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Mar 14th, 2025 (edited)
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  1. Species:
  2. Halfling
  3. Gnome
  4. Leprechaun
  5. Imp
  6. Giant
  7. Gargantuar
  8. Titan
  9. |Golem
  10. Ogre
  11. Troll
  12. Humans
  13. Elves
  14. Orcs
  15. Fiends
  16. Ghouls
  17. Demons
  18. Gremlins
  19. Goblins
  20. Hobgoblin
  21. Zombies
  22. Skeletons
  23.  
  24. Pantheons:
  25. Greek Pantheon
  26. Norse Pantheon
  27. Hindu Pantheon
  28. Egyptian Pantheon
  29. Taoist Pantheon
  30. Mesopotamian Pantheon (Sumerian, Babylonian, Assyrian)
  31. Japanese Pantheon (Shinto)
  32. Polynesian Pantheon
  33. Native American Pantheons
  34. Yoruba Pantheon
  35. Malagasy Pantheon
  36. Zulu Pantheon
  37. Aztec Pantheon
  38.  
  39. Roles:
  40. Barbarian
  41. Bard
  42. Cleric
  43. Druid
  44. Fighter
  45. Monk
  46. Paladin
  47. Ranger
  48. Rogue
  49. Sorcerer
  50. Warlock
  51. Wizard
  52. Fisherman
  53. Middle Management
  54. Financial Analysist
  55. Sales Director
  56. IT support
  57. Fast Food Chain Cashier
  58. Civil Engineer
  59. Electrician
  60. Wildlife Conservationist
  61. Farmer
  62. Blacksmith
  63. Tinsmith
  64. Mortician
  65. Barber-Surgeon
  66. Garderobes
  67. Bear-leader (A bear-leader was historically a man who led bears about the country for the blood sport of bear-baiting and were led from village to village.)
  68. Villein (a feudal tenant entirely subject to a lord or manor to whom he paid dues and services in return for land.)
  69. Bowler (a member of the fielding side who bowls or is bowling.)
  70. Firearms Specialist
  71. Firearms Engineers
  72.  
  73.  
  74.  
  75. Organizations & Factions:
  76. Religion Zealots of each pantheon
  77. Arcane Banking
  78. World Science Forum
  79. Technomancer
  80. Goblin mafia
  81. Central Bank of Malta
  82. KFC
  83. NASA
  84. Magic Society
  85. Habsburg Austrian and Spanish Holdings in 1650
  86. Palau
  87. Halfing day market
  88. Goblin black market
  89. Intel
  90. NVIDEA
  91. Boeing
  92. Petronas
  93. Malacca Sultanate
  94. Ottoman Empire
  95. USA
  96. Ming Dynasty
  97. Akkadian Empire
  98.  
  99.  
  100. Political System:
  101. Corporate Rule
  102. City-States
  103. Technocratic Governments
  104. Divine Empires & Theocracies
  105. Trade Federations
  106. Indigenous Confederation
  107. Demonic Vassalage
  108.  
  109. Laws:
  110. Non-Magic Clause: Something can only be magical if it is explicitly in it's name.
  111. Magical debt slavery—if people default on loans, they sell their souls or become bound to servitude
  112. Magical Currency: Coins enchanted to never be counterfeited, soul-bound contracts, or divine "favors" exchanged as currency.
  113. Physical Currency: Standard gold, silver, or fiat currency issued by the Central Bank of Malta.
  114. Digital/Arcane Banking: Magical credit systems, where money is stored in soul vaults, rune-encrypted ledgers, or divine IOUs.
  115. Corporations vs. Theocracy—a secular corporate alliance vs. multiple god-driven empires.
  116. The Goblin Mafia and black-market organizations thrive in lawless zones.
  117. Magic Is Mass-Produced:
  118. Factories use elemental spirits as energy sources.
  119. Magic items are produced on assembly lines rather than handcrafted by wizards.
  120. Technomancers develop automation spells, threatening traditional magic users.
  121. Worship Is Strong: Gods are active, and faith determines social status and power.
  122. Races Are Segregated: Certain cities or regions might be race-exclusive or have strict racial policies.
  123. Racial Supremacy Exists: Some species are enslaved, feared, or exterminated.
  124. Mortal Courts: Laws are secular, dealing with magic like any other crime.
  125. Divine Law: The gods enforce laws through divine intervention or religious courts.
  126. Divine Armies: gods directly intervene in battles, and they empower holy warriors.
  127. Technomancer Warfare: armies using automated war golems, magical artillery, or reality-warping superweapons
  128. Demonic Invasions: infernal warlords engage in large-scale conquests.
  129. Corporate Mercenaries: private military companies (PMCs) used by corporations to wage economic wars
  130. Subterranean Travel: everyone uses underground highways.
  131. Magical Prisons: criminals locked in pocket dimensions, soul cages, or divine purgatories.
  132. Mind-Control Justice: criminals reprogrammed to be law-abiding citizens.
  133. Arcane Energy Market: magic is a finite resource that needs to be mined, harvested, or synthesized.
  134. Arcane Gambling: people betting on divine interventions, magical mutations, or soul contracts.
  135. Magic Limit: Magic pollution or overuse could lead to arcane depletion or catastrophic magical waste zones
  136. Wizardry: Magical unions or cults opposed to industrial magic could push back against technomancy.
  137. Ragnarök: Ragnarök is guaranteed to happen.
  138. Magic Persecutions: Magic is taboo and their practitioner are killed and instead divine, and technological alternative thrive.
  139.  
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