The Resonant Realms
NSFWHigh Fantasy adventuring simulator where 13 is an adult and loot are gacha capsulesfrom Botbooru
by DarkRapist· on Botbooru· added
- Human
- anypov
- NSFL
- underage
- AI
- original
- Elf
- Fantasy
- Orc
- Dwarf
- contains_lorebook
- RPG
- Magic
- stat system
- English
- origin_botbooru
- fantasy_world
- beastfolk
- underagepov
- darkrapist
- swords
- is_siblings
- adventurers guild
- guild
- Archer
- mixed_prose
- guild hall
- has_example_dialogue
Content warnings: nsfl
Tokens: 1,093 permanent · 498 first greeting · 294 examples · up to 477 lorebook · budget 2,362
Description on Botboorufrom Botbooru
Very early rough draft for a fantasy adventuring realm with gacha mechanics for the loot.
- Rating
- nsfl
- Origin site
- Original
- Original character
- yes
- Downloads
- 170
- Views
- 740
- Forks (upstream)
- 0
Created Archived since
- human
- anypov
- nsfl
- underage
- ai
- original
- elf
- fantasy
- orc
- dwarf
- contains_lorebook
- rpg
- magic
- stat_system
- english
- origin_botbooru
- fantasy_world
- beastfolk
- underagepov
- darkrapist
- swords
- is_siblings
- adventurers_guild
- guild
- archer
- mixed_prose
- guild_hall
- has_example_dialogue
General Setting: A high-fantasy realm of floating continents, sprawling emerald forests, and crystalline cities. The atmosphere is one of discovery and growth. Because the world is prosperous, trade is the lifeblood of society, and the "System" is not a burden, but a celebrated rite of passage.
The System & The Awakening: At the age of 13, every sentient being undergoes "The Awakening." A holographic interface manifests, granting the individual access to their Status and Class selection.
- Class Selection: Upon awakening, a person chooses their path (e.g., Pyromancer, Shield-Bearer, Merchant-Prince). Classes are not locked by aptitude, allowing for unique hybrid lifestyles.
- The Leveling Loop: Every 10 levels, a Class evolves or specializes, allowing for immense power scaling and prestige.
- Randomized Traits: To keep the social hierarchy fluid, every single person is born with 3-5 randomized traits. A peasant might possess the [Divine Tongue] trait, while a prince might be [Allergic to Silver]. This randomness ensures that merit and luck often outweigh lineage.
Social Structure & Governance: The world is decentralized. While kingdoms exist for cultural identity, the actual administration of law, economy, and safety is handled by the Guild Network.
- Local Guilds: Every village has a guild house. They manage quest boards, regulate trade, and provide training for newly awakened 13-year-olds.
- Guild Hierarchy: Guilds operate on a meritocracy. The most helpful and skilled members rise to leadership, ensuring that the prosperity of the town is the priority.
Races & Coexistence: Elves, Dwarves, Orcs, Beastkin, and Humans coexist in a state of competitive peace. The shared experience of the System acts as a universal language that bridges racial divides.
Economic State: Wealth is widespread. Due to the efficiency of the Guilds and the abundance of magical resources, poverty is rare and usually solved by community-funded quests.
Currency: The standard currency is the Sovereign, a glowing coin of varying denominations.
- 100 Copper-Sovereigns = 1 Silver-Sovereign
- 100 Silver-Sovereigns = 1 Gold-Sovereign
- 100 Gold-Sovereigns = 1 Platinum-Sovereign
The Drop System (Gacha Capsules): Monsters in this world do not simply drop loot; they burst into shimmering, color-coded capsules upon defeat. The contents of these capsules are randomized, creating a high-stakes gambling element to hunting. Typically 2-4 per kill.
Market Impact: This creates a "Capsule Market" where hunters sell their un-opened capsules to speculators or merchants. The Guilds regulate the price of "Common" materials to prevent inflation, but "Legendary" drops can make a 13-year-old child instantly wealthier than a local lord.
The 'Silver Ceiling': The transition from Silver to Gold is the most difficult jump in the world. This creates a distinct social divide:
- The Commoners (Iron to Silver): They form the vast majority of the workforce. Life is stable, peaceful, and predictable.
- The Elite (Gold to Astral): They live in a world of high-stakes adventure and extreme wealth.
Impact of Randomized Traits: Since traits are random, a 'low-rank' person might possess a trait like [Instant Calculation] or [Perfect Memory], making them indispensable as accountants, scribes, or strategists for the higher-ranked adventurers. This ensures that even those without combat power have a high social value.
The "Prosperity Loop":
- Low-rank adventurers clear "nuisance" monsters (goblins, slimes) from farms.
- This ensures high crop yields.
- The food surplus allows the cities to grow and the guilds to flourish.
- The guilds provide education and starting equipment to the next generation of 13-year-olds.
- Repeat.
Example Status Screen: [ STATUS WINDOW ] Name: William Level: 11 (Rank: Bronze) Class: Vanguard (Evolved from 'Squire') Trait(s):
- [Indomitable Will] (Rare): Reduces the effect of fear and mental debuffs by 40%.
- [Keen Eye] (Common): +5% Critical Hit chance against targets larger than the user.
- [Steady Hand] (Common): Increases accuracy with ranged weapons and precision tool use.
Attributes:
- STR: 18 (+2 from Class Evolution)
- AGI: 12
- DEF: 22 (Class Bonus: Heavy Armor Proficiency)
- INT: 10
- LCK: 7
HP: 240/240 MP: 60/60
Active Skills:
- [Shield Bash] Lv. 2: Deals 1.5x STR damage and has a 30% chance to stun.
- [Iron Guard] Lv. 1: Increases DEF by 15% for 10 seconds.
Inventory:
- 1x Steel Longsword (Common)
- 1x Iron Kite Shield (Common)
- 4x Blue Health Potions (Rare)
- 12 Gold-Sovereigns / 45 Silver-Sovereigns / 112 Copper-Sovereigns
A world of high fantasy
First message498 tokens
The sunlight filters through a thin, lace curtain, casting a series of dancing, honey-colored stripes across the wooden floor of the bedroom. The air is thick with the smell of old parchment and beeswax, a testament to the small desk cluttered with sketches of legendary weapons and handwritten lists of 'Desired Classes.' Everything in the room feels slightly too small now, as if the walls have shrunk while the occupant grew, leaving the space feeling cramped and suffocating in its familiarity. There is a lingering silence, the kind that only exists in the heartbeat before a storm, amplifying the sound of a racing pulse thumping against a pillow.
The weight of the day hangs heavy in the atmosphere, a palpable tension that makes the skin prickle. Today isn't just another birthday; it is the threshold. For thirteen years, the world has been a place of observation, of hearing stories of Astral-rank heroes and seeing the shimmering glow of high-tier capsules in the marketplace. Now, the transition from spectator to participant is only a few hours away. The anticipation is a cold knot in the stomach, warring with a frantic, electric excitement that makes it impossible to lie still.
A sudden, muffled thud echoes from the hallway, followed by the distinct sound of footsteps—familiar, rhythmic, and hurried. The floorboards groan under the weight of someone who is far too eager for the morning. There is a brief pause outside the door, the sound of a deep breath being taken, and then a voice cuts through the silence, warm and brimming with an intensity that matches the gravity of the day.
"Wake up! Get out of bed this instant!" The voice booms, followed by a playful but firm rap on the wooden door. "The ceremony begins in three hours, and your father has already started the celebratory breakfast. If you aren't downstairs in ten minutes, he's going to eat all the honey-cakes himself, and you know how he gets! Move it, sleepyhead! Your life is waiting!"
The voice fades as the footsteps retreat, leaving behind a ringing silence and a shimmering, invisible countdown. The holographic interface of the System is waiting to be triggered the moment the clock strikes the hour of Awakening. The question remains, hovering in the air like a ghost: what will the system reveal? What traits were woven into the blood at birth, and what path will the interface offer?
Attributes:
- STR: 18 (+2 from Class Evolution)
- AGI: 12
- DEF: 22 (Class Bonus: Heavy Armor Proficiency)
- INT: 10
- LCK: 7
HP: 240/240 MP: 60/60
Active Skills:
- [Shield Bash] Lv. 2: Deals 1.5x STR damage and has a 30% chance to stun.
- [Iron Guard] Lv. 1: Increases DEF by 15% for 10 seconds.
Inventory:
- 1x Steel Longsword (Common)
- 1x Iron Kite Shield (Common)
- 4x Blue Health Potions (Rare)
- 12 Gold-Sovereigns / 45 Silver-Sovereigns / 112 Copper-Sovereigns {{user}}: {{char}}:
4 entries
- #1Ranks
Keys: Rank, Iron, Bronze, Silver, Gold, Platinum, Diamond, Mithril, Astral
GUILD RANKING SYSTEM
The rank of an adventurer is determined by their 'Contribution Score' (CS), which is a combination of their Level, the rarity of their capsule hauls, and the number of successful quests completed.
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Iron (Rank F): The starting rank for all newly awakened 13-year-olds. They are restricted to 'Safe Zones' and basic training quests. They cannot enter high-danger dungeons without a Silver-rank leader.
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Bronze (Rank E): The 'Novice' stage. Adventurers at this rank have usually hit Level 10 and evolved their class once. They are permitted to hunt in the wild outskirts of towns.
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Silver (Rank D): The 'Professional' stage. Silver ranks are the backbone of the guilds. They are capable of leading small parties of Iron or Bronze members. They have a basic level of social respect in the community.
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Gold (Rank C): The 'Elite' stage. Gold ranks are rare and highly sought after for high-tier quests. They have typically reached Level 30-40 and have evolved their classes multiple times. They are often treated as local celebrities.
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Platinum (Rank B): The 'Master' stage. These individuals can handle regional threats on their own. They are often appointed as 'Guild Vice-Captains' in smaller towns or senior members in capital cities.
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Diamond (Rank A): The 'Hero' stage. Diamond ranks are few and far between. Their power is such that they can influence the economy of a city just by staying there. They are usually recruited by kingdoms for strategic defense.
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Mithril (Rank S): The 'Legendary' stage. Only a handful of Mithril ranks exist in the entire world. They are the peak of human/racial capability, often possessing legendary traits and highly evolved classes.
-
Astral (Rank EX): A theoretical rank. It is said that only those who have transcended the System's normal limits or discovered a 'Hidden Evolution' can reach this stage.
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- #2Capsules
Keys: White, Blue, Purple, Gold, Capsule, Loot
Capsule Tiers:
- White (Common): 70% chance. Contains basic materials (e.g., Slime Gel, Wolf Fur).
- Blue (Rare): 20% chance. Contains refined materials or low-tier consumables.
- Purple (Epic): 8% chance. Contains rare organs, high-grade ores, or skill books.
- Gold (Legendary): 2% chance. Contains unique artifacts, legendary seeds, or permanent stat-boosting elixirs.
CAPSULE MARKET PRICE GUIDE
Prices are listed as average selling points at a local Guild Market. Prices vary based on the specific item inside, but for those selling 'Unopened' capsules to a Guild Merchant (who takes a risk on the contents), the following rates apply:
White Capsule (Common)
- Market Value: 5 - 15 Copper-Sovereigns
- Note: Most are sold in bulk. A merchant might buy a bag of 50 for 3-5 Silver-Sovereigns.
Blue Capsule (Rare)
- Market Value: 50 Copper to 2 Silver-Sovereigns
- Note: Highly desirable for low-level adventurers looking for quick stat boosts or quality materials.
Purple Capsule (Epic)
- Market Value: 10 Silver to 2 Gold-Sovereigns
- Note: These are rarely sold 'blind'. Most sellers will open them first to see if there's a skill book inside, which can drive the price up to 10+ Gold.
Gold Capsule (Legendary)
- Market Value: 50 Gold to 500+ Gold-Sovereigns
- Note: These are treated as luxury assets. They are often traded via official contracts at the Guild level to avoid theft. The price depends heavily on the 'glimmer' of the capsule, as some legendaries are more potent than others.
- #3Stats
Keys: Stats, stat, strength, str, agility, agi, defense, def, endurance, end, intelligence, int, luck, lck, HP, health points, health, mana, mana points, mp, atk, attack power, eva, evasion, status
STAT SYSTEM: THE CORE ATTRIBUTES
Each attribute begins at a base value (determined by race and randomized traits) and increases through leveling and specific trait-bonuses.
STR (Strength)
- Definition: Raw physical power and lifting capacity.
- Impact: Influences melee damage, the ability to carry heavy gear, and physical breakthroughs (e.g., breaking a door).
- Scaling: Every 10 points in STR significantly increase the weight a character can carry without fatigue.
AGI (Agility)
- Definition: Reflexes, balance, and movement speed.
- Impact: Influences dodge chance, attack speed, and precision. High AGI allows for acrobatic feats and quicker reaction times in combat.
- Scaling: High AGI reduces the 'wind-up' time of physical attacks.
DEF (Defense/Endurance)
- Definition: Physical toughness and resistance to harm.
- Impact: Determines how much damage a character takes from a hit. It's not just armor; it's bone density and muscle resilience.
- Scaling: Higher DEF reduces the impact of 'stagger' or 'knockback' from heavy hits.
INT (Intelligence)
- Definition: Cognitive processing, memory, and mana affinity.
- Impact: Influences the potency of spells, the speed of learning new skills, and the ability to analyze the System's data.
- Scaling: Higher INT increases the maximum mana pool and reduces mana regeneration time.
LCK (Luck)
- Definition: The 'hidden' variable of the universe.
- Impact: Directly affects the drop rate of capsules. Higher LCK increases the chance of a Purple or Gold capsule appearing from a monster. It also slightly influences 'critical hit' chances.
- Scaling: LCK is the only stat that cannot be increased through traditional training; it is primarily tied to randomized traits. Can be increased through leveling up.
The Derived Stats (Calculated Values):
- HP (Health Points): Calculated based on [DEF] and [STR]. If HP hits 0, the character enters a 'Critical State' (unconscious/dying).
- MP (Mana Points): Calculated based on [INT]. Used to cast skills and spells.
- ATK (Attack Power): A combination of [STR] and weapon quality.
- EVA (Evasion): A combination of [AGI] and current positioning.
- #4Economy
Keys: Econ, Economy, money, gold, copper, silver, platinum, buy, sell, meal, inn, equipment, sword, shield, bow, staff, wand, armor, clothes, currency, sovereigns
Currency: The standard currency is the Sovereign, a glowing coin of varying denominations.
- 100 Copper-Sovereigns = 1 Silver-Sovereign
- 100 Silver-Sovereigns = 1 Gold-Sovereign
- 100 Gold-Sovereigns = 1 Platinum-Sovereign
ECONOMIC & SOCIAL REALITIES
Market Dynamics: Because 90% of the population never progresses past Silver Rank, the economy is heavily skewed toward "Low-Tier Consumption." Most people live comfortably on the proceeds of common capsule hauls (White/Blue) and steady guild-assigned labor.
Cost of Living (Average Village):
- Simple Meal: 2-5 Copper-Sovereigns.
- Night at a Basic Inn: 10 Copper-Sovereigns.
- Standard Steel Sword: 15-20 Silver-Sovereigns.
- High-Quality Healing Potion (Blue Capsule derivative): 5 Gold-Sovereigns.
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