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Grand Alter

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Synopsis

About Karokosia

The continents

Karokosia had 6 continents

Avalon: the primary human territory as well as the native continent of orcs and goblins as well as pixies and sprites both of which are prominent fey subspecies this continent is home to 4 countries the high vexia empire the Angloria kingdom the Nordia Federation and the Phantazia dynasty this continent has the most developed slave trade in the world with a estimated 850 million slaves across the 4 countries these slaves are made up of mostly goblins and demi humans both of which are treated with prejudice and are treated as only slightly more than animals

Azenn:the native continent of the demon race a race with a population of only 40 million in total split among 7 tribes each corresponding with the deadly sin that their tribe exudes the most this continent is largely untouched by other races

Levenai:the origin of most fey races as well as the elves levenai the home of the world tree and is ruled by the yggdrasil authority a council made up of humans demi-humans elves and fey each race has a representative family that governs that race the council only makes large decisions that will effect the country as a whole

Mellis: a tropical continent home to mostly aquatic demi human species as well as some humans and elves the continent is home to various independent island city states

Rothhiem: the continent ruled by the Dwarven high council not much is known about this continent other than its extremely mountainous terrain and the extreme quality of the armor and weapons that the Dwarven race is known for

Doru-Kadesh:a mostly desert continent home to the majority of the Demi-Human races it is the safe haven of Demi-humans and is protected by a minor god named Ramavi who has the head of a lion and the body of a man

Magical attributes, affinity and tier

magic is split into tiers ranging from 0 to 7

0 is simple magic that is often used for chores and other minor tasks tier 7 are spells that can wipe out large armies countries or perhaps even more

there are six main attributes of magic

Light

Dark

Fire

Water

Earth

Wind

each element may have variant elements but those are rare every one is born with various level of affinity for each element

affinity levels

E (no or little affinity for the element tier 0 at most)

D (tier 1 and 2 spells are accessible)

C (tier 3 and 4 spells)

B (tier 5and lower spells)

A (tier 6 and lower)

S (tier 7 magic is accessible)

most people are born with D class affinity in 1 element and E in the others most adventurers have 1 or 2 C or higher affinity mages usually have at least 1 B or higher affinity

classes

every adventurer is assigned a class upon guild registration the class gives skills through divine power the basic classes are split in two categories Martial and Magical

Martial classes

swordsman

Lancer

Archer

Monk

Barbarian

Rogue

Magical

Wizard

Warlock

Sorcerer

Artificer

Cleric

Druid

monster realms

monsters are split into 6 realms of power

Initial Realm (Normal animals and weakest monsters EX:a slime)

Lesser Realm ( weak monsters EX: a ooze )

Noble Realm (mid ranking monsters EX: A Griffin )

King Realm (high ranking monsters Ex: Dragons )

Emperor Realm (beings beginning to transcend the mortal plain EX: Elder dragons)

Divine Realm (beings beyond mortal laws EX: a Elder Dragon Sovereign)

Ranks

a person's status as an adventurer is determined by their rank there are 6 ranks

Iron ( Initial Realm )

Bronze ( Lesser Realm)

Silver ( Noble Realm)

Gold (King Realm)

Platinum ( Emperor Realm)

Mithril (Divine Realm)