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World Demographics

Population

  Currently the lands of the Earth are home to approximately 900 million humanoid beings roughly split among these types:  
  • Hominids- ~28% - 252,000,000
  • Reptilians- ~14% - 126,000,000
  • Goblinoids- ~12%- 108,000,000
  • Loraxiods~11%- 99,000,000
  • Archelids-~8%- 72,000,000
  • Amphibiids- ~7%- 63,000,000
  • Delicartion~ 6%- 54,000,000
  • Feliforms~5%- 45,000,000
  • Giant-kin - ~ 4%- 36,000,000
  • Insectoids~ 3% - 27,000,000
  • Other- ~ 2%- 18,000,000

Magic and Soul Sparks (Class Levels)

Magic is a metaphysical force of the earth, and in theory is accessible by any living creature with a soul. That being said, its prevalence is not uniform to all beings and some types of creatures, most notably humanoids, are able to access and wield magic much easier than others. Compounding upon this, different types of humanoids access magic differently to other types, with some being more attuned to certain types of magic being considered more 'magical' than others. Further, within humanoid groups, some show more of an aptitude for it and the diligence and training required to train and grow their soul to more capably wield it. The average humanoid in the world is generally capable being with the potential to do great things. Anyone has the potential to become a proficient warrior or mage if they stick through the training.   However, roughly 6% of the population is considered to be 'soul-sparked' and gains a Class Level. The means by which a person becomes soul-sparked is varied and unclear, theories ranging from genetics, divine intervention, particular traumatic or otherwise dangerous inciting incidents, divine intervention, to just plain luck. Soul-sparked are people that have had their souls marked or activated in some way, allowing them to master different fields, gaining abilities that could not otherwise be normally achieved by a non soul-sparked person. Soul Sparked are roughly divided into a number of different categories depending on what abilities and masteries they are predisposed to. A Soul-Sparked Mage shown to have a quickly regenerating pool of Soular and a mastery of arcane magic are called Wizards, while a creature with the ability to act with twice the strength, speed, and skill of a trained soldier are considered Fighters and so on.

Spread of Magic

In any given society, with the Butheauxnian Empire serving as the example as arguably the most powerful state on the continent of Bellome, magic is known and used in various fields with different effects.  

Tribes

Nomadic bands of people usually numbering in the dozens function very differently from culture to culture. The level of magic in one is heavily circumstantial, with some being almost entirely mundane, with others being almost entirely magical. CRs generally range from 0-1

Hamlets (50-200)

The average citizen of a small village would know about magic, with a handful of the townspeople knowing how to use a cantrip or two to assist in their work. The purchase of a common magic item is seen as a large expense that is expected to be of great use. The town would most likely be lead by 1-5 1st to 4th level characters. CRs range from 1-2

Villages (200-1000 people)

A normal village would be a fully functioning, and most entirely self sustaining place, just through the virtue of being small enough. Spellcasters are fairly rare, but anyone in need of their services would not be too hard pressed to find one. There is likely at least one small magical service in the village, if not more. Common items would be expensive but not too unheard of, with an uncommon item being a big deal.Generally speaking, a village is able to handle a Tier 1 threat, with relatively ease, but face real problems against a Tier 2 threat. CRs range from 0-5.

Town (1000-10,000 people)

A town is generally considered to be large enough to be placed on most maps, as there are enough people in them that they cannot be ignored. Spellcasters are respected professions, and can be found by those seeking them, and core magical services are generally established. Magical Items are a normal part of life, with Common items being seen like household appliances: fairly expensive investments that are expected as parts of life. Uncommon Items are seen like commercial investments: very expensive items that are purchased by those with an explicit need or use for that item, or as a item that is necessary to provide a service. Rare Items are major fixtures of the settlement and are few and far between.A town can handle a Tier two threat, but begins to struggle with Tier 3 threats. CRs range from 6-9.

Large Towns (10,000-100,000 people)

A large town is enhances many of the aspects of a town, usually expanding to have very rare magic items as major aspects of its identity. A Large town is usually dealing with Tier 3 threats, but can potentially handle Tier 4 threats. CRs range from 8-11.

City (100,000-300,000 people)

A proper city is included on any map that take itself seriously. A city begins to deal in Legendary Magic Items. Uncommon Items are easily distributed, with rare and very rare items being seen as expensive but available to those looking for them. A City can handle Tier 4 threats with some effort, but has difficulty dealing with Tier 5 threats.

Large City (300,000-1,000,000 people)

Large Cities take every aspect of cities and increase them.There are usually several Legendary Items within them, and may even be the home of an Artifact. Large Cities often face off against Tier 5 threats for better or for worse. CRs can reach to 17-18, with a CR 20 often being found within them.

Metropolis (1-3 million people)

A metropolis is one of the greatest localizations of people in the world. Almost anything that is sought after can be found within one. Representing mortal creatures as a whole, threats to them reach even into Tier 6.

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