INTRODUCTION TO THE UNIVERSE
INTRODUCTION TO THE UNIVERSE
Fight Point is an open-world multiplayer roleplaying game set primarily on Prima, an immense world inhabited by countless civilizations, cultures, species, and beings, each with their own histories, ambitions, and conflicts.
The game takes place in a predominantly medieval-fantasy setting, where magic is a fundamental part of existence. Technological development varies greatly between civilizations. Some societies have advanced far beyond others, while certain regions remain isolated or preserve ways of life that have endured for thousands of years.
Fight Point takes its name from one of Prima's greatest human civilizations, the Kingdom of Fight Point, whose influence has shaped much of the world's history.
The game uses its own roleplaying system, FPRBRP (Fight Point: Reaction Based Roleplay), designed around freedom of action, dynamic encounters, and player decisions. Its mechanics are explained separately in the Gameplay and Mechanics sections.
Prima is a vast world consisting of numerous continents, island nations, seas, and territories. Beneath its surface exists an underground world with its own inhabitants and environments.
Across Prima, geography, culture, government, religion, and even the laws governing everyday life can differ dramatically between regions. Kingdoms rise beside ancient ruins, cities trade across enormous distances, and entire civilizations remain unknown to much of the world's population.
Prima also belongs to a much greater cosmos. Other planets, solar systems, dimensions, universes, and realities exist beyond the familiar world. Their inhabitants, civilizations, and the means of reaching them are subjects that players may encounter through exploration.
The blue moon Azura is one of Prima's defining celestial bodies. Its cycles influence the flow and strength of mana, affecting magical practices throughout the world.
One of Prima's most fundamental characteristics is the absence of natural death through aging.
Living beings do not simply grow old and perish. Individuals can survive for thousands of years, provided that disease, starvation, violence, accidents, or other causes do not end their lives.
Consequently, history holds a different meaning in Prima. Someone who witnessed the destruction of a kingdom thousands of years ago may still be alive. Rivalries can endure for centuries, traditions can be preserved by those who first established them, and the consequences of past events can remain painfully immediate.
The existence of gods is a known reality. Divine beings have influenced the world throughout its history, and their presence continues to shape religion, politics, culture, and everyday life.
Religious traditions vary between peoples and civilizations. Individuals are free to devote themselves to a deity, follow their own beliefs, question divine authority, or reject worship altogether.
Heaven, Hell, and other realms beyond mortal life are also part of the universe, with death carrying consequences that extend beyond the physical world.
Among Prima's human civilizations, the Kingdom of Fight Point holds a particularly influential position.
Its monarchy possesses a unique relationship with the divine. The King and Queen receive their authority through the gods, and the kingdom's ruling tradition is closely associated with two fundamental concepts: creation and death.
The King is associated with the First Flame, while the Queen represents the Beginning of Death.
For many years, the kingdom has been governed by Queen Lucy Elizabeth Von Dominica, in the continued absence of a reigning King.
The kingdom is only one part of a much greater world. Beyond its borders exist independent nations, rival powers, ancient institutions, religious orders, and countless societies with their own interests and relationships.
Players will have the opportunity to learn about these civilizations through travel, investigation, conversation, and direct involvement in the world.
Fight Point has an evolving history, influenced by events that occur during actual gameplay.
Major World Events take place periodically, bringing developments capable of changing entire regions, nations, and sometimes the course of world history. Smaller events occur throughout the year, and their consequences can continue to develop long after the original circumstances have passed.
Players themselves can contribute to these changes.
There is no absolute narrative protection placed upon the world's characters, locations, or institutions. A ruler can be overthrown, a settlement destroyed, a new organization established, or an existing political order challenged.
Such ambitions require the necessary means, preparation, opportunities, and capabilities. Every action takes place within the world's circumstances and carries consequences.
The history of Prima is continually being written, and players are among those who may influence it.
Your character's purpose is ultimately yours to determine.
You may become an adventurer, mercenary, scholar, merchant, craftsman, sailor, farmer, politician, or pursue countless other occupations and ambitions. You may establish a home, join an organization, form relationships, travel between nations, acquire knowledge, build a reputation, or devote yourself to a personal cause.
Your character can develop through combat, exploration, work, study, and interaction with others. Their experiences can influence their abilities, relationships, personality, and understanding of the world.
You are free to pursue even extraordinary ambitions, provided you can find a way to accomplish them.
Much of Prima's history and many of its secrets are deliberately left for players to discover within the game. Knowledge belongs to the characters who acquire it, and what you learn through your experiences may become just as valuable as your character's abilities.
Your story begins somewhere in Prima. Where it leads, and what remains of it afterward, will depend on the life you choose to live.
Prima's blue moon, Azura, follows a lunar cycle lasting 60 days. It passes through six recognized phases: Nullglow, Tidewake, Halfbind, Full Azura, Fadetarge, and Glimarch.
The moon's changing phases influence the strength and behavior of mana throughout the world. Spellcasters may experience fluctuations in their magical abilities depending on Azura's current phase.
As a result, the lunar calendar holds considerable importance for magical practices, religious observances, and individuals whose professions depend upon mana.
The Woundwheel, sometimes called Six Sorrows That Turn the World, is a system of six symbolic afflictions associated with the circumstances and psychological tendencies of individuals.
It serves a purpose somewhat comparable to a horoscope: characters are assigned a particular Wound according to the date of their creation.
Each Sorrow lasts 60 days, completing a full Woundwheel revolution every 360 days.
Woundwheel Days
Betrayal
1–60
Loss
61–120
Regret
121–180
Hunger
181–240
Mourning
241–300
Acceptance
301–360
A character assigned Acceptance, for example, may be inclined toward accepting circumstances, making peace with the past, or finding ways to continue despite difficult experiences.
A character assigned Betrayal might instead have a personal story or psychological disposition involving broken trust, suspicion, or loyalty.
A Wound can serve as a foundation for characterization and roleplaying, while leaving room for the individual's personality, experiences, and development.
The Woundwheel runs through its six Sorrows in succession, independently of the civil calendar.
The world of Prima follows the "Azurian Calendar"
Prima uses the Azurian Calendar, a system of timekeeping consisting of four seasonal months, each lasting 91 days, for a total of 364 days per year.
Each week contains seven days, and each month consists of exactly thirteen weeks.
The four months are:
Serpent's Cycle: The Month of Tradition.
Dragon's Cycle: The Month of Glory.
Fox's Cycle: The Month of Remembrance.
Peacock's Cycle: The Month of Purity.
Gold serves as the primary monetary standard within the Fight Point economy. The value of goods, services, and transactions is generally expressed in gold, although individual nations and communities may maintain their own trading practices.
For transactions involving larger sums, various forms of valuable crystals are used as higher denominations of currency. Each recognized crystal denomination represents a specified amount of gold, allowing substantial wealth to be stored, transported, and exchanged more conveniently.
Merchants and commercial establishments may possess specialized tools capable of carefully cutting or dividing crystals into smaller portions, facilitating transactions that require more precise values.
The table below lists the established crystal denominations and their corresponding gold values.
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| Crystal Name | Gold Value (g) |
| :--- | :--- |
> | Gold | 1 |
> | Gold Piece | 10,000 |
> | Solta Crystal | 25,000 |
> | Tarnit Crystal | 50,000 |
> | Dragon Crystal | 100,000 |
> | Volkarite Crystal | 150,000 |
> | War Crystal | 350,000 |
> | Tenebris Crystal | 500,000 |
> | Desert-Stone Crystal | 750,000 |
> | FP Crystal | 1,000,000 |
> | Amber Crystal | 2,000,000 |
> | Jade Crystal | 3,000,000 |
> | Memory Crystal | 5,000,000 |
> | Pain Crystal | 7,500,000 |
> | Divine Crystal | 10,000,000 |
> | Apocalypse Crystal | 15,000,000 |
> | Stardust Crystal | 25,000,000 |
> | Ash Crystal | 35,000,000 |
> | Hell Crystal | 45,000,000 |
> | Blue Flame Crystal | 50,000,000 |
> | First Flame Crystal | 65,000,000 |
> | First Order Crystal | 75,000,000 |
> | Time Crystal | 90,000,000 |
> | Star Crystal | 100,000,000 |
> | Heaven Crystal | 250,000,000 |
> | Black Crystal | 500,000,000 |
> | Void Crystal | 750,000,000 |
> | Etyr Crystal | 1,000,000,000 (1B) |
> | Dream Crystal | 2,000,000,000 (2B) |
> | Sun Crystal | 3,000,000,000 (3B) |
> | Tear Crystal | 5,000,000,000 (5B) |
> | Meteorite Crystal | 7,500,000,000 (7.5B) |
> | Soul Crystal | 10,000,000,000 (10B) |
> | Eternity Crystal | 15,000,000,000 (15B) |
> | Eternal Crystal | 25,000,000,000 (25B) |
> | Godslayer Crystal | 100,000,000,000 (100B) |
> | Fate Crystal | 500,000,000,000 (500B) |
> | Omni-Crystal | 1,000,000,000,000 (1T) |
> | Epoch Crystal | 2,500,000,000,000 (2.5T) |
> | Source Crystal | 5,000,000,000,000 (5T) |
> | Universe-Breaker Crystal | 7,500,000,000,000 (7.5T) |
> | Cosmo Crystal | 10,000,000,000,000 (10T) |
> | Awakening Crystal | 15,000,000,000,000 (15T) |
> | Supreme Crown Crystal | 25,000,000,000,000 (25T) |
> | Reality Crystal | 100,000,000,000,000 (100T) |
> | First Hearth Crystal | 250,000,000,000,000 (250T) |
> | Azurite Crystal | 500,000,000,000,000 (500T) |
> | Antimatter Crystal | 1,000,000,000,000,000 (1 KT) |
> | Millennial Crystal | Priceless |
Prima is home to numerous political, philosophical, and social movements, each offering different interpretations of civilization, authority, freedom, justice, and the relationship between individuals and society.
These ideologies have emerged from different historical circumstances, cultures, conflicts, and schools of thought. Some have influenced entire nations, while others survive through smaller organizations, political movements, or individual advocates.
Players may adopt any of these philosophies when developing their characters, regardless of whether their beliefs are consistent with the ideology's traditional interpretation. Characters may also reject established doctrines, combine different schools of thought, or develop entirely new convictions through their experiences.
The following are some of the recognized ideological movements within Fight Point.
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Political Essence: Anthropocentric Autocracy.
Doctrine: State resources are primarily funneled into human settlements. Other races are classified as "guests" or "second-class citizens." Laws prioritize "human dignity" above all else; for example, a human harming an elf carries a lighter sentence than an elf harming a human.
Motto: > "First Blood, First Right."
Political Essence: Meritocratic Technocracy.
Doctrine: Leadership positions are determined by magical capacity rather than examinations. The High Council consists of deans from the most powerful arcane academies. Those unable to perform magic are relegated to the "labor class." State investments focus on mana sources and academia rather than traditional sectors like agriculture.
Political Essence: Secular Democratic Resistance.
Doctrine: They reject hereditary systems and claims of divine right. They oppose the concept of a "God-chosen King" in favor of councils elected by the people. As an active opposition party, they demand the seizure of religious properties and the removal of religion from the education system.
Political Essence: Despotic Meritocracy.
Doctrine: In a society governed by this ideology, the concept of "rights" does not exist, only "capacity." Laws are written to remove obstacles for the strong rather than protect the weak. Public services, social aid, and minimum wage are banned as they are seen as "disrupting the natural balance." If you cannot defend your property, it legally passes to the person who kills you for it. Based on the legacy of General Vhalrik, the military is a tool for "harvesting" rather than defense.
Political Essence: Garrison State Model.
Doctrine: The distinction between civilian and military disappears; every citizen is a soldier. The tax system is entirely designed to sustain the army. "Preemptive strike" is the official state doctrine; potentially threatening neighbors are occupied for "defensive purposes."
Motto: > "The Drawn Sword is the Strongest Shield."
Political Essence: Fight Point Fanaticism.
Doctrine: The existence of the kingdom is more sacred than the existence of the individual. Dissent is considered high treason. The economy is fully indexed to the war industry. Laws are draconian; disrespecting the leader or the Fight Point flag can result in execution.
Political Essence: Technofuturist Survivalism.
Doctrine: Traditions, religion, and ethics are discarded if they lower "survival efficiency." Resource management is purely mathematical; the terminally ill or non-productive individuals may be deprived of state support. Since progress is seen as the only way to survive, R&D spending is maximized.
Political Essence: Diplomatic Pacifism.
Doctrine: Military budgets are kept to a minimum, while massive funds are allocated to libraries and arts centers. Violent crimes result in "re-education" rather than imprisonment. In foreign policy, they never initiate war, protecting themselves through economic and cultural embargoes instead.
Political Essence: Commercial Anarcho-Capitalism.
Doctrine: The state’s sole duty is to protect trade routes. Justice is purchasable; taxes are voluntary (or non-existent). Cities are "free zones" managed by great merchant guilds. There is no legal protection for those without wealth.
Note: Currently, no settlement in the world fully implements this; the term is generally used as an insult directed at the greedy.
Political Essence: Anti-Clerical Socialism.
Doctrine: They forbid the worship of gods and the offering of sacrifices. They replace "fear of god" with "human justice." They aim for a classless society, operating on the principle: "Since even the gods do not favor us, we must favor one another."
Political Essence: Radical Libertarian Communism (Statelessness).
Doctrine: While the Crownbreakers seek to change "the system," Xharyst’s aim to completely dismantle it. They do not recognize borders, title deeds, or symbols of rank. In Xharyst regions, there are no parliaments or kings; decisions are made in local folk assemblies without hierarchy. Resources are distributed according to need based on the principle that "property is theft." Paying taxes or saluting a flag is considered the ultimate betrayal.
Motto: > "Break Your Chains, Bury the Kings."
Political Essence: Radical Cosmopolitanism.
Doctrine: Inter-species marriages are encouraged by the state and receive tax incentives. Promoting "pure blood" is considered a hate crime. The ultimate goal is to create the "New Being," a creature possessing the traits of all species.
Political Essence: Pureblood Nationalism (Apartheid).
Doctrine: Strict border controls and bans on inter-species relations. Each species is required to live within its own designated region. Mixed-blood individuals (hybrids) are stripped of citizenship or exiled.
Motto: > "Protect Your Roots, Do Not Pollute the Blood."