PLUG IN AND MOD POSSABILITY'S
New Game Marks for Teleport to Set
Mark
New Realms
New Areas (Caves etc)
New Buildings
New Scripts
New Stat stats - eg change points per level or change
bonuses for various levels
New Planes of Existance and Realms within those Planes
New NPC's
New Dialoge
New Dreams
New Replay Events and Cutscenes
New Gods and Devils
New Music, Sound, and Speech
New Creatures
New Species Skins - eg extra noses, hair shapes, mouths,
heads etc.
New Objects
New Herbs and Plants. Plus Herb Combination Effects
Realm Creature Look up Tables In Overlapping Regions
And if plugins overlap, options to choose which parts
you keep
REPLAYS
Record major events to be seen through the eyes of a God
or Devil etc.
Eg Visually display
the battle between this Angel and Demon in the past. maybe due to Cupid
Forging of Weapons
by God of the Forge
Record what happens in real time
Save Recordings
Under Player Name. Game Date and Time,
Realworld Date and Time, Players Name, Title
Edit Recordings later
Camera Angles and Pathways (Change
the speed of Camera)
Title Screens and Cutscene Fades and
Titles
String Recordings together to create
Player Movies
Cut out unwanted Footage
In Game Dialoge
Add Text Overlays
Add Music, and Speech (Naration etc)
Look at Maps, Inventory, Journal
GRAPHICS
Third and First Person
SCREEN / INTERFACE
Small Icons for Diseases and Magick On
Skill/Stat Popup - Option Hotkey
Journal Popup - Option Hotkey
Minimap Popup - Option Hotkey
Coloured Number or Line Max and Current - Option : On/Off
for each
HitPoints
ManaPoints
DodgePoints
FatiguePoints
Intuition
Coloured Line at four borders around
screen when creature(s) are coming in that direction - Option for different
colours
Hotkeys
For Journal Popup
For Movements and Attack
Jumping
Default,
or set Distance with Mouse Cursor or Number Slider
For Skill and Inventory Popups
For Weapon/Spell/Potion/Object/Skill/Ability
Quickkeys
Able to put up to
five Cycleable for each Hotkey
and/or
Cntrl, Shift, Alt Keys
Use F1-12 Keys
For Quick Save/Load
CURRENCY
Beryllium Coins (BC): Very Small and light Weigh 0.001
each
TRADING
Price
Plus and Minus Buttons as well as Increment
Amount for selling price and Buying price (Two seperate). Type In Increment
Amount sets how many BCoins goes up/down per hit of Button (Up to 100 000).
Enchanting
Only at mages shop or certain high
level blacksmiths
Enchanting : Costs X? BCoins per mana
point spent to Enchant Item
Repairing
Armor and Weapons at Blacksmiths
Wagons and chariots at Wagoneers
INVENTORY
Start with Magick Backpack (Cos no way could you carry
as much as most CRPG's let you all at once)
Gathering Like objects in one slot with little number.
(Classic CRPG style)
Shown as Where about person (Default Backpack but others
include, robe pockets, sacks, belt etc)
or Sorted By
Gems and Coins
Potions/Ointments/Powders
Food
Body Parts
Plants
Weapons
Armor
Clothes and Ornamental
Ammo
Wands
Misc.
OBJECTS
All weigh there own amount in pounds or similar down to
0.001
Quality
Enchantments - Anything from MAGICK Components
Increases Worth of Object according
to power of Enchantment
Enchantments
Liquids
Potions
Ground Ingredients
Mixed in water
Water
From Wells and Rain
River Water
Sea Water
Oil - Flamable
Ink - For Writing with
Dirts
Dirt
Forest Soil
Desert Sand
Beach Sand
Clothes - Hats and Caps, Gloves, Belts, Shirts, Robes,
Cloaks, Capes, Shoes and Boots, Pants, Skirts, Dresses
Worn Ornaments = Necklaces, Rings, Braclets, Anklets,
Ear-Rings
Armor - (Helmets, Cuirass, Gauntlets, Bracers, Shields,
Boots, Greaves, Pauldrons) Leather, Plate, Mithrel,
Shields - Various Sizes and Materials
Weapons
Whips - General Whip, Cat O Nine Tails
Axes - Battle Axes, Wood Axes,
Nets - Various Sizes
Bows - Longbow, Shortbow, Crossbow
Throwing Weapons - Sling & Stones,
Shuriken, Throwing Knives, Throwing Axes
Bashing Weapons - Maces, Flail, Hammers,
Staffs
Swords - Katana, Wakisashi, Great Sword,
Broad Sword, Short Sword, Dagger
Ammo
Stones, Arrows, Bolts
Ointments
Poultrices
Vegetable Parts
Herbs and Fruits and Plants that may/may-not
have healing-curing properties alone or when mixed in a mortar and pestle
Properties
Edable
Yes/No
By Herbavor, Omnivor, Carnivor
Magick
Components
Entity Parts that may/may-not have healing-curing properties
alone or when mixed in a mortar and pestle
Droppings, Head, Ear, Teeth, Toes,
Feet, Hands, Heart, Loins, Liver, Fingers, Hair, Eye, Nose, Skin, Scale,
Feather, Bones
Properties
Edable
Yes/No
By Herbavor, Omnivor, Carnivor
Magick
Components
Scrolls
Of Magick Components
Magick Wands
Has Charges
Magick Components
Ointment Containers
Jars
Liquid Containers with cork/lid
Vials, Flasks, Bottles, Ink Wells
Containers without Containment (cork/lid) so contents
can spill
Cups, Goblets, Vases, Bowls, Plates
Body Containers
Pockets, Belt Pockets, Bags, Backpacks,
Sacks, Saddle Bags
Containers
Chests, Desks, Bookshelves, Barrels,
Boxes
Candle Containers
Candelbra
Books
Paper
Quills
Jars of Ink
Flint and Stone - for making fires
Torches - Burn Down
Candles - Burn Down
Lamps (Need Oil)
Rope of various strengths and lengths
Mechanical
Fishing Rods, etc
Saddles and Saddle Bags - For Horses, Dragons, etc
Wagons - One or Two Horse
Enchantable. (Container Magick Only)
Carriages - One or Two Horse
Chariots - One or Two Horse
Siege Engines
Catapolts
Ballista
Dwelling Items
Tapestrys and Paintings
Rugs
Tables
Chairs
Pillows
Blankets
Beds
Hammocks
BODY
Clothes
Armour
Weapons
Thrown, Dragged, Picked Up, Carried
Jump
Stand Still
Colds, Diseases, Plagues and Looking Pale because of These
Male/Female
Muscles for working hard, lack of for not working
Fat and Skinny
Scars
Expressions
Nervous Ticks
Ageing Lines - Changeable with ointments
Tanning and Paling
Weight
Height
Eye Colour and Eyebrow Look
Eye Size and Shape
Forehead Look
Nose Look
Ear Look
Hair - Haircuts, Balding, Greying
Beards - Growing, Trimming, Shaving
ENTITY MOVEMENT - FLOURISHES
Animations
Sit and Getup
Lie Down and Getup
Mount Creature - Maybe used to jump
onto huge creatures to attack from there
Push, Drag
Stand, Creep, Walk, Jog, Run
Jump
Dodge in the Four directions
Asleep/Unconcious
Stumble backwards
Fall to one Knee
Fall to Knees and from there Fall Face
Forward
Fall Forwards or Backwards
Flung and Hit Wall Forwards and Backwards
and Sideways
Pick Up Smaller or Larger Creature
Pick Up Object
Attack
Bite
Kick
At Smaller Creature
At Bigger Creature
Throw
Bow, Sling
Swing Weilding
Hand To Hand
Four Legged Creatures
Different Actions
Obviously
Creatures with Tails
Whip Left or Right
or for Scorpions/Wyrvyns/Cockatrices Over Head Strike
Flying Creatures
Swoop
Hover
Pickup in Flight
(eg. For a Dragon to Pickup a Cow)
Flourishes
Vomit
May happen when
killing for the first few times
When overly sick
Bow
Dance
Wave
ATTACKING AND DODGING
Knockout/Kill Button For Making Entities Unconcious Instead
of Killing
When Hit
And Damage is greater than 2/5 Hitpoints
- Stumble Backwards
And Damage is greater than 3/5 Hitpoints
- Fall To Knee
And Damage is greater than 4/5 Hitpoints
- Flung Back in direction of Hit or Blast and lands on back
And Damage is greater than all Hitpoints
Attacks
Still Attack,
Forward Attack : When Moving Forwards
Running Attack : When Running for more
than 2 seconds
Jumping Attack : When Jumping
Sidewards Attack : When Strafing
Backwards Attack : When Moving Backwards
Dodges
Double click in any direction and jumps
that way
NPC's and Entitys Including Creatures etc.
MOOD - Of Entity
Normal,FeelingGuilty,Charmed,MagickCharmed,Ally,MagickAlly,Fleeing,MagickFleeing,Enemy,MagickEnemy
Travelled to Regions
Friend Of
Trainer In Skill
Faction(s)
Spell(s)
Stats and Skills
Extra Knowledge Of
Inventory
Applied - Eg Weapons and Armour being
used
In Store - Eg Useable by NPC (Potions
and Scrolls)
Pack - Eg on Person
LAND AND REGIONS
Area Labels (drawn with polygon) All Enchantable at very
high Mana Cost
City / Town / Village / Farm
Forest - Deep Dark Forests
Glades - In Deep Dark Forests
Plains
Hills
Mountains
Rivers
Sea
Lots of Grass in many places, of various height and shades
of green
Able To Bury Objects and Corpses
Various Regions
Camps - Smaller Regions set up within each region
QUEST TYPES
Date got quest
Date must complete quest/part by
VARIABLES
and
if
Entity
Believes
this
Did
this
Alive
Dead
Escorted
Here
Found
Here
Sees
This Entity(s) - eg in love with someones girl/boyfriend
Plots
to
or
and/or
whilst
TYPES
Visit Region
Clear World, Region, Area, Town, Dwelling,
Camp of
Entity(s)
Species
So Faction, etc
can move in or not
Unite Factions, Tribes, etc.
Collect Object(s), Gold etc
Steal Object(s), Gold etc
Find Object(s)
Herbs or Plants
Minerals or Crystals
Weapons
Armour
Misc.
Etc.
Deliver Object
To Entity
To Place
Escort for Entity(s) or Caravans
For Duration
To Place
As Prisoner
Bodyguard For Duration
Seek Entity(s)
Debt Collection
For Info
For Killing
For Banishing
For Imprisonment
To see if alive
Spy on Person
Proove a Theory
COMPLETION TYPES
This will happen now (Completed, Not
Completed)
Lie - (Didn't Complete Quest/QuestPart
but said it was)
Truth - (Did Complete Quest/QuestPart)
Proof : Lie or Truth
Bring Object
Body Part (skull,
head, finger, etc)
Bring Witness
Bring Prisoner
Via Rumor
HAPPENINGS
THE DAYS HAPPENINGS ACROSS THE WORLD
Calculated each time Player sleeps
Each NPC's approximate place in the
World
REAL TIME HAPPENINGS AROUND PLAYER
Exact Movements and Nuances of NPC's
calculated from The Days Happenings for ??km around where Player is
Eg. Is a certain
Caravan or Wagon on the road your travelling on
Scripting Language
example : Theres a 3 day Festival and
The Player Enters Town on the 3rd Day
NPC's that Live
THE HAPPENINGS
Angel / God Happenings
Demon falls in love
with Angel
Blessed Birth Happens
The
Birth of a Hero, or God Avatar
Someone
Somewhere might Forsee Birth (Especially In Temples)
Chasing off Demons
Good Luck
Demon / Devil Happenings
Cursed Birth Happens
The
Birth of An Anti-Hero, or Devil Avatar
Someone
Somewhere might Forsee Birth (Especially In Temples)
Spoiled Crops
Bad Weather
Soured Milk Straight
from Cows
Bad Luck
Time Happenings
Something happens
at a certain time
Hold Ups
Bandits Hold up
Caravan or Trader on road
Pickpocketing
Robberies
A Thief steals from
Players/NPC's Property
Gatherings
Festivals : Gathering
of Actors and Musicians. Feasts etc. Celebrations of Gods or Devils with
prayer and offerings and sacrifices
Coming Together
Two creatures one
male, one female (The only 2 creatures of that species in exsistance) come
together to mate every 30 years.
Ship
Sirens Lure sailers/passangers
aboard ship over into sea
Leviathon attacks
ship
Kraken attacks ship
KNOWLEDGE
BEGUN - Used to calculate range of Knowledge Via Rumor
Date Begun
Place Begun
Entity Begun
TYPE
Common Knowledge
History Knowledge
Region(s) Knowledge
Occupation(s) Knowledge
Faction(s) Knowledge
Minimum This Level
Friend Group Knowledge
Knowledge (Eg. This
Item Stolen from me) kept in one person and shared by friend group
Entity(s) Knowledge
HISTORY AND LORE
Creation Myths
Gods and Devil Myths
Hero Myths
Species Myths
Faction Myths
HISTORY SCRIPTING LANGUAGE
This Happened
EG. God Gave a message
to
eg. to
Plane
Universe
World
Land
Race
Leader
Leaders
Faction,
NPC
and
eg. and to Gellus and
When it Happened
This was Said About It
eg.
When and Where
By
Public
By
Faction
By
Nobles
By
Angels
By
Gods
In Various Categories : Plane, Gaia, World, Realm, Species,
Race, Feudal, Faction, Town, Peer Group, Family
All backed up in text histories
All created by the game itself
and about you....
eg Songs and Storys about your exploits in various realms and planes.
Hero Worship
Heros Styles and
paths imitated by people
ABILITIES
Any of the MAGICK Components can be done with/without
mana cost Once Per Day or At Will or off/on Constant Effect
MAGICK / ABILITIES
Magick Schools
Healing
Summoning/Banishing
Vampiric
Psychic
Destruction
Conjuring
Ilusion
Extra Planar
Druidic
Enchant
Enchant Item - With Components
Permanent or for a Duration
Re-Enchant (F)
Scroll Making
Constant Effect
Cast When Stike
Cast When Used
??
Per Day
Extra Magick Components (For Enchanting
Only)
Need No Repair :
Items stay in Prime Shape
Teleport to Set
Mark : Teleport to a set Mark specified by game or player
Teleport Party to
Set Mark : Teleport whole Party to a set Mark specified by game or player
Containers Contain
More and/or Contents Weigh Less
Trap Magick
Area/Door Triggers Magick Effect
Duration, When Used/Entered
1-10 times or Permanent
Ritual Magick
Enchant Area - Put Magick Components
in An Area
Change Weather
SUMMONING POSSABILITIES (Creature and
Dead Spirt)
Give tasks from
section on Quests
Summon Spirit of
the Dead : Of Dead NPC's and Heroes
Summon Demon : Must
Know secret name of
Summon Angel : Must
Know secret name of
Foot Movement
Hand Movement
Symbols and Floor Drawings - eg. Pentagrams,
Lines,
Implements
Candles
Daggers
Cups
Bells
Gongs
Real Time Spells - Same as Normal Spells but Set Variables
(Damage, Duration, Distance, Levels, etc.) when casting
Enough Mana Spells - Same as Normal Spells but Variables
change depending on what your doing, eg extra mana points spent for curing
a huge disease
Able to set whether mana points spent
on Levels A&B are set or go up depending on enemy.
Damage until Dead.
Damage until Unconcious.
Heal until fully
healed.
or on until you
specify off
Sliders available
could be up to 1..20/20ths of mana maximum
Normal Spells - A Spell made up of one/many Components
in Spell Book
Set Physical animation for each spell.
Eg. Build up power in hands and throw. Or Pray. etc.
Deletable from spell book
Percent chance of Casting
Mana Cost
Duration
Option to have spell
on or off during spell duration
Instant, Seconds,
Minutes, Hours, Days, Weeks, Years, Decades, Permanent
Level A and B
With Meaning for
each. Eg for
Effects
Aura Types : Coloured
Flames, Spere or Egg of shimmering colour, Coloured Halo, Eye Colour Change
Affect OtherTarget
Types : Beam, Cone, Ball
Area Types : Cloud
Affect
Self (Aura)
Other
From
One to another - eg. jumps from person to person
Touch
Throw
Ball
Throw
Ball Seek
Beam
From
Above, From Below
Explosion : Expanding Sphere or Expanding
Circle of Influence, When hits
Area : Stays in area
Foe Only, Friend Only, Anything Touched
by
COMPONENTS - Learnable by other mages who know those effects
Plus start with some for each school and gain some per ? levels
Healing
Resist - Fire, Lightning,
Force, Frost, Acid, Poison, Magick, Projectile, Polymorph, Paralysis, Soul
Steal, Charm, Insanity, Disease
Heal : Health or
Fatigue or DodgePoints - Amount to heal by, Duration (If heals for an amount
of time)
Cure Disease : Strength
of Cure (Diseases etc have various strengths)
Cure Poison :
Recharge Mana :
Costs 1 Mana Restored for each 1 Mana Spent
Restore Stat
Restore Skill
Druidic
Purify Liquid :
Take any negative effects out of a liquid
Increase Maximum
Mana
Ethereal Body :
Pass through Trees,Walls,Doors,etc (Non Magickal Weapons pass right through)
Grasping Vines :
Only From Ground
Tree Growth
Talk to Animals
Breathe Water :
Breathe Water for duration
Water Walk : Walk
on water
Web Person : A spiders
web entangling an entity
Web Walls : A spiders
web in a corridor or between trees etc.
Bring Wind : From
Direction and Force
Eagle Eye : See
from above at variable distance
See In The Dark
See Nature Plane
Silence : Area in
silence
Infravision
XRay Vision : See
through walls etc.
Extra Planar
Teleport To Plane
: Extreme Mana Cost
Teleport Party To
Plane : Extreme Mana Cost
Banish to Plane
: Banishes Entity to A Certain Plane (Extreme Cost of Mana per level of Victem)
Sacred Space : No
Evil Allowed within space
Spoiled Ground :
No Good Allowed within space
Teleport Party to
Mark
Teleport to Mark
Teleport Mark (1-15)
(With Name Typed in by Player)
Teleport Return
Party : Return to place you last casted Teleport to Mark
Teleport Return
: Return to place you last casted Teleport to Mark
Summoning/Banishing
Turn Undead
Summon Creature
: Only if you've killed that type of creature with soul stealing
Banish Summoned
Creature
Destruction
Increase Attack
Skill : Makes it more likely to hit target with weapon or hand to hand
Weakness : Fire,
Lightning, Force, Frost, Acid, Poison, Magick, Projectile, Polymorph, Paralysis,
Soul Steal, Charm, Insanity, Disease
Damage - Fire, Lightning,
Force, Frost, Acid, Poison, Crush,
Damage DodgePoint
Damage ManaPoint
Damage FatiguePoint
Damage Skill : Damage
Skill being used at that time, Damage Major or Minor Skill(s), Damage One
Skill
Blind
Conjuring
Sheild :
Telekenisis - Open
Doors or bring object to you
Levitate
Slowfall : Makes
target fall slowly
Polymorph Liquid
Polymorph Object
Polymorph Entity
Lock : Lock Door,
Chest
UnLock : Open Lock
- Door, Chest, etc
Light :
Vampiric
Possess : Take control
of an Entity, whilst body rests
Raise Dead : Raise
a Corpse as a Zombie
Give Disease
Drain Health : Vampirises
Health from target to caster
Drain Mana : Vampirises
Mana from target to caster
Drain DodgePoint
: Vampirises DodgePoints from target to caster
Drain FatiguePoint
: Vampirises FatiguePoints from target to caster
Drain Skill : Must
know effect for each seperate skill
Soul Steal : Creature
must die for soul to be stolen
Psychic
Dispel Negative
Magick
Dispel Positive
Magick
Increase Skill :
Must know effect for each seperate skill
Increase Stat
Detect Any or Species
of Creature
Detect Magick
Detect Key
Charm
Make Foe
Make Ally : Makes
Entity Fight for you. Mana cost increases with Entities XP Level and Stat
Levels
Insanity
Fear
Paralyse
Illusion
Dispel Illusion
: More Mana for
Illusionary Creature(s)
Fireworks
Fairy Fire
Double : Create
false double
Invisibility
Disguise
STATS - per level amounts changed to balance play
but definately NO Maximum
Remembers Starting Levels for each stat
INCREASES PER LEVEL. No Maximum. Increases ? points per
level plus bonus of Function Stats
HitPoints - How much damage you can
withstand
1 Hitpoint = Unconcious
Restored every time
you rest for 8 hours
A Function of Strength
: Starting Strength+((Strength / 20) per level)
DodgePoints - How many hits can you
dodge
(Restored every
time you slay)
A Function of Dexterity
and Intuition : (Starting Dexterity/2)+(Starting Intuition/2)+((Dexterity
/ 40)+(Intuition / 30) per level))
ManaPoints - How many varied powered
spells can you cast
Restored by half
every time you rest for 8 hours
A Function of Intelligence
and Willpower : (Starting Intelligence/2)+(Starting Willpower/2)+((Intelligence
/ 20) per level))
FatiguePoints - How long you can go
without resting
A Function of Endurance
: Endurance*10
INCREASE OF ? POINTS SHARED OUT PER LEVEL. No maximum
Intelligence - How Good you are at
holding mana
Willpower - How Good you are at helping
the realm of magick work for you
Strength - How much you can cary, Plus
bonus to Non Projectile Weapon Damage and Hand To Hand Damgage
Dexterity - eg Muscle Speed
Endurance - eg How Far can you run
or swing a sword - SMALL BONUS FROM WILLPOWER/50
Constitution - eg How your body copes
with not sleeping and colds and diseases
Charm - How well you come across to
people and convince people to your side
Intuition - eg luck
Sight - How well you can see, and how
far you can see (zoom in)
Hearing - How well you can hear
STAT LEVEL ABILITIES
At certain levels gain special abilities
from Magick Components
SKILLS
Increase with practise, can practise anywhere
Abilities - On/Off From Magick Components, Per Day, Constant
Effect, As Spell (Mana Cost)
Skills - Speed and Efficiency
Magick Schools
Healing
Summoning/Banishing
Vampiric
Destruction
Psychic
Conjuring
Ilusion
Extra Planar
Druidic
Enchant
Alchemy - Combining Reagents to make potions
Hold Breath - For Under Water
Stand Ground - Stops Knockbacks
Hand To Hand
Sword Weapon Expertise
Whip Weapon Expertise
Net Weapon Expertise
Axe Weapon Expertise
Blunt Weapon Expertise
Bow Weapon Expertise
Throwing Weapon Expertise
Shield Expertise
Sleight of Hand : Steal whilst people around or
Poison Drink etc without being seen
Pickpocet : Steal from people
Backstab : Attacking from behind does extra damage
Open Lock :
Find/Disarm Trap
Stalk : Stalk an Entity
Hide : Using Cover - eg Bushes
Hide in Shadows
Move Silently
Disguise
Gem Smith
Repair Item
Forge Item
Build/Repair Dwelling
Saddelry : Making Saddels for Mounted Beasts
Baker : Of Breads and Cakes etc.
Agriculture : Grow and Harvest Crops
Wagon Repair
Track
Cover Tracks
Jumping
Landing
Climbing
Mercantile : Buying and Selling
INTUITIONS
Someone following
Cold Feelings
Stomach clenching Feelings
ALIGNMENT STATS
SLY - How sly you've been, eg. how many have you tricked
A function of intelligence
GOOD - What good you've done for the world
CONVERSIAN - What evils have you converted
A Function of Willpower and Intellegence
NECECARY EVIL - How many evils have you slain
EVIL - What evil you've done to the world and people
Overall Alignment plus : Gaia, Planes, Rumor, Faction
MAPS AND PLAYER A.I. MOVEMENT
Move To
Rarely, but can get lost in certain
environments.
Moves at Slowest in Party
To Waypoint Variables
Use Roads - Yes/No
Use Ridable Animals
- Yes/No
Push Ridable Animals
to limit - Yes/No
Set
Where and for how long
Set
how long to let animals rest
Random Cutscenes
and all Sunsets/Sunrises and Camp Preperations shown graphically
Encounters
Flee/Fight
Practise Skills
during Move
Hunting for Food
Move at Night or
Day
Camping
Stops at impassable
regions - eg. Cliffs, Deep Rivers, Oceans
Realm map and Local Map (local map scrollable to anywhere
dark where haven't travelled [if too big loads regions])
Writable on (In any direction with a line or surrounding
polygon) and/or Marker with notes when hovered over with mouse cursor
Certain Places mark when entered
People can mark places on your map
JOURNAL
SORTING : Alphabetical and Date/Time
All sections searchable for words
Sections for Quests
Display/Don't for completed/not-completed
quests
Date and Time Recieved
Date and Time Completed (For each Quest
Part and Whole)
Entity(s) to Notify when finished (With
Notified check box)
Subsections (When More Info about Quest
found)
Refers to NPC and (if appropriate)
faction who gave quest
Players Notes (For each quest)
Section for Conversations
Section for Books
Section for Soul Steals
Section for Killings
Section for Convertians
Notes With Headings
NPC's
Avatars - Eg Gods in Mortal Form
People with Jobs
Factions
Nobles
Feudal Heirarchies
Merchant Heirarchies
Societies
Guilds
Cults
Groups of People gathering for a cause
OCCULT
Astrology and Signs in the Sky (Planetary Alignments,
Comets, etc)
Possesion
Auras
Mind Control
CREATURES
All have auras visable through the Earth Gaia plane
Many/All have reagents collectable from corpse or body. Eg. Feathers, Hearts
etc.
Gods and Angels
Gods In Heaven - Each one Unique
Various Birth Marriage and Creation
Myths for Each God
UNNAMED : Goddess of Wisdom
UNNAMED : Goddess of The Arts (Verse,
Poetry, Music)
UNNAMED : God of Healing
UNNAMED : God of Intoxication
UNNAMED : God of The Dead
UNNAMED : God of The Hunt
UNNAMED : Goddess of Good Luck
UNNAMED : Goddess of Lore
UNNAMED : God of The Forge : Lives
in Volcano and has Forged many Items there
UNNAMED : God of Thieves
UNNAMED : God of Satyrs : Looks and
acts like Pan. Such a loud voice when he speaks entities are stunned
UNNAMED : Goddess of Nymphs
UNNAMED : Goddess of Nature
UNNAMED : God of Mountains
UNNAMED : God of The Woods
UNNAMED : God of Merchants
UNNAMED : God of Agriculture
UNNAMED : Goddess of Weather
UNNAMED : God of Magick
UNNAMED : Goddess of Magick
UNNAMED : Goddess of Motherhood
UNNAMED : Goddess of Pregnancy and
Childbirth
UNNAMED : God of Romance
UNNAMED : Goddess of Love
UNNAMED : God of the Sea
Angels
Various Slave Angels of Gods.
Elemental Angels : - Heaven
Earth, Water, Air,
Fire
Cupid : Unique - Heaven
Higher Creatures
Unicorn : White Horse with Single Twisted Horn on Forehead
Phoenix : Unique Fire Bird with Magickal fire Surrounding
it.
Pegasus : White, Winged Horse
White Stag
Peacefull Creatures
Birds
Eagles
Bats
Frogs
Rats
Cattle
Sheep
Horses
Deer
Rabits
Camels
Bears
Monkeys
Elephants
Goats
Insects
Flies
Dragonflies
Giant Scarab Beetles
Were and Vampiric Creatures
Dracula : Unique - Lord of the Vampires
Vampires
WereWolves
Flying Creatures
Dragons
White Gold : Charm Breath
Red : Fire Breath
White : Frost Breath
Blue : Lightning Breath
Green : Acid Breath
Black : Fear Breath
Wyrvyn : A Small Two Legged Dragon
Cockatrice : A Wyrvn with a Cocks Head
Griffins : Head Beak and Wings of an Eagle, Body of a
Lion, Tail of a Serpant
Giant Eagles
Roc : Giant Birds
Giant Bats
Harpys : Half Human and Half Vulture
Sea Creatures
Selkie : Seal like creature. Can come ashore and shed
its skin taking on the form of a beautiful woman.
With the skin a man is able to force
the Selkie to marry him. But if she gains the skin she will return to the
sea.
Whales
Dolphins
Seals
Penguins
Fish - Rainbow fish, etc.
Tuna
Sharks
Merfolk : Human upper half with orange scaley skin and
lower half fish
Sea Horse : A Horse with two forelegs changed to webbed
feet and back forelegs changed to a single fin
Sea Wolf : A Wolf with two forelegs changed to webbed
feet and back two forelegs changed to a single fin
Sirens : Beautiful Ethereal Women who lure sailers from
their ships into the sea
Sea Serpent
Kraken : Giant Squid that drowns ships
River, Lake, Waterhole Creatures
Bunyip
Trout
Guardians
Ents : Treelike Giants that protect Forests, move very
slowly
Gargoyles : Statues of winged monsters that come alive
Unpeacefull Creatures
Snakes
Lions
Tigers
Panthers
Wolves
Dire Wolves : Wolves as big as horses
Giant Snakes
Giant Badgers
Giant Spiders
Giant Rats
Giant Lizards
Chimera : Head of a lion, Body of a She-Goat, Tail of
a Serpant
Hydra : Seven Headed Flightless Dragon
Manticore : Human Head, Lions Body, Scaly Tail with a
ball of poison darts it shoots at enemies, rows of sharp teeth
Fairy Races
Fairys
Fairy Queen : Unique
Pixies
Pixie King and Queen : Unique
Brownies
Nymph/Satyr Races - (Nature Spirits) - Nymph Female, Satyr Male
Dryads : Forests
Oceanids : Sea
Oreads : Mountains
Limoniads : Meadows
Limniads : Lakes, Marshes and Swamps
Napaea : Valleys
Daiads : Springs And Rivers
Hamadryads : Nymph of a particular tree
Peacefull Races
Humans : 5-6ft tall
Elves : 6ft tall
Dwarves : 4ft tall - Great Forgers of Weapons
Gnomes : 4ft tall
Hobbits : 4ft tall
Centaurs : Horse with human torso and arms and head
Fauns : Short Human with Small Horns, Goat Hind Legs,
Ears of Goat.
Giants : 21-25 ft tall
Unpeacefull Races
Orcs : 5-6ft tall
Goblins : 3.5ft tall
Minotaurs : 8ft tall (including horns) - Human Body, Bulls
Head
Exiled Giants : 21-25 ft tall
Ogres : 11-15 ft tall
Trolls : 7-9 ft tall
Cyclops : 21-25 ft tall
Undead Races
Skeletons
Skeleton Lords
Skeleton Kings : Each Unique
Zombies
Liches : Magick Users
Devils and Demons
Devils In Hell - Each one Unique
Various Birth Marriage and Creation
Myths for Each Devil
UNNAMED : Devil of Deceit
Speaks in more than
one voice, Saying - Give In, Evil is You, Come With Us, stuff like that etc,
Plus whispering in the background
UNNAMED : Devil of War
UNNAMED : Devil of Conflict
UNNAMED : Devil of Jealousy
UNNAMED : Devil of Bad Luck
UNNAMED : Devil of Disease
UNNAMED : Devil of Magick
UNNAMED : Devil of The Sea
Demons
Various slave demons of Devils
Guardian Demons summoned to guard places
Inccubi : Charm and take experiance
points from women
Succubi : Charm and take experiance
points from men
Elemental Demons - Hell
Earth, Water, Air,
Fire
Leviathan : Unique - A Giant Whale
that lives on Earth in the sea and attacks ships with Saintly people aboard
Ice Demons : Hell, Realm of Ice. heirarchy
of 5 species of Ice demon
PLANES OF EXISTANCE
Creation - Extremely hard to reach
GOD The Creator
From this plane alter much of the game
according to Willpower, Mana, Fame - Spend as much as you have and gain and
that only
Change Landscape
NPC and Creature
Creation
Plane Creation
Heaven
Realms
Nirvanna
Weapons
turn into elegant feathers and symbolic tools when you enter
Armour
turns into flowing robes when you enter
No
need to eat but for taste - Fruit Vines hanging from classic Oak like trees
in HemiSpherical Clearings
Extremely
Brightly coloured Creatures roaming sensually, softly
Meditating
Gurus with Random Bodies and Faces
Outrageously happy faces
Some with blue skin
Colourful Auras
(Get real wisdom to plug in to em from real Gurus Zen,Sufi,Budhist,Cristian,Islamic,Hindu,etc)
Elysian Fields
Paradise
of Heroes
Hunting
and Banqueting
Vast
Plains and Forests
Many
grazing animals
Infinite
Gods and Angels
Angels - Eg messangers of Gods
Mists of Bright Cyans and Electrick
Violets with pure white background occasional fairy fire like bursts of other
colours
Diferent every time
eg. Not there when you leave unless an extremely important node
Earth
Material Plane
eg. Normal Default
Plane
Plane of Nature (GAIA)
In certain areas
stronger and even visable with the naked eye. Eg Within Elven forest.
Limbo
Infinite grey mists with grey lifeless
faces that have nothing to say except "I can't remember where I am."
Hell
Demons Everywhere,
Massive 20ft Demon Lords
Tiny Devils that suck on your willpower
Realms of Fire and lotsof it
Realms
Realm of Ice
Where
people are buried up to there heads in Ice