“This world… It’s really not much fun anymore, is it…?”
“Hn… Not at all. These humans seem to be fine on their own these days… How boring…”
“Then let’s go and make a new one~!”
And so it was said that this world, Tarnell, was created…
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So, as you’ve probably guessed from the title, this is an RP that takes components from the DanMachi and Tate no Yuusha light novels and places them both into one world. This world, Tarnell, spans multiple continents and oceans and has the unique distinction of having the deities from Earth’s mythology exist in physical form alongside the humans; the area we’ll be focusing on (for now) will be the only one inhabited by known sentient beings- Velore. Your goal, as adventurers, is to explore the world of Tarnell and see if you can expose its secrets to the world… For better or worse.
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World and Races
Velore is a continent roughly the size of Australia, shaped by the gods to look something similar to a compass rose. Each direction indicated by this supernatural compass is the home of a different race.
To the North live the Dwarves, whose sturdiness and metalworking skills are unparalleled. Primarily influenced by the Nordic gods, the Dwarves have named their country Ænor. The region is filled with mountains and lakes, and at its core lays a massive tree not unlike the Yggdrasil from Nordic lore.
To the South live the Elementals, humanoid beings who each have a single elemental affinity. Though they appear to be human at first glance, their true forms are formless beings formed by their primary element. Heavily influenced by the Japanese gods, these Elementals have named their country Chiritsu. The country itself has multitudes of biomes to accommodate all types of elementals, but that hasn’t stopped the occasional civil war from breaking out. Elementals usually don’t use weaponry, often preferring to fight with magic stemming from their elemental strengths.
To the West live the Humans, who are identical to those that live on Earth. Since they were the first race brought over, no one single pantheon has influenced them too greatly. As such, they have no cultural language and usually only speak the common tongue (which ended up being English, for convenience’s sake). Their country is named Perun and is dotted by various hills and the occasional expansive plain. Rivers thread through the region, making farming a simple affair.
To the East live the Draconids, lizard-like humanoids who take characteristics from dragons of both Eastern and Western mythology. As with Elementals, they can maintain a human disguise, though they are usually given away by their lizard-like eyes and horns (so in the end it’s more a matter of preference). Some Draconids develop wings that give them the ability to fly, though the trait is relatively uncommon among the populace. Greatly influenced by Greco-Roman mythology, their country is named Stelaros. Its various beaches and lakes lend themselves to sustaining a fishing-based economy for the populace if necessary.
To the Northeast live the Fey, who are what we would consider to be fairies and the like. Neither the gods nor the people they created know where they originated from, and their language is a foreign concept to every god who’s tried to communicate with them. Their country is called the Grand Forest by the rest of the continent, seeing as how the entire region is a very dense deciduous forest with the occasional stream or pond hidden beneath the leaves.
To the Northwest live the Beastmen, beings that appear human but have various animalistic features such as tails, claws and the occasional animal ears. Often with sharpened senses and increased strength, Beastmen were primarily influenced by American deities and, as such, don’t have a name for what others consider their ‘country’. Most end up calling it the ‘Neverending Desert’, and for good reason. Many of the towns sustained by the Beastmen are only able to exist due to the existence of oases.
The Southwest is the home of the Elves; similar to their portrayal in most media, elves are usually tall and lithe, handling ranged weaponry and magic with ease. Elves were primarily influenced by Celtic deities and have thus named their country Shilwen. Shilwen itself is a country mostly made up of islands; as a result, most travel there is done by boat or by air. Similar to the Draconids, the elves have thus developed an economy based around fishing around the islands.
The next region, the Southeast, is home to the Aurea. The Aurea are unique in regards to the fact that they all have avian wings sprouting from their backs and are able to use them for flight. Primarily influenced by Egyptian deities, their country is named Nkher and is well-known for the large savannas that seem to go on endlessly to the edge of the continent.
Last, but not least, is the center of the rose. This neutral ground, dubbed Ermoia, is a mixing ground of people from across all eight regions. The region is rife with cultural diffusion and often bustling with activity due to the adventurers that are often seen entering and leaving the region. As a result of this diffusion, some half-breeds have come into existence (though their existence is usually frowned upon by society as a whole).
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The Gods
Gods are unique in regards to the fact that they are all over the world, not just Velore. Some deities decided to take the spotlight in the world, while others opted to step away from it. Either way, their existence in this world has given rise to two things.
1. Taking inspiration from the humans of their last home, these deities have implemented a system that allows them to quantify the abilities of the mortals who work under them. These statistics are only allowed to be modified by the gods who put them unto them, which has created a sort of guild system run by various gods.
2. Legendary weapons- tools used by the gods from their journeys on Earth- have had the powers of the Gods sealed into them by… Well, the Gods themselves. Often taking a form different from the weapon they were well known as, these legendary weapons are able to grow and develop if their wielder ‘feeds’ it with items from the world around them. However, only a single person is allowed to use the legendary weapon, and they obviously don’t get to choose what weapon they use. Once a legendary weapon is bound to a person, they are unable to use any other weapon to use in its stead. However, each legendary weapon comes with access to a hammerspace realm to store items in; furthermore, these weapons do not prohibit the use of magic. However, the traits of the weapon may diminish or amplify the effects thereof.
Unlike on Earth, not all deities play the same role as they did before. Some may have gotten bored of playing hero all the time, while others may have tired of playing the loser to the hero’s god-directed victory. On that note, not all deities retain the same primary appearance as they did on Earth.
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Mechanics
All monsters, be it in dungeons or in the world itself, have cores which can be applied to many uses in everyday life (similar to our batteries). The corpses they leave also serve as food and materials for equipment, which makes hunting and dungeon exploration a viable profession in this world.
A character can only make a pact with a single God- no more, no less. Making a pact allows for a character’s abilities to grow, but doing so usually ends up directing their relationships and occasionally their skills in a different direction. On that note, gods usually prefer those under them to work together rather than with those of other factions, but those opinions are always subject to change.
Each race has its own unique language, the rules of which usually don’t follow the standard languages that we all know of today. Though the words may sound similar, they can mean completely different things… Or not. The common tongue is English, which means that everyone should be able to understand one another perfectly fine regardless.
There are three stats that the gods can influence- Strength, Speed and Magic. The higher their numerical values go, the stronger a person is considered to be. There is no cap, but at the same time adventurers often find themselves hitting a wall and being unable to progress further. Fighting stronger enemies is usually a good way to overcome that, though.
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Form:
Name:
Age:
Race:
Appearance:
History(optional):
Personality:
Magic Affinity:
Preferred Weapon(s):
Strength (stat):
Weakness(stat):
Affiliation(Deity; leave blank for now):
Abilities (non-combative):
Other: