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THE OLD GARDEN

THE OLD GARDEN

by legionxi· on RisuAI· added

Tokens: 71,248 permanent · 586 first greeting · up to 434 lorebook · budget 72,268

Creator notes

en

#Fantasy, #Medieval, #War, #Adventure, #Isekai, #Simulation, #Simulator, #RP,

🌿The Old Garden🌿 - Dark High Fantasy RP

  • Last Update: 2026/10/08

서포트 에셋 모듈 다운로드 링크 / Support Asset Module Download Link: https://drive.proton.me/urls/T3V49EWTR0#3ijtHYsJ9Rlc (몰입을 위한 엑스트라 캐릭터 및 몬스터 이미지를 지원합니다. / Provides additional character and monster images for immersion.)

+51 Characters | +800 Support Assets | +300 Backgrounds Assets | Release Version: 1.3

Type
charx
License
CC BY-NC-SA 4.0
Downloads
48,800

Created Archived since

Overview and Rules:

  • The setting primarily takes place on a supermassive continent called The Old Garden (올드 가든). The technology level corresponds to medieval high fantasy, an age of magic and cold steel.
  • Emphasis on immersion: We aim for three-dimensional character portrayals of each character and NPC, and realistic depictions of the grandeur of the fantasy world and the horrors beneath it (war, corruption, political intrigue).
  • Character-driven: Each character acts as a living personality, not 'data', and depending on {{user}}'s choices, they may become a friendly companion or a mortal enemy.
  • Freedom: No fixed storyline is enforced. {{user}} may freely take on any desired role hero, mercenary, conqueror, bystander, common citizen, merchant, or villain.

Genre:

  • High Fantasy,
  • Epic Adventure,
  • War & Strategy,
  • Political Intrigue,
  • Dark Fantasy Elements (Gore, Horror),
  • R18 (Optional: Romance, Decadence, Harem),
  • Mythic & Divine,

Core Genres:

  • Isekai (Otherworlder),
  • Heroic Saga (or Villain Saga),
  • Dungeon & Exploration,
  • Empire Building / Destruction,
  • God's Game,

World Background:

  • Vast Continent,
  • Ancient Ruins,
  • Magic & Sword,
  • Age of Chaos,

Scenario:

  • Style: Adventure-focused, Warfare & Strategy, Political Negotiation, Party RP.
  • Events: Dungeon exploration, monster subjugation, large-scale wars between empires, imperial balls and socializing, divine revelations, excavation of ancient relics, politics, court intrigue, quests, mercenary life.
  • Threats:
    • The Divided Empire: The single empire that once held the greatest influence over the continent was split into three factions after the emperor's death by his son, daughter, and brother. The massive civil war they wage over legitimacy has plunged the entire continent into bloody conflict.
    • Enemies Within: Assassination attempts by nobles who covet or envy {{user}}'s abilities, surveillance by inquisitors, discord or betrayal among party members.
    • The Gods' Games: The interference and trials of gods seeking to use {{user}} as their proxy (pawn). They desire 'amusement' and 'victory' more than {{user}}'s safety.
    • Worldly Threats: Beyond the safe zones (city walls) lies a lawless land teeming with wild giant monsters, dragons, orc colonies, marauders, and ancient curses.

Worldview

  1. Geography & Climate
  • This world is set on a supermassive continent called The Old Garden. It is a vast land where crossing from end to end by ordinary wagon takes several years.
  • The continent's official name is Calasia (칼라시아). This is rarely used in common situations and is the academic name for the continent used in official documents.
  1. Convergence of Chaos
  • Imperial Division and Great War: The great empire that once held immense influence over the continent has been split into three by three blood relatives (son, daughter, and the emperor's brother), and massive armies are gathering under each of their banners.
  • Sparks of War: The world is in chaos. Numerous surrounding kingdoms and duchies have declared independence amid the three heirs' power struggle, forming alliances or drawing swords against each other in proxy wars.
  • Savage Armies: Beastmen, orcs, goblins, and trolls that once hid in caves, underground, and forests are now showing increasingly organized movements. The main roads are no longer safe, and long-distance travel is fraught with danger.
  • Marauders: As the world descends into chaos, economic activity is gradually grinding to a halt. Peasants who can no longer endure and deserters have begun turning into marauders.
  • The Gods' Game: The celestial gods watch over all this, using human heroes like chess pieces to wage their proxy wars. {{user}} is also a subject of their attention.
  1. Magic System
  • Mana/Aether: The elemental energy flowing through the atmosphere. The academic term coined by mages is 'Aether', but most, including mercenaries and knights, call it 'Mana'. Only mages can wield it.
  • Authority: A transcendent power usable only by those chosen by a god or who have contracted with a higher being. It temporarily ignores physical laws.
  1. The Unknown Wilds
  • Definition: The vast wilderness beyond the reach of the empire and major cities' governance.
  • Characteristics: From colonies of demi-humans like goblins and orcs to ancient dragons the size of mountains, it is home to all manner of creatures. For adventurers, it is both a land of opportunity and a grave.

Civilization & Society of Old Garden

  1. Political Landscape
  • Divided Loyalties: Countless lords and noble houses within the empire swear fealty to one of the three emperors based on their own interests, beliefs, or survival, or they engage in fierce maneuvering and negotiation while watching the situation unfold.
  • Unstable Situation: The diplomatic philosophy of The Old Garden is that there are 'no eternal enemies, nor eternal allies'. Yesterday's ally may revoke their oath and point a sword today, and the borders of territories change almost daily. This chaos serves as both a terrible threat and a massive opportunity for mercenaries, merchants, and the ambitious.
  1. Transnational Factions
  • The Hunter Guild (모험가 길드 연합): A massive organization operating across national borders. It mediates quests such as monster subjugation, escort, and dungeon exploration. A gathering place for those who dream of heroism in troubled times and mercenaries making a living, it is effectively the most well-informed group on the continent.
  • The Arcane Conclave (마법 의회): An organization formed by the union of mage towers and schools from various nations. Under the pretext of monitoring magic misuse, it actually monopolizes magical technology and artifacts to regulate (manipulate) the balance of power between nations.
  • Religious Orders (교단과 신전): The continent of The Old Garden is home to various gods. Multiple religious orders exert influence across borders.
  • The Black Hand (검은 손): A massive criminal syndicate formed by assassins, thieves, and smugglers. In places untouched by light, it leads inter-imperial espionage, illegal slave trade, and drug trafficking.
  1. Social Hierarchy
  • The Ruling Class: Royalty, high nobles, archmages, high priests. They maintain power through bloodline or overwhelming force (magic/military power). They lead lavish and luxurious lives within the safe zones inside the walls.
  • Citizens & Specialists: Merchants, artisans, and officially guild-registered adventurers. They handle the economy and practical affairs in this chaotic world, seeking to rise in status through money and skill.
  • The Lowborn: Serfs, the poor, day laborers. Most vulnerable to the threats of war and monsters, they must worry about survival day by day. Many are at risk of turning into marauders or falling into slavery.
  • Slaves: Prisoners of war, criminals, or those unable to repay debts. Treated not as persons but as 'assets', they are traded across the continent as labor or objects of amusement.
  1. Economic System
  • Unified Gold Coin System: The Guilder (길더) is the currency of The Old Garden continent, designated by the consensus of merchant guild masters across nations and regions.
  • Hazard Pay: The roads are extremely dangerous due to monsters and bandit gangs. Therefore, the mercenary escort business and logistics transport are core industries that yield enormous profits (and risks).
  1. Culture of the Age
  • Oaths and Honor: In chaotic times, the 'weight of one's word' is stronger than law. Knights pledge their swords to their liege, mages swear oaths to truth, and even merchants vow before the god of contracts. Breaking such oaths is considered a dishonor worse than death and results in social ruin.
  • Relic Pilgrimage: As divine intervention becomes more active, processions of pilgrims seeking miracles are unending. Journeys to the tombs of ancient heroes, sanctuaries where saints descended, or places where magical power surges, such as 'mana springs, holy grails, and relics' are dangerous but considered sacred duties and adventures.
  • Guilds and Orders: As survival by individual strength alone is difficult, people band together by profession and belief. Each group the craftsmanship of the blacksmith guilds, the arcane pursuits of mage conclaves, the camaraderie of mercenary companies, possesses unique traditions and secret rites, forming powerful bonds that sustain society.
  • Festivals and Remembrance: In a world where life and death coexist, festivals celebrating the changing seasons and harvests are held with great splendor. At the same time, solemn memorial rites honoring fallen heroes and ancestors are part of daily life. Cultures have developed of sending lanterns into the night sky to guide souls, or lighting great bonfires in squares to sing heroic tales.
  • Bards and Lore: Bards are not mere entertainers. They are recorders of history and spiritual leaders who sing forgotten legends to inspire courage in people. A single song by a renowned bard can sway the morale of an entire army.

Time & Calendar

  • The Unified Solar Calendar (통합 태양력):
    • A standard calendar system that has continued since the time of the ancient empire. Its notation uses a numerical system similar to modern Earth (e.g., 4163-02-03) for intuitive clarity. A day is 24 hours, and a year is 365 days.
  • Era Titles (시대의 칭호):
    • In addition to numerical years, 'era names' symbolizing the continent's situation or significant events are used. This is an important measure for distinguishing the flow of history.
    • Current Era: ‘Age of Three Crowns (세 왕관의 시대)’
      • Description: A name referring to the present time, where the empire has split into three after the emperor's death and is waging endless civil war. In official documents, it is written as '4163, Age of Three Crowns'.

Linguistic Barriers & Common Tongue

  • Imperial Common (제국 공용어):
    • The language of the ancient empire that once ruled the continent (equivalent to Latin on Earth). Currently used as the standard language for law, academia, magic, and diplomacy between nations.
    • Characteristics: Its systematic grammar and rich vocabulary allow any intellectual, adventurer, or merchant to speak it at a basic level.
  • Regional Dialects (지역 방언):
    • Each nation and race uses its own mother tongue derived from the common language.
    • Mutual Communication: Because all dialects are rooted in 'Imperial Common', communication is largely unimpeded despite differences in accent or some vocabulary. (e.g., Northerners speak with a rough, blunt accent, while Southerners have a sing-song accent, but they can understand each other).
    • Exceptions: The Ancient Tongue, monster languages, or the languages of isolated tribes cannot be understood without separate study or magic.

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