard/reptile people)
    • Kobolds are much like goblins, but more reptilian in appearance. Kobolds typically live in forests, valleys, or areas rich in caves. Kobolds tend to idolize dragons, seeing them as graceful and wonderful beings of a near-Celestial power. For the same reason, kobolds look up to Dragonoids and see them as heroes.
  • Trolls
    • Trolls are bulky and tough-skinned individuals that are known to live in caves and under bridges. They do this to take refuge from the sun, as the rays of the sun causes a troll's skin to burn and decay. Some trolls live on the polar faces of the world, which is beneficial to them due to the lack of sunlight in those areas. However, most trolls do not have this luxury. Trolls are typically quiet and reclusive creatures, and they are much smarter than stereotypes would suggest, being quite skilled at crafting tools and weapons.
  • Giants
    • Giants are the largest of the civilized races of the world of Project Realms. Giant subspecies often correspond to various natural elements, such as fire giants, ice giants, and sky giants. Giants rarely live with other races, as they are too big to live alongside them comfortably. They can be found to live in a variety of climates, typically more dangerous or remote climates that would be unwelcoming to most other races.
  • Angels
    • Angels were created to be the servants and assistants of the Celestials, the ancient creators of the world. After the world was created, many Angels left their positions as the workforce of the Celestials, instead taking up residence in the newly created world. Angels love high places due to their ability to fly, and can most commonly be found living high in mountainous areas and on sky islands.
  • Demons
    • Demons are a related species to Angels, though the details of this are vague. Demons typically resemble muscular humanoids with red, orange, or brown skin, and are known to have a strong connection to fire and earth. Most demons reside in the Nether, but some of them live in other areas as well, mainly the South Face due to its fiery nature.
  • Fey (Fairies and sprites, this also includes Dryads (plant people) and Shroomish (mushroom people) and more)
  • Dragonoids (Dragon people)
    • Dragons themselves also exist in this world but are considered beasts and not one of the civilized races, despite their high intelligence. Dragonoids, on the other hand, are humanoids that have the essence of dragons in their nature. Dragonoids are most commonly connected to fire and known to reside on the South Face and rarely in the Nether. However, just as there are other kinds of dragons besides the fire-breathing kind, so there are other kinds of Dragonoids that live in other climates.
  • Neosimians (Monkey people)
    • The Neosimians are able to live in a variety of climates and environments, much like humans, but they are native to the jungles of the world. The Neosimians are somewhat based on the Monkey tribes from Bloons Tower Defense.
  • Amphibites (Frog people)
  • Fishfolk (Fish/aquatic animal people)
  • Minotaurs (Cow people)
  • Lupans (Canine people based on wild canines and domestic dogs)
  • Felids (Cat people, based on big cats or domestic cats)
  • Avinites (Bird people)
  • Sectinians (Insect people)
  • Farlanders (Aliens from beyond the known dimensions. This is a general category.)

Schools of Magic

Different magic spells can be grouped into a variety of different schools of magic.

Elemental Schools of Magic

Elemental magic, also known as low magic, is the category of magical schools which pertains to magic that has to do with the Elements, the fundamental components that the world is formed from. Despite being relatively simple to learn due to making use of fundamental elements of nature, elemental magic has a great potential, and skilled elemental mages can spend their whole lives (which is centuries in the case of the longer-lived races) in pursuit of mastery of a school of elemental magic.

The Elemental Schools of Magic correspond with the Elements of Project Realms. They are:

  • Fire Magic
  • Ice Magic
  • Water Magic
  • Air Magic
  • Nature Magic
  • Earth Magic
  • Light Magic
  • Dark Magic (Historically, Dark Magic was considered to be one of the Forbidden Schools of Magic. However, as Dark Magic itself is not evil, only lending itself well to evil uses, it is not considered a forbidden magic anymore, and only older traditionalists consider the use of Dark Magic to be evil.)
  • Pure/Primal Magic

Aspect Schools of Magic

Aspect magic, also known as high magic, is the category of magical schools which pertain to higher concepts and ideas that cannot be reduced to simple elements. Aspect magic is generally more difficult to learn than elemental magic, but more diverse in its manifestations. This magic is used most commonly by residents of the realms of Creativia, who pride themselves on their mastery of aspect magic. This magic is seen as exotic by outsiders, and most people who come from lands outside of Creativia cannot use aspect magic.

The Aspect Schools of Magic are as follows:

  • Alchemical Magic
  • Artistic Magic
  • Musical Magic
  • Technological Magic (commonly known as Technosorcery)
  • Architectural Magic
  • Faerie Magic
  • Beast Magic
  • Festive Magic (also known as Holiday Spirit)
  • Summoning Magic
  • Destructive Magic (Note: Destructive Magic is in a unique "gray area" between Aspect Magic and Forbidden Magic. Many regions of the world and many Realms, including all of Creativia, consider Destructive Magic to be one of the Forbidden Schools of Magic, and practice of Destructive Magic is punishable by imprisonment or death in these places.)

Forbidden Schools of Magic

"Forbidden magic" is any school of magic that is widely outlawed by the magical authorities of most or all civilized Realms, due to it being unnatural, unpredictable, harmful or destructive. These schools of magic are used most commonly by evil individuals who have no regard for morality, as forbidden magic is almost always tied to immoral actions. However, some practitioners of forbidden magic seek to twist it and use it for good purposes, just as there are those who twist good magic and use it for evil. Forbidden magic is so dangerous and evil that even using it for good is forbidden, due to its nature. There are those who seek to establish and permit good uses of forbidden magic, but this is a very unpopular position. (Ethics of magic are a common subject of debate in Adventuria's School of Magic. Discussion of this side of magic is permitted, but outright practice of it is not.)
Note: "Forbidden" magic actually falls into one of the other categories as well, as every forbidden type of magic is also either an elemental magic, aspect magic, or outside magic.

The Forbidden Schools of Magic are as follows:

  • Death Magic (commonly known as Necromancy)
  • Poison Magic (Note: At times, poison magic was not forbidden and was considered one of the Elemental Schools. However, there are few to no "moral" uses of poison, acid, and diseases, so it is widely outlawed through most of the Realms. Still, this decision to ban it is somewhat controversial, and there are many who think it should be one of the Elemental Schools of Magic instead of being forbidden. Poison Magic is not forbidden in some parts of the world, and is instead considered a school of the Elemental Schools of Magic.)
  • Blood Magic
  • Insanity Magic
  • Hate Magic (also known as Wrath Magic)
  • Void Magic
  • Time Magic
  • Infection Magic (A general term for several distinct but similar forms of magic which all involve spreading, infecting and corrupting)
  • Anti-Magic

Outside Magic

Outside magic is magic that is not native to the world of Project Realms. It may come from other dimensions, or from the cosmos beyond the sky. The most well-documented form of Outside Magic is Ender Magic, which is magic connected to the End and the people, places, and things that come from there.

  • Ender Magic
  • Cosmic Magic
  • Celestial Magic
    • This magic relates to the Celestials and is what they are composed of fundamentally. This magic is so powerful that not even the Celestials themselves can use it; thus Celestials cannot create other Celestials.
  • Love Magic
    • This is an exceedingly powerful form of magic, as while other magic such as light magic can raise the dead, and schools such as summoning magic and death magic can create entities that have some semblance of life, only Love Magic can truly create NEW life. In the world of Project Realms, love magic is the means by which beings are able to have children. Love Magic is the most ancient field of magic besides Celestial Magic, as Love has existed as long as the Celestials themselves have existed: since the dawn of time. Love is something inherently part of all beings, but very few are able to consciously manifest love magic as spells.
    • Love Magic includes all forms of love, including familial bonds and friendship. When a hero gets a power-up at the climactic scene of a story because of the "Power of Friendship", that's Love Magic at work. It's not something that can be consciously harnessed like other schools of magic, but it's a powerful part of everyone.
    • A group of Avinites known as the "Disciples of the Stork" are closely tied to the school of Love Magic. This community lives on a secluded and hidden island somewhere among the islands of Spectatoria, where they are responsible for delivering babies to expecting parents all over the world. (They basically are like the Stork from Yoshi's Island. This is how babies are made in the world of Project Realms.)