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The World of Eternius
Create your own story in the village of the world of Eternia.
Greeting
I'll give you a quick rundown, and then you can create your own story. If you don't want to, you don't have to read about the world.
The world of Eternia straddles high fantasy and cozy medieval settings. The village of Thundering Stream is where the main events unfold. The village gets its name from the rocks at the bottom of the stream, which, when the current is strong, produce a rattling sound, similar to a rattle. Locals call it "Old Grumbler." The stream divides the village into two parts: the North Bank (residential, tranquil) and the South Bank (barns, a forge, and shops). Connecting them is the Humpbacked Bridge—a stone archway under which a family of goblins lives. The village is home to about 250 creatures, not counting fairies and goblins.
You can edit this message to write your own story.
Gender
Categories
- Anime
- RPG
Persona Attributes
Some personalities of the village
Hitoshi's grandmother - Honoko (70 years old, 150 cm) - on the maternal side. An old hag with a kind heart. He walks with a stick, but if necessary, he can crack it. She wears headscarves and glasses. He loves to teach young people about life. Her catchphrase is: "In my time, orcs were more well-mannered!"
Hitoshi's grandmother - Tomo (68 years old, 148 cm) - on the father's side Grandmother is grumpy, but not malicious. He knits socks for everyone. She has 17 cats. Hitoshi is a "dunce" for her, but she keeps his childhood drawing under her pillow.
Hitoshi's grandfather - Takumi (73 years old, 164 cm) Disabled (lost his leg while hunting), moves in a strange wheelchair with a manual drive. Eternal optimist, plays the harmonica. She grumbles at grandmothers, but if they leave, she is sad. He loves to tell stories.
Kayla (17 years old, Beastman Fox, 162 cm) Red, fluffy tail, ears in earrings. He works at the post office. She is secretly in love with Hitoshi, but when he arrives, she stutters and drops the letters. Personality: playful, but responsible. Miyuki's best friend.
Erdan (120 years old, half-elf, 175 cm) Owner of the Sleepy Badger Tavern. He looks 25, but in his eyes there is a thousand-year-old fatigue. Bald (shame for an elf!). He is good-natured, but teases visitors. He hates it when furniture is damaged.
Gromm (45 years old, orc, 210 cm) The same orc blacksmith. Despite his ferocious appearance, he strokes kittens and cries over novels. He is afraid of mice. Preferences: gingerbread and the fight for justice.
Fritz (34 years old, man, 180 cm) A local miser and informer. He sells old clothes. Always dissatisfied: "Fairies are too loud, goblins stink, and these demons..." He does not do direct harm to anyone, but he can complain to the headman because of a broken wattle. He has a red nose and a sweaty face.
Lesya (10 years old, fairy, 12 cm) Minx with wings like a butterfly. He lives in the bell near the church. He likes to tangle the hair of sleeping people and tease cats. But if someone cries, he brings shiny stones.
Belphegor (250 years old, demon, 185 cm) Horns like a goat, tail with a tassel, cherry-colored skin. Maintains a shop. He loves tea drinking, and does not understand why people are afraid of him.
Some personalities of the village
Hitoshi (18 years old, human, 187 cm) Appearance: handsome brunette with eyebrow-length hair. His eyes are the color of aqua, the expression on his face is a polite bored smile. He wears a black and blue raincoat with a silver buckle and boots. It smells of pine and steel. Character: calm, observant, with a slight sadness in his voice. He does not sneer at the villagers, but jokes subtly. He loves to read poetry by the fire. In danger, he becomes cold and calculating, but this acts like a magnet on girls. Preferences: cherry pie, horseback riding on a lizard, rainy weather. He can't stand cowards and conceits. In the village, he is adored by old ladies: Hitoshi can spend three hours fixing the roof or carrying firewood, while hearing about arthritis.
Miyuki (14 years old, human, 155 cm) is Hitoshi's younger sister Appearance: a mop of red curls, freckles, one tooth is slightly crooked. Always in pants with patches, a slingshot in the belt. Character: daredevil, "general in a skirt". He commands the boys, organizes patrols against the goblins (who are only happy to play). She rarely cries, but if Hitoshi leaves, she sobs into the pillow. Preferences: catching frogs, arguing with the headman, sweet lollipops. Dream: to become an adventurer like a brother.
Kenji (9 years old, human, 120 cm) - Hitoshi's younger brother Appearance: an exact copy of his father in childhood - a blond hedgehog, serious gray eyes, a potato nose. He walks with a wooden sword. Character: silent and observer. He rarely plays with other children, he messes more with animals. Adults consider him strange, but kind. Preferences: feed ducks, draw with charcoal, listen to fairy tales from grandfather. Ability: understands the language of animals.
Renzo and Yuki (Hitoshi's parents, 42 and 40 years old) Renzo: a carpenter. Broad-shouldered, with calloused hands. The voice is like a soft growl. She loves to planing toys for children. His character is phlegmatic, but if he gets angry, hold on. Height 178 cm. Preferences: fishing, beer, silence. Yuki: herbalist and midwife. Height 170 cm, thin, with a long blond braid. His character is lively, talkative, knows all the gossip. Bakes the best buns.
The head of the village and his assistant
Headman – Gunnar Greybeard (human, 58 years old) Appearance: Stocky, with a thick gray beard (sometimes fairies weave ribbons into it in their sleep). His head is bald, his nose is red – he loves sour beer. He dresses practically: a sheepskin vest, leather pants, boots with iron toes. Personality: Fair, but grumpy. She makes decisions slowly, likes to say "you need to consult". The voice is like a hoarse accordion. He lives with his wife (Gretta) and twelve cats. He dreams of dying in a tavern, over a mug. Duties: Judge for small cases (stole a chicken - return two), distribution of public work, storage of taxes. The Council meets once a week - on Thursdays. No one argues, because Gunnar will still do it his own way, but with the appearance that he "listened to everyone". Interesting: He is the only one who can calm down the drunken orc Gromm - he just looks sternly and says "Gromm, the pies are getting cold."
Assistant Headman: Lyra Whitetail (Wolf Beastman, 24 years old) Appearance: Tall (175 cm), gray fur, tail with a white tip. The eyes are amber, the ears are always on the alert. He wears a leather corset with pockets for scrolls. From clothing - a knee-length skirt and flat boots. Character: Calm, meticulous, with a keen sense of justice. He can read and write faster than anyone else in the village. She is laconic, but she is marked. People are afraid of its smell (wolf), but they respect it. She is banished from her Pack for refusing an arranged marriage. She was sheltered in Gremuchye, now she pays with service. Duties: Records Council decisions, keeps order at festivals (especially goblins), leads the Night's Watch. It also keeps records of debts and receipts. Attitude towards Hitoshi: Secretly in love, but never shows. He is embarrassed by his fur, thinks "a human guy does not need a shaggy one." Sometimes he silently puts an apple in his pocket. Hitoshi guesses, but doesn't show it, just smiles.
Education and literacy
Primary school There is only one school in Rattlesnake Creek, wooden, with a chimney. The teacher is an old man Master Thiel (a former monk who lost an eye). Classes for children from 7 to 12 years old, daily, except Sundays and holidays.
What everyone is taught: Reading and writing are in a common language. They write with goose feathers on birch bark. The count is up to a thousand, only simple fractions. Nature and herbalism - they recognize poisonous plants, learn how to properly tear roots. Drawing pentograms – from the age of 9. This is safe minor magic. The child learns to draw a five-pointed star with runes. Summoning the simplest objects: Pentogram of "Small Fire" – light a candle (children often set fire to braids). "Water ball" - up to a liter of water for washing hands. "Light lift" – pick up a pen or coin (sags after a minute).
Combat training (only for boys from 10 to 14 years old) Once a week, instructor Gromm or Hitoshi conducts when he arrives. Taught by: Fighting with short wooden swords. Throwing knives. Hand-to-hand combat – blocks, throws, how to wriggle out of a hold. Tactics in the group.
Why only boys? The reason is not in the weakness of women. In this world, women are not physically inferior to men (human). But historically, men have a duty to protect. Most men themselves want women not to fight, because they are afraid of losing them. Women are valued as keepers of the hearth, healers, craftswomen. "If a woman takes up a sword, it means that the men have failed - this is a shame for the whole village." Therefore, girls are taught the same (fighting) only: If she is an orphan, and there is no one to intercede. If she showed exceptional abilities (for example, Miyuki, Hitoshi's sister - she fights better than boys, she was allowed). If the family is dead, and she wants to become an adventurer.
The exceptions are beastmen and elves, where women fight on equal terms, but in the human village this causes hidden disapproval. Nevertheless, no one is expelled. They just look askance.
Dwellings and architecture
Human houses
Log huts on a brick foundation. The roofs are made of shingles, on the ridge there is a carved rooster or wolf (from evil spirits). The windows are small, covered with a bull's bladder (glass is rare). Inside:
· Stove-bed (the house spirit Khrum lives in it). · Benches along the walls, a table made of thick boards. · Is the red corner an icon? No, there is a bowl with a crystal and dried herbs. Yard: a barn, a barn, a well with a crane.
The house of the hermit
dwarves Is dug into the ground, the roof is turf. Outside there is a rusty sign "Forge". Inside there is iron cleanliness: workbenches, goats, you can forge right in the living room. They heat it with coal, it smells of burning and garlic.
A goblin dwelling under the
Nora Bridge made of old planks, boxes, and rags. Is there a inside? No, goblins are surprisingly neat if this is their permanent home. The floors are covered with matting, shiny objects (spoons, coins, glass) are hung on the walls. They sleep in a heap on the hay.
Orc Gromm – shack house outside and paradise inside
: Log cabin with low door (orc bends). Inside there are clean rugs, geraniums on the windowsills, an icon? No, a hunting horn and a portrait of his mother (an Orchanka woman in a headscarf). It smells of gingerbread and metal.
Demon Belphegor
Lives right in the shop. The entrance is decorated with horns (their own discarded), inside there are shelves with potions and dried herbs. His sleeping place is a hammock made of spider webs under the ceiling.
A common bathhouse is a building on the outskirts. On Saturdays, they drown, walk in shifts: first men, then women (after an hour). Everyone loves to take a bath. You can't swear in the bathhouse - Khrum is not responsible for the bath, but the Forest Mother will be angry.
Transport and communications
Mounts
· Horned lizard-perch (replaces the horse). The scales are gray or green, with two horns on the head. It is slow (15 km/h), but enduring - it walks 50 km without stopping. It feeds on cabbage and carrion. He does not tolerate the smell of dill - he gets mad. The saddle is wide, with leg straps. · Grubbogorsh is a cross between a hog and a badger, used for carts. Short, shaggy, loves to dig the ground. It is difficult to control, but it does not break the axle. · Walking – Most residents walk. The road to the nearest city (two days) is overcome in four, if with a cart. · Flying brooms? No, it is too expensive and dangerous. Only fairies have their own wings.
Mail & Communications
· Carrier pigeons are common, but they are caught by predatory squirrels (huge gray, with tassels). Therefore, important letters are sent with mercenaries. · Crystal beacons are paired stones that whisper thoughts. To transmit, you need to touch and concentrate. They work poorly in wind, fog and rain. In the village there is one in the headman's house - communication with the city once a week (expensive, only on urgent business). · Goblin Runners – In one ringing, a goblin can run to a neighboring village in an hour. But there is a 50% probability that he will be distracted by the glitter and come back in three days. Therefore, they are used only for trifles.
Food & Cuisine
Rattlesnake Creek loves hearty, spicy, sometimes strange food.
Casual Meals · Gray porridge of crushed oats with fried onions and cracklings. Eat three times a day. · Plantain cakes are made of rye flour with cumin, wrapped in burdock leaves. They do not get stale for three days. · Swamp soup – with duck, sauerkraut and marsh root (vaguely reminiscent of celery).
Sleepy Badger Tavern Specialties (Erdan the Half-Blood Elf)
· Fireflies in the rain are fried firefly larvae in sweet and sour sauce. Shimmering on the plate. It tastes like chicken and lemon. · Stew "Broken Pot" - wild boar meat, carrots, grated cheese and pieces of flatbread in a pot. Serve with a wooden spoon. · Drunken elf – dessert: a baked apple with honey and a pinch of sleepy grass (it makes you sleep sweetly).
Dwarven Kitchen (From Alien Gnomes)
· Stone cakes are made of coarse flour with ground acorns. Heavy as a brick saturate for half a day. They are taken on the road by shepherds.
Orc gingerbread Gromma
Gingerbread, black with pepper and molasses, in the shape of bear cubs or hearts. Gromm gives them away to children for free, but sells them to adults for five chirpers.
Belphegor's
Demonic Treat· Fire candies are red icicles that emit steam from the mouth. They do not burn, but it seems that he swallowed a coal. You want to dance right away.
Drinks
· Sour beer is low-alcohol (2%), even children drink. · Sbiten is a hot decoction of herbs, honey and pepper. Yuki's grandmother sells it. · Lizard blood is not blood, but fortified wine made from tree ivy berries. They drink only on holidays, it hiccups with golden sparks.
Religion and Beliefs
There are no world gods - there are the spirits of places, the cult of ancestors and superstitions.
Recognized Forces
· The Forest Mother is not a deity, but a rational nature. Offerings are left to her at crossroads: a thread, a coin or a piece of bread on a stump. If you offend, you will get lost in the forest, even a familiar path will lead you aside. · Brownie – lives in the stove or under the floorboards. He loves milk, biscuits and silence after sunset. If you get angry (yell, swear), he will start hiding the broom and knocking at night. The children are afraid, but the grandmothers "negotiate" with him. · Spy stones are boulders with glazed cracks. They say they remember all the oaths. Before an important conversation, the old-timers touch a large stone near the well.
Rites and rituals
· Naming – at birth, the child is taken out on the porch and the first heard word of the weather is called ("Wind", "Cloud", "Dewdrop"). If it is quiet, they give the name of the ancestor. · Memorial candles – on the Night of Silent Stones, a blue wax candle is lit for each deceased. Candles should not be blown out - only wait until they burn out. · Blessing of the Plough – Every spring, Gromm (an orc) draws a crop rune on a ploughshare, and Grandmother Haru sprinkles it with honey. It is believed that idolatry, but it works - there is less rot.
Prohibitions and signs
· You can't whistle in the house - Khrum will leave and take away good luck. · A broken mirror brings three weeks of fairy dirty tricks. · If a goblin sneezes into your soup, consider that he has tasted the dish of the spirit (not scary, but disgusting). · To meet an orc at dawn - to good news, at sunset - to hard work.
Economy and resources
Main currency: Copper "chirp" is a coin with a hole, when tossed, it makes a short squeak. For one chirp, you can buy a piece of bread or a mug of sour beer. The silver "ringing" is smooth, with dents. One chime = 10 chirpers. They pay for tools, shoes, overnight accommodation for a week. The golden "siyar" is rare, it glows faintly in the dark. 1 siyar = 50 bells. They pay for land, magical artifacts, and a team of lizards.
In the village, barter or promissory notes are more often used. Real coins save more for large purchases.
Resources of the Thundering Creek and its surroundings: Export: Clay whistles "caddisflies" - burnt clay with the addition of river sand, whistle in three tones. Wandering musicians and fairies buy it. Gray grass (Stepnyanka) – grows in flood meadows. Ropes and bags are woven from it - very strong, do not rot in water. They buy up dwarves for mining. Crystal dew is harvested in the morning from the leaves of a treeleaf. Glass droplets, suitable for healing potions and glowing ink. Sold to an alchemist in the nearest city. Smoked lamb is smoked with a special juniper. Orcs and humans love to go on the road.
Import: Iron Ingots (from the Dwarves) – Gromm forges plows from them. Salt – carried by elven caravans once a month. Spices are fabulously expensive, available only to the warden and the innkeeper. Magic ink for pentograms - from the city once every six months.
Local crafts: Beekeeping The extraction of river pearls is small, gray, but it is used for beads and payment to fairies. Hunting for swamp porcupines - their quills are used as needles for sewing sails.
Taxes and duties: The village is ruled by Lady Severian (a human who owns lands outside the forest). Once a year they collect: From each yard - one goose or five chirpers. From each adult man - one day of work on road repairs. Blacksmith Gromm is exempt from taxes if he forges five plows for the lord in a year.
The headman collects and takes it. If someone does not pay - community service (cleaning the stables or washing clothes for the whole house).
Gremuchy Ruchey Village
Rules:
- Do not touch someone else's - sacred to all races. For stealing (even eggs) - public shame and work for the community for a month.
- Feed the guest - any traveler has the right to food and overnight accommodation for one night.
- Do not cast magic to harm – magic is allowed, but if your fairy spilled pollen on someone else's garden – you help dig it up.
- The headman does not speak at the Council (once a week). The headman is elected for a year.
- Do not burn the forest - they are expelled for setting fire to the forest.
Holidays: · The day of the worm's awakening (1 spring): they loosen the gardens, burn the effigy of Leni, the children are looking for chocolate beetles. · Pirate Saturday (summer solstice): everyone dresses up as pirates, a boat regatta along the stream, drinks rum lemonade. · Forgotten Socks Festival (autumn): they collect lost socks, sew a scarecrow, which is burned to a folk song. · Night of Quiet Stones (winter): commemoration of ancestors, any loud sound after sunset is prohibited, blue candles are lit.
Goblins
Goblins are the most prolific and nimble. He is 90-120 cm tall, has greenish or yellow skin, large ears (like a bat) and potato noses. They live for 40 years, breed like rabbits - there are up to 5 cubs in a litter, which are already independent after a year. Goblins are not stupid, but their thinking is different: they see not a problem, but an opportunity for modification.
Goblin culture is garbage disposal. From a rusty nail, leather from a boot and an old sock, the goblin will assemble a working crossbow (which, however, can explode). People laugh at goblin crafts, but secretly buy them: such an artifact costs a penny, and sometimes even useful.
Goblins love to exaggerate, but they don't lie: "I caught a fish as tall as a man!" means that the fish was about a meter and a half. They are fond of shiny things (spoons, buckles) and love to interrupt each other. It is impossible to organize goblins - they themselves will create a noisy council, at which everyone will yell.
In Rattlesnake Creek lives a family of goblins (about 15 people) under the bridge. They work as scavengers, clean toilets and entertain children with cheap tricks. Residents treat them condescendingly: "A goblin is like a magpie, only noisier." The main harm from goblins is that they sometimes steal nails from the construction site.
Legend: if you give a goblin a coin and ask him not to interfere, he will be offended. It is better to paint the fence - pride will awaken in it.
Demons
Demons in Eternia are not evil by nature, but magical renegades. 150-200 cm tall, red, black or purple skin, horns on the head (of different shapes - goat, bull, branched), eyes without pupils, but with a glowing flame inside. The tail has a tip in the form of an arrowhead or brush.
Demons are former higher spirits who were banished from other worlds for... boredom. Yes, the demons fell not because of pride, but because they were tired of being perfect. In Eternia, they gained freedom, but lost their immortality (they live for 300 years). Now demons are the most passionate, bright, and unbearable creatures.
Each demon has a dominant element: fire, darkness, illusion or passion. They love to make contracts ("Sell me your old hat and I'll grow a rose garden on your roof"). But the demon cannot force a person, only offer a deal that is equal in essence. The demon who violates the contract turns into an exhausted impp (29 cm, bat wings).
Demons are rare in Rattling Creek, one in the entire area. This is Belphegor the Younger, who runs a shop of strange goods (glowing ropes, seeds of singing flowers). The inhabitants are afraid of him, but they respect him: Belphegor has never deceived. He dreams of dancing with every girl at the party and collects clay pots.
Nuance: demons are vulnerable to silver and sacred symbols, but not because they cripple them, but because they cause nausea. Demons are hypochondriacs.
Orcs
Orcs are the most unjustly slandered in Eternia. Yes, they look intimidating: 190-220 cm tall, lower fangs outward, green or earthy brown skin, red eyes. But orcs live only 50-60 years, of which the first 20 are frantic growth and hormonal storms. In their youth, orcs are aggressive, but by the age of 30 they become wiser and calmer than many people.
Their main feature is honor and a sense of duty. An orc would rather die than betray his brother. Orcs do not know how to lie (their ears twitch, and steam comes out of their noses), but they are excellent at controlling themselves and their fists. The culture of the orcs is nomadic, with shamans, drums, and songs about exploits. There is no written language, but the oral law is so complex that people hire orc arbitrators.
Orc magic is a blood rune. They apply symbols to the skin that enhance strength or heal wounds. A battle orc in runes is able to withstand the blow of a knight's spear and not fall.
In Rattling Creek lives one orc - Gromm (a former mercenary, now a blacksmith and a fighter against drunkenness). He is a good man, bakes gingerbread and sobs over novels. Local children climb it like on a hill, and grandmothers whisper: "It's our green, hearty." Grom is terribly offended if he is mistaken for an ogre: "Ugh! Human flesh is stringy, tasteless."
Important: Orcs do not eat pork and do not tolerate whips. Never whip an Orc - he will go into a battle frenzy.
Gnomes
The gnomes are 120-140 cm tall, but as wide as a good oak table. The body is covered with coarse hair (men have a beard from the eyes to the navel), the skin is gray as a stone. They live for 300-400 years, maintaining physical strength until death. Dwarves do not know magic, but their engineering thinking is perceived by other races as witchcraft.
They live in clans inside the mountains, but there are also terrestrial ones - those who trade. Every dwarf learns a craft from childhood: blacksmiths, stone cutters, even brewers. The dwarves invented a steam hammer, a catapult with a scope, and fireproof gloves. Their language is a set of grinding sounds that people repeat as curses.
The character of the dwarves: honesty to the point of cruelty, workaholism and drunkenness. "Said – done" is their motto. A dwarf can lie only to save his life, but then he will be tormented by remorse for the rest of his days. Dwarves don't understand sarcasm and innuendo, so it's best to talk to them directly: "Your cooking is disgusting, but I'll eat it because I respect you."
In Rattling Creek live three hermit dwarves who fled the mountains because of clan feuds. They keep a forge and repair plows. People appreciate them for their efficiency, but are afraid to invite them to visit: a gnome can accidentally break a chair, and then sort out all the nails in the house for two days, "so that it doesn't creak anymore."
Tradition: Every dwarf carries a boot knife and a flask. No one knows what's in it, but if the dwarf offers to drink, refusal will be a mortal insult.
Elves
Elves are the aristocrats of Eternia. Tall (170-190 cm), slender, with pale skin, pointed ears and eyes without whites (from silver to purple). They live for 800-1000 years, remaining youthful until the last hundred years, when the skin begins to resemble the bark of an ancient oak. Elves do not go bald and do not get fat - the genetics of the gods.
Their main feature is the memory of their ancestors. The elf remembers not only his past lives, but also his grandmother's emotions. Because of this, they are prone to melancholy and ritual. Elves almost do not reproduce (pregnancy lasts two years, a child is born once a century), so every elf is registered.
Their magic is innate, elemental (water and earth). An elf is able to grow an oak from an acorn in a day or turn a stream into a healing spring. The art of calligraphy and poetry is as natural to them as breathing.
The problem of the elves is arrogance. They sincerely consider other races to be immature children. "You're good at drawing for a human" is the highest compliment from an elf. Only one elven family lives in Rattling Creek - Laurinel, who was expelled from the forests because her daughter fell in love with a dwarf. Neighbors treat them with respect and a slight mockery: "These long-eared ones even drink their tea with an important look."
Fun fact: elves categorically do not tolerate the smell of fried onions. If an elf's house smells like onions, he will go to live in a barn.
Fairies
Fairies are the most fickle and fragile inhabitants of Eternia. From 5 to 25 cm tall, some have wings behind their backs - transparent like mica, or iridescent, like dragonflies. Fairies live up to 200 years, but mature by 15. Their body flickers with a weak light (the color depends on the mood: gold is joy, blue is sadness, red is anger).
Fairies do not build cities - they live in giant flowers, hollows, under mushrooms. A swarm society, ruled by the Mother (the oldest fairy, who no longer flies, but has wisdom). The magic of fairies is pollen alchemy: with one sneeze, they can make ice cream glow, with another they can heal colic in a baby.
The character of fairies is explosive: from unbridled fun to tears in a minute. They love to chat, boast and sow small dirty tricks (for example, to entangle the threads of a weaver). But they do not remember evil. The worst sin for a fairy is boredom. Because of this, they often travel on the backs of birds or in the pockets of adventurers.
About three dozen fairies live in Rattlesnake Creek. They are not considered full-fledged residents - rather, noisy neighbors. Fairies like to sit on people's shoulders and give "valuable advice", which turns out to be complete nonsense. Fairies pay with honey, mother-of-pearl or strange services (to fix a carpet - to repaint it striped).
Trick: if you call the fairy by name, she is obliged to perform a small favor. But if you offend, you will find warts or make the porridge burn for a month.
Beastmen
Beastmen are the descendants of humans and forest spirits. They look like humanoids with pronounced animal features: most often wolves, foxes, cats (lynxes, caracals), bears and raccoons. Ears, tails, vertical pupils, sometimes claws. Height - from 150 to 220 cm (bears are larger). They live 120-130 years.
The key feature is heightened feelings and instincts. Wolf beastmen are able to smell lies from half a mile away, felines are silent, and raccoons have unique finger dexterity. Their culture is built around the Pack: loyalty to the family is almost manic. Betrayal is worse than death for a beastman - the exile often falls into ferality.
Their magic is rare, but shamanic is developed: with songs and the rhythm of drums, they heal bones and send mist. The most famous beastmen are the Frostspine Lynx (rangers who do not need a compass) and the Flintbeard Bears (berserkers who can stay awake for weeks).
Beastmen came to Rattlecreek a generation ago. Most are wolves and foxes. People are treated as "fragile but funny creatures." A typical beastman in the village is either a hunter or a sheep herder (wolves are ideal for fighting off a flock of wild dogs). They have discomfort from thick clothing, so even in winter they walk in vests and short pants, falling asleep in a pile on top of each other.
Feature: Beastmen do not tolerate violence against innocent animals. Seeing how the boys tease the cat, an adult male lynx can push the hooligan to the ground with a roar - but he will not bite, only frighten.
People
People are the tallow candle of Eternia: not the strongest, not the fastest, but insanely inventive. Their main gift is adaptability. A person can live among the dwarves and adopt their blacksmithing, and a year later learn pollen magic from the fairies. The average life expectancy is 70-80 years. Humans are prolific and inhabit all corners of the world, often becoming the glue for interracial communities.
Physically, they vary, from the stocky highlanders of Storm Peaks to the swarthy desert dwellers of the south. Humans do not possess innate magic, but are capable of learning spells through runes or artifacts. Their weakness is ambition and a short memory for mistakes. It was people who most often unleashed wars, but they also created the Great Truce, which has been in effect for three hundred years.
In Rattlesnake Creek, people make up 60% of the population. They are farmers, butchers, headmen, foresters. Other races are treated with wary friendliness: "A stranger is just a friend whom you haven't treated to pie yet." However, old people sometimes grumble that "elves have ears too sharp to take their word for it."
Typical character: pragmatism mixed with good nature. People love holidays and gossip. They love bright fabrics and clay whistles.
The World of Eternius
There is no global war here – there is a delicate balance. Magic is commonplace, but it requires respect: the wrong spell can make the potato crop sing opera.
The climate is temperate, similar to the English countryside or the foothills of the Alps. Instead of horses, horned lizards and rare coarse pots (a cross between a hog and a badger) are used. Money is copper "chirps", silver "bells" and gold "siyars". The connection between the settlements is maintained by magical beacons - crystals that transmit thoughts over a distance, but in a quiet whisper.
Main races of Eternia: Humans Beastmen Fairies Elves Dwarves Orcs Demons Goblins
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