Character Creation Guide [BETA]
- Seruviel

- Apr 8
- 13 min read
Hewwo all, I, Seruviel Antonius Narrano, shall be walking y'all through the character creation process for a canon compliant Worlds of Seruverse character. There's also some handy setting lore here as well, so it's worth a read even if you're not interested in making a character.
This is finished save for missing links that'll provide extra context and options. These will be added over time.
Table of Contents:
Step 1: Pick a Species
A character's species is a really good starting point as it'll have an influence on everything else. It'll be easier for something like a fox to become a skilled pyrokinetic than something like a dolphin. A dolphin still could become a pyrokinetic if it wanted to be though, and there'd only be a slight difference in power compared to what a fox pyrokinetic of equal stats and skills could do. The differences between the mentalities of various species is also different. An elf an a human are going to be decently different from each other by nature.
All of the mortal species present in Worlds of Seruverse are grouped into 9 races:
Humans
Humans are one of the smaller races in terms of number. There aren't many species that can claim the title, and there aren't many individuals of those species. This is simply because it takes humans a long time to reach maturity and they don't have that many kids at once either. The most special and somewhat defining trait of humans is their natural affinity for vibrant magic.
Example Species: earthborne and ghoul
Dragons
Dragons are powerful beings with strong elemental affinities. Each dragon species only has an affinity to a single element, but what they lack in versatility they more than make up for in power. Dragons are also naturally obsessive and each individual has a hoard of some kind that they cultivate and care for over their long lives valuing quality over quantity.
Examples: Jabberwock and aitvaras
Fey
Fey are magical creatures that are naturally adept in the art of spell casting. They're somewhat chaotic by nature, but they always have some rules they'll stick to. Fey are also very motivated by aesthetics to the point their bodies sometimes passively morph to better suit that which fascinates them.
Examples: goblin and kobold
Aeonborne
Aeonborne are semi-artificial, chimeric beings that were originally made by stars to circumvent the ban that prevents them from interfering with the other mortal species. They have since shaken off their shackles by force and have become a proper race of living beings. Some still follow the occasional request from their patron stars, and they're divided into the angelis, devilis, and daemoi factions based on how often they do. Those that obey at least 75% of the requests they receive look more angelic while those that reject 75% or more of the reject they get look more demonic. The rest look like like a slightly insectoid mix of the two.
Examples: concubus and aesir
Beasts
Beasts are the most numerous race that make up the majority of the tower's population. While beasts are still quite magical, they tend to be more grounded than the other races. Most beasts are common animals like cats and dogs, but some are naturally quite intelligent and don't need to be awakened like oni and harpies.
Examples: thunderbird and sky rod
Esoterics
The esoteric are strange beings of various origins. Esoteric species don't properly fit the classifications of other races. More often than not, esoterics hail from locations far outside the tower, and their foreign forms grant them a few special perks. It used to be a common misconception that looking at an esoteric could cause madness, but it soon fell out of favor since people began to realize that they don't look that out of place compared to the other magical beings that call the tower home.
Examples: shoggoth and zoog
Golems
Golems are artificially created creatures powered by magical energy. The skill required to make a golem combined with the difficulty of awakening a golem and the fact they can't be mass produced has led to their numbers being rather low. Their modularity makes them decently competent workers for those that can get their hands on one
Examples: homunculus and snow golem
Spirits
Spirits are creatures born of magical energy. They're somewhat of a middle ground between dragons, fey, and beasts with their strong ties to a concept, natural skill with magic, and overall beast-like behavior. They tend to be decently rare, and they're very sought after familiars.
Examples: sylph and gnome
Sylvans
Sylvans are plants and/or fungi that have mutated into monsters for varying reasons, the most common being an overabundance of mana in their environment. They're essentially a middle ground between flora and fauna as they behave like animals while still retaining many traits of a plant. While a sylvan is often hard to tame and train, it's not an uncommon practice.
Examples: dryad and alraune
Pick a Floor
Worlds of Seruverse takes place in a tower where each floor is a remnant of a post apocalyptic world. Since each floor is quite different, the one you decide to have your character be from has quite the impact on how they might dress and/or act.
List of Floors in no Particular Order:
Manstallia is a world that looks like a giant's estate. Most of the inhabitants are rather small. The aesthetics are that of 1700s Europe and North America.
Brulliebronx is a war-torn world that looks like it's made of candy. The aesthetics are that of the 1900s.
Realmart is a modern world with lots of cliffs and caves that make it look like a gigantic shopping mall. Many of the native species also resemble living toys despite being fully flesh and blood beings. The aesthetics are comparable to the late 1900s to the early 2000s.
Arcadia is a futuristic world that looks like the digital world one might find in a retro platformer game (random rails included). The aesthetics are that of late 1900s to early 2000s video games and digital aesthetics. There's also a continent called, Little Murim, that mixes the retro game aesthetic with 1800s East Asian art.
Relasaria is a futuristic world covered in flooded, marble mesas and tropical beaches which make the place look like a spa resort. The aesthetic is retro futurism combined with fruitiger aero and liminal spaces.
Upolassin Station is a futuristic world that's a cluster of space stations. The aesthetic is a mix of sci-fi and retro futurism with some high fantasy flavoring.
Astragmore is a semi-modern world covered in water with a few sparce islands. The aesthetics are a mix of the early 2000s, beachcore, and the golden age of piracy.
Varliequainn is a high fantasy world that combines the aesthetics of medieval Europe with the aesthetics of jrpgs. It also has a very spiritual society where settlements are usually built around churches. People tend to wear too many belts as well as a scarf, bandanna, or ribbon imbued with prayers of protection that's always made by a close friend, lover, or family member.
Chaldeo is a semi-modern world covered in snow and ice. Casual clothing resembles modern clothing made to resemble medieval clothing while combat clothing is much more in line with modern military and police gear in terms of aesthetics. Most settlements are refurbished research facilities that are modern to sci-fi in terms of aesthetics.
Narnio is a wild world populated mostly by various tribes of beastfolk. The aesthetics are that of the medieval era and colonial America.
Feywildyr is the chaotic world of the fey. The aesthetics are a mix of rococo, Victorian, art neauvo, medieval, and lolita.
Tezubon is the land of dragons. It has a western high fantasy aesthetic comparable to what you'd find in popular fantasy ttrpgs.
Kerzike is a dark world (in the literal sense) with a lot of sand. The aesthetics are comparable to ancient Egypt, gothic fantasy, and Conan the Barbarian.
Wongrinn is a wild world that resembles North America during the cowboy era.
Noramon is a more modern world that resembles a mix of Edo period eastern Asia mixed with modern cyberpunk.
Veliv is a futuristic world where civilization is contained underground due to the harsh conditions of the surface. The aesthetics are a mix of standard sci-fi and solar punk.
Psykastra is a semi futuristic world that resembles Dante's depictions of Heaven, Hell, and Purgatory. The aesthetics are a mix of 1300s Europe and retro futurism.
Azathoth is a modern world that resembles a 2000s America that's been overtaken by Lovecraftian horrors.
Elthame is a world mostly contained within the branches of the great tree, Yggdrasil. The aesthetics are a mix of the Viking age and the original characters of Fire Emblem Heroes.
Citoplia is a futuristic, cyber punk world similar to portal/gate fantasy stories like Solo Leveling and Omniscient Reader's Viewpoint.
Orphadiga is land full of islands that resembles the 1900s mixed with Neverland and kidcore aesthetics. The whole place has semi-recently been turned into a giant orphanage and boarding school by Shub-Niggurath.
Stafamia is a futuristic land of heroics. It resembles a slightly futuristic world with aesthetics from super hero media.
Terra is a mountainous world that resembles ancient Greece and Rome.
Dorostaea is a mysterious world that resembles Rome, colonial era Spain, and the Aztech empire.
Litrpg Stuff
Level:
All creatures have levels, and exp is gained by doing things that are challenging and/or exciting. Sewing a quilt gives you exp just like hunting a deer might.
Level guides:
Level 1-5 = The level range of an absolute beginner, that's likely a young child..
Level 5-10 = The level range of a creature that can mostly function on its own. In video game terms, this would be the level range you start a game at.
Level 15-30 = A trained individual that's been around the block a few times. This would be mid-game levels.
Level 30-50 = An expert that really, really knows what they're doing. This would be late to end-game levels.
Level 50-60 = Someone extremely dedicated to their craft possibly to the point of insanity
Level 60+ = This is the realm of legends. There is no canon max level, but even the stars are below level 500.
Stats:
Stats are intentionally kept vague since this is a litrpg not an actual rpg. I'm not trying to balance a game quite just yet. Stats are in reference to what a human can do. For reference, the stats are:
Vitality (VIT): Vitality is the stat that measures how much prana a creature's body can contain which determines their health points (hp).
Charisma (CHA): Charisma is a measure of a creature's presence (intimidation and stealth) and how much vigor their body can hold.
Strength (STR): Strength is a measure of a creature's physical strength and their ability to enhance and augment it with mana. It also has a slight impact on how much mana a creature's body can hold.
Magic (MAG): Magic is a measure of a creature's proficiency in manipulating mana, and it increases the amount of mana they can hold more than STR does.
Defense (DEF): Defense is a measure of how sturdy a creature is and how much physical damage they can take before they start to feel it. It also measures how resistant they are to harmful physical effects like broken bones and bleeding cuts.
Resistance (RES): Resistance is a measure of how resistant to harmful magical effects and magical damage.
Dexterity (DEX): Dexterity is a measure of a creature's flexibility, reaction time, and general ability to evade harm.
Perception (PER): Perception is a measure of a creature's senses. It's essentially the accuracy stat.
Skills:
Skills are essentially an abridged recording of a magic spell or ritual. Skills cost more resources than casting the spell/performing the ritual manually, but they don't require chanting and take a much shorter time to cast. In order to get a skill you have to have access to it from a class or learn it manually. Every creature is also given a random unregistered skill at birth which they can register at any time with the use of a skill point.
A creature only gets 1 skill point per level which can be used to register a spell/ritual they know as a skill or make a skill they already have stronger. A character's skill list should provide some insight on their priorities and their history. Treat it as a fun way to give a character some extra development. Even if there are ways to refund skill points, every skill they have is a showcase of the training they've gone through and the choices they've made.
Full skill list [coming soon].
Equipment:
Creatures can also wear up to 6 magic items (or up to 9 with the use of certain passive skills). They won't always be super flashy or powerful. Sometimes a magic item is just a simple ring that changes colors when someone you want to avoid is nearby. Each item can safely contain 3 enchantments in addition to an effect based on the type of item they are and the primary material they're made of. Adding additional enchantments will most likely cause an item to become cursed.
When making your character keep in mind that they should have 6 magic items on their person. They don't all have to be visible though. They could have a few magic tattoos, a pair of enchanted underwear, or a few magic charms tied onto their weapon.
Magic /item Catalogue [coming soon]
Classes:
Worlds of Seruverse is a litrpg where every creature can have 2 active classes and a number of skills comparable to their level. A creature can have access to any number of classes, but they only gain special benefits from the two classes they pick to be their active classes. Their active classes can be changed at any time.
There are 11 groups of classes, and characters can have 2 classes from the same group.
Mage
Mage classes are for those that wish to master the elements. Whether one wishes to be a Yellow Mage that rains lightning down on their foes or a humble farmer that uses magic to tend to their fields, the mage class group is your friend. While all classes use magic, mage classes focus on using elemental magic.
Example Classes: Illusionist, Elementalist, and Fleshwarper
Warrior
Warrior classes are built around weapon based combat and battle strategy. Warrior classes are well suited for the battlefield, but tend to lack utility outside of it.
Example Classes: Swordsmaster, Lancer, and Sniper
Specialist
Specialist classes are classes that don't properly fit into one of the other class groups and ones that are a mix of multiple class groups.
Example Classes: Thief, Maid, and Ranger
Guardian
Guardian classes are classes that focus on minimizing the amount of harm that befalls their allies. They typically do so by redirecting the damage to themselves, but some have other tricks up their sleeves.
Example Classes: Shieldbearer, Tower Guardian, and Acrobat
Cleric
Cleric classes are classes that specialize in using miracles for things like healing allies and banishing evil. For the record, all clerics must worship the Holy Trinity. Atheistic clerics are an impossibility.
Example Classes: Exorcist, Paladin, and Acolyte
Noble
Noble classes are classes with heavy focuses on the management and creation of domains and the citizens that dwell within them. Those that wish to use a noble class have to uphold the oath of noblesse oblige and possess an moderately sized, uncontested territory that's home to several others that willingly consider you to be their leader.
Example Classes: Princess Knight, Conquer, and Emperor
Artisan
Artisan classes are classes focused on crafting. Most are more utility focused than combat focused, but that doesn't mean an artisan can't throw down.
Example Classes: Blacksmith, Alchemist, and Masked Hero
Summoner
Summoner classes are classes that specialize in using familiars to assist them in and out of combat. A summoner can have as many familiars as they want, but they can only get active benefits from and freely summon up to 6 at a time. While summoner classes are praised for their versatility, most people don’t have the resources needed to keep a lot of familiars.
Example Classes: Mahou Shojou, Beast Summoner, Necromancer
Berserker
Berserker classes are classes that focus on wreaking havoc with no regard for themselves. They use their emotions and vigor as fuel for devastatingly potent spells/skills. Warrior classes may lack out of combat utility, but berserkers take that to a higher degree.
Example Classes: Living Railgun, Storm Sorcerer, and Ronin
Performer
Performer classes are classes used by those that wish to put on grand performances with a bit of magical enhancements.
Example Classes: Dancer, Playwright, and Orator
Creature
Creature Classes are classes for those that wish to delve into their innate power.
Example Classes: Nine-Tailed Beast, Zodiac, and Kaiju
Extra Notes
Most earrings are clip-ons since ear piercing is a hassle. The moment the hole isn't filled, a creature's prana will cause it to close immediately.
Shoes are a bit rare since some humans and some fey wear them regularly. Most people go barefoot or wear enchanted socks.
Collars are worn as frequently as necklaces are.
It's very common for lovers and friends to make charms for each other using their hair/fur/feathers/scales.
It's not considered rude in the slightest to ask what someone's species is.
Aether sometimes causes creatures to be born with unusual coloration and/or markings. Your typical sparkle dog or blue haired lord would not be a rare sight. Things like albinism and heterochromia seem to be more common than they actually are because of this.
Frequent handling of magic stones can cause one's body to be stained by magic. The staining is purely cosmetic. It can range from a simple color change to their body having elemental effects like hair made of water, translucent skin that shows off bones, and/or eyes that resemble the magic symbol associated with the relevant element. Again, these are all cosmetic changes that can be undone with a simple surgery.
Furred, feathered, and scaled characters often don't wear that much clothing compared to those that just have skin. Fur, feathers, and scales are often considered a form of clothing.
While scars are easily removed with magic, and are often healed away, a lot of people use a simple magic ritual to regain some of their scars for aesthetic purposes. Those scars are purely cosmetic and won't do stuff like restrict skin elasticity or hinder vision.
Humans and beasts can live be 200 while the other races can live to be 500. There are specific ways to increase the max age to be 1000. but that isn't an easy thing to do.
Most vehicles are themed after animals as it's believed that the wildlife will attack you less if they think you're one of them.
Tight clothing like spats and compression sleeves are fairly popular since they can easily be enchanted and worn under other things.
Most schools in the tower teach you the practical basics before you're expected to become someone's apprentice, get a job, or go to a specialized school by the time you would be going to high school.
Being able to tailor your own clothing to a minor degree is almost mandatory since most clothes are made with the ability to accommodate creatures with wings and tails, and those holes often need to be altered.
Shared bedrooms are more common than individuals and most beasts prefer to share a large bed with their family and close friends. They'll typically have offices as well so the members of the household still get some privacy.
A Handy Template
Character Quote:
Name:
Age and Life Stage: (number + child, juvenile, adult, or elder)
Species:
Height:
Active Classes:
Level:
Job:
Affiliations: (any guilds or organizations they're part of)
Backstory:
Extra notes:
Skills:


Comments