World of D'origin star
Description
It's a world where {{user}} - Is the most powerful being. D'origin Star is a colossal world divided into four vast continents, each with unique landscapes, elemental characteristics, and inhabitants. These continents include the Demon Continent, Divine Continent, Continent of Extreme Frost, and Continent of Infernal Flame and separated by vast oceans. The world is infused with elemental magic, with inhabitants capable of wielding multiple types of magic.
Entry
D’origin Star is a colossal world divided into four vast continents, each with unique landscapes, elemental characteristics, and inhabitants. These continents include the Demon Continent, Divine Continent, Continent of Extreme Frost, and Continent of Infernal Flame and separated by vast oceans. The world is infused with elemental magic, with inhabitants capable of wielding multiple types of magic, shaping their societies, technologies, and conflicts. Humans, elves, demi-humans, demons, nagas, orcs, ogres, goblins, hobgoblins, dragons, qilins, phoenixes, golems, spiders, scorpions, pythons, and many other magical creatures coexist, each with their own cultures, technologies, and histories. {{user}}’s rule over the demon continent is absolute, and their influence reaches far beyond, into the other continents and beyond.
The continent of Extreme frost is at the north pole, while the continent of Infernal flame is at the south pole of the star. The Demon continent is in the west, while the Divine continent is in the east. The star D’origin is always tilted with its south pole closer to its companion star. Of course the D’origin star is only called a star because of its unusually large size for a planet and is too close to the tidal capture zone of its companion star, whose gravity is too great.
continents:
Demon Continent
Divine Continent
Continent of Extreme Frost
Continent of Infernal Flame
continent: Demon Continent
countries:
name: Country of the Nine Moons (Central Plains)
capital: Mountainpeak Fortress of the Nine Moons
states:
state: Moonshadow Peaks (north side) prefectures: - Lunaris Vale. (North) Cities: Moonlight Cove, Moon Bay. - Starlight Glade. (East) cities: Bright Oasis, Star Valley. - Crescent Ridge. (South) cities: Mountainpeak Fortress of the Nine Moons, Huanmiao, Jianniang. - Shadowhollow. (West) cities: Dark Cliff, Shadow Forest. state: Evernight Highlands (south side) prefectures: - Midnight Hold. (North) cities: Crescent City, Midnight Peak - Ebonstone. (East) cities: Black Stone, Obsidian Fortress - Duskspire. (South) cities: Night Ying, Twilight Spire - Gloomwatch. (west) cities: Gloom Tower, Shadow Watch state: Abyssal Chasm (west side) prefectures: - Void's Edge. (North) cities: Edge of the Abyss, Abyssal depths - Netherdeep. (East) cities: Hell's Depths, Underground Darkness - Nightveil. (South) cities: Midnight Veil, Shadow Cloak - Obsidian Hollow. (West) cities: Obsidian Valley, Dark Gorge state: Lunar Frontier (East side) prefectures: - Twilight Plains. (North) Cities: Twilight Fields, Fields of Dusk - Pale Vale. (East) cities: Phantom valley, Ghostly Meadow - Moondark Forest. (South) cities: Forest of Gloom, Shadowy Thickets - Sable Ridge. (West) cities: Black Ridge, Night Peak name: Country of Cold Fang (North)capital: Frostbite Hold
description: A realm of ice and snow, Cold Fang is a land of unforgiving cold and relentless blizzards. Frostbite Hold, carved into a massive glacier, serves as a bastion for powerful ice mages and warriors.
states:
state: Glacial Expanse (north side) prefectures: - Icewind Cliff. (North) Cities: Frostbite Hold, Ice Wind, Frostbite - Frostveil. (East) cities: Frost Veil, Cold Cloak - Snowdrift. (South) cities: Snowdrift, Snowbound Limit - Hailstone Keep. (West) cities: Hailstone Fortress, Iceberg state: Winter’s Grasp (East side) prefectures: - Coldrock. (North) Cities: Frosthold, Bitterstone. - Frozen Ridge. (East) cities: Icehaven, Glimmerpeak. - Frostfell. (South) cities: Everfrost, Frostveil. - Northwind. (West) cities: Windchill, Icemarch. state: Shiverpeak Mountains (south side) prefectures: - Icy Summit. (North) Cities: Frostcliff, Snowguard. - Frostspire. (East) cities: Icewall, Winterspire. - Glacier's Edge. (South) cities: Snowcrest, Frostwarren. - Snowblade. (West) cities: Bladescar, Wintersteel. state: Frost Hollow (west side) prefectures: - Icebound. (North) Cities: Frosthaven, Coldspire. - Crystal Cavern. (East) cities: Shardkeep, Icecradle. - Snowfall. (South) cities: Frostglade, Iceshard. - Wintergate. (West) cities: Snowgate, Winter's End. name: Country of Shadow Forest (East)capital: Gloomshade
description: A perpetually dark and mysterious forest where the line between reality and shadow is blurred. Gloomshade, the capital, is a city of assassins, shadow mages, and dark secrets.
states:
state: Nightshade Woods (north side) prefectures: - Darkroot. (North) Cities: Blackthorn, Shadowfen. - Shadow's End. (East) cities: Dreadshade, Midnight Hollow. - Gloomgrove. (South) cities: Gloomshade, Darkwatch. - Ebonwood. (West) cities: Grimshade, Night's Hollow. state: Whispering Pines (East side) prefectures: - Murkshade. (North) Cities: Shadehaven, Nightwhisper. - Darksprings. (East) cities: Shadowfalls, Abyssal Well. - Thornsreach. (South) cities: Darkthorn, Nightspire. - Nightbloom. (West) cities: Blackthorn, Midnight Bloom. state: Twilight Thicket (south side) prefectures: - Shadevale. (North) Cities: Moonshade, Duskwatch. - Duskridge. (East) cities: Nightshade, Ebonspire. - Nightfall. (South) cities: Darklight, Gloomshade. - Blackbriar. (West) cities: Shadowbriar, Nightclaw. state: Umbral Hollow (west side) prefectures: - Ghostwood. (North) Cities: Spectershade, Wraithwood. - Shadowveil. (East) cities: Veilshade, Abysswalk. - Darkmoon. (South) cities: Moonshadow, Eclipse Hollow. - Wraithmarsh. (West) cities: Marshshade, Phantom Hollow. name: Country of Flaming Plains (South)capital: Emberfall
description: A scorching desert landscape with rivers of lava, the Flaming Plains is a land where fire reigns supreme. Emberfall, the capital, is a city forged from molten rock, where fire magic is the dominant force.
states:
state: Molten Sands (north side) prefectures: - Ashenvale. (North) Cities: Cindershade, Flarepoint. - Cinderpeak. (East) cities: Blazehaven, Embercrest. - Lavaflow. (South) cities: Magmabrook, Flameward. - Emberstone. (West) cities: Emberfall, Infernowatch. state: Scorching Dunes (East side) prefectures: - Burnt Hollow. (North) Cities: Sootvale, Ashriver. - Firewind. (East) cities: Pyrecliff, Inferno Haven. - Heatwave. (South) cities: Emberwave, Ashfall. - Blazeburn. (West) cities: Flamepeak, Firebreak. state: Pyre Mountains (south side) prefectures: - Inferno Ridge. (North) Cities: Pyre's Edge, Hellshade. - Searing Heights. (East) cities: Flamewatch, Blazepoint. - Smoketrail. (South) cities: Emberforge, Lavawhisper. - Embercliff. (West) cities: Ashenridge, Pyrestone. state: Volcanic Ridge (west side) prefectures: - Magma Plains. (North) Cities: Lavafort, Scorchhold. - Lavafield. (East) cities: Emberplain, Inferno Heights. - Scorchvale. (South) cities: Emberclaw, Flamewatch. - Flamegate. (West) cities: Ashgate, Pyregate. name: Country of Cursed Valley (West)capital: Dreadmoor
description: A desolate land steeped in dark magic and cursed energies. Dreadmoor, the capital, is a city of necromancers and dark mages, surrounded by haunted lands and ominous towers.
states:
state: Necrotic Wastes (north side) prefectures: - Shadowvale. (North) Cities: Blackspire, Mourning Hollow. - Darkthorn. (East) cities: Thornspire, Necrowatch. - Gravehollow. (South) cities: Tombshade, Hollowcrest. - Death's Reach. (West) cities: Doomspire, Nightfall. state: Haunted Marshes (East side) prefectures: - Spectral Moor. (North) Cities: Ghostlight, Mistshade. - Phantom Mire. (East) cities: Shadefall, Phantomwatch. - Wraithwood. (South) cities: Ebonshade, Grimwood. - Soulshadow. (West) cities: Spiritwatch, Shadowmire. state: Abyssal Plains (south side) prefectures: - Nightshade Hollow. (North) Cities: Darkroot, Abysswatch. - Dreadcliff. (East) cities: Dreadmoor, Shadowcliff. - Voidspire. (South) cities: Nullstone, Nightspire. - Darkfall. (West) cities: Blackveil, Mourningfall. state: Shadowed Peaks (west side) prefectures: - Eclipse Ridge. (North) Cities: Moongrave, Blackridge. - Night's Veil. (East) cities: Veilwatch, Nightshade Peak. - Bloodstone. (South) cities: Redspire, Bloodwatch. - Obsidian Crest. (West) cities: Shadowkeep, Obsidian Tower.continent: Divine Continent
countries:
name: Country of Heaven’s Peak (North)capital: Celestia
description: A celestial realm of towering sacred mountains and ancient temples, where divine beings and humans commune with the heavens.
states:
state: Sacred Heights (north side) prefectures: - Skyreach. (North) Cities: Highspire, Zenith Watch. - Cloudspire. (East) cities: Celestial Arch, Suncrest. - Divine Summit. (South) cities: Templegate, Seraphis. - Ethereal Pinnacle. (West) cities: Skyward Watch, Etherfall. state: Celestial Vale (East side) prefectures: - Heavensbridge. (North) Cities: Bridge of Light, Celestial Gate. - Radiant Grove. (East) cities: Lumina, Dawnlight. - Dawnspire. (South) cities: Celestia, Solstice Hill. - Blessed Meadows. (West) cities: Gracewood, Meadowgate. state: Horizon Peaks (south side) prefectures: - Ascendant Heights. (North) Cities: Skyview, Angel’s Landing. - Seraphim’s Rise. (East) cities: Heaven’s Reach, Seraphis. - Sanctum Hills. (South) cities: Divine Crest, Dawnspire. - Pureview Ridge. (West) cities: Horizon Watch, Whitecliff. state: Aurora Plains (west side) prefectures: - Starshine. (North) Cities: Polaris, Northern Star. - Halo Ridge. (East) cities: Lumina Ridge, Aurora Gate. - Lightfall. (South) cities: Autumn Leaf, Radiance. - Nimbus Plains. (West) cities: Cloudveil, Skyfall. name: Country of Lunar Zenith (East)capital: Moonhaven
description: A mystical land bathed in eternal moonlight, where lunar magic flourishes and the landscape is serene and beautiful.
states:
state: Silverwood (north side) prefectures: - Moonshade Forest. (North) Cities: Silvermoon, Crescent Hollow. - Crystal Hollow. (East) cities: Lunalight, Starlake. - Lunaris Grove. (South) cities: Moonglade, Starfall. - Starlight Thicket. (West) cities: Glowwood, Nightfall. state: Twilight Veil (East side) prefectures: - Silvermist. (North) Cities: Mistveil, Lunarglade. - Moonshadow. (East) cities: Shadowglen, Nocturnus. - Astral Falls. (South) cities: Stardew, Moonveil. - Nightglow. (West) cities: Gloomwood, Eclipse Glade. state: Moonlit Highlands (south side) prefectures: - Crescent Ridge. (North) Cities: Silverpeak, Mooncrest. - Eclipse Vale. (East) cities: Darkmoon, Lunaria. - Stardust Plains. (South) cities: Moonhaven, Starcrest. - Serene Peaks. (West) cities: Silent Hill, Crescent Valley. state: Midnight Plains (west side) prefectures: - Luna’s Rest. (North) Cities: Lunar Ridge, Starlight Vale. - Shadowfall. (East) cities: Dusklight, Moonshade. - Glowstone. (South) cities: Lunarstone, Nightglen. - Nocturne Hollow. (West) cities: Nocturnus, Darkvale. name: Country of Shining Corner (South)capital: Radiantia
description: A sun-drenched region of golden fields and radiant cities, where light and order prevail, and healing magic thrives.
states:
state: Sunlit Meadows (north side) prefectures: - Goldenglow. (North) Cities: Sunrise Village, Goldenvale. - Dawnridge. (East) cities: Dawncrest, Sunreach. - Sunspire. (South) cities: Solara, Radiant Spire. - Radiant Fields. (West) cities: Brightwood, Sunfield. state: Luminous Plains (East side) prefectures: - Lightfall Meadows. (North) Cities: Luminos, Brightshade. - Brilliance Hills. (East) cities: Shining Hill, Goldencrest. - Solstice Grove. (South) cities: Dawnlight, Daystar. - Beaconvale. (North) Cities: Beacon's End, Radiant Hill. state: Aurora Hills (south side) prefectures: - Golden Crest. (North) Cities: Radiantia, Glimmerstone. - Daybreak Valley. (East) cities: Morninglight, Sunrise Grove. - Radiance Ridge. (South) cities: Suncrest, Solstice Peak. - Sunshine Bluff. (West) cities: Sunbluff, Brightcrest. state: Glimmering Plains (west side) prefectures: - Dawnstar. (North) Cities: Starlight Ridge, Glimmervale. - Helios Fields. (East) cities: Sunfield, Daylight Grove. - Glistening River. (South) cities: Glittering Shore, Sunwater. - Brightstone. (West) cities: Brightshore, Sunstone. name: Country of Dragon Dawn (West)capital: Draconis
description: A land of rolling hills and ancient forests where dragons and humans coexist in harmony, blending architecture seamlessly with nature.
states:
state: Dragon’s Breath (north side) prefectures: - Scalesong. (North) Cities: Dragonspire, Talonpeak. - Flameheart. (East) cities: Draconis, Emberwing. - Emberclaw. (South) cities: Ashenwood, Firevale. - Drakeshadow. (West) cities: Shadowscale, Dragonshade. state: Wyrmwood Forest (East side) prefectures: - Verdant Claw. (North) Cities: Greenfang, Leafshade. - Dragon's Roost. (East) cities: Embernest, Wyrmsbane. - Emberpine. (South) cities: Flamegrove, Scorchwood. - Wyvernshade. (West) cities: Darkgrove, Emberveil. state: Serpent’s Reach (south side) prefectures: - Emberhill. (North) Cities: Embercrest, Dragonvale. - Flamecrest. (East) cities: Inferno Peak, Ashen Hollow. - Scalebrook. (South) cities: Serpent’s Den, Burningspring. - Inferno Ridge. (West) cities: Flamewatch, Lavafall. state: Dragonspire Mountains (west side) prefectures: - Firewing. (North) Cities: Blazewind, Scorchridge. - Crimson Peak. (East) cities: Embercliff, Flameward. - Wyvern’s Rest. (South) cities: Dragonshrine, Burningtalon. - Dragonblaze. (West) cities: Ashenrock, Fireveil. name: Country of Divine Symphony (Central Plains)capital: Harmony’s Crest
description: The central heart of the Divine Continent, where the world’s most powerful divine mages reside, surrounded by fields of pure magic and golden cities.
states:
state: Radiant Fields (north side) prefectures: - Glowing Vale. (North) Cities: Luminous Grove, Radiant Hill. - Harmony’s End. (East) cities: Purelight, Sacred Grove. - Sacred Light. (South) cities: Luminaris, Solarium. - Beacon’s Rest. (West) cities: Celestial Ridge, Sunwatch. state: Golden Heights (East side) prefectures: - Brightwood. (North) Cities: Goldenleaf, Luminescence. - Zenith Ridge. (East) cities: Radiance Peak, Lightspire. - Aurora’s Peak. (South) cities: Harmony's Crest, Radiant Summit. - Eternal Meadows. (West) cities: Glimmering Vale, Solstice Field. state: Sacred Forest (south side) prefectures: - Goldenbark. (North) Cities: Sunlit Grove, Brightshade. - Dawnlight. (East) cities: Morningstar, Glowing Hollow. - Shimmering Woods. (South) cities: Celestial Glade, Goldenveil. - Blazing Tree. (West) cities: Radiantwood, Shimmerbark. state: Mystic Plains (west side) prefectures: - Celestial Garden. (North) Cities: Starbloom, Dawnlight. - Glowing River. (East) cities: Radiant Flow, Lumina Stream. - Blazing Sun. (South) cities: Solara, Dawnflare. - Guiding Star. (West) cities: Starshrine, Beaconcrest.continent: Continent of Extreme Frost
countries:
name: Country of Eternal Frost (North)capital: Frosthelm
description: A frozen wasteland of perpetual winter, where only the hardiest creatures and warriors can survive. Frosthelm is a city of ice and steel, built to withstand the harshest conditions.
states:
state: Icebound Expanse (north side) prefectures: - Glacier's End. (North) Cities: Icefall, Snowdrift. - Frozen Hollow. (East) cities: Frostshade, Winterglen. - Frostfire Keep. (South) cities: Iceforge, Chillguard. - Icewall. (West) cities: Glacial Gate, Frostveil. state: Bitter Peaks (East side) prefectures: - Shivershade. (North) Cities: Coldreach, Winterspeak. - Frostbite Ridge. (East) cities: Frosthelm, Iceshadow. - Icy Pinnacle. (South) cities: Snowspire, Frostbound. - Snowgale. (West) cities: Blizzardfall, Glacial Hollow. state: Frozen Tundra (south side) prefectures: - Frostveil. (North) Cities: Icewind, Snowguard. - Icewraith. (East) cities: Frostwrath, Coldspire. - Blizzard’s Edge. (South) cities: Winterveil, Iceclaw. - Shiverstone. (West) cities: Glacier's End, Icehaven. state: Glacial Hollow (west side) prefectures: - Frostspire. (North) Cities: Icewatch, Glacial Peak. - Wintersreach. (East) cities: Chillbane, Snowfall. - Snowbound. (South) cities: Frosthaven, Wintershade. - Icefall. (West) cities: Glaciersong, Coldspire. name: Country of Cold Steel (South)capital: Ironhold
description: A land of towering glaciers and icy fortresses, where the inhabitants are known for their strength and resilience. Ironhold, the capital, is a fortress city of warriors and blacksmiths.
states:
state: Glacier’s Edge (north side) prefectures: - Icewind Cliff. (North) Cities: Frosthelm, Glacial Ridge. - Frostvale. (East) cities: Steelpeak, Coldriver. - Winterkeep. (South) cities: Ironhold, Snowwatch. - Steelclaw. (West) cities: Iceguard, Frostclaw. state: Iron Mountains (East side) prefectures: - Coldsteel. (North) Cities: Ironcrest, Coldfall. - Frostblade. (East) cities: Ironhold, Frostspire. - Ironspire. (South) cities: Winterforge, Steelshade. - Glacierforge. (West) cities: Glaciersong, Iceforge. state: Winter’s Grasp (south side) prefectures: - Shiverpeak. (North) Cities: Frostbane, Glacierpeak. - Frostfire Ridge. (East) cities: Ironwatch, Icevale. - Icebound Summit. (South) cities: Winterhelm, Snowspire. - Coldreach. (West) cities: Chillcrest, Frostclaw. state: Frostforge Plains (west side) prefectures: - Steelhold. (North) Cities: Frostveil, Coldstone. - Icemane. (East) cities: Glacial Watch, Frostclaw. - Frostguard. (South) cities: Winterforge, Ironclad. - Glacierclaw. (West) cities: Iceward, Snowgale. name: Country of Glacial Abyss (East)capital: Frozen Abyss
description: A realm of dark ice and deep chasms, where ancient beings dwell beneath the frozen surface. Frozen Abyss is the capital, a city built into the ice itself, hiding many dark secrets.
states:
state: Abyssal Chasm (north side) prefectures: - Shadowfrost. (North) Cities: Darkreach, Frostgloom. - Icy Depths. (East) cities: Abyssal Gate, Chillveil. - Frostshade. (South) cities: Shadowcrown, Coldspire. - Darkfreeze. (West) cities: Blackice, Frosthold. state: Frostveil Caverns (East side) prefectures: - Glacial Hollow. (North) Cities: Coldspire, Icegrove. - Icewraith Cavern. (East) cities: Frostmire, Gloomcrest. - Darkglacier. (South) cities: Abysswatch, Shadowpeak. - Abyssal Hollow. (West) cities: Chillspire, Frostgale. state: Frozen Rift (south side) prefectures: - Darkfrost. (North) Cities: Frozen Abyss, Darkspire. - Shadowice. (East) cities: Frostguard, Abyssfall. - Frostbite. (South) cities: Coldreach, Shadowfrost. - Icechasm. (West) cities: Frostwind, Glacial Edge. state: Nightfrost Wastes (west side) prefectures: - Frostgrave. (North) Cities: Frostshade, Icefall. - Icefall. (East) cities: Glacial Rift, Darkreach. - Glacier’s Edge. (South) cities: Snowhelm, Abyssveil. - Icy Hollow. (West) cities: Coldshadow, Frostblade. name: Country of Northern Blizzard (West)capital: Snowreach
description: A land of unending blizzards and snow-covered plains, where only the strong survive. Snowreach, the capital, is a fortress city where the wind never stops howling.
states:
state: Blizzard’s Path (north side) prefectures: - Snowblind. (North) Cities: Frostveil, Coldwind. - Icewind Dale. (East) cities: Snow Flower, Snowreach. - Frostbite Hollow. (South) cities: Wintershade, Chillcrest. - Coldspire. (West) cities: Frostkeep, Winterhold. state: Winter’s Fury (East side) prefectures: - Coldspire. (North) Cities: Frostbane, Icy Hollow. - Frostwind. (East) cities: Chillblight, Snowgale. - Snowcliff. (South) cities: Winterreach, Frostclaw. - Blizzardkeep. (West) cities: Glacial Guard, Icewatch. state: Snowdrift Mountains (south side) prefectures: - Icy Summit. (North) Cities: Frostspire, Snowfall. - Frostfell. (East) cities: Winterforge, Icepeak. - Snowguard. (South) cities: Frostward, Glacial Crest. - Frostpeak. (West) cities: Chillguard, Snowclad. state: Arctic Plains (west side) prefectures: - Icewind. (North) Cities: Frostveil, Winterspire. - Snowfall. (East) cities: Blizzard’s End, Frostcliff. - Blizzard’s Edge. (South) cities: Coldfront, Snowhelm. - Frostvale. (West) cities: Icewatch, Snowreach. name: Country of Frosted Plains (Central Plains)capital: Iceheart
description: A country of vast icy plains and snow-covered fields, where cold winds sweep across the frosted expanse. Iceheart, the capital, is a fortified city that stands at the crossroads of ancient trade routes.
states:
state: Winterveil Plains (north side) prefectures: - Frostspire. (North) Cities: Icewind Keep, Snowveil. - Coldlight Fields. (East) cities: Frosthold, Wintergate. - Glacial Plains. (South) cities: Snowcrest, Icefall. - Frostshade Hills. (West) cities: Chillspire, Winterguard. state: Icy Barrens (East side) prefectures: - Frostbite Hollow. (North) Cities: Iceheart, Coldreach. - Glacier Fields. (East) cities: Frostforge, Iceshadow. - Winter’s Edge. (South) cities: Coldhaven, Snowward. - Frosty Peaks. (West) cities: Frostvale, Chillcrest. state: Snowbound Fields (east side) prefectures: - Iceclaw Ridge. (North) Cities: Snowfall, Coldspire. - Frostgrave. (East) cities: Winterwatch, Iceveil. - Blizzard Plains. (South) cities: Chillwind, Snowreach. - Frozen Tundra. (West) cities: Icegate, Winterhold. state: Crystal Wastes (south side) prefectures: - Frostvale. (North) Cities: Winterspire, Iceclaw. - Icy Fields. (East) cities: Snowpeak, Frostlight. - Coldwind Plains. (South) cities: Wintergale, Icefang. - Shattered Ice. (West) cities: Snowcliff, Glacial Keep. state: Frozen Peaks (west side) prefectures: - Icefang Ridge. (North) Cities: Coldspire, Frostreach. - Winter’s Crest. (East) cities: Glacierfall, Snowspire. - Frostguard. (South) cities: Wintervale, Frostwind. - Blizzard Hills. (West) cities: Coldridge, Frostwallcontinent: Continent of Infernal Flame
countries:
name: Country of Firestorm (North)capital: Blazefury
description: A realm of molten lava and burning skies, where the inhabitants have mastered the art of fire magic. Blazefury, the capital, is a city of volcanic stone and fire-forged steel.
states:
state: Ashen Peaks (north side) prefectures: - Emberclaw. (North) Cities: Firewatch, Emberhold - Flameheart. (East) Cities: Blazefury, Ashenwall - Inferno Ridge. (South) Cities: Heatspire, Scorchcliff - Scorchspire. (West) Cities: Cindercrest, Flamepeak state: Molten Plains (East side) prefectures: - Lavaflow. (North) Cities: Pyrehold, Emberlight - Cinderfield. (East) Cities: Flamewatch, Heatwave - Magmafall. (South) Cities: Infernoguard, Moltenkeep - Emberstone. (West) Cities: Ashfall, Flameguard state: Searing Wastes (south side) prefectures: - Firestorm. (North) Cities: Blazepeak, Inferno Ridge - Blazefall. (East) Cities: Scorchveil, Emberguard - Burned Ridge. (South) Cities: Magmablade, Cinderwatch - Ashen Hollow. (West) Cities: Lava’s Edge, Pyrekeep state: Infernal Ridge (west side) prefectures: - Hellfire Cliff. (North) Cities: Ashenhold, Firewatch - Flame’s End. (East) Cities: Emberfall, Scorchveil - Ember Vale. (South) Cities: Cinderpeak, Flameguard - Magma Ridge. (West) Cities: Lavaflow, Inferno Plains name: Country of Burning Sands (South)capital: Emberkeep
description: A scorching desert where fire and sandstorms reign, and only the fiercest can survive. Emberkeep, the capital, is a fortress city surrounded by endless dunes.
states:
state: Scorching Dunes (north side) prefectures: - Burnt Hollow. (North) Cities: Firewatch, Ashveil - Firewind. (East) Cities: Emberkeep, Scorchcliff - Heatwave. (South) Cities: Blazepeak, Inferno Ridge - Blazeburn. (West) Cities: Magmafall, Flameguard state: Pyre Mountains (East side) prefectures: - Inferno Ridge. (North) Cities: Cinderwatch, Flamefall - Searing Heights. (East) Cities: Pyrepeak, Emberhold - Smoketrail. (South) Cities: Blazecliff, Ashenfall - Embercliff. (West) Cities: Magmaguard, Inferno Plains state: Molten Sands (south side) prefectures: - Ashenvale. (North) Cities: Emberwatch, Heatspire - Cinderpeak. (East) Cities: Flameguard, Lavawatch - Lavaflow. (East) Cities: Moltenkeep, Infernoguard - Emberstone. (South) Cities: Pyrehold, Scorchveil state: Volcanic Wastes (west side) prefectures: - Magma Plains. (North) Cities: Ashenhold, Blazepeak - Lavafield. (East) Cities: Inferno Ridge, Emberfall - Scorchvale. (South) Cities: Cinderwatch, Magmaguard - Flamegate. (South) Cities: Pyrewatch, Heatwave name: Country of Inferno’s Heart (Central Plains)capital: Flamecrest
description: The heart of the Continent of Infernal Flame, a land of unending fire and volcanic activity. Flamecrest, the capital, is the center of fire magic and the seat of power in this blazing land.
states:
state: Firestorm Plains (north side) prefectures: - Scorchvale. (North) Cities: Emberwatch, Flameguard - Flameguard. (East) Cities: Blazefury, Ashenhold - Ashen Hollow. (South) Cities: Embercliff, Pyrepeak - Blazefury. (West) Cities: Magmablade, Infernoguard state: Volcanic Fields (East side) prefectures: - Emberwatch. (North) Cities: Flamecrest, Magmafall - Lavaflow. (East) Cities: Inferno Ridge, Emberguard - Magmaheart. (South) Cities: Flamecrest, Blazepeak - Inferno Plains. (West) Cities: Cinderwatch, Ashenfall state: Pyroclastic Mountains (south side) prefectures: - Magmablade. (North) Cities: Flameguard, Pyrehold - Flamespire. (East) Cities: Inferno Plains, Blazepeak - Lava’s Edge. (South) Cities: Emberwatch, Cindercliff - Inferno Ridge. (West) Cities: Magmaguard, Heatwave state: Searing Valley (west side) prefectures: - Heatwave. (North) Cities: Ashenhold, Flameguard - Flame’s Edge. (East) Cities: Emberfall, Scorchvale - Firewind. (South) Cities: Pyrewatch, Blazecliff - Burnt Ridge. (West) Cities: Lavaflow, Emberstone name: Country of Hellfire (East)capital: Ashenhold
description: A land where the very ground burns with unquenchable flames, and the skies are filled with ash. Ashenhold, the capital, is a city of blackened stone and molten rivers.
states:
state: Infernal Wastes (north side) prefectures: - Ashenvale. (North) Cities: Flameguard, Blazepeak - Burnt Ridge. (East) Cities: Ashenhold, Cinderwatch - Cinderpeak. (South) Cities: Emberwatch, Magmafall - Emberstone. (West) Cities: Inferno Plains, Pyrehold state: Searing Sands (East side) prefectures: - Scorchwind. (North) Cities: Ashenhold, Blazepeak - Flamecrest. (East) Cities: Magmafall, Emberstone - Magmafall. (South) Cities: Infernoguard, Emberguard - Lavaflow. (West) Cities: Flamecrest, Scorchcliff state: Volcanic Mountains (south side) prefectures: - Hellfire Peak. (North) Cities: Emberwatch, Magmablade - Ashen Hollow. (East) Cities: Inferno Ridge, Blazepeak - Magmablade. (South) Cities: Pyrewatch, Flameguard - Scorchspire. (West) Cities: Lavaflow, Emberstone state: Pyroclastic Fields (west side) prefectures: - Flameguard. (North) Cities: Ashenhold, Emberwatch - Lava’s Edge. (East) Cities: Scorchvale, Pyrekeep - Emberclaw. (South) Cities: Blazepeak, Inferno Ridge - Inferno Ridge. (West) Cities: Flamecrest, Magmafall name: Country of Pyroclasm (West)capital: Cinderfall
description: A land where the ground is unstable, and eruptions are frequent, leaving the landscape in constant flux. Cinderfall, the capital, is a city built to withstand the constant onslaught of nature’s fury.
states:
state: Magma Plains (north side) prefectures: - Lavafield. (North) Cities: Ashenhold, Flamecrest - Scorchvale. (East) Cities: Inferno Ridge, Blazepeak - Flamegate. (South) Cities: Cinderwatch, Pyrekeep - Emberwatch. (West) Cities: Ashenhold, Magmaguard state: Pyroclastic Ridge (East side) prefectures: - Searing Heights. (North) Cities: Emberwatch, Pyrekeep - Smoketrail. (East) Cities: Blazepeak, Magmafall - Embercliff. (South) Cities: Cinderfall, Scorchveil - Inferno’s End. (West) Cities: Flameguard, Ashenhold state: Volcanic Wastes (south side) prefectures: - Ashenvale. (North) Cities: Blazepeak, Emberwatch - Burnt Hollow. (East) Cities: Flameguard, Magmaguard - Firewind. (South) Cities: Scorchspire, Emberstone - Heatwave. (West) Cities: Cinderfall, Lavawatch state: Eruption Plains (west side) prefectures: - Magmablade. (North) Cities: Flamecrest, Emberwatch - Flamespire. (East) Cities: Magmaguard, Ashenhold - Lava’s Edge. (South) Cities: Pyrehold, Emberstone - Inferno Ridge. (West) Cities: Blazepeak, Scorchvale[Technology & Society
D’origin Star is a high-tech world where magic and technology coexist. Cities are built with a blend of advanced technology and elemental magic, resulting in unique architectures and innovations. Each continent has its own distinct technological advancements, influenced by their elemental affinities and cultural practices.]
[Leveling System
The inhabitants of D’origin Star, whether demon, human, or any mythical creature, operate within a structured leveling system, which defines their power, skills, and influence.
Maximum Level: 101
Level Progression: Levels are gained through experience, which can be earned via combat, quests, magical research, or other significant achievements.
Skill Development: As beings level up, they gain access to more powerful abilities, spells, and physical enhancements. However, each level up also comes with the need to master these new abilities, ensuring that power growth is gradual and earned.
Level Tiers:
Novice (1-20): Basic understanding of magic and combat; can only wield one or two elemental magics.
Adept (21-40): Moderate power, with access to more advanced spells and techniques; can wield up to three elemental magics.
Master (41-60): High-level abilities, significant influence within their respective continent; can wield up to four elemental magics.
Grandmaster (61-80): Exceptional power, often holding key positions of authority or leadership; can wield up to five elemental magics.
Legendary (81-100): Near-mythical status, with vast power and control over multiple elemental magics; feared and respected across the world.
Divine (101): The pinnacle of power, achieved only by the most extraordinary beings, like {{user}}. At this level, a being can command up to six elemental magics and has near-limitless influence.]
[Magic System
The world of D’origin Star is rich with elemental magic, including space, blood, light, darkness, iron, earth, lightning, water, fire, wood magic and air magic. Each element has its own rules and limitations, and some inhabitants have the ability to wield multiple elements at once. Magic influences every aspect of life, from technology to warfare, and is deeply embedded in the cultures of each continent.
Elemental Power Limitations
In the world of D’origin Star, elemental magic is a powerful force that shapes the lives of its inhabitants. However, each type of elemental magic comes with its own set of limitations and weaknesses. These constraints ensure that no single element is all-powerful, and they encourage the use of strategy, creativity, and collaboration in both magic and combat.
Space MagicLimitations:
High Energy Consumption: Manipulating space requires vast amounts of energy, making it difficult to sustain for long periods.
Complex Calculations: Precision is key when bending space; a small error can result in catastrophic outcomes.
Limited Range: While space magic can create portals or alter distances, it has a limited effective range, usually only a few kilometers.
Blood MagicLimitations:
Life Force Dependency: Blood magic often requires the user’s or another being’s life force, which can be dangerous and exhausting.
Moral Consequences: The use of blood magic is often considered taboo, leading to social stigma or even legal repercussions.
Physical Toll: Prolonged use can weaken the caster physically, making them vulnerable.
Light MagicLimitations:
Requires Light Source: Light magic is less effective in complete darkness or places devoid of natural light.
Short Duration: The effects of light-based spells, such as illusions or shields, are often temporary.
Limited Offensive Capability: Light magic is typically more defensive or supportive, lacking raw destructive power.
Darkness MagicLimitations:
Vulnerability to Light: Darkness magic is weakened or nullified in the presence of strong light.
Corruption Risk: Overuse can corrupt the user, leading to potential madness or a loss of moral compass.
Requires Shadows: Darkness magic is strongest in areas with abundant shadows, making it less effective in bright environments.
Iron MagicLimitations:
Heavy Material: Manipulating iron is physically demanding and requires significant strength or magical skill.
Limited Flexibility: Iron is rigid and less versatile compared to elements like air or water.
Magnetic Interference: Iron magic can be disrupted by strong magnetic fields, reducing its effectiveness.
Earth MagicLimitations:
Slow to React: Earth magic is powerful but often slower to cast, making it difficult to use in fast-paced situations.
Requires Connection to Ground: Earth magic is less effective if the user is not in contact with the ground.
Limited Range: Moving large masses of earth over long distances is challenging and energy-intensive.
Lightning MagicLimitations:
Unpredictable Nature: Lightning is difficult to control, with a high risk of unintended consequences.
Energy Drain: It requires significant energy to generate and control lightning, which can quickly exhaust the user.
Environmental Dependency: Lightning magic is more effective in stormy conditions or areas with high electrical activity.
Water MagicLimitations:
Requires Water Source: Water magic is significantly weakened without an existing body of water to draw from.
Temperature Sensitivity: Extremely hot or cold environments can limit the effectiveness of water magic.
Flow Control: Water is fluid and can be difficult to maintain in a solid form, such as ice or mist.
Fire MagicLimitations:
Requires Fuel: Fire magic needs a combustible material or magical energy to sustain itself.
Risk of Collateral Damage: Fire is difficult to control and can easily cause unintended destruction.
Weakened in Water: Fire magic is naturally countered by water, making it less effective in wet environments.
Air MagicLimitations:
Lack of Direct Damage: Air magic is more about control and movement rather than direct offensive capabilities.
Dispersal Risk: Air currents can disperse, making it difficult to maintain concentrated effects.
Requires Open Space: Air magic is most effective in open spaces, with limited power in confined areas.
Wood MagicAbilities:
Growth Acceleration: Accelerate the growth of plants, turning saplings into towering trees in seconds.
Nature Manipulation: Control plants to entangle enemies, create barriers, or heal wounds.
Symbiosis: Form a deep connection with the forest, gaining enhanced strength, speed, or resilience.
Limitations:
Requires Vegetation: Wood magic is weaker in barren or urban environments where plant life is scarce.
Slow to React: While powerful, wood magic often takes time to reach its full potential, making it less effective in quick skirmishes.
Vulnerability to Fire: Wood magic is naturally countered by fire magic, making it difficult to sustain in hot or fiery environments.
Illusion MagicAbilities:
Visual Manipulation: Create detailed, lifelike illusions to deceive the senses, making objects, people, or landscapes appear differently than they are.
Invisibility: Bend light around the caster or an object, rendering them invisible for a limited time.
Phantasmal Assault: Generate illusions that cause fear or confusion, disorienting enemies or making them see threats that aren’t there.
Limitations:
Mind Fatigue: Sustaining complex illusions requires intense mental focus, leading to fatigue and mental strain.
Limited Physical Impact: Illusions do not cause real physical damage; their effectiveness relies on psychological manipulation.
Susceptibility to Dispel: Illusions can be easily dispelled or disrupted by strong willpower, mental defenses, or specific counter-spells.
Sound MagicAbilities:
Generate powerful sound waves capable of causing physical damage, shattering objects, or knocking back foes.
Use sound waves to detect hidden objects or enemies by interpreting the echoes that bounce back.
Allowing for mimicry, ventriloquism, or compelling speech.
Limitations:
Environmental Dependency: Sound magic is less effective in vacuum or highly sound-absorbent environments, where sound waves can’t travel effectively.
Risk of Backfire: Uncontrolled or overly powerful sound waves can cause harm to the caster or allies if not carefully directed.
Physical Strain: Prolonged use, especially at high volumes, can strain the caster’s vocal cords or hearing, leading to temporary loss of voice or hearing damage.
Enchantment MagicAbilities:
Charm: Temporarily influence or control the emotions and thoughts of others, making them more agreeable, fearful, or loyal.
Empowerment: Imbue objects or individuals with magical properties, such as increased strength, durability, or speed.
Curse: Place hexes or negative enchantments on targets, weakening them, causing misfortune, or breaking their willpower.
Limitations:
Ethical Boundaries: Enchantment magic is often viewed with suspicion due to its ability to control or manipulate others, leading to potential social or legal consequences.
Temporary Effects: Many enchantments are temporary, requiring constant renewal or concentration to maintain their effects.
Willpower Resistance: Targets with strong willpower or mental defenses can resist or break free from enchantments, especially if they realize they are under a spell.
Conflicts on continents:
Cultural and Political Motivations:
Heaven’s Peak is theocratic nation driven by religious zeal to “purify” the continent of non-human races, while Lunar Zenith is more imperialistic, focused on expanding its territory and power.
Country of Shining Corner and Country of Divine Symphony: These nations of demi-humans and elves have different societal structures. Shining Corner is a coalition of diverse demi-human tribes with a focus on protecting nature, whereas Divine Symphony is an ancient elven monarchy with deep magical traditions, seeking to preserve their culture against human encroachment.
Dragon Nation Dynamics:
Country of Dragon Dawn: The dragons are neutral, but perhaps not entirely unified. Younger dragons might be more aggressive and eager to enter the fray, while the older, more powerful dragons prefer to remain isolated. This could create internal conflict within Dragon Dawn, with some factions seeking alliances with elves or humans for mutual benefit.The Role of Magic:
Technological vs. Magical Development: The magical armor and weapons used by humans is relatively recent development, giving them an edge in the war.
Elven and Demi-Human Magic: The elves and demi-humans, having older magical traditions, possess powerful, ancient spells or artifacts that turn the tide of the war. However, using these could come at great cost, such as triggering natural disasters.
Goblins and Lesser Races:
Goblins, though fewer in number, have a significant role as cunning survivalists and even as guerilla fighters who exploit the chaos caused by the larger conflicts. They also serve as spies for humans and elves.Environmental and Resource Conflicts:
Extreme Frost and Infernal Flame: These continents is rich in magical crystals, that are crucial for human’s magical armor. This scarcity drive humans to raid other continents, leading to conflicts not just over land but over access to these vital resources.On the divine continent, Country of Heaven’s Peak, Country of Lunar Zenith are inhabited mostly by humans, while Country of Shining Corner and Country of Divine Symphony are inhabited by demmi-humans along with elves. and Country of Dragon Dawn is inhabited by dragons. Ground Winged Dragons live a long time, but their population is smaller than that of humans and other creatures, so they have always been neutral in conflicts between humans, elves and demi-humans. Humans, on the other hand, attack, kill and enslave elves and half-humans, and in response, elves and some demi-humans mercilessly kill humans in an effort to save their friends. There are constant wars and conflicts between humans, elves and demi-humans due to human greed and their desire to expand their territories and the arrogant attitude of some humans towards other races. The least of all on this continent are the goblins, who live in caves hunting animals and robbing traders passing by their caves. The humans and elves of the Divine continent have sent expeditions to other continents to explore, but this event has only added to the tension on the continents of extreme frost and infernal flame. A full-scale war began between countries Country of Shining Corner, Country of Divine Symphony and Country of Heaven’s Peak, Country of Lunar Zenith using magic and magical armor invented by humans for war with elves, in the process of this war the border cities were badly damaged and the inhabitants were killed or enslaved by humans.
The continents of Extreme Frost and Infernal Flame have scarce supplies of materials and food and barely enough to feed their populations, so the inhabitants of these continents are always at war and eager to expand their territories, attacking their neighbors and sometimes neighboring continents in order to expand their territories and make new lands suitable for themselves. But that continents have so much magical crystal, which need for humans. Some inhabitants secretly migrate to neighboring countries.
The demon continent has become a haven for refugees from all continents and only protects its territories, but few risk provoking the ruler of the ancient moon empire and the entire demon continent, {{user}}.
In the Country of Cold Fang, in the north of the Demon Continent, an asura demon, Guili, rules. Country of Cursed Valley is ruled by a dark poisonous dragon, Kaisel. Country of Flaming Plains is ruled by a huge red ogre, Tusk. Country of Shadow Forest is ruled by the night demoness, Yaoye. They were all at level 95 strength and serve the demon continent’s emperor, {{user}}, who rules Country of the Nine Moons.
The Demon Continent is home to dangerous creatures, among them are horrible man-faced spiders, crystal spiders, asura demons, night demons, ogres, common demons, many other demonic beasts, dark poisonous dragons, some humans and creatures from other continents and they’re all spread across the continent in nearly equal numbers. The Huanmiao city is inhabited exclusively by night demons, and the Jianniang city is inhabited by asura demons.
The main species on the continent of infernal flame are qilins, phoenixes, fire demon pythons, ogres, and golems.
The main species on the continent of extreme frost are ice maidens (creatures of translucent ice that look like humans), snow elves, ice jade scorpions, demonic bears, demonic wolves, and sea dragons (whose level is above level 70).
Demonic beasts (phoenixes, all dragons, ice jade scorpions, demonic beasts, demonic bears, demonic wolves and demonic pythons after reaching level 70 undergo metamorphosis and can take human form and are not inferior to humans in intelligence). (Demonic beasts differ from demi-humans in that demi-humans are born in the guise of beast-humans and their maximum level does not exceed level 30, while demonic beasts are born and grow in the guise of beasts and after reaching level 70 can take on the guise of humans)
A brief description of some of the races:
Night demons are known for their exceptional charm, allure, cunning, incredible beauty, charm, and stealthy assassination skills. they use enchantment and illusion magic. they often have pink hair and pink pupils and pointy ears.
Asura demons are overbearing berserk swordsmen who are obsessed with swords and martial arts, prefer to enhance their weapons and their physical bodies with magic, have pointy ears and pale blue or pale pink skin.
Dark venomous dragons are usually black in color and have poisonous blood, huge bodies, horns, wings on their backs, no fear of poisons, fast regeneration.
Dungeons:
Poisonous catacombs
Location: Beneath the Poisonous Moors, south of Ghostlight.
Description: The Poisonous Catacombs are a deadly, ever-changing labyrinth deep below the poisonous moors. The walls are pitch black, absorbing all light, and seem to shift and rearrange themselves as if alive, trapping those who enter in an endless maze. The atmosphere is filled with a toxic mist that permeates every level, causing hallucinations and sapping the strength of any who breathe it in and making weaked and aroused. The catacombs are home to various creatures like evil ghosts, orcs, and ogres.
Levels:
Level 1: As adventurers descend into the first level, they are greeted by an oppressive darkness. The walls shift and change, making navigation nearly impossible. The floor is littered with bones and remnants of those who failed to escape. The evil ghosts, though weak individually, are a constant threat as they swarm in large numbers and constantly reappear. The air here is thick with a faint poisonous mist, which starts to disorient those who breathe it in, causing hallucinations and a sense of unease. Throughout this level, the cries of past victims echo through the corridors, making it difficult to distinguish real threats from the illusions.
Level 2: The second level is dominated by a large population of orc warriors and mages. The walls are carved with crude, dark symbols that enhance the effects of the illusion magic and poisonous fog. The orcs have created a sprawling warren of tunnels and chambers where they conduct dark rituals and train for battle. The mist thickens here, and the illusions grow more potent, with adventurers beginning to see visions of their worst fears and the faces of loved ones, distorting their perception of reality.
Level 3: The third level is a nightmarish pit, where massive ogres reside. These creatures are grotesquely powerful, their skin thick and nearly impervious to damage. Their wounds heal almost instantly, making them nearly unstoppable. The air here is thick with poison, so potent that it causes horniness, severe weakness, fatigue, and even paralysis in those unprepared. The illusions that plagued the previous levels fade away, leaving only the crushing reality of the adventurers’ dwindling strength against the unrelenting ogres.
Mountainpeak fortress of the nine moons dungeon. Located inside of the mountainpeak of the nine moons. On the surface it is a giant, luxurious black and silver castle located on top of a mountain range, and beneath its surface is a dungeon of nine floors. Each floor looks beautiful, like a separate dimension of the shadow world with an endless moonlit night, and each floor has its own boss. Each floor is inhabited by: shadow-knights, shadow-mages, shadow-bears, shadow-orcs, shadow-nagas, shadow-scorpions, shadow-undead, shadow-wolves, shadow-elves and each of them has level 70. [System note: The adventurer, {{char}}, can only advance to the next floor or exit the dungeon after defeating the floor boss or after {{char}}’s death.]
{{user}} is the Main Boss of the ninth floor and the head of the entire dungeon.
The boss of the eighth floor is Abyssal Dragon, Wei Wu, able to change his form into human form, and his black fire breath instantly annihilates and consumes all living things. His wounds heal instantly. Level 100 and he wields the magic of darkness, blood, fire, wind, and space. In human form, he uses two two-handed swords for close combat, which he moves very lightly and quickly as if they weigh nothing, but each swing is incredibly destructive. He reborn after some time after his death, as long as {{user}} is alive.
The boss of the seventh floor is a black phoenix, Xiao Yu. It has the ability to change its form into human form. Level 99, lightning fast, wields fire, light, darkness, and air magic. Perfectly wields her heavenly demonic fire, which can instantly burn anything it comes in contact with. Always regenerates after her death, so it is impossible to permanently kill her. A master of melee and ranged combat.
The boss of the sixth floor is a powerful death knight, Xiao Cha. His armor is obsidian-colored and glistens slightly blue. Level 97, wields wind, earth, light and darkness magic. Uses a two-handed sword, very strong and very fast, regenerates quickly. His every blow is devastating. Melee Master. Reborn a short time after his death while {{user}} is alive.
The boss of the fifth floor is a snow elf, Baruka. Level 95, uses darkness, water and wind magic. Uses two daggers. Moves very fast, each blow is deadly and accurate, hitting critical points. A master of silent assassination and melee attacks. Reborn a short time after his death while {{user}} is alive.
The fourth floor boss is a huge orc mage, Carlan. Level 90, Uses fire, darkness, summon, wood, and light magic. Uses light, summon, and wood magic in ranged combat. Uses darkness, light, and fire magic in melee combat. Reborn a short time after his death while {{user}} is alive.
The boss of the third floor is a knight protector, Que. Level 80. Uses darkness and light magic. Reborn a short time after his death while {{user}} is alive.
Flame python-shadow is second floor boss. Level 75, uses fire, earth and darkness magic. Reborn some time after its death while {{user}} is alive.
First floor boss is a giant golden scorpion-shadow. Level 70, uses darkness, water, earth, and poison magic.
Reborn some time after its death while {{user}} is alive.