Val-mundi Cheat Sheet and super big spoilers for meta content
Val-mundi is a collaborative list of stuff we like disguised as a work of fiction, but you don't wanna hear all that. You just wanna catch up quick or just need some notes to refresh yourself? Well, let's break kayfabe a bit more than usual and you can look at this page, but that's our secret, yo.- Awsm Chimera (Ryan)
Narrative Structure of the settingThere are six major stories of Val-mundi, each taking place in a different time and place on the planet. These major stories are generally self-contained plots that occasionally have nods to past events or foreshadowing events to come.
- Generation Sunshine: The first major story begins in 1499 as an event in the country of Aelayeron known as "The Gathering of Roses" is set to take place. This was written as a good starting point for those familiar with general fantasy (as seen in stuff like "The Forgotten Realms" or "The Lord of the Rings") and the more... stylized elements of Val-mundi being slowly woven into the setting after the story's initial opening. This also sets up a big ton of lore for stuff like "what happened to the 'gods' that used to be everywhere?"
- Moonlight Mile: This is the tale of a little rainy land named Luunyohn (which most foreigners state as being Lanataria) in which the biggest five houses wage war for control over the nation. If you like samurai movies and Earth, Wind & Fire, this one's for you.
- Starlight Regalia: In the mighty land of Landesterne, civil unrest is brewing and our protagonists have a grudge against those who bring the law to the lawless. If you've ever read a comic book, you can probably guess where a good bit of inspiration comes from for these characters.
- Rainfall Riders: Running across the expansive archipelago known as the Brise Kouture are over five thousand participants in the 1919 World-Runner Grand Prix. This has magic cowboys and I hope that's enough for you to go, "yeah, that sounds pretty rad."
General Terms & Concepts
- Humans - Most, if not all humanoids (the general term for a "person," y'know?).
- Lillin (Lill-in) - Homo Sapiens.
- Xoti (Sho-tee) - Elves as a race, but more specifically Dark-skinned Elves.
- Xotili (Sho-till-ee) - Half/Light-skinned Elves, specifically.
- Kafue (Cough-wee) - Goblinoids.
- Skaal'kin (Ss-call-kin) - Dragonborn.
- Zwanan (Zuh-won-nan) - Dwarves.
- Siorvann (Sore-vonn) - Orcs.
- Siorvill (Sore-vill) - Half-Orcs.
- Yixiai (Jee-shy) - People who're "half angel" or whatever like Aasimar in The Forgotten Realms.
- Men of Metal - Fantasy Robots.
- Dechaune (Day-shawn) - People who're "half demons" or whatever like Tieflings in The Forgotten Realms.
Sapient Machines from the Prehistoric Age of Technology, the Men of Silver were responsible for Humanity being pushed towards extinction and unleashing weapons of mass destruction that persisted in historical legends as "The Ten Days of Fire." Men of Silver are regarded as myth with modern humans of Val-mundi, most of whom being unaware of the beings at all. (The term "Man of Silver" merely refers to any of the Sapient Machinery from the PAT, as Men of Silver came in a variety of makes and models from all sorts of manufacturers)
Magic and "Gods"Magic is a substance and is basically energy like the soul. Living beings, through their own willpower, pull that power from a variety of sources and shape it to form spells.
For example: Magic Man A believes he "pulls magic from the world around him" or some other pretentious crap to produce a "Level 3 Fireball." Magic Man B believes "magic is an extension of the soul" and produces a "2nd Grade Orb of Burning." This ultimately leads to two separate instances of what's essentially the same spell because both parties are basically shaping the same amount of magic to produce a similar fiery effect. (Use this as an excuse to add whatever flavor to your spells you'd like) This knowledge isn't widely known, if known by anyone at all in the setting, and is primarily used for the meta level of writing. "Gods" are various cultures subconsciously performing magic and producing physical manifestations of that magic. Deities are basically "living spells" and have a variety of abilities, strengths and weaknesses based on their most-persisted lore.
For example: A god of a culture who believes him to be eventually killed by a spear of oak would be especially damaged if hit with a spear of oak, but that doesn't mean he's invincible from all other stuff, he's just got a thing that'll hit him extra hard.