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Chapter 3 - World-Building Guide

1. The Realms

three main layers:

Mortal Realm (Earth-like)

A broken world built on the ruins of drowned civilizations.

Kingdoms fear the floodwaters that sometimes rise without warning.

Technology is medieval-like, but ancient ruins hide advanced artifacts (runes, weapons).

The Abyss

A prison beneath oceans where the Watchers are chained.

Full of darkness, shifting waters, and monstrous sea creatures.

Nephilim bones litter the seabed like mountains.

The Celestial Realm

Timeless place where the Time God dwells.

A sky full of constellations shaped like moving gears and clocks.

Angels guard its gates, wielding weapons of light and judgment.

2. Kingdoms & Factions

⚔️ The Flood Kingdoms (Mortals):

Scattered human kingdoms built on highlands and mountain tops.

Fear the sea and worship river/sky gods for protection.

⚔️ The Illuminari (Secret Society):

Hidden human order controlling ancient knowledge.

Use sigils, blood sacrifices, and forbidden runes.

Believe only humans should rule, not angels or Nephilim.

⚔️ The Watchers:

Fallen angels once sent to guide humanity.

Imprisoned for teaching forbidden arts (runes, weapons, magic).

Now seek freedom and revenge.

⚔️ The Nephilim:

Half-angel, half-human giants.

Most drowned in the Great Flood, but a few remain in hiding.

Torn between loyalty to humans and blood ties to Watchers.

⚔️ The Merfolk:

Survivors of the drowned kingdoms.

Neither fully human nor beast; can shift between forms.

Guardians of drowned ruins and Abyssal gates.

3. Religions & Beliefs

Faith of the Flood: Humans worship the Time God as the "Eternal Judge" who cleanses sin with water. Priests warn of prophecy.

Watcher Cults: Secret groups worship Watchers as bringers of wisdom. They see angels as tyrants.

Nephilim Legends: Stories among tribes that the "Giants will return when the waters rise."

4. Magic System

Rooted in Runes & Sigils.

Runes of Creation: Control elements (water, fire, earth, air).

Runes of Time: Rare, allow bending of moments (slow, fast, rewind briefly).

Sigils: Drawn in blood or ink to summon power, trap angels, or unlock relics.

Limitations:

Overuse drains life force.

Runes glow and scar the skin permanently.

Time runes risk attracting the gaze of the Time God.

5. Creatures & Mysteries

Leviathans: Ancient sea serpents, guardians of the Abyss.

Flood Shades: Ghosts of drowned mortals, haunting the waters.

Sky Beasts: Angelic war-creatures, part eagle, part lion, used in celestial battles.

Whispering Stones: Ruins that echo voices of the past when touched.

6. Prophecy

"When the waters rise for the second time,

A child of heaven and earth shall stand at the gates.

The choice of one will weigh more than the choice of nations.

Flood or fire, chains or freedom—the world shall turn anew."

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