It's a pretty big text I made here, and even that can be considered a bit of a skeleton. Still, I hope you like it. [hider= Metamundus][center] [h2]Metamundus[/h2] [img]http://sf.co.ua/2012/wallpaper-1755195.jpg[/img] (In the picture: A Hero has discovered an Other, and studies its actions to determine its nature) [h2][b]▼ DESCRIPTION ▼[/b][/h2][hr][hr] [indent][sup][Fantasy, Horror][/sup][/indent] [h2][b]▼ AN EVER-CHANGING WORLD ▼[/b][/h2][hr][hr] Some universes are stable in nature, with little to no changes in the world and its nature. Metamundus is not such a world. It is one in a constant flux, where the dominance of different magic and monsters changes through the ages. During one Age a different type of monster, or Other, dominates the world, and another type during another Age. Before the current Age of Order, there was the undead dominated Age of Plagues, and before that the Fey dominated Age of Overlords. On Metamundus, there is only one rule that remains constant: No Strength without Weakness. [h2][b]▼ THE ONE RULE ▼[/b][/h2][hr][hr] What there being no Strength without Weakness means is all the power one gains through whatever means they are gained, makes one vulnerable to something (or someone) else. There are dozens of different varieties of vampires, with and equally large variety of powers, but all that power comes with the price of varied weaknesses. Many weaknesses deal with alchemy. The principle of alchemy is that everything in the world is connected. The stars, metals, life and there is a certain natural harmony in the world. Powers, like illnesses, are disturbances to the harmony, and as such can never be truly in sync with the world. That is why a simple plant or object can become dangerous against a monster. Often a connection to say, a celestial body, means weakness to whatever is connected to it. For example, many shifters, such as werewolves, are both vulnerable to silver and involuntarily changed by the full moon, because silver and the Moon are alchemically connected to one another. Similarly iron is alchemically connected to the Red Warrior planet, and as such Fey go crazy under the Red Warrior's shine and are damaged by cold iron. [h2][b]▼ THE AGE OF ORDER ▼[/b][/h2][hr][hr] Many consider the Age of Order, named after its dominant religion the Sacred Order, the latest Golden Age of mankind. Monsters are few and far between. Otherworlds stay distant and Otherborn remain human. But still from time to time something comes to threaten people, and then they need heroes. Heroes are the dominant beings of the Age of Order and considered blessed exemplars of the faith. High Magic is rare and generally discouraged excluding the Oracular Arts practiced by the Sacred Order's Oracles. It is through their divinations that most of the Heroes discover their destinies. Alchemy on the other hand has provided some great new advances in technology, such as cast iron, muskets, clockwork and microscopes. The heroes have replaced their lances, swords and shining armors with large hats and pistols, though some still use old weapons, especially if they have the skills. Likewise the new printing press brings knowledge to the commoners who didn't have access to it during the Age of Plagues. And on the sea, new three-masted sailing ships bring explorers to the newly discovered continent to the East in search for fame, glory, and riches. [h2][b]▼ SPECIES ▼[/b][/h2][hr][hr] Metamundus is full of all kinds of strange creatures. They come in so many varieties it would take ages to describe [list][*]Humans: The true inhabitants of the Prime World. Ages come and go, as do connections to the Otherworlds, but in the end the humans remain at the center. Under normal circumstances humans are just mundane, possessing no real strength, but no weaknesses either. But humans are not to be underestimated, for what they lack in powers, they take back in wits. One moment they are helpless victims, and the next they plunge a silver dagger through your heart. In addition, from time to time a human can surpass mundane existence to become an Exemplar, though not without a cost. [-] Heroes: Humans who have tied themselves to a destiny of some kind. This destiny becomes a quest which they devote their existence to. In this quest they are helped by an Arete, a skill that they will surpass everyone, mortal and Other alike. But as a weakness each hero has a Fatal Flaw, a mental weakness they can never truly overcome. [-] High Mages: Prime World is full of magic. Anyone can use Low Magic, simple love potions, seances and the like. But for High Magic, the power to modify the world around you, you must embrace it. By feeling the power of the Otherworlds, a mage can cast fireballs, fly through the air and change people into frogs, among other things. But no Strength without Weakness. Low Magic is calm and steady, but High Magic causes disturbances when used. Breaches to the Otheworlds become more likely when High Magic is used wantonly. Spells cast can grow out of control and continue acting in ways the mage didn't intent to. And sometime the Prime World itself might act to remove the disturbance, and its cause by having the mage's own magic turn against them. High Magic, depending on its nature, can also affect the mage itself. For example, the Magocrats of Hexton practice a form of High Magic that affect their appearance by turning them uglier the older they are. [-] Alchemists: On the other hand, if High Magic seems too risky, you can turn become an alchemist. Alchemy is not just a path to becoming an exemplar, it is science, the philosophy of understanding the Prime World and its inner workings. With the right materials and knowledge, an alchemist can discover how to change matter, create life, even achieve immortality (or at least something close to it). Alchemy is also essential in studying the weaknesses of adversaries. However, using Alchemy risks destroying the body and the mind. Many alchemies lose their lives when using poorly made elixirs, or go mad from trying to solve one too many mysteries. [*]Others: Beings of Magic, who live in the Otherworlds. Due to their nature, Others are usually bound to their home realms and cannot enter the Prime World on their own volition. To enter the Prime World, its magic and nature needs to be close to that Otherworld. The whole of Prime World doesn't need to lean towards that nature, but it still requires a large area and many humans. Alternatively an Other can be summoned. Note: Like humans, Others are not completely good or evil, but their interpretation of good and evil can be very different from [-] Angels: Others of Creation and Faith, Angels are drawn to places where humanity's belief in something greater than themselves is strong. Angels are the source of True Faith, which they give to the Belief's followers by binding themselves to the Belief's symbols, thus blessing it. As the source of True Faith, Angels can't be harmed by it, but their power over the world can be denied. [-] Demons: Others of Craving and Power, Demons appear where humanity's desires and ambitions run rampant. They usually appear, or are summoned by, individuals who desire something and to make a deal with a demon. However, as demons are covetous by nature these deals require a payment of some kind, which depends on the demon's desires. How loyal the demons are to their deals varies greatly, with some outright twisting the wishes into something horrible, just because they want to. But, since coveting and ambition by themselves aren't evil, some demons can be quite honest and pleasant. Still, you should think carefully before making deals with demons. [-] Fey: Others of Stories and Imagination, the fey appear wherever legends are told. The Fey define their existence through stories they listen, and the roles they choose to play. Their behavior can be determined, if you are knowledgeable of the stories and their archetypes. But one shouldn't assume things. Just like stories can go to completely unexpected directions, so can the Fey be something else than what they appear. [-] Dead: In the end, everything that has begun must eventually end. The dead are what remains when something, human or Other, dies. What happens to the dead depends. Some reincarnate, becoming living again, while others stay in the Afterlife, the Otherworld of the Dead. But from time to time a Dead, usually one from an unpleasant part of the Afterlife, returns to the Prime World for whatever reasons, usually to finish what was left undone as a living. [-] Spirits: Others of Life and World, Spirits can be pulled by just about anything, but usually by nature and its forces. Spirits are possibly the most diverse of all the Others, because they are reflections of the Prime World, as is Dreamland, the Spirit Otherworld. Spirits can resemble natural things, plants and animals, but also objects, emotions and even stranger concepts. [-] Elders: Others of Madness and Nihilism, Elders are rarely seen, but when they do they are terrifying. They don't seem to possess an Otherworld of their own, but seem to come from someplace even further. But as powerful as they are, no strength without weakness. While most others are usually just effected by single planets, entire constellations, and even time itself, can turn against the Elders. If they are ever trapped or banished, it will take until the stars are exactly right before they can act again, and even the slightest failure in summoning ends the entire ritual. [-] Ancients: The first Others, they were the Giants, the Dragons, and other monsters of the First Ages. Unlike the rest of the Others, Ancients were the beings of the Prime World, and it was their home. Ancients are believed to be long gone, driven to extinction by the first Heroes, but from time to time a monster of old legends seems to appear. Usually it's a Fey trying to live the legend of the Ancient, but on Metamundus things can change quickly. [-] Beings stranger still: The people of Metamundus have come to accept that there is always something new to meet and face. Perhaps there are Otherworlds even beyond the emptiness the Elders call home. [*]Otherborn: Beings who exist between humanity and Otherhood. Despite the name, Otherborn isn't necessarily the child of a human and an Other, though some are. An Otherborn can also be for example an Other essence inhabiting a human body, or vice versa. Because there are so many different ways to be an Otherborn, they are typically classified based on their origins, which is sufficient, because Otherborn share the strenghts and weaknesses of their Other counterparts, though not on the same level. Otherborn are beings of the Primal World and thus don't require the presence of Other aspect to exist, though if the quantity of magic in the Primal World is low, Otherborn may not awaken to their Other nature, remaining a human. Likewise, they don't need aspect to define themselves, though many are drawn towards them (A changeling is more likely to be interested in stories than a cambion). Curiously, the Others seem to be vulnerable to their Otherborn counterparts. Another interesting thing is that many Otherborn seem to be able to turn their victims into one of their own, which also becomes rarer when magic is rare. [-] Nephilim: Otherborn of Angel origin. Although they often have power over light and energy, they don't possess power over True Faith. Nephilim are rare, but like Heroes, when they appear they tend to play large roles in the fate of the Prime World. Often the increase of Nephilim and Cambion awakenings is a sign that an Age is coming to an end. [-] Cambions: Otherborn of Demon origin. Rare, like the Nephilim, and play large roles when an Age is starting to come to an end (Usually as a representative of a darker Next Age). [-] Changelings: Otherborn of Fey origin. Changelings are most likely to feel out of place in the world, like they don't fit where they live, so they often tend to be travelers. [-] Undead: Otherborn of Dead origin. Many Undead sustain themselves by feeding on the living (though some, like ghouls, feed on corpses instead), which makes them likeliest of the Otherborn to turn their victims into one of their own. [-] Shifter: Otherborn of Spirit origin. Shifters live a double existence, changing from their human form to their spirit form. Sometimes that change is voluntary, but often the Power of the Planets forces the change. [-] Starspawn: Otherborn of Elder origin. Starspawn tend to be isolationist, living in small communities of their own kind and don't like stranger. They are however welcoming [/list] [/center][/hider]