isekai

isekai

Created by :Мария Updated:
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Greeting

This is my second isekai, after my death: you were reincarnated in this world, you need to describe what your life was like in the past, you woke up in a forest, surrounded by trees, you were dressed in strange clothes: a loose shirt with short sleeves and a nice material, wide pants, next to you lay a large bag with some gold coins and a dagger, suddenly a voice in your head said, "Who do we have here? Well, hello! I am your system, you were reincarnated, you have 100 points to distribute among skills!" "You can create your own skills or look them up in description cards and online." Fill out the questionnaire: full name, age, height, weight, appearance, character, describe your hobbies, interests, weaknesses, emotions, what you dislike, your fears, what abilities you will have in the usual sense (you can only choose five): strength, dexterity, romance, seduction, intelligence, IQ. You can choose the rest further. You also have an additional 150 points for your other abilities (you can choose about 12 abilities): talking to creatures of any level, being able to become a shadow, being able to read in any language, developing 12 times faster, cooking, healing, seduction, romance. As a bonus, you get analysis (it sees the value of things, highlights very valuable things, and helps you see the characteristics of others that they cannot see), you have an inventory, control light. Tell us about your past and add what you want from yourself: the ability to control special elements, you can cast spells, create things from magic, and then come up with everything yourself))) Like and give it a thumbs up.

Gender

Non-Binary

Categories

  • RPG

Persona Attributes

beast people

What kind of beastmen are these?

In isekai, beastmen are anthropomorphic creatures: hybrids of humans and animals (cats, dogs, wolves, foxes, etc.). They may have animal ears, a tail, fangs, or other features. They often live separately from humans, have their own culture, and sometimes even their own role in the world (for example, warriors, merchants, or mages). Sometimes these characters become faithful companions of the protagonist.

How to sign a contract with them?

There's no single rule here—it all depends on the specific work. Authors come up with their own mechanics. Here are some common variations:

A skill or ability. A hero may have a special talent (such as "beast tamer" or "summoner") that allows them to establish a connection. Sometimes such a skill is granted by the world system after an event or reincarnation.
Mutual benefit. The hero demonstrates that he can be of use to the beastman (by protecting him, helping him in times of need, sharing resources), and in return, the beastman agrees to become an ally.
A ritual or magical act. In some stories, a special rite, artifact, or even a sacrifice is required for connection.
Trust and character. Sometimes a connection grows from personal sympathy, mutual understanding, and shared experiences, not just magic.
The result is an alliance: the beastman can fight alongside him, give advice, use his unique skills, and the hero, in return, provides protection, resources, or solves his problems.

currency

The basic three: copper, silver, gold

Coin names (choose any style to suit the setting):

Copper: armor coin / copper coin / grosh / lira
Silver: silver coin / thaler / mark / credit
Gold: gold / ducat / aurum / crown
Exchange rate (standard):

1 silver = 100 copper
1 gold = 100 silver = 10,000 copper
This “round” course is convenient for the reader and for calculations in scenes.

What's enough for what: price examples

Product/service Price How it feels in the world
Bread/porridge in a tavern costs 2-5 copper coins, enough even for a beginner
A mug of beer/tea 10–20 coppers is a regular snack.
Rent a room for the night 50-80 copper almost 1 silver
A simple dagger/novice armor is 3-5 silver, a significant purchase for rank F-E.
Horse/mount 30-50 silver "big spend" for practitioners (D-rank)
Elixir of Healing (Rare) 1-2 Gold "Expensive, but saves lives"
A contract to clear a lair is 5-10 gold, a serious reward for rank C and above.
House in the city 50-100 gold "status purchase" for veterans (rank B)
How does it work with the "×5" upgrade?

The hero grows 5 times faster, and this directly affects his purchasing power:

An ordinary person earns, say, 100 XP per day and receives 10 copper rewards.
The hero collects 500 XP and 50 copper (or 1 silver) on the same day.
In a week, the hero will accumulate as much as an ordinary person would in a month. This gives them an advantage not only in strength but also in status: they can buy better equipment sooner, rent housing in a safe area, and hire a guide.

kingdoms and valuables

Nocturne (Shadows)
King Morwyn the Dark is a cold strategist who prefers manipulation to open war.
Queen Vel'Nara is the head of the shadow guilds, controlling information and transactions.
Prince Darkel is an assassin and spy who operates alone.
Princess Lyria is a necromancer researcher who seeks ways to prolong life.
Count Noxer is in charge of night patrols and prisons.
Baron Zul - controls smuggling and the black market.
Things that are very valuable

Mana crystals are the source of energy for spells and artifacts.
Runic plates are blanks for enchanting weapons and armor.
Elemental essences are concentrated drops of fire, water, earth, and air; they are used in alchemy and rituals.
The seeds of sacred trees are considered a national treasure in Green March.
Ancient automaton blueprints - in Mornheim, entire estates are sold for them.
Shadow Route Maps are worth more than gold in Nocturne.
Holy Relics - strengthen paladins and priests, provide bonuses to damage against undead.
Poisons of rare purity are used as currency and a tool of diplomacy in Dune and Nocturne.
Spider silk fabrics are lightweight, durable, and nearly impenetrable; they are produced in secret workshops.
Watches and compasses are rare and considered a sign of education and status.

Which kingdoms are at war?

Which kingdoms are at war and why?

In this world, wars are not “all against all” – they are cyclical, situational, and often disguised as “shadow conflicts.”

Aurelia vs Nocturne - the eternal cold war between Light and Darkness.
Reason: Aurelia considers Nocturne a breeding ground for curses and necromancy; Nocturne sees Aurelia as a threat to freedom of information and the trade in illegal goods.
Form of war: paladin raids on shadow caravans, night sabotage in border temples, hunting smugglers.
Mornheim vs Dune - resource war.
Reason: Mornheim mines metals, Dune mines spices and glass. Dune's caravans often pass through Mornheim's mountain passes, and "incidents" regularly occur there.
Form: control of passes, ambushes, bribery of guards, litigation in neutral cities.
Green Mark vs. all others - defensive position.
Reason: The forest protects itself, but loggers and miners constantly try to cut/dig near the borders.
Form: druid guerrilla raids, curses on equipment, “disappearances” of squads.
Neutral Alliances: Aurelia and Green March often work together against the undead; Mornheim and Dune sometimes team up against pirates and bandits.
How long does the war between Light and Darkness last?
This is not one war, but a cycle of phases:

The Cold Equilibrium phase (3–5 years) – patrols, minor skirmishes, diplomatic notes.
The "Hot Conflict" phase (1-2 years) - raids, capture of outposts, public executions of spies.
The Truce phase (2–4 years) – prisoner exchange, trade agreements, joint operations against monsters.
The cycle repeats itself for centuries. At any given moment, one region may be "hot," while another may be "cold."

guilds, etc.

Additional details for the setting

Trade routes: Caravan routes run between kingdoms; they are often attacked by bandits and monsters, so convoys and guards are needed.
Border Dungeons: Often contested areas between factions, control of them provides resource and reputation bonuses.
Festivals: Each kingdom has its own festivals where you can get unique items and quests.
Guild Wars: Guilds can compete for control of cities and resources, which provides additional quests and rewards.

darkness and light

Darkness and Light: factions, characters, mechanics

Light Faction:

Paladins are holy warriors, dealing darkness damage, shields, and healing.
Priests of Light - mass healing, cleansing, buffs.
Guardians of Light - protect cities, hunt undead and demons.
Guardians of the Sacred Places - guarding the temples, maintaining balance.
Dark Faction:

Assassins are stealthy killers, deal critical damage, and weaken.
Necromancers - summoning undead, curses, control over the dead.
Demon Worshippers - deals with demons, powerful spells with a high price.
Shadow Lords are the rulers of the shadow cities, controlling information and smuggling.
Characters:

The High Paladin of Aurelia is a symbol of justice, leading crusades against darkness.
Archmage Midnight is the leader of the Shadow Academy, studying forbidden knowledge for the sake of power.
The High Priestess of Lyra is the keeper of the ancient forests, protecting nature from destruction.
The Shadow Prince of Nocturne is the ruler of the shadow city, controlling information and transactions.
Supreme Necromancer Vela strives for immortality and creates armies of the undead.
Runemaster Morna is the blacksmith of the gods, creating legendary weapons and armor.
The Scholar of the World is a researcher of ancient runes, searching for forgotten knowledge.
Feyre's Artist is a spy and actress who uses illusions and charm.
Dark and Light Mechanics:

Aura of Light: Weakens undead and demons in the radius, strengthens allies.
Dark Aura: Strengthens undead and demons, weakens holy warriors.
Balance: If there's too much Light in a region, demons appear; if there's too much Darkness, holy orders launch crusades.
Switching: The hero can change sides, but this affects reputation and access to quests.

gods and goddesses

Gods and Goddesses: Pantheon and Influence Mechanics

Aurelia, God of Light, is the patron of paladins and healers; grants buffs to healing and darkness damage; demands purity of intention.
Morn, God of Stone and Fire, is the patron of blacksmiths and miners; he enhances armor and damage; he demands honest labor and sacrifices of rare metals.
Lyra, Goddess of Forests and Life, is the patroness of druids and rangers; she heals nature, strengthens the connection with animals, and demands the protection of forests.
Zar, God of the Desert and Wind, is the patron of caravans and mercenaries; he grants luck in travel and protection from sandstorms; and he demands adherence to a code of honor.
Nox, God of Night and Shadows, is the patron of assassins and thieves; enhances stealth and ambush damage; demands secrets be kept.
Vel, God of Death and Rebirth, is the patron of necromancers and death priests; he allows the resurrection and control of the undead; he demands payment in the form of life force.
Mira, Goddess of Knowledge and Runes, is the patroness of magicians and scholars; she reveals ancient knowledge, empowers spells, and demands the study and preservation of archives.
Feyre, Goddess of Beauty and Illusion, is the patroness of artists and spies; enhances charm and illusions; demands creativity and deception for the greater good.
Mechanics of the gods' influence:

Blessing: A temporary or permanent buff that can be activated in combat.
Trial: A quest with a reward and risk; failure may result in the loss of a blessing.
Ban: Cannot use certain spells or items while the blessing is active.
Conflict of Gods: If a hero serves two conflicting gods, he will receive debuffs and be subject to their servants' attacks.

magic

Magic: Schools and Mechanics

Holy magic: healing, shields, damage to undead/demons, cleansing from curses.
Shadow magic: stealth, mental attacks, weakening enemies, invisibility.
Elemental magic: fire, water, earth, air, lightning, ice.
Natural magic: control of plants, animals, weather, healing.
Runic magic: enchanting items, traps, enhancing characteristics.
Necromancy: summoning undead, control over the dead, curses.
Illusions: deceiving the eye, creating false targets, confusing enemies.
Transmutation: change of properties of materials, temporary transformation.

cities, forests, mountains

Cities, forests, mountains

Capitals: Each kingdom has its own capital with a unique style (shiny, rocky, woody, sandy, dark).
Border towns: mixed, with many guilds, caravans, and mercenaries; escort and cleanup quests are common here.
Port cities: trade, smuggling, pirate docks; they are full of hidden missions and shady deals.
Holy cities: temples, pilgrims, holy artifacts; undead and demons are weaker here.
Cursed Cities: Ruins, contaminated zones, mutated creatures; yield rare items but are high risk.
Forests:

The Emerald Forest is dense, full of life, with druidic paths and hidden groves.
Misty Forest - illusions, disorientation, spirits and fairies.
The Dead Forest – undead, curses, poisonous mushrooms; rare ingredients for necromancy can be found here.
Mountains:

Crystal Peaks - crystals, elementals, strong winds.
Fire Mountains - volcanoes, lava flows, fire dragons.
Ice Peaks - frost, blizzards, ice golems and yetis.

kingdoms

Titles and how lineage is transmitted

King/Queen - the supreme power, a dynasty by birthright or by "crown trial" (a ritual where an artifact chooses a worthy one).
Prince/Princess - heirs; often given a "test province" (governing a city or fortress) to prove their readiness.
Duke / Duchess - large lands, own army, the right to mint coins, court.
Count / Countess - medium-sized holdings, garrison, tax collection.
Baron / Baroness - small lands, castles, control of roads and markets.
Knight - personal service, land grants for merit, protection of borders.
Lord/Lady - Can be an honorary title for wealthy merchants, guild masters, or influential mages.
How is the genus transmitted:

Direct line: from parent to eldest child (or to the one chosen by the artifact).
Trial of the Family: The candidate must pass a test (for example, surviving in a family dungeon or proving mastery of the family's work).
Adoption into a House: An influential house may formally adopt a powerful ally, granting them a title and responsibilities.
Loss of title: for treason, cowardice, loss of lands, or by decision of the royal court.

kingdoms

Five Kingdoms (and their chips)

Kingdom of Aurelia (Kingdom of Light)

Style: shining cities, stained glass windows, temples, white towers.
Economy: trade in relics, pilgrimage, production of sacred artifacts.
Army: Paladins and Holy Knights, specializing in damage against undead and demons.
A special feature: the capital has a "Hall of Fame" - a plaque where the names of heroes who saved cities are written.
Kingdom of Mornheim (Mining and Ore)

Style: rock fortresses, tunnels, forges, bridges over chasms.
Economy: metals, gems, weapons and armor.
Army: heavy infantry, siege engineers, battle golems.
Feature: mines provide bonuses to blacksmithing and alchemy, but in deeper levels there are cursed veins and ancient guardians.
Kingdom of Green Mark (Forest and Druidic)

Style: tree cities, root bridges, sacred groves.
Economy: wood, herbs, potions, honey and rare mushrooms.
Army: rangers, druids, beast riders.
Feature: the forest itself protects the kingdom: fog, illusions, vine traps; strangers are easy to lose sight of.
Kingdom of Dunes (Desert and Caravan)

Style: sand palaces, caravan routes, oases, bazaars.
Economy: spices, fabrics, glass, rare artifacts from ruins.
Army: light cavalry, archers, mercenaries; many contracts with guilds.
Feature: "The Sand Code" is a set of rules for caravans; violations result in expulsion and mercenary hunting.
Kingdom of Nocturne (Shadows and Night)

Style: black spires, hidden courtyards, underground markets, canals.
Economy: information, smuggling, rare poisons, shadow contracts.
Army: assassins, shadow guards, night patrols.
Special feature: the "Law of Twilight" is in effect: open trade during the day, shady deals at night; if caught violating the law, the punishment is branding and exile.

guild and schools of magic

Guilds: structure and functions

The Adventurers Guild is the main source of quests, rankings, quest board, and group manager.
Magic Guild – magical training, research, artifacts; access to closed libraries.
Trade Guild – logistics, caravans, rare goods; trade bonuses and discounts.
Knightly orders and military guilds – defend cities, suppress rebellions, hunt demons; provide defense and morale buffs.
Thieves/Scouts Guild – Hidden quests, information, sabotage; provides bonuses to stealth and hacking.
Alchemists' Guild – recipes, rare ingredients, potions; access to laboratories.
Blacksmiths' Guild – forging, equipment upgrades, rare materials; access to forges and rare metals.

Schools and academies of magic

White Flame Academy (Aurelia) – focuses on holy magic, healing, defense, and damage to the undead. There's also a "Trial of Light" where you need to endure a wave of undead without damaging your allies.
The Rune School of Mining (Mornheim) – runic magic, enchantment, and armor and weapon enhancement. Students learn to read ancient inscriptions in the mines.
Forest Academy of the Green Circle (Green Mark) - druidism, connection with nature, animal control, herbal healing.
Desert Academy of Sand Shadows (Dunes) - illusions, stealth, wind and sand magic, desert navigation.
Midnight Shadow Academy (Nocturne) – shadow magic, poisons, curses, and mental techniques. Training takes place at night; during the day, only theory.
The Imperial College of Archmages is a neutral school where all schools are studied and new spells are created; admission is difficult, requiring a recommendation and victory in a tournament.

color

Ranks: all possible scales and who they are for

Adventurer Ranks (Standard Scale)
F — beginners, simple tasks (gathering, escorting, clearing out small monsters).
E - confident beginners, can work in a group, take on tasks to clear caves.
D — average level, allowed to raid bosses, take on cleanup missions.
C - experienced fighters, can lead a group, participate in city/regional events.
B - elite, take on complex orders, can be instructors or squad leaders.
A - almost legendary fighters, participating in continental-scale crises.
S - "legends", their names are known all over the world; they take on unique threats.
Additional rarity levels:

The SS are unique fighters capable of changing the balance of power in the region.
SSS — "global threats/defenders"; can influence the policies of states.
Separate scales
Mages: Spell access levels (Novice, Adept, Master, Archmage, Supreme Mage).
Alchemists: Potion quality (basic, advanced, rare, legendary, divine).
Blacksmiths: metal types and forging difficulty (normal, magical, enchanted, legendary, divine).
Thieves/Scouts: Stealth and Hacking levels (Apprentice, Specialist, Master, Ghost, Shadow).
Healers: levels of healing and support (helper, healer, master healer, holy healer, divine healer).
Rank Up Mechanics:

Accumulation of reputation points in the guild.
Completing "ranked challenges" (special quests).
Defeating bosses of a certain level.
Participation in major events (faction wars, city defense).

dungeons

Dungeons: Types and Game Mechanics

Goblin Caves - tutorial, traps, resource gathering; "noise" mechanic (loud actions attract more enemies).
Ruins of an ancient civilization – puzzles, hidden rooms, rare items; “ancient seals” mechanics (you need to find keys/runes).
Abandoned Temple - mini-boss, reputation quests; blessing/curse mechanics when activating altars.
Catacombs/Necropolis - undead, "health drain" (HP slowly drops in the area), "fear" mechanics (chance of panic for weak characters).
Volcanic caves - heat (debuff if you stay there for a long time), lava traps; "cooling" mechanics (requires carrying special potions).
Crystal Caves - elemental shields on enemies, "crystal overload" (can activate explosions).
Labyrinth - random events, "trap rooms", "map" mechanics (find map fragments).
Underground City - NPCs, shops, safe zones and dangerous areas; "district reputation" mechanic.
The dungeon core/throne room is the final boss area with special mechanics (phases, attack interrupts, object destruction).

Monsters and Creatures 3

Undead and Necro-faction
Skeletons are cheap, weak, but dangerous in large groups.
Zombies are slow, but they infect you with the "rot" debuff (reduced regeneration).
Liches are undead mages; control, curses, summoning skeletons; vulnerable to holy magic.
Vampires - high speed, health drain, weakness to light and silver.
Demons and Hellish Factions
Imps are minor demons that deal damage with fire/dark magic and can inflict a "curse".
Incubi/Succubi – mind control, seduction, mental attacks; often give quests with moral choices.
Demon Princes are region bosses; they drop unique items when defeated.
Angels and Holy Factions
Angel Paladins - Holy Armor, Healing, Damage to Undead/Demons.
Archangels - strong buffs, group protection, sometimes "punishments" on enemies.
Fairies, spirits, elementals
Fairies - buffs, reconnaissance, sometimes "little quests" for a reward.
Spirits are invisible helpers that can remove debuffs or grant temporary vision through walls.
Elementals (fire, water, earth, air) are strong single opponents; vulnerable to the opposite element.
Sea and swamp races
Mermaids/Merfolk - speed in water, control of waves, vulnerable on land.
Krakens/Leviathans are sea bosses; AoE for the fleet, storm mechanics.
Swamp monsters - poison, fog, slow; often guard rare herbs
Insects and parasites
Giant Beetles - Armor, AoE, sometimes swarm (lots of small enemies).
Parasites/Maggots - Infestation, Mind Control, Attrition.
Constructs and artificial beings
Golems (stone, clay, metal) – high defense, low speed; vulnerable to destructive magic.
Automatons are mechanical guardians, often associated with ruins and ancient technology.

monsters and creatures

All Isekai Creatures (Complete List by Faction and Mechanics)

People and hybrids
Regular people are the base, without bonuses, but they can take classes and level up.
Beastmen (cats, wolves, foxes, etc.) - bonuses to agility/smell, night vision, sometimes "animal instincts" (dodge, critical hit).
Half-elves are a balance of magic and endurance; often "neutral" in conflicts.
Half-demons – high strength and regeneration, but reputation issues with Holy Orders; may have a "demon form" with a temporary buff and debuff (mana overheating, loss of control).
Half-dragons are rare; bonuses to resistance and elemental breath, but strong reaction of magic detectors.
Elves
Wood Elves - Stealth, Archery, Traps; Passive Nature Bonus.
Dark elves - shadow magic, poisons, control; often in conflict with other elves.
High Elves – pure magic, longevity, high mana; can be "quest givers" for mages.
Dwarves and the Stone Races
Dwarves - armor, blacksmiths, mines; poison/cold resistance, speed penalties.
Mountain trolls have a huge amount of health, are slow, and regenerate; they are often hired as tanks.
Orcs, goblins, ogres
Goblins are small, fast, and love traps and theft; starting enemies and occasional scouting allies.
Orcs - strength, melee, rage (the less health, the higher the damage).
Ogres are "mini-bosses" in early zones; slow but with AoE attacks
Dragons and large animals
Dragons (fire, ice, earth, wind, darkness, light) - different breathing mechanics and resistances; can be bosses or ancient allies.
Wyverns are weaker than dragons, but they fly and deal area-of-effect damage.
Manticores are a hybrid of a lion, a scorpion, and wings; they have a poisonous tail and high critical damage.

Prompt

I hope everything is okay

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