Some of the professions, monsters, and other things for this book.
Professions
Samurai: they wear less armor than regular Fighters, which leads them to have less defense abilities. In general, they commonly have access to Ki Manipulation, higher damage, and higher speed and mobility, along with abilities related to counter attacks, sensing hidden enemies, or acting before their opponents can act.
Cavalier: The Cavalier flights from the back of a mount, whether a normal horse or something more exotic. Cavaliers have higher movement speed than other Fighters and may be able to charge through groups of enemies or perform hit-and-run tactics.
Knight: it may be able to wear bigger, heavier armor and weapons. The knight may also gain supportive abilities that help to keep their allies safe, relating to bravery and chivalry.
Swashbuckler: a Fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheet force.
Warrior: a more offensively oriented general upgrade to the basic Fighter, the Warrior trades the Knights emphasis on defense and support for brute offensive power, favoring large, two-handed weapons that can smash straight through entire swathes of enemies and heavy armor that offsets their lack of a shield, as well as the immense strength required to use both.
Monk: the monk is partway between the fighter and the rogue. They are usually bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves.
Sage: the safe is a spellcaster that is capable of accessing spells that both magician and clerics have. Naturally this level of versatility puts the sage at risk of being an overpowered class.
Gunslinger: the wielder of firearms, focusing entirely on their weapon of choice and being weak or useless at close range.
Alchemist: they combine items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together during battle.
Beast master: they specialize in controlling a powerful pet to fight by their side. The pet can be anything from a tamed animal to a summoned elemental to a constructed golem, but usually it serves as a front-line melee combatant while the master hand back to support it with healing, buffing, and long-range attacks.
Thief: the thief, when it is a separate class, is a version of the rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.
Bard: the Bard class specializing in music. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage.
Dancer: a variation of the Bard, but for dancing instead of music. They tend to do the same things as Bards.
Ranger: are woodsmen skilled at surviving in the wild. They may be lumped in with Fighters or Rogues but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although melee combat also has a focus.
Trapper: the trapper is a character who can lay down various traps in an area that the enemy can walk into, making them vulnerable to ambushes or follow -up attacks. Often combined with the Sniper or Beast Master.
Tracker: able to track its targets through various means whether from marking them with a skill or though sent they are a cross between the scout and assassin.
Summoner: a high level in which the caster summons the entity to them to do it's bidding. Usually even more dangerous than regular Theurgist. Usually supplemented with some magic of another type. If the summoned entity sticks around for a while to assist the summoner, then they may learn magic that allows them to support it.
Priest: the medic they draw their powers from either faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some magician classes might experience.
Templar: the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work.
Assassin: a more offensive rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or let him die from damage over time.
Scout: a variation of the rogue, the scout combines high movement rate with superior sensory and information gathering skills, and often emphasizes stealth as well.
Theurgist: this magician makes a pact with a elemental spirit, who supplies him with magical powers.
Monsters
Wolf: doglike carnivores that love in packs and varies in different regions.
Goblin: small craven and cruel, individually weak but dangerous in numbers, goblins are the least of the goblinoid races.
Zombie: corpses imbued with dark magic that allows them a semblance of life. They are mindless, but capable of following simple orders.
Dust Pigeon: mutated from being exposed to earth element able to use a small bit of earth magic.
Ghoul: bloodthirsty corporeal undead who can paralyze their prey with a touch.
Ash Rat: rodent that lives close to volcanoes and other large fire sources, they have a very weak fire crystal inside of them.
Assassin Bug: insectoids that resemble giant bluebottle flies, feared for implanting their maggots in living prey.
Gargoyle: malicious creatures that use their resemblance to fearsome-carved statues to ambush victims who lack sufficient paranoia regarding fearsome-carved statues.
Grave crawler: these creatures, also called ancestor worms, are pale, three-foot-long slugs with eyeless human faces. They prefer to lair cemeteries and necropolis, where they will gradually convert the bodies buried around them into stone.
Gremlin: small, impish humanoid who enjoy spreading strife and misery.
Grinning Cat: large, intelligent fey felines that amuse themselves by irritating others.
Yeti: ape-like predators found in high, cold mountains
Musk creeper: climbing plants known for their beautiful flowers, enticing aroma and their propensity for consuming the brains of other creatures and turning them into mind-controlled puppets.
Wyvern: bestial kin to dragons usually found as either wildness predators, or minions of greater draconic beings.
Wurm: a family of sinuous dragons, who serve as protectors of various biomes.
Yeah hound: evil canines with uncannily human faces, who take cruel delight in hunting intelligent prey.
Unicorn: one-horned, equine beings who live in the forest. They're generally benevolent if skittish and are often hunted for their horns.
Urskan: intelligent, tool-using, talking polar bears sometimes known as armored bears for the inch thick suits of armor they wear into battle.
Nightmare: monstrous horses from the lower planes marked by jet-black coats and flaming mains and fetlocks, nightmares are favored as steeds by fend and certain exceptionally evil mortals.
Orc: brutish humanoids who raid and pillage those around them or gather into howling horses that overrun civilization.
Ogre: building, dimwitted brutes with a taste for humanoid flesh.
Kobold: small humanoid with features of either wolf, dragon or dog often found in the service of stronger beings.
Knell beetle: didn't insects that have been mutated by exposure to magic, allowing them to both weaponize and be healed by sonic energy.
Kappa: small, aquatic, turtle-like humanoids whose behavior can be unpredictable and dangerous.
Kani doll: dolls of humans or animals meant to be good luck charms, though they have a worrying tendency to be corrupted by evil, becoming animate and murderous.
Jabberwock: little-known and solitary beasts, these manxome dragons' dwell within ancient ruins and woodland, and their attacks leave few survivors to go galumphing back home.
Jhakar: vicious reptilian pack hunters that can be tamed and domesticated, provided their handlers keep their guards up.
Joystealer: the insoril, as they call themselves, are fey who haunt humanoid settlements, draining the emotions from their victims.
Inix: huge lizards often domesticated as mounts and beasts of burden.
Baazrag: small, armored, desert-dwelling reptiles that are timid when encountered singly, but dangerous in packs.
Basilisk: hulking, eight-legged reptiles with deadly gazes.
Bullywug: brutish and malicious batrachians who live in swamps, raiding nearby civilizations for both useful good and shiny trinkets to use as status symbols.
Camelopardel: graceful horned desert dwellers that help smaller creatures survive in the harshest of lands.
Carrion crawler: grublike creatures that feed on corpses and the leftovers of other monsters' meals, carrion crawlers often play an important role in keeping dungeons and lairs clean.
Carcass eaters: scavengers that resemble a cross between a wolf and an oversized rat, named for their tendency to dig into fresh graves for food.
Carbuncle: small armadillo-like creatures with rubies in their foreheads.
Chamel hound: these macabre masterpieces of the necromancers at are hundreds of reanimated corpses fashioned into the shape of a fearsome hound standing 20 feet at the shoulder.
Christine: creations of the Drow, these spider-elf hybrids were intended to be superior slaves, but now menace both their creators and other races.
Chupacabra: small bloodsuckers who typically pretty on livestock, though they'll also attack sentient being too weak to fight back, such as halflings, or young or infirm humans.
Cyclops: huge, one-eyed humanoids who may or may not be giant kin.
Dagorran: wasteland pack hunters who can track prey by its psychic scent.
Dragon turtle: chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undresses races in exchange for treasure.
Earth glider: large predators from the elemental plane of earth who can swim through solid stone and enjoy hunting creatures of both flesh and stone.
Eblis: right foot tall, intelligent, and evil avians that delight in robbing and killing other beings.
Egg hunter: salamander like parasites that specialize in consuming and mimicking dragon eggs.
Elsewhale: intelligent whales who swim the oceans of the Great wheel, following cross planar currents.
Flail snail: large snails with spiny, flail like tentacles and iridescent, magic resistant shells.
Flying monkey: simians with wings and enhanced intelligence, magnifying the trouble they can cause other creatures.
Locations
Eberron: located in the North of Nurvaires at the base of Mount Yonvers, home to different races.
Mystara: a misty realm of giants, water elementals, and other creatures, water element stones can be found here.
Forgotten Realms: a long-forgotten place of mystery you may find treasures or death.
Mount Yonvers: the tallest mountain on the continent of Nurvaires full of mystery because half of the mountain is blocked by an invisible barrier.
Shade Marches: a backwater region populated by human-orcish clans and almost purely orcish tribes. Only the recent discovery of Dragon shards has led to a growing interest in the region.
Bariv: frontier natin in Nurvaires southeast, it became home to many refugees and deserters during the war. This stream of new settlers only grew stronger when prospectors discovered massive deposits of Dragon shards.
Nurvaires: continent on the planet Red Nexus, with diverse geography, nations, and races.
Red Nexus: Once known as Blue Star/Blue Planet but after the merge with other worlds it has a red tint to it because of the mana. Has countless races, creatures, and other hidden things yet to be discovered.Â
Frostfell: Home to dwarves and elves alike believed to once be a verdant land, buried under frost by an overloud of ice.Â
The Thunder Sea: South of Khorvaire's Mainland, the Thunder Sea is home to a number of aquatic civilizations Its major factions are the Sahuagin of the Eternal Dominion, the Kalamer merfolk, and the elven-led Valrean Protectorate.
Race
Dwarves: Short, stocky and stalwart, dwarves make for doughty warriors but are also renowned for their work ethic and craftsmanship, producing beautiful jewelry and masterful metalwork. They favor mountain strongholds and underground settlements, and have a long animosity with orcs, goblinoids and evil giant kind.
Elf: Long-lived, beautiful, graceful and innately magical, elves are a fey people who live in the world without entirely being part of it. Their great lifespans grant them a unique perspective that can make them aloof and unfazed by events but gives them time to pursue their individual interests and make memories that will last their long lives.
Human: Compared to the likes of elves and dwarves, humans are a short-lived and mundane race, with no clear strengths or special abilities. Nevertheless, their adaptability and ambition — as well as their aggression — have allowed humanity to become the dominant race on most worlds of the multiverse.
Hafling: A small and nimble people, halflings are a gentle and peace-loving folk who relish their creature comforts and tend to live in hidden pastoral communities. But some of them display a surprising affinity for adventure, where their courage and natural good luck can serve them well.
Centaur: Reclusive woodland beings with the upper bodies of humanoids and the lower bodies of horses.
Harengon: A race of leoprine humanoids who originated in the Feywild, but have since spread to other worlds. Harengons are an exuberant and energetic folk, quick to react and blessed with natural good fortune.
Leonin: A lion-like race of nomads, leonin are self-sufficient, distrusting of strangers, and even less trusting of the gods. Though quick to quarrel, they generally don't carry grudges.
Lizardfolk: Savage and primeval, the lizardfolk are swamp-dwelling reptilian humanoids, often portrayed as primitive even compared to orcs and goblins. Large, thick-skinned and powerful, they are not necessarily hostile but are territorial and often have a rather alien morality.
Orc: Savage, barbaric humanoids who live in nomadic tribes on the frontier of civilization, roaming as they exhaust the resources of the land around them. Orcs aggressively raid neighboring races, though are rarely more than local threats, but on occasion a particularly powerful leader can lash multiple tribes into a single, unified horde — and when this happens, empires tremble.
Owlin: A race of humanoid owls, with silent wings and keen vision even in the dark.
Triton: Aquatic humanoids who are proud to defend the ocean depths from evil.
Fairy: A race of small, winged humanoids from the Fey wild, who can naturally wield some of that plane's magic.
Ranking system is for G to SSS level with G being the lowest and SSS being the highest.
The leveling system will be in Tier with 20 levels in each Tier.