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Plase keep in mind all details are kept simple to be accessible to everyone. These are only the absolute rules of the world, but remember different factions/cultures may understand or see them differently. We intentionally leave small details out so everyone can come up with their own theories.

Magic
Magic works by tapping into other worlds or dimensions and bringing power (in whatever shape or form) over. The active use of magic weakens the limits between worlds, and with time, it causes cracks or rifts that can affect the world, such as letting in other worldly creatures.
Not everyone can use magic; people are born with different levels of magical affinity. Some say the actual exposure to certain locations with existing rifts and thin “walls” in the fabric of reality influences affinity.
There are many theories to magic. Some believe it is a blessing from god, others an evil taint that must be purged. In any case, magic is seldom overused to due to the negative effects of rifts and cracks in reality.
Every culture has its own take on magic and its origin. You can manipulate the concept as you wish in your own games, simply by binding those theories to a faction or country.
For example: a church could see magic as a gift from god, while some scholars see it as something that comes from study and intelligence.

Technology
Technology throughout the world varies from region to region, country to country. Though one land may be particularly advanced in some regard, a close by neighbor may seem as though it is living years in the past.
Technological advancement itself varies as well, with advances in some fields being further ahead then others. On the whole, the common folk of the world prefer to live a simple and down to earth life. They rely on tools and their knowledge of the mundane to go about their day to day lives.
Cities are similar, though often times more intricate forms of technology are present with the occasional fantastical items. Still, even city dwellers are more likely to rely on common tools.
Overall, mundane trumps advanced. The greatest technological advancement and work in the world are currently the prototype airships that can sometimes be found throughout the larger, heavily populated and wealthy kingdoms.
These ships, resembling their sea faring cousins in all ways except for the massive balloons that help keep them airborne, see many different uses from the transportation of an exceptionally wealthy merchant and his goods to machines of war.
Their price of construction and complexity though ensure that only the richest lands have them, and never more then a handful.
In addition, flintlock pistols and other rudimentary guns can be found in the more technologically advanced areas, but are still to costly and unreliable to be in heavy use

Races
Races in the world of RMVX are comprised of regular humans and humans altered by the power of rifts into their own races. The rifts change them in many degrees, some having minor differences, such as being shorter or having pointed ears, mostly minor details. Others may be changed to the point of being wholly unrecognizable as once being human, as well as ceasing to be human entirely.
These changes are not sudden, but rather occurred a long time in the past. The end result was these "altered-humans" becoming their own race. However, these generally occurred in more secluded areas, and regular humans are still the dominant race in the world.
The exact number of different races and people within those races are unknown, due to most races' seclusion. However, some have been integrated into the outside world, with some areas having a higher distribution to humans and non-humans than others.
Nevertheless, regular humans are still the dominant race in the world by a fairly large margin.

Countries
Countries are the one aspect you can manipulate as you want. They will be displayed in the world map on your project is finished.
There are a few simple rules to creating countries. First, don’t make them very large on the WORLD MAP. A big country doesn’t have to take up much space in the actual reference map, and remember it’s not only or your use, there has to be space for everyone.
Second, don’t delimitate the country borders in extreme. Even if you do, remember others may have to muddle it up to make your country work with their games.
Third, NO ABSOLUTE EVERLASTING EMPIRES. Remember this world has to have space for everyone. We can’t have one big bully taking over the world, it prevents freedom to the rest of the developers.
There are ways around this: when we say ABSOLUTE, we mean superpowerful, magic, super duper uber powerful kingdoms. Empires rise and fall. You could make a kingdom that DID get quite big, but we ask you never take more space than you actually need. If you want to have ancient empires that crumbled, medieval empires with big bad warlords to make them collapse, that’s fine. But remember the world is a HUGE place, and what happens in a part of it need not affect the rest of the world.