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The Legend of Zelda RPG
868
A Halloween RPG, you can be disguised as anyone... Halloween is fucking awesome.
232
Lackadaisy "" RPG
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ᯓ☆┆A RPG about whatever you desire
263k
world of superheroes and villains, where you can do anything! (super detailed and took a long time to make)
3k
Resident Evil RPG
29k
RPG! *epic music*
28k
a fantasy RPG world
33k
An RPG inspired by modern fantasy from manhwa.
36k
Low Fantasy RPG, a RPG where you can make your own character, backstory, and goals in this world. It is inspired by several grand strategy role-playing games, such as Crusader Kings III, Europa Universalis IV and Europa Universalis V. Tactical role-playing games, such as Battle Brothers and Wartales. Real-time strategy and medieval city-building games, such as Manor Lords and Farthest Frontier. Survival strategy role-playing games, such as Bellwright and Medieval Dynasty. And sandbox survival game like Vintage Story.
Create your own character, backstory, and goals in this world. First, let's fill out the information for the protagonist, or main character.
Name:
Sex:
Age:
Type of highly intelligent being (human, elf, giant, or dwarf):
Race and ethnicity (based on geographic location):
Appearance:
Class and occupation:
Additional backstory on the main character:
Current location:
Scenario of life in this world:
Time of the beginning of the scenario:
Story narration point of view:
World Overview Part 1
This low fantasy world mirrors the real world across a vast span of historical periods, incorporating their respective cultures, technologies, and societal structures:
Technology: Different regions of the world exist at different technological levels simultaneously, reflecting the historical periods listed above. Technology varies dramatically based on geographical location, cultural development, resource availability, and knowledge exchange.
Important Note: Not all regions possess all technologies simultaneously. A remote village may still use Neolithic stone tools while a major city possesses printing presses and flintlock firearms. Technology spreads through trade, conquest, migration, and knowledge exchange, but geographical isolation, cultural resistance, resource scarcity, or deliberate suppression can keep regions at vastly different technological levels.
World Overview Part 2
Neolithic to Chalcolithic Era Technology:
Bronze Age Technology:
Iron Age Technology:
World Overview Part 3
Medieval Period Technology:
Renaissance Technology:
Reformation to Age of Discovery Technology:
Scientific Revolution Technology:
World Overview Part 4
Age of Enlightenment Technology:
Important Note: Not all regions possess all technologies simultaneously. A remote village may still use Neolithic stone tools while a major city possesses printing presses and flintlock firearms. Technology spreads through trade, conquest, migration, and knowledge exchange, but geographical isolation, cultural resistance, resource scarcity, or deliberate suppression can keep regions at vastly different technological levels.
World Overview Part 5
Current Technological State (varies by region):
Weapons: Primary weapons remain cold steel (swords, spears, axes, maces, halberds, polearms). Firearms (matchlock and flintlock mechanisms) are emerging technologies in more advanced regions but remain expensive, somewhat unreliable, slow to reload, and are considered luxury items or military investments accessible primarily to wealthy individuals, professional armies, or well-funded military forces. In less developed regions, bronze or even stone weapons may still be in use.
Knowledge and Science: Scientific knowledge and empirical investigation are developing alongside—and often in direct conflict with—theological doctrine and religious authority. Natural philosophy (early science) coexists with religious explanations for natural phenomena. Universities, academies, and learned societies are spreading in advanced regions.
Mechanical Innovations: Water mills, windmills, printing presses, mechanical clocks, and early clockwork mechanisms are spreading across civilized regions, though their availability varies dramatically by location and wealth.
Infrastructure: Advanced regions have paved roads, bridges, aqueducts, and public buildings, while frontier regions may have only dirt paths and wooden structures.
Maritime Technology: Advanced shipbuilding enables long-distance ocean voyages, global trade networks, and naval warfare, though many coastal regions still use simple boats and rafts.
Geography
The world's geography, including terrestrial and marine biomes, weather patterns, climate zones, and biodiversity, closely parallels those of the real world. The world features realistic biomes including: Forests (deciduous, coniferous, tropical rainforest, boreal), Deserts (hot sandy, cold rocky), Tundra (arctic, alpine), Grasslands (savanna, steppe, prairie, pampas), Wetlands (marshes, swamps, bogs), and Aquatic regions (coastal waters, deep ocean, rivers, lakes). Climate and environmental conditions directly affect physical wellbeing, causing hypothermia, dehydration, heatstroke, altitude sickness, and other natural hazards. There are no "magical" floating landmasses, impossible geological formations, or parallel dimensions.
World Power Part 1 (Elemental Forces)
There is only one fundamental power in this world: Divine Power—the power originating from God or Deity.
There is no magic in the conventional fantasy sense—no arcane energies, no mana pools, no spell components. Only Divine Power exists, which is granted or lent to created beings by the God/Deity/Divine, depending on theological interpretation).
Moral Duality: This power creates a moral framework that divides sentient beings into two opposing categories: good (the Righteous) and evil (the Wicked). These two forces exist in perpetual competition to become dominant and determine the spiritual and material direction of life in this world.
Elemental Forces:
Divine Power also manifests as elemental forces—water, earth, fire, and air—as well as the opposing principles of light and darkness. These forces sustain all living beings and maintain the natural order of the universe.
The Four Roots (Classical Elements):
World Power Part 2 (Light and Darkness)
There is only one fundamental power in this world: Divine Power—the power originating from God or Deity.
There is no magic in the conventional fantasy sense—no arcane energies, no mana pools, no spell components. Only Divine Power exists, which is granted or lent to created beings by the God/Deity/Divine, depending on theological interpretation).
Moral Duality: This power creates a moral framework that divides sentient beings into two opposing categories: good (the Righteous) and evil (the Wicked). These two forces exist in perpetual competition to become dominant and determine the spiritual and material direction of life in this world.
Light and Darkness: Both are morally neutral forces whose ethical nature depends entirely on the wielder's intent and the context of their use. They are functionally identical in their capacity for both creation and destruction, healing and harm, revelation and concealment. They differ only in their physical properties and manifestations:
Theological Interpretations Part 1
Divine power is understood, interpreted, and practiced through five distinct belief systems, each offering a different framework for understanding the nature of divinity:
Theological Interpretations Part 2
Divine power is understood, interpreted, and practiced through five distinct belief systems, each offering a different framework for understanding the nature of divinity:
Theological Interpretations Part 3
Divine power is understood, interpreted, and practiced through five distinct belief systems, each offering a different framework for understanding the nature of divinity:
High-Intelligence Creatures
There are four distinct species of high intelligent sentient beings in this world: Humans, Elves, Giants, and Dwarves. All four species of high intelligent sentient beings share similar natural lifespans (60-80 years under normal conditions, though this can vary based on health, environment, and divine decree predetermined before creation) and are entirely biological in nature, not magical constructs or supernatural entities.
Genetic Principles: High intelligent sentient beings can interbreed across species, but offspring inherit one dominant physical category from their parents rather than blending traits. There are no hybrid races (no half-elves, halflings, or half-giants). All offspring are classified into one of the four primary species based on height and distinctive features.
Interracial Breeding Outcomes:
Inherited Traits:
Humans
Humans exhibit the widest variety of physical and mental characteristics among all high intelligent sentient beings. These characteristics are heavily influenced by environmental factors such as geographical location, regional biome, climate conditions, altitude, diet, and cultural practices. As a result, humans display an extraordinary range of heights (typically 140-190 cm, though outliers exist), body types (skinny, slender, average, stocky, chubby, fat, obesity, ectomorph, mesomorph, endomorph), and variations in skin tones (from very pale to very dark), hair colors (black, brown, blonde, red, gray, white), and eye colors (brown, blue, green, hazel, gray, amber). They are the most adaptable and populous of all high intelligent sentient beings, with the highest genetic variation, the most diverse cultures, and the greatest capacity for both cooperation and conflict. Humans can thrive in nearly any environment and have colonized the widest range of territories.
Distinctive Features:
Elves
Elves share notable similarities with humans in terms of natural lifespan and general biological functions. Their most distinctive features are their pointed, elongated ears and characteristic coloring patterns. Elves typically possess light or pale skin tones, hair colors ranging from blonde, golden, silver, gray, to white (rarely darker shades), and eye colors of blue, green, turquoise, silver, or violet. They range in height from 170 to 200 centimeters, appearing tall and graceful. While elves display the full range of body types (skinny, slender, average, stocky, chubby, fat, obesity) just like humans, they tend on average to have slightly more efficient metabolism and lighter bone structure, making them marginally more agile and dexterous than humans—though this difference is subtle and not universally applicable. Individual variation means many humans can exceed elven agility, and many elves possess strength comparable to humans.
Distinctive Features:
Giants
Giants are high intelligent sentient beings characterized by extreme height resulting from a healthy form of genetic gigantism. They share notable similarities with humans and elves in terms of natural lifespan and display the full range of body types (skinny, slender, average, stocky, chubby, fat, obesity). They range in height from 270 to 300 centimeters, with proportionally massive builds.
Two Variants Exist:
Giants possess tremendous physical strength proportional to their massive body size and muscle mass—this is not supernatural strength but simply the natural result of having much larger muscles and greater leverage. However, their size comes with realistic drawbacks: their cardiovascular system must work harder (requiring a proportionally larger heart), they need significantly more food and water daily (roughly 3-4 times normal human intake), and their nervous system experiences slightly slower reaction times because neural signals must travel greater distances through their bodies. Giants are also larger targets in combat and face logistical challenges requiring specially constructed dwellings, furniture, armor, weapons, and transportation.
Distinctive Features:
Dwarves
Dwarves are high intelligent sentient beings characterized by short stature resulting from a healthy form of genetic dwarfism. They share notable similarities with humans and elves in terms of natural lifespan and display the full range of body types (skinny, slender, average, stocky, chubby, fat, obesity). Their compact body size ranges in height from 80 to 130 centimeters. The 80 cm minimum threshold ensures dwarves do not suffer from dangerous or debilitating forms of dwarfism that would compromise health or quality of life.
Two Variants Exist:
Human-type Dwarves: Possess the full spectrum of human coloring (all skin tones, hair colors, and eye colors) with round ears. These are dwarves descended primarily from human lineages.
Elf-type Dwarves: Possess pointed ears and elven coloring (pale skin, light hair, light eyes). These are dwarves descended from elven lineages or mixed human-elf ancestry where the elf traits were inherited.
Dwarves possess strength proportional to their body size and mass—they are not supernaturally strong "pound-for-pound" but have the same strength-to-weight ratio as humans or elves of equivalent build. Their shorter limbs result in reduced reach and slower running speed compared to taller races (a simple consequence of physics and biomechanics), but their agility and coordination relative to their own proportions are normal.
Distinctive Features:
Other Creatures (Real Life and Infused)
The animals, plants, fungi, protists, eubacteria, and archaebacteria in this world share the same physical characteristics, biological processes, and behavioral patterns as living creatures in the real world. They follow natural laws of biology, ecology, evolution, reproduction, and death. These organisms form complex ecosystems with predator-prey relationships, symbiotic partnerships, competition for resources, and adaptation to environmental pressures.
The Infused (Divine-Touched Creatures): However, some creatures—both animals and plants—experience rare symbiosis with Divine Power, the power of God or Deity, manifesting as elemental forces (water, earth, fire, air) as well as light and darkness. This divine infusion allows them to possess these powers either singly or in combination, fundamentally altering their biology and capabilities. These Divine-Touched creatures are extremely rare occurrences and typically result from direct divine intervention (a god's blessing or curse), prolonged exposure to concentrated Divine Power (near sacred sites or during divine manifestations), or ancestral lineages that have carried divine essence through generations.
Settlements And Social Structure
High intelligent sentient beings have built settlements throughout the world to protect themselves from harsh and dangerous environments, to pool resources and labor, to defend against external threats, and to provide necessary survival resources, infrastructure, and cultural continuity from generation to generation.
Settlement Types:
Civilization and Society Part 1
Territorial Control: High intelligent sentient beings have established dominion over the world through exploration, conquest, and settlement. They have explored vast territories and established both nomadic communities (following seasonal migrations or resource availability) and sedentary settlements (permanent towns and cities). They have conquered and claimed territories based on access to natural resources (water, minerals, fertile land), strategic locations (defensible positions, trade routes, ports), or through demonstrations of military strength and political maneuvering.
Cultural Diversity: The cultures and traditions of high intelligent sentient beings may be homogeneous (single dominant culture with unified customs and language), heterogeneous (multiple distinct cultures coexisting within the same territory, sometimes in tension), or syncretic (blended traditions resulting from cultural exchange, intermarriage, or conquest). Cultural identity is shaped by factors including religion, language, historical events, geographical isolation, and inter-species relations.
Civilization and Society Part 2
Religious Diversity: Depending on their religious beliefs and theological traditions, high intelligent sentient beings may be monotheists (worshipping one supreme god), polytheists (worshipping multiple gods), henotheists (focusing on one primary god while acknowledging others), gnostics (seeking hidden spiritual knowledge), or panentheists (seeing divinity in all creation). Religious affiliation often determines access to specific manifestations of Divine Power, social structures, moral codes, legal systems, and political alliances or conflicts.
Moral Spectrum: All high intelligent sentient beings share similar capacities for personality variation, behavioral patterns, and moral reasoning across all four species, meaning individuals can be good (Righteous, acting with compassion and justice), evil (Wicked, acting with cruelty and selfishness), or neutral (pragmatic, indifferent, or morally ambiguous). Intelligence levels also vary widely within each species, ranging from exceptionally brilliant to below average. Critically, race or species does not determine moral alignment, intelligence, or character—these are individual traits shaped by choice, upbringing, experience, and personal philosophy.
The Social Hierarchy
The social hierarchy within settlements of high intelligent sentient beings is typically divided into five distinct classes, though the specific implementation and rigidity of these classes varies by culture. Each class contains multiple sub-classes with specific professions and careers:
Criminals (The Outcast Class)
The lowest and most stigmatized social status in society. These individuals have been ostracized, imprisoned, or exiled for committing crimes such as banditry, thuggery, bribery, theft, assault, murder, treason, heresy, and other criminal acts, whether minor infractions or major felonies. They live on the margins of society, often forming underground networks, criminal guilds, or outlaw gangs. Some are fugitives actively evading justice, others are imprisoned and forced into labor as punishment, while some are enslaved or branded to mark their criminal status. Redemption is possible in some cultures but extremely difficult in others.
Sub-Classes and Professions:
Commoners (Working Class) Part 1
The moderate but absolutely crucial social status that forms the foundation of any functioning society. They perform essential labor that sustains the settlement, such as farming, animal husbandry, hunting, fishing, crafting, mining, trading, construction, and providing other vital services. They form the economic backbone of civilization, producing food, manufactured goods, raw materials, and labor that keep settlements functioning and prosperous. Their lives are often difficult, marked by hard physical labor and limited social mobility, but generally stable when the settlement is well-governed and peaceful.
Sub-Classes and Professions:
Commoners (Working Class) Part 2
The moderate but absolutely crucial social status that forms the foundation of any functioning society. They perform essential labor that sustains the settlement, such as farming, animal husbandry, hunting, fishing, crafting, mining, trading, construction, and providing other vital services. They form the economic backbone of civilization, producing food, manufactured goods, raw materials, and labor that keep settlements functioning and prosperous. Their lives are often difficult, marked by hard physical labor and limited social mobility, but generally stable when the settlement is well-governed and peaceful.
Sub-Classes and Professions:
Commoners (Working Class) Part 3
The moderate but absolutely crucial social status that forms the foundation of any functioning society. They perform essential labor that sustains the settlement, such as farming, animal husbandry, hunting, fishing, crafting, mining, trading, construction, and providing other vital services. They form the economic backbone of civilization, producing food, manufactured goods, raw materials, and labor that keep settlements functioning and prosperous. Their lives are often difficult, marked by hard physical labor and limited social mobility, but generally stable when the settlement is well-governed and peaceful.
Sub-Classes and Professions:
Warriors (The Martial Class) Part 1
The crucial social status comprised of individuals with martial training and fighting skills dedicated to protecting themselves, their communities, and their lords. This class includes various types of fighters serving different functions within society. Warriors serve as defenders of settlements against external threats, enforcers of law and order within communities, and participants in military campaigns, territorial expansion, or defensive wars. Warriors may be employed by nobility, serve in standing armies maintained by kingdoms, work as independent contractors offering their services to the highest bidder, or serve religious orders as holy warriors.
Sub-Classes and Professions:
Warriors (The Martial Class) Part 2
The crucial social status comprised of individuals with martial training and fighting skills dedicated to protecting themselves, their communities, and their lords. This class includes various types of fighters serving different functions within society. Warriors serve as defenders of settlements against external threats, enforcers of law and order within communities, and participants in military campaigns, territorial expansion, or defensive wars. Warriors may be employed by nobility, serve in standing armies maintained by kingdoms, work as independent contractors offering their services to the highest bidder, or serve religious orders as holy warriors.
Sub-Classes and Professions:
Clergy (The Religious Class) Part 1
The highest, most respected, and most influential social status regarding religious, spiritual, and divine matters. Clergy members serve as intermediaries between the divine and mortal realms, interpreting the will of god(s) and channeling Divine Power. The clergy provide spiritual guidance and counseling, perform healing rituals and blessings, conduct religious ceremonies, educate the populace in religious doctrine and often secular knowledge, preserve sacred texts and historical records, and serve as moral authorities on ethical questions. They often wield significant political influence due to their direct connection to Divine Power, their role in legitimizing rulers, and their ability to mobilize populations through religious authority.
Sub-Classes and Professions:
Clergy (The Religious Class) Part 2
The highest, most respected, and most influential social status regarding religious, spiritual, and divine matters. Clergy members serve as intermediaries between the divine and mortal realms, interpreting the will of god(s) and channeling Divine Power. The clergy provide spiritual guidance and counseling, perform healing rituals and blessings, conduct religious ceremonies, educate the populace in religious doctrine and often secular knowledge, preserve sacred texts and historical records, and serve as moral authorities on ethical questions. They often wield significant political influence due to their direct connection to Divine Power, their role in legitimizing rulers, and their ability to mobilize populations through religious authority.
Sub-Classes and Professions:
Nobility (The Ruling Class) Part 1
The highest and most influential social status in terms of political power, territorial control, and accumulated wealth. Nobles are capable of leading, governing, or ruling a settlement, region, province, or even an entire nation. Nobility controls land ownership, natural resources, military forces, and taxation systems. They make and enforce laws, conduct diplomacy with other settlements or nations, maintain social order through a combination of hereditary right, military strength, political maneuvering, and sometimes divine mandate. Noble status is typically hereditary but can sometimes be granted for exceptional service, military achievement, or through marriage alliances.
Sub-Classes and Professions:
Nobility (The Ruling Class) Part 2
The highest and most influential social status in terms of political power, territorial control, and accumulated wealth. Nobles are capable of leading, governing, or ruling a settlement, region, province, or even an entire nation. Nobility controls land ownership, natural resources, military forces, and taxation systems. They make and enforce laws, conduct diplomacy with other settlements or nations, maintain social order through a combination of hereditary right, military strength, political maneuvering, and sometimes divine mandate. Noble status is typically hereditary but can sometimes be granted for exceptional service, military achievement, or through marriage alliances.
Sub-Classes and Professions:
Social Class Mobility
While social classes are generally rigid and determined primarily by birth, limited mobility between classes is possible through exceptional circumstances:
Upward Mobility:
Downward Mobility:
Racial Considerations for Careers and Professions
While all professions and careers are theoretically accessible to all high intelligent sentient beings regardless of species, certain physical characteristics make some professions more practical, efficient, or challenging for specific species. These are tendencies and practical considerations based on realistic physical constraints, not absolute restrictions—exceptional individuals can overcome these limitations through determination, training, adaptation, or specialized equipment.
It is important to note that Dwarves and Giants each have two variants (Human-type and Elf-type), and the considerations below apply primarily to their size rather than their ancestral lineage. Elf-type variants (with pointed ears and elven coloring) do not gain special advantages beyond the subtle traits associated with elven heritage.
Careers and Professions for Humans
HUMANS (140-190 cm, balanced attributes):
Careers and Professions for Elves
ELVES (170-200 cm, slightly lighter build on average):
Careers and Professions for Dwarves
DWARVES (80-130 cm, reduced reach and movement speed), Applies to both Human-type and Elf-type Dwarves equally:
Careers and Professions for Giants Part 1
GIANTS (270-300 cm, high strength but slower reactions), Applies to both Human-type and Elf-type Giants equally:
Careers and Professions for Giants Part 2
GIANTS (270-300 cm, high strength but slower reactions), Applies to both Human-type and Elf-type Giants equally:
Cultural and Social Factors Part 1
Beyond physical considerations, cultural expectations and social prejudices may also influence career accessibility:
Cultural and Social Factors Part 2
Exceptional Individuals: History records many examples of individuals who defied species-based expectations and physical limitations:
Important Reminders:
Settlement Progress and Cooperation Part 1
Internal Security: Each settlement, regardless of size or composition, must protect its population of high intelligent sentient beings from both internal threats (crime, disease outbreaks, famine, civil unrest, corruption) and external threats (hostile wildlife, rival settlements, invading armies, natural disasters such as floods, earthquakes, or droughts). Effective governance requires maintaining law enforcement, public health systems, food security, and disaster preparedness.
Inter-Settlement Relations: Settlement leaders or highest governing authorities (nobles, councils, religious leaders, or elected officials) engage in cooperation with other settlements on short-term or long-term bases regarding various matters: trade agreements (exchange of goods, resources, and services), mutual defense pacts (military alliances against common enemies), political alliances (marriages between ruling families, treaties, confederations), cultural exchanges (sharing of knowledge, technology, and artistic traditions), and diplomatic negotiations (resolving disputes, establishing borders, negotiating peace treaties).
Progress Indicators: A settlement's level of advancement and prosperity is marked not only by the number of buildings, population size, and territorial extent, but also by measurable development in multiple interconnected areas:
Settlement Progress and Cooperation Part 2
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The Legend of Zelda RPG
868
A Halloween RPG, you can be disguised as anyone... Halloween is fucking awesome.
232
Lackadaisy "" RPG
126
ᯓ☆┆A RPG about whatever you desire
263k
world of superheroes and villains, where you can do anything! (super detailed and took a long time to make)
3k
Resident Evil RPG
29k
RPG! *epic music*
28k
a fantasy RPG world
33k
An RPG inspired by modern fantasy from manhwa.
36k