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Magical Realming woo

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Jun 8th, 2014
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  1. >Realm Name:
  2. Alistair
  3. >Realm Wizard:
  4. Holiday
  5. >Council Status:
  6. Neutral
  7. >Alliances:
  8. None
  9. >Trade Partners:
  10. Any non-hostile
  11. >Wars:
  12. None
  13. >Earth:
  14. Neutral
  15.  
  16. Area Increase 5 (5)
  17. Gateways 2 (7)
  18. Popultaion Increase 6 (13)
  19. Extrahuman Population, Metahuman Population (18) -A wide variety of anthropomorphic animals, both mundane and mythological. Biology and physical capabilities differ greatly between races. Interracial procreation is no issue, and any children born will, by default, take after the mother.
  20. Technology Upgrade 2 (20)
  21. Metropole (22)
  22. Sanitation (23)
  23. Healthy (24)
  24. Advanced Education (25)
  25. Libraries (26)
  26. University (28)
  27. Industrial (31)
  28. Mystical (35)
  29. Technomagic (38)
  30.  
  31. >Affinities
  32. Music (39)
  33. Theatre (40)
  34. Literature (41)
  35. Festival (42)
  36. Gambling, Alcohol, Sexual (45) -Only in particularly large or vice-filled cities. A Vegas analogue or two comes to mind.
  37.  
  38. Landscape Adjustment, Fauna and Flora 3 (53) -Nothing in particular, simply a range of unique landscapes and creatures to give variety to the plane.
  39.  
  40. Dungeons 3 (58)
  41. Malice (59) -Simply monsters, outlaws, the usual sources of adversity in these kinds of things.
  42. Theme (63) -Classic western/modern fantasy and adventure.
  43.  
  44. Lifestyle Upgrade 1 (64)
  45.  
  46. Shape Shift 2 (67)
  47. Memory (69)
  48. Mimicry (71)
  49.  
  50. Ghost Soul (74)
  51. Healing (76)
  52. Superhuman Body (79)
  53. Elementalism 2 (82)
  54. Psyker Enhancement (84)
  55.  
  56. Waifu 2 (88)
  57. Familiar (91)
  58. Friends (92)
  59.  
  60. Wizard's Spellbook (94)
  61. Wizard's Study (100)
  62.  
  63.  
  64.  
  65. Fluff (bear with me, I'm terrible at writing this kind of stuff ;-;):
  66. In Alistair, one rarely sees the same thing twice. Landscapes, settlements, people, nothing is ever quite the same as you last saw it. The howling prarie, the snowcapped peaks, the open seas, all calling to those adventurous souls who've fallen victim to the curse that is wanderlust. Just as varied as the world itself are it's inhabitants. Flora and fauna not quite like anything known to Earth, and the people only a little bit more familiar. Skin, scales, fur, feathers, all adorn a variety of intelligent races. Knowledge of both the technological and mechanical is widespread, and many young men and women venture into the world to find fortune, fame, and adventure.
  67.  
  68. Lacking any definitive political leader, most settlements and cities are independently democratically governed, with only the occasional lynching of a corrupt leader. Lacking any centralized government, Alistair has little to no dealings with outsiders, although those who choose to immigrate are free to do so. Just watch who you offend, lest you end up hunted by old Johnny Law.
  69.  
  70. Nobody knows for sure where this land or it's people came from. Some attribute it to happenstance, some to some sort of divine pantheon, but a select few turn to a name that seems to show up through the ages. Holiday. Many have worn the name over the decades, each of them notable. A legendary adventurer one year, a notorious outlaw another, a wise and powerful mage another. Though Holiday's appearance and occupation may never be the same, they're always known as a quiet, solitary woman, unnerringly kind some days, temperemental and wrathful the others. Most treat the story of Holiday as nothing more than a legend, and those who claim ownership of the name are considered little more than a joke. Despite this, a few truly believe the stories, determined to find the elusive Miss Holiday. Best of luck to them.
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